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-rw-r--r--doc/3D.md27
-rw-r--r--doc/BUILD_OPTIMIZATION_PROPOSAL.md344
-rw-r--r--doc/BUILD_OPTIMIZATION_PROPOSAL_V2.md346
-rw-r--r--doc/CONTRIBUTING.md4
-rw-r--r--doc/HOWTO.md13
-rw-r--r--doc/SPECTRAL_BRUSH_EDITOR.md497
6 files changed, 1223 insertions, 8 deletions
diff --git a/doc/3D.md b/doc/3D.md
index 5bda566..59af47c 100644
--- a/doc/3D.md
+++ b/doc/3D.md
@@ -153,15 +153,26 @@ Instead of full SDF-on-SDF intersection (which is expensive), we approximate dyn
* **Normal**: Compute gradient $N = \nabla SDF_B(P_{local})$ via central differences. Transform $N$ back to world space.
* **Contact Point**: $P_{contact} = P_{world} - N * p$.
-### Solver Loop (Semi-Implicit Euler)
-1. **Integrate Velocity**: `vel += gravity * dt`.
+### Narrow Phase & Resolution:
+* If collision detected (depth $p > 0$):
+ * **Positional Correction**: Move object by $N * p$ (to resolve penetration).
+ * **Velocity Response (PBD)**: In Position Based Dynamics (PBD), the velocity is re-evaluated *after* all collisions and constraints have been resolved: `v = (p_new - p_old) / dt`.
+ * **Friction**: Apply tangential damping.
+
+### Rotation & Angular Momentum
+Objects should support rotation via **Quaternions**.
+* **State**: Add `quat orientation` and `vec3 angular_velocity` to `Object3D`.
+* **Integration**: Update orientation using angular velocity: `q = q + 0.5 * dt * [0, w] * q`, then normalize.
+* **Narrow Phase**: Proxy points must be rotated by the quaternion: `P_local = Inverse(Q) * (P_world - Position)`.
+* **Collision Response**: Collision impulses should affect both linear and angular momentum.
+
+### Solver Loop (Position Based Dynamics)
+1. **Integrate Position (Predicted)**: `p_pred = p + v * dt`.
2. **Broad Phase**: Find pairs using BVH.
3. **Narrow Phase & Resolution**:
- * If collision detected (depth $p > 0$):
- * **Positional Correction**: Move object by $N * p$ (to resolve penetration).
- * **Velocity Response**: `vel = vel - (1 + restitution) * dot(vel, N) * N`.
- * **Friction**: Apply tangential damping.
-4. **Integrate Position**: `pos += vel * dt`.
+ * Resolve penetrations and constraints on `p_pred`.
+4. **Update Velocity**: `v = (p_pred - p) / dt`.
+5. **Finalize Position**: `p = p_pred`.
### Code Integration Plan
@@ -183,4 +194,4 @@ our AssetManager or as c++ code directly) - **Task #36: Blender Exporter**.
## latter improvement
How to handle transparency? Multi-Ray-casting?
-We need to think about the lighting strategy. - **Task #40: Advanced Lighting & Transparency**.
+We need to think about the lighting strategy. - **Task #40: Advanced Lighting & Transparency**. \ No newline at end of file
diff --git a/doc/BUILD_OPTIMIZATION_PROPOSAL.md b/doc/BUILD_OPTIMIZATION_PROPOSAL.md
new file mode 100644
index 0000000..8d61e10
--- /dev/null
+++ b/doc/BUILD_OPTIMIZATION_PROPOSAL.md
@@ -0,0 +1,344 @@
+# Build Optimization Proposal: CMake Dependency Graph Analysis
+
+## Executive Summary
+
+Current incremental build times are good (0.2s when nothing changes), but **changing common headers or assets causes unnecessary broad rebuilds** (1.9-3.5s). This analysis identifies bottlenecks and proposes solutions to achieve <1s incremental builds for typical development workflows.
+
+---
+
+## Current Build Performance Baseline
+
+### Measured Build Times
+```
+Clean build (all targets): ~45s (estimated)
+Incremental build (no changes): 0.229s ✅
+Touch mini_math.h: 1.897s ⚠️
+Touch demo_assets.txt: 3.498s ⚠️
+Touch shader asset: 0.636s ⚠️ (should be 0s - not tracked!)
+```
+
+### Dependency Analysis Results
+
+**Key Finding 1: Individual asset files are NOT tracked as dependencies**
+- Only `demo_assets.txt` is a dependency, not the actual `.wgsl`/`.spec`/`.obj` files
+- Changing a shader doesn't trigger asset regeneration (stale builds!)
+- Developer must manually re-run `./scripts/gen_assets.sh` or touch `demo_assets.txt`
+
+**Key Finding 2: Generated files cause broad rebuilds**
+- `assets_data.cc`: 33 assets, 20KB+ generated code
+- `music_data.cc`: Tracker patterns
+- `timeline.cc`: Demo sequence
+- Changes to ANY asset → full rebuild of `util`, `demo64k`, and all tests
+
+**Key Finding 3: Header dependency chains**
+- `mini_math.h` → triggers rebuild of entire `3d` + `gpu` libraries (23 files)
+- `asset_manager.h` → used by audio, 3d, gpu, tests (30+ files)
+- `object.h` (includes asset_manager) → transitively includes it everywhere
+
+**Key Finding 4: Test dependency explosion**
+- 20 tests, each depends on `generate_demo_assets` or `generate_test_assets`
+- Changing assets rebuilds ALL tests (even if they don't use the changed asset)
+
+---
+
+## Problem Categories
+
+### 1. Missing File-Level Asset Dependencies ⚠️ HIGH PRIORITY
+**Problem**: Changing a `.wgsl` shader doesn't trigger `asset_packer` to regenerate `assets.h`/`assets_data.cc`.
+
+**Root Cause**: CMake custom command only depends on `demo_assets.txt`, not the actual asset files:
+```cmake
+add_custom_command(
+ OUTPUT ${OUT_H} ${OUT_CC}
+ DEPENDS ${ASSET_PACKER_DEPENDS} ${INPUT_TXT} # ❌ Missing individual asset files!
+ ...
+)
+```
+
+**Impact**:
+- Developers get **stale builds** after modifying shaders
+- Must manually trigger rebuild (`touch demo_assets.txt` or `./scripts/gen_assets.sh`)
+- Risk of bugs from testing old shader code
+
+**Solution Complexity**: Medium (requires parsing `demo_assets.txt` to extract file list)
+
+---
+
+### 2. Monolithic Generated Asset Files ⚠️ MEDIUM PRIORITY
+**Problem**: `assets_data.cc` contains ALL assets (33 items, 20KB+). Changing one shader regenerates the entire file, causing broad rebuilds.
+
+**Root Cause**: Single monolithic file instead of per-asset or per-category files.
+
+**Impact**:
+- Touch `demo_assets.txt` → 3.5s rebuild (main.cc, util, all tests)
+- Even if developer only changed one shader
+
+**Solution Complexity**: High (requires refactoring asset packing system)
+
+---
+
+### 3. Header Include Hygiene 🟢 LOW PRIORITY
+**Problem**: `asset_manager.h` and `mini_math.h` included widely, causing transitive rebuilds.
+
+**Root Cause**: Headers include more than necessary, creating dependency chains.
+
+**Example Chain**:
+```
+object.h (includes asset_manager.h)
+ ↓
+renderer.cc (includes object.h)
+ ↓
+Entire 3d library rebuilds when asset_manager.h changes
+```
+
+**Impact**: Moderate (1-2s for `mini_math.h`, less for `asset_manager.h`)
+
+**Solution Complexity**: Low (forward declarations, split headers)
+
+---
+
+### 4. Test Dependency Granularity 🟢 LOW PRIORITY
+**Problem**: All tests depend on `generate_demo_assets`, even if they don't use assets.
+
+**Impact**: Moderate (asset changes rebuild all 20 tests unnecessarily)
+
+**Solution Complexity**: Medium (requires per-test dependency analysis)
+
+---
+
+## Proposed Solutions (Ranked by Impact)
+
+### **Proposal 1: Add File-Level Asset Dependencies** ⭐ HIGHEST IMPACT
+**Effort**: Medium | **Impact**: High | **Priority**: Critical
+
+**Goal**: Make CMake aware of individual asset files, so changing a shader triggers regeneration.
+
+**Implementation**:
+```cmake
+# Parse demo_assets.txt to extract asset file paths
+function(parse_asset_list INPUT_TXT OUT_FILE_LIST)
+ file(STRINGS ${INPUT_TXT} LINES)
+ set(ASSET_FILES "")
+ foreach(LINE ${LINES})
+ if(NOT LINE MATCHES "^#") # Skip comments
+ string(REGEX REPLACE "^[^,]+,[ ]*([^,]+).*" "\\1" FILENAME "${LINE}")
+ list(APPEND ASSET_FILES "${CMAKE_SOURCE_DIR}/assets/final/${FILENAME}")
+ endif()
+ endforeach()
+ set(${OUT_FILE_LIST} ${ASSET_FILES} PARENT_SCOPE)
+endfunction()
+
+# Use in pack_assets function
+function(pack_assets NAME INPUT_TXT HEADER_VAR DATA_CC_VAR TARGET_NAME)
+ parse_asset_list(${INPUT_TXT} ASSET_FILE_DEPS)
+
+ add_custom_command(
+ OUTPUT ${OUT_H} ${OUT_CC}
+ COMMAND ${ASSET_PACKER_CMD} ${INPUT_TXT} ${OUT_H} ${OUT_CC}
+ DEPENDS ${ASSET_PACKER_DEPENDS} ${INPUT_TXT} ${ASSET_FILE_DEPS} # ✅ Fixed!
+ COMMENT "Generating assets for ${NAME}..."
+ )
+ ...
+endfunction()
+```
+
+**Benefits**:
+- ✅ Correct incremental builds (no more stale shaders!)
+- ✅ Eliminates manual `touch demo_assets.txt` workaround
+- ✅ Developer workflow improved
+
+**Risks**:
+- Adds ~33 file dependencies to CMake graph (negligible overhead)
+- Requires robust parsing of `demo_assets.txt` format
+
+---
+
+### **Proposal 2: Split Assets into Categories** ⭐ MEDIUM IMPACT
+**Effort**: High | **Impact**: Medium | **Priority**: Medium
+
+**Goal**: Split `assets_data.cc` into `shaders_data.cc`, `audio_data.cc`, `meshes_data.cc` to reduce rebuild scope.
+
+**Implementation**:
+```cmake
+pack_assets(shaders assets/final/shaders_list.txt ...)
+pack_assets(audio assets/final/audio_list.txt ...)
+pack_assets(meshes assets/final/meshes_list.txt ...)
+
+# demo64k depends on all three
+target_link_libraries(demo64k PRIVATE ... ${SHADER_DATA_CC} ${AUDIO_DATA_CC} ${MESH_DATA_CC})
+```
+
+**Benefits**:
+- ✅ Changing a shader only rebuilds files using shaders
+- ✅ Reduces 3.5s rebuild to ~1s for single-category changes
+
+**Risks**:
+- ⚠️ Requires splitting `demo_assets.txt` into multiple files
+- ⚠️ More complex build system
+- ⚠️ Asset ID namespacing might be needed
+
+---
+
+### **Proposal 3: Precompiled Headers (PCH)** 🔧 ALTERNATIVE APPROACH
+**Effort**: Low | **Impact**: Medium | **Priority**: Optional
+
+**Goal**: Use CMake's `target_precompile_headers` for common includes.
+
+**Implementation**:
+```cmake
+target_precompile_headers(3d PRIVATE
+ <cstdio>
+ <cmath>
+ <vector>
+ <algorithm>
+ "util/mini_math.h"
+)
+```
+
+**Benefits**:
+- ✅ Reduces parse time for large headers
+- ✅ Speeds up clean builds significantly
+
+**Drawbacks**:
+- ⚠️ Doesn't help incremental builds much (headers still tracked)
+- ⚠️ Can mask missing includes (code compiles but is fragile)
+
+---
+
+### **Proposal 4: Header Include Hygiene** 🟢 LOW HANGING FRUIT
+**Effort**: Low | **Impact**: Low | **Priority**: Nice-to-have
+
+**Goal**: Reduce transitive includes via forward declarations.
+
+**Example Refactor**:
+```cpp
+// object.h (BEFORE)
+#include "util/asset_manager.h" // ❌ Full include
+
+// object.h (AFTER)
+enum class AssetId : uint16_t; // ✅ Forward declaration
+```
+
+**Benefits**:
+- ✅ Reduces dependency chains
+- ✅ Faster incremental builds for header changes
+
+**Drawbacks**:
+- ⚠️ Requires careful analysis of which headers can be forward-declared
+- ⚠️ May break existing code if not done carefully
+
+---
+
+### **Proposal 5: Ninja Build Generator** ⚡ QUICK WIN
+**Effort**: Trivial | **Impact**: Small | **Priority**: Easy
+
+**Goal**: Use Ninja instead of Make for faster dependency checking.
+
+**Implementation**:
+```bash
+cmake -S . -B build -G Ninja
+ninja -C build demo64k
+```
+
+**Benefits**:
+- ✅ ~20% faster incremental builds (0.229s → 0.18s)
+- ✅ Better parallelism for large projects
+- ✅ Zero code changes required
+
+**Drawbacks**:
+- ⚠️ Requires Ninja installed on developer machines
+
+---
+
+## Recommended Implementation Plan
+
+### Phase 1: Critical Fixes (1-2 days)
+1. ✅ **Proposal 1**: Add file-level asset dependencies
+2. ✅ **Proposal 5**: Document Ninja usage (already works, just recommend it)
+
+### Phase 2: Medium-Term Improvements (3-5 days)
+3. 🔧 **Proposal 2**: Split assets into categories (optional, if rebuild times still problematic)
+4. 🔧 **Proposal 4**: Header include hygiene (ongoing, as-needed)
+
+### Phase 3: Optimization (optional)
+5. 🔧 **Proposal 3**: Precompiled headers (if clean builds become bottleneck)
+
+---
+
+## Metrics & Success Criteria
+
+**Current Baseline**:
+- Touch shader → 0.6s (but stale build!)
+- Touch demo_assets.txt → 3.5s
+- Touch mini_math.h → 1.9s
+
+**Target After Phase 1**:
+- Touch shader → 0.8s (regenerates assets_data.cc correctly)
+- Touch demo_assets.txt → 3.5s (unchanged, but correct)
+- Touch mini_math.h → 1.9s (unchanged)
+
+**Target After Phase 2**:
+- Touch shader → 0.5s (only shader_data.cc regenerates)
+- Touch audio asset → 0.4s (only audio_data.cc regenerates)
+- Touch mini_math.h → 1.2s (fewer transitive includes)
+
+---
+
+## Open Questions for Discussion
+
+1. **Asset categorization**: Split by type (shaders/audio/meshes) or by usage (runtime/debug/tests)?
+2. **Precompiled headers**: Worth the complexity given incremental builds are already fast?
+3. **Unity builds**: Would `UNITY_BUILD` help for clean builds? (Probably not needed for 64k demo)
+4. **ccache**: Should we recommend/document ccache usage for developers?
+
+---
+
+## Appendix: Dependency Graph Analysis
+
+### Current Library Dependencies
+```
+demo64k
+├── 3d (7 files, depends on: util, procedural)
+│ ├── renderer.cc → includes asset_manager.h
+│ ├── renderer_sdf.cc → includes asset_manager.h
+│ ├── renderer_mesh.cc → includes asset_manager.h
+│ └── ... (all include mini_math.h)
+├── gpu (18 files, depends on: util, procedural)
+│ ├── effects/shaders.cc → includes asset_manager.h
+│ └── effects/*_effect.cc → includes object.h → mini_math.h
+├── audio (12 files, depends on: util, procedural)
+│ ├── audio.cc → includes asset_manager.h
+│ └── tracker.cc → includes asset_manager.h
+├── util (1 file)
+│ └── asset_manager.cc (includes generated assets.h)
+└── procedural (1 file)
+```
+
+### Rebuild Cascade for `assets_data.cc` Change
+```
+assets_data.cc (regenerated)
+ ↓
+util library (recompiles asset_manager.cc)
+ ↓
+audio library (no rebuild - doesn't depend on util)
+3d library (no rebuild - doesn't depend on util)
+gpu library (no rebuild - doesn't depend on util)
+ ↓
+demo64k (relinks with new util)
+ ↓
+ALL tests (relink with new util + demo64k dependencies)
+```
+
+**Conclusion**: Rebuild cascade is actually **well-isolated** to util + demo64k. The 3.5s time is mostly asset_packer + relink overhead, not cascading recompiles.
+
+---
+
+## Final Recommendation
+
+**Implement Proposal 1 immediately** (file-level asset dependencies) to fix the critical stale build issue. This is the highest-priority bug affecting developer workflow.
+
+**Defer Proposal 2** (asset categorization) unless measurements show it's worth the complexity. Current 3.5s rebuild for asset changes is acceptable if it only happens when intentionally modifying assets.
+
+**Document Ninja usage** as a quick win for interested developers.
+
+**Monitor** header dependency issues (Proposal 4) and address opportunistically during refactors.
diff --git a/doc/BUILD_OPTIMIZATION_PROPOSAL_V2.md b/doc/BUILD_OPTIMIZATION_PROPOSAL_V2.md
new file mode 100644
index 0000000..315911a
--- /dev/null
+++ b/doc/BUILD_OPTIMIZATION_PROPOSAL_V2.md
@@ -0,0 +1,346 @@
+# Build Optimization Proposal V2: Core Library Iteration Speed
+
+## Executive Summary (Revised Focus)
+
+**Real Problem**: Changing common headers during development causes **4-5 second rebuilds** of 35+ files. Asset changes are infrequent and acceptable.
+
+**Root Cause**: `asset_manager.h` is over-included. 17 files include it, but only 7 need the struct definitions (TextureAsset, MeshAsset).
+
+**Solution**: Split `asset_manager.h` into core + extensions → reduce rebuild cascade from **35 files to ~7 files**.
+
+---
+
+## Revised Performance Baseline
+
+### Developer Workflow Measurements
+```
+Single .cc file change: 0.65s ✅ (excellent)
+Touch asset_manager.h: 4.82s ❌ (35 files rebuild)
+Touch mini_math.h: 1.90s ⚠️ (23 files rebuild)
+Touch object.h: ??? (needs measurement)
+Asset changes: 3.50s ✅ (acceptable - rare)
+```
+
+**Key Insight**: The bottleneck is **header dependencies**, not asset generation.
+
+---
+
+## Problem Analysis: asset_manager.h
+
+### Current Structure
+```cpp
+// asset_manager.h (MONOLITHIC)
+#pragma once
+#include <cstddef>
+#include <cstdint>
+
+enum class AssetId : uint16_t; // ✅ Already forward-declared
+
+typedef bool (*ProcGenFunc)(...);
+
+struct AssetRecord { ... }; // ❌ Rarely needed
+
+const uint8_t* GetAsset(...); // ✅ Frequently needed
+void DropAsset(...); // ✅ Frequently needed
+
+struct TextureAsset { ... }; // ❌ Only 2 files need this
+struct MeshVertex { ... }; // ❌ Only 3 files need this
+struct MeshAsset { ... }; // ❌ Only 3 files need this
+
+TextureAsset GetTextureAsset(...); // ❌ Only 2 files need this
+MeshAsset GetMeshAsset(...); // ❌ Only 3 files need this
+```
+
+### Who Includes It? (17 files)
+```
+✅ NEED BASIC (GetAsset only):
+ - src/3d/renderer_skybox.cc
+ - src/3d/renderer_sdf.cc
+ - src/audio/audio.cc
+ - src/audio/tracker.cc
+ - src/gpu/effects/shaders.cc
+ - src/audio/spectrogram_resource_manager.h
+ - ... (10 files total)
+
+❌ NEED STRUCTS (GetTextureAsset/GetMeshAsset):
+ - src/3d/renderer_mesh.cc (MeshAsset)
+ - src/3d/visual_debug.cc (MeshAsset)
+ - src/gpu/effects/flash_cube_effect.cc (TextureAsset)
+ - src/gpu/effects/hybrid_3d_effect.cc (TextureAsset)
+ - ... (7 files total)
+```
+
+### Transitive Includes (The Real Problem!)
+```
+object.h
+ #include "asset_manager.h" ❌ Only needs AssetId (already forward-declared!)
+ ↓
+renderer.cc, renderer_sdf.cc, renderer_mesh.cc, renderer_skybox.cc
+ ↓
+ALL of 3d library rebuilds when asset_manager.h changes!
+```
+
+**Root Cause**: `object.h` unnecessarily includes full `asset_manager.h` for `AssetId mesh_asset_id`, but `AssetId` is already forward-declared!
+
+---
+
+## Proposed Solution: Split asset_manager.h
+
+### New Structure
+
+#### File 1: `asset_manager_fwd.h` (Forward Declarations)
+```cpp
+// asset_manager_fwd.h - LIGHTWEIGHT, SAFE TO INCLUDE EVERYWHERE
+#pragma once
+#include <cstddef>
+#include <cstdint>
+
+enum class AssetId : uint16_t; // Just the forward declaration
+
+typedef bool (*ProcGenFunc)(uint8_t*, int, int, const float*, int);
+
+struct AssetRecord; // Forward declaration (opaque)
+```
+
+#### File 2: `asset_manager.h` (Core API)
+```cpp
+// asset_manager.h - BASIC ASSET RETRIEVAL (most common use case)
+#pragma once
+#include "asset_manager_fwd.h"
+
+struct AssetRecord {
+ const uint8_t* data;
+ size_t size;
+ bool is_procedural;
+ const char* proc_func_name_str;
+ const float* proc_params;
+ int num_proc_params;
+};
+
+// Core API - most files only need this
+const uint8_t* GetAsset(AssetId asset_id, size_t* out_size = nullptr);
+void DropAsset(AssetId asset_id, const uint8_t* asset);
+```
+
+#### File 3: `asset_manager_helpers.h` (Typed Asset Helpers)
+```cpp
+// asset_manager_helpers.h - SPECIALIZED HELPERS (only 7 files need this)
+#pragma once
+#include "asset_manager.h"
+
+struct TextureAsset {
+ int width;
+ int height;
+ const uint8_t* pixels;
+};
+
+struct MeshVertex {
+ float p[3];
+ float n[3];
+ float u[2];
+};
+
+struct MeshAsset {
+ uint32_t num_vertices;
+ const MeshVertex* vertices;
+ uint32_t num_indices;
+ const uint32_t* indices;
+};
+
+TextureAsset GetTextureAsset(AssetId asset_id);
+MeshAsset GetMeshAsset(AssetId asset_id);
+```
+
+### Migration Plan
+
+#### Step 1: Fix object.h (QUICK WIN - 0 files)
+```cpp
+// object.h (BEFORE)
+#include "util/asset_manager.h" // ❌ Pulls in everything
+
+// object.h (AFTER)
+#include "util/asset_manager_fwd.h" // ✅ Only AssetId forward declaration
+```
+
+**Impact**: Changing `asset_manager.h` no longer rebuilds entire 3d library!
+
+#### Step 2: Update includes in all source files
+```cpp
+// Most files (10 files) - only need basic GetAsset
+#include "util/asset_manager.h"
+
+// Specialized files (7 files) - need struct helpers
+#include "util/asset_manager_helpers.h"
+```
+
+**Automated Migration**:
+```bash
+# Files using GetTextureAsset or GetMeshAsset
+for file in renderer_mesh.cc visual_debug.cc flash_cube_effect.cc hybrid_3d_effect.cc; do
+ sed -i '' 's|asset_manager\.h|asset_manager_helpers.h|g' "src/**/$file"
+done
+
+# All other files - keep as-is (will include base asset_manager.h)
+```
+
+---
+
+## Expected Performance Improvements
+
+### Before Split
+```
+Touch asset_manager.h → 35 files rebuild → 4.82s
+```
+
+### After Split (Estimated)
+```
+Touch asset_manager_fwd.h → 0 files rebuild (forward decl only) → 0.2s ✅
+Touch asset_manager.h → 10 files rebuild → 1.5s ✅
+Touch asset_manager_helpers.h → 7 files rebuild → 1.0s ✅
+```
+
+**Worst Case**: 1.5s (vs 4.82s) = **69% faster** ⚡
+
+**Typical Case**: Most changes to asset_manager internals won't affect the API → 0.2s
+
+---
+
+## Implementation Checklist
+
+### Phase 1: Create New Headers (30 minutes)
+- [ ] Create `src/util/asset_manager_fwd.h` (forward declarations only)
+- [ ] Split `src/util/asset_manager.h` → keep core API
+- [ ] Create `src/util/asset_manager_helpers.h` → move TextureAsset/MeshAsset
+
+### Phase 2: Update Includes (30 minutes)
+- [ ] Update `src/3d/object.h` → use `asset_manager_fwd.h`
+- [ ] Update 7 files needing structs → use `asset_manager_helpers.h`:
+ - `src/3d/renderer_mesh.cc`
+ - `src/3d/visual_debug.cc`
+ - `src/3d/visual_debug.h`
+ - `src/gpu/effects/flash_cube_effect.cc`
+ - `src/gpu/effects/hybrid_3d_effect.cc`
+ - `src/tests/test_assets.cc`
+ - `src/tests/test_mesh.cc`
+- [ ] Update `src/util/asset_manager.cc` → include `asset_manager_helpers.h`
+
+### Phase 3: Verify (15 minutes)
+- [ ] Run all tests: `ctest`
+- [ ] Measure rebuild time: `touch src/util/asset_manager.h && cmake --build build`
+- [ ] Confirm <2s rebuild time
+
+**Total Effort**: ~75 minutes
+
+---
+
+## Additional Low-Hanging Fruit
+
+### 1. Check other transitive includes
+**Action**: Audit `object.h` for other unnecessary includes
+```bash
+# Find what object.h transitively pulls in
+cpp -dM src/3d/object.h | wc -l
+```
+
+### 2. Use forward declarations in headers
+**Pattern**:
+```cpp
+// BAD - pulls in entire header
+#include "camera.h"
+
+// GOOD - forward declaration
+class Camera;
+```
+
+### 3. Move inline functions to .cc files
+**Problem**: Inline functions in headers force recompilation of all users when implementation changes.
+
+**Solution**: Move non-trivial inline functions to `.cc` files.
+
+---
+
+## Risks & Mitigation
+
+### Risk 1: Breaking Existing Code
+**Likelihood**: Low (forward declaration already exists)
+
+**Mitigation**:
+- Compile after each file change
+- Run full test suite before committing
+
+### Risk 2: Increased Include Complexity
+**Likelihood**: Low (only 3 headers instead of 1)
+
+**Mitigation**:
+- Clear naming: `_fwd.h` = forward decls, `_helpers.h` = specialized
+- Document in CONTRIBUTING.md
+
+### Risk 3: Forgetting to Include Helpers
+**Likelihood**: Medium (compiler errors if you use TextureAsset without including helpers)
+
+**Mitigation**:
+- Compiler will error immediately with clear message
+- Easy to fix: add `#include "asset_manager_helpers.h"`
+
+---
+
+## Comparison with Original Proposal
+
+### Original Proposal 1 (Asset File Dependencies)
+- **Impact**: Fixes correctness bug for asset changes
+- **Performance**: No improvement (assets change rarely)
+- **Recommendation**: LOW PRIORITY (assets rebuild is acceptable)
+
+### NEW Proposal (Split asset_manager.h)
+- **Impact**: 69% faster rebuilds during core library iteration
+- **Performance**: 4.82s → 1.5s (developer pain point!)
+- **Recommendation**: HIGH PRIORITY ⭐
+
+---
+
+## Measurement Plan
+
+### Before Implementation
+```bash
+# Baseline: Current rebuild time
+time (touch src/util/asset_manager.h && cmake --build build --target demo64k -j8)
+# Expected: 4.82s, 35 files
+```
+
+### After Implementation
+```bash
+# Test 1: Forward declaration change (should be instant)
+time (touch src/util/asset_manager_fwd.h && cmake --build build --target demo64k -j8)
+# Expected: 0.2s, 0 files
+
+# Test 2: Core API change (should be fast)
+time (touch src/util/asset_manager.h && cmake --build build --target demo64k -j8)
+# Expected: 1.5s, 10 files
+
+# Test 3: Helper change (should be fast)
+time (touch src/util/asset_manager_helpers.h && cmake --build build --target demo64k -j8)
+# Expected: 1.0s, 7 files
+```
+
+---
+
+## Other Headers to Investigate
+
+### Candidates for Similar Treatment
+```
+mini_math.h → 1.9s rebuild (23 files) - already isolated to 3d library ✅
+camera.h → unknown (need measurement)
+scene.h → unknown (need measurement)
+```
+
+**Recommendation**: Start with `asset_manager.h` (proven 4.8s bottleneck), then measure others if iteration is still slow.
+
+---
+
+## Final Recommendation
+
+**Implement the header split immediately.** This is a high-impact, low-risk change that directly addresses the developer pain point (slow iteration during core library changes).
+
+**Do NOT implement asset file tracking** (Proposal 1 from original doc) - assets change infrequently, and 3.5s rebuild is acceptable.
+
+**Expected Result**: Developer iteration cycle improves from 4.8s → 1.5s (69% faster) for the most common workflow (tweaking core library code).
diff --git a/doc/CONTRIBUTING.md b/doc/CONTRIBUTING.md
index 27391e4..4b85e9f 100644
--- a/doc/CONTRIBUTING.md
+++ b/doc/CONTRIBUTING.md
@@ -238,6 +238,10 @@ Make sure the `.field = ...,` initialization pattern is compatible with the comp
keep the code compact vertically. That includes shader code, too.
Use only one statement per line.
+### File size limit
+
+Any file larger than 500 lines should ideally be split into sub-functionalities in separate files. (Exceptions: platform code or generated files).
+
### finally
Make sure everything is reflected in clang-format.
diff --git a/doc/HOWTO.md b/doc/HOWTO.md
index 5af3f05..ef1f1ed 100644
--- a/doc/HOWTO.md
+++ b/doc/HOWTO.md
@@ -55,6 +55,19 @@ cmake -S . -B build -DDEMO_ALL_OPTIONS=ON
cmake --build build
```
+### Build System Notes
+
+**Incremental Builds**: The build system tracks all source files (.cc, .h) and asset files (.wgsl shaders, .spec audio, .obj meshes) as dependencies. Editing any file will trigger the necessary rebuilds automatically.
+
+**Asset Dependency Tracking**: CMake tracks 42 demo assets and 17 test assets individually. Changing a shader file (e.g., `assets/final/shaders/renderer_3d.wgsl`) automatically regenerates the asset bundle and recompiles dependent files. No manual workarounds needed.
+
+**Header Organization**: The `asset_manager` system is split into three headers for faster incremental builds:
+- `asset_manager_dcl.h`: Forward declarations (use in headers)
+- `asset_manager.h`: Core API (GetAsset/DropAsset)
+- `asset_manager_utils.h`: Typed helpers (TextureAsset/MeshAsset)
+
+Include only what you need to minimize rebuild times.
+
## git cloning
if you have the public ssh key authorized on the VPS, you can use
diff --git a/doc/SPECTRAL_BRUSH_EDITOR.md b/doc/SPECTRAL_BRUSH_EDITOR.md
new file mode 100644
index 0000000..7ea0270
--- /dev/null
+++ b/doc/SPECTRAL_BRUSH_EDITOR.md
@@ -0,0 +1,497 @@
+# Spectral Brush Editor (Task #5)
+
+## Concept
+
+The **Spectral Brush Editor** is a web-based tool for creating procedural audio by tracing spectrograms with parametric curves. It enables compact representation of audio samples for 64k demos.
+
+### Goal
+
+Replace large `.spec` asset files with tiny procedural C++ code:
+- **Before:** 5 KB binary `.spec` file
+- **After:** ~100 bytes of C++ code calling `draw_bezier_curve()`
+
+### Workflow
+
+```
+.wav file → Load in editor → Trace with spectral brushes → Export params + C++ code
+ ↓
+ (later)
+procedural_params.txt → Load in editor → Adjust curves → Re-export
+```
+
+---
+
+## Core Primitive: "Spectral Brush"
+
+A spectral brush consists of two components:
+
+### 1. Central Curve (Bezier)
+Traces a path through time-frequency space:
+```
+{freq_bin, amplitude} = bezier(frame_number)
+```
+
+**Properties:**
+- Control points: `[(frame, freq_hz, amplitude), ...]`
+- Interpolation: Linear (between control points)
+- Future: Cubic Bezier, Catmull-Rom splines
+
+**Example:**
+```javascript
+control_points: [
+ {frame: 0, freq_hz: 200.0, amplitude: 0.9}, // Attack
+ {frame: 20, freq_hz: 80.0, amplitude: 0.7}, // Sustain
+ {frame: 100, freq_hz: 50.0, amplitude: 0.0} // Decay
+]
+```
+
+### 2. Vertical Profile
+At each frame, applies a shape **vertically** in frequency bins around the central curve.
+
+**Profile Types:**
+
+#### Gaussian (Smooth harmonic)
+```
+amplitude(dist) = exp(-(dist² / σ²))
+```
+- **σ (sigma)**: Width in frequency bins
+- Use case: Musical tones, bass notes, melodic lines
+
+#### Decaying Sinusoid (Textured/resonant)
+```
+amplitude(dist) = exp(-decay * dist) * cos(ω * dist)
+```
+- **decay**: Falloff rate
+- **ω (omega)**: Oscillation frequency
+- Use case: Metallic sounds, bells, resonant tones
+
+#### Noise (Textured/gritty)
+```
+amplitude(dist) = random(seed, dist) * noise_amplitude
+```
+- **seed**: Deterministic RNG seed
+- Use case: Hi-hats, cymbals, textured sounds
+
+#### Composite (Combinable)
+```javascript
+{
+ type: "composite",
+ operation: "add" | "subtract" | "multiply",
+ profiles: [
+ {type: "gaussian", sigma: 30.0},
+ {type: "noise", amplitude: 0.1, seed: 42}
+ ]
+}
+```
+
+---
+
+## Visual Model
+
+```
+Frequency (bins)
+ ^
+ |
+512 | * ← Gaussian profile (frame 80)
+ | * * *
+256 | **** * * * ← Gaussian profile (frame 50)
+ | ** ** * *
+128 | ** Curve * * ← Central Bezier curve
+ | ** *
+ 64 | ** *
+ | * *
+ 0 +--*--*--*--*--*--*--*--*---→ Time (frames)
+ 0 10 20 30 40 50 60 70 80
+
+ At each frame:
+ 1. Evaluate curve → get freq_bin_0 and amplitude
+ 2. Draw profile vertically at that frame
+```
+
+---
+
+## File Formats
+
+### A. `procedural_params.txt` (Human-readable, re-editable)
+
+```text
+# Kick drum spectral brush definition
+METADATA dct_size=512 num_frames=100 sample_rate=32000
+
+CURVE bezier
+ CONTROL_POINT 0 200.0 0.9 # frame, freq_hz, amplitude
+ CONTROL_POINT 20 80.0 0.7
+ CONTROL_POINT 50 60.0 0.3
+ CONTROL_POINT 100 50.0 0.0
+ PROFILE gaussian sigma=30.0
+ PROFILE_ADD noise amplitude=0.1 seed=42
+END_CURVE
+
+CURVE bezier
+ CONTROL_POINT 0 500.0 0.5
+ CONTROL_POINT 30 300.0 0.2
+ PROFILE decaying_sinusoid decay=0.15 frequency=0.8
+END_CURVE
+```
+
+**Purpose:**
+- Load back into editor for re-editing
+- Human-readable, version-control friendly
+- Can be hand-tweaked in text editor
+
+### B. C++ Code (Ready to compile)
+
+```cpp
+// Generated from procedural_params.txt
+// File: src/audio/gen_kick_procedural.cc
+
+#include "audio/spectral_brush.h"
+
+void gen_kick_procedural(float* spec, int dct_size, int num_frames) {
+ // Curve 0: Low-frequency punch with noise texture
+ {
+ const float frames[] = {0.0f, 20.0f, 50.0f, 100.0f};
+ const float freqs[] = {200.0f, 80.0f, 60.0f, 50.0f};
+ const float amps[] = {0.9f, 0.7f, 0.3f, 0.0f};
+
+ draw_bezier_curve(spec, dct_size, num_frames,
+ frames, freqs, amps, 4,
+ PROFILE_GAUSSIAN, 30.0f);
+
+ draw_bezier_curve_add(spec, dct_size, num_frames,
+ frames, freqs, amps, 4,
+ PROFILE_NOISE, 0.1f, 42.0f);
+ }
+
+ // Curve 1: High-frequency attack
+ {
+ const float frames[] = {0.0f, 30.0f};
+ const float freqs[] = {500.0f, 300.0f};
+ const float amps[] = {0.5f, 0.2f};
+
+ draw_bezier_curve(spec, dct_size, num_frames,
+ frames, freqs, amps, 2,
+ PROFILE_DECAYING_SINUSOID, 0.15f, 0.8f);
+ }
+}
+
+// Usage in demo_assets.txt:
+// KICK_PROC, PROC(gen_kick_procedural), NONE, "Procedural kick drum"
+```
+
+**Purpose:**
+- Copy-paste into `src/audio/procedural_samples.cc`
+- Compile directly into demo
+- Zero runtime parsing overhead
+
+---
+
+## C++ Runtime API
+
+### New Files
+
+#### `src/audio/spectral_brush.h`
+```cpp
+#pragma once
+#include <cstdint>
+
+enum ProfileType {
+ PROFILE_GAUSSIAN = 0,
+ PROFILE_DECAYING_SINUSOID = 1,
+ PROFILE_NOISE = 2
+};
+
+// Evaluate linear Bezier interpolation at frame t
+float evaluate_bezier_linear(const float* control_frames,
+ const float* control_values,
+ int n_points,
+ float frame);
+
+// Draw spectral brush: Bezier curve with vertical profile
+void draw_bezier_curve(float* spectrogram, int dct_size, int num_frames,
+ const float* control_frames,
+ const float* control_freqs_hz,
+ const float* control_amps,
+ int n_control_points,
+ ProfileType profile_type,
+ float profile_param1,
+ float profile_param2 = 0.0f);
+
+// Additive variant (for compositing profiles)
+void draw_bezier_curve_add(float* spectrogram, int dct_size, int num_frames,
+ const float* control_frames,
+ const float* control_freqs_hz,
+ const float* control_amps,
+ int n_control_points,
+ ProfileType profile_type,
+ float profile_param1,
+ float profile_param2 = 0.0f);
+
+// Profile evaluation
+float evaluate_profile(ProfileType type, float distance,
+ float param1, float param2);
+
+// Home-brew deterministic RNG (small, portable)
+uint32_t spectral_brush_rand(uint32_t seed);
+```
+
+**Future Extensions:**
+- Cubic Bezier interpolation: `evaluate_bezier_cubic()`
+- Generic loader: `gen_from_params(const PrimitiveData*)`
+
+---
+
+## Editor Architecture
+
+### Technology Stack
+- **HTML5 Canvas**: Spectrogram visualization
+- **Web Audio API**: Playback (IDCT → audio)
+- **Pure JavaScript**: No dependencies
+- **Reuse from existing editor**: `dct.js` (IDCT implementation)
+
+### Editor UI Layout
+
+```
+┌─────────────────────────────────────────────────────────────┐
+│ Spectral Brush Editor [Load .wav] │
+├─────────────────────────────────────────────────────────────┤
+│ │
+│ ┌───────────────────────────────────────────────────┐ │
+│ │ │ │
+│ │ CANVAS (Spectrogram Display) │ T │
+│ │ │ O │
+│ │ • Background: Reference .wav (gray, transparent) │ O │
+│ │ • Foreground: Procedural curves (colored) │ L │
+│ │ • Bezier control points (draggable circles) │ S │
+│ │ │ │
+│ │ │ [+]│
+│ │ │ [-]│
+│ │ │ [x]│
+│ └───────────────────────────────────────────────────┘ │
+│ │
+├─────────────────────────────────────────────────────────────┤
+│ Profile: [Gaussian ▾] Sigma: [████████░░] 30.0 │
+│ Curves: [Curve 0 ▾] Amplitude: [██████░░░░] 0.8 │
+├─────────────────────────────────────────────────────────────┤
+│ [1] Play Procedural [2] Play Original [Space] Pause │
+│ [Save Params] [Generate C++] [Undo] [Redo] │
+└─────────────────────────────────────────────────────────────┘
+```
+
+### Features (Phase 1: Minimal Working Version)
+
+#### Editing
+- Click to place Bezier control points
+- Drag to adjust control points (frame, frequency, amplitude)
+- Delete control points (right-click or Delete key)
+- Undo/Redo support (action history)
+
+#### Visualization
+- Dual-layer canvas:
+ - **Background**: Reference spectrogram (semi-transparent gray)
+ - **Foreground**: Procedural spectrogram (colored)
+- Log-scale frequency axis (musical perception)
+- Control points: Draggable circles with labels
+
+#### Audio Playback
+- **Key '1'**: Play procedural sound
+- **Key '2'**: Play original .wav
+- **Space**: Play/pause toggle
+
+#### File I/O
+- Load .wav or .spec (reference sound)
+- Save procedural_params.txt (re-editable)
+- Generate C++ code (copy-paste ready)
+
+#### Undo/Redo
+- Action history with snapshots
+- Commands: Add control point, Move control point, Delete control point, Change profile
+- **Ctrl+Z**: Undo
+- **Ctrl+Shift+Z**: Redo
+
+### Keyboard Shortcuts
+
+| Key | Action |
+|-----|--------|
+| **1** | Play procedural sound |
+| **2** | Play original .wav |
+| **Space** | Play/pause |
+| **Delete** | Delete selected control point |
+| **Esc** | Deselect all |
+| **Ctrl+Z** | Undo |
+| **Ctrl+Shift+Z** | Redo |
+| **Ctrl+S** | Save procedural_params.txt |
+| **Ctrl+Shift+S** | Generate C++ code |
+
+---
+
+## Implementation Plan
+
+### Phase 1: C++ Runtime (Foundation)
+**Files:** `src/audio/spectral_brush.h`, `src/audio/spectral_brush.cc`
+
+**Tasks:**
+- [ ] Define API (`ProfileType`, `draw_bezier_curve()`, etc.)
+- [ ] Implement linear Bezier interpolation
+- [ ] Implement Gaussian profile evaluation
+- [ ] Implement home-brew RNG (for future noise support)
+- [ ] Add unit tests (`src/tests/test_spectral_brush.cc`)
+
+**Deliverable:** Compiles, tests pass
+
+---
+
+### Phase 2: Editor Core
+**Files:** `tools/spectral_editor/index.html`, `script.js`, `style.css`, `dct.js` (reuse)
+
+**Tasks:**
+- [ ] HTML structure (canvas, controls, file input)
+- [ ] Canvas rendering (dual-layer: reference + procedural)
+- [ ] Bezier curve editor (place/drag/delete control points)
+- [ ] Profile controls (Gaussian sigma slider)
+- [ ] Real-time spectrogram rendering
+- [ ] Audio playback (IDCT → Web Audio API)
+- [ ] Undo/Redo system
+
+**Deliverable:** Interactive editor, can trace .wav files
+
+---
+
+### Phase 3: File I/O
+**Tasks:**
+- [ ] Load .wav (decode, FFT/STFT → spectrogram)
+- [ ] Load .spec (binary format parser)
+- [ ] Save procedural_params.txt (text format writer)
+- [ ] Generate C++ code (code generation template)
+- [ ] Load procedural_params.txt (re-editing workflow)
+
+**Deliverable:** Full save/load cycle works
+
+---
+
+### Phase 4: Polish & Documentation
+**Tasks:**
+- [ ] UI refinements (tooltips, visual feedback)
+- [ ] Keyboard shortcut overlay (press '?' to show help)
+- [ ] Error handling (invalid files, audio context failures)
+- [ ] User guide (README.md in tools/spectral_editor/)
+- [ ] Example files (kick.wav → kick_procedural.cc)
+
+**Deliverable:** Production-ready tool
+
+---
+
+## Design Decisions
+
+### 1. Bezier Interpolation
+- **Current:** Linear (simple, fast, small code)
+- **Future:** Cubic Bezier, Catmull-Rom splines
+
+### 2. Parameter Limits
+- **Editor UI:** Soft ranges (reasonable defaults, not enforced)
+- **Examples:**
+ - Sigma: 1.0 - 100.0 (suggested range, user can type beyond)
+ - Amplitude: 0.0 - 1.0 (suggested, can exceed for overdrive effects)
+
+### 3. Random Number Generator
+- **Implementation:** Home-brew deterministic RNG
+- **Reason:** Independence, small code, repeatable results
+- **Algorithm:** Simple LCG or xorshift
+
+### 4. Code Generation
+- **Current:** Single function per sound (e.g., `gen_kick_procedural()`)
+- **Future:** Generic `gen_from_params(const PrimitiveData*)` with data tables
+
+### 5. Initial UI Scope
+- **Phase 1:** Bezier + Gaussian only
+- **Rationale:** Validate workflow before adding complexity
+- **Future:** Decaying sinusoid, noise, composite profiles
+
+---
+
+## Future Extensions
+
+### Bezier Enhancements
+- [ ] Cubic Bezier interpolation (smoother curves)
+- [ ] Catmull-Rom splines (automatic tangent control)
+- [ ] Bezier curve tangent handles (manual control)
+
+### Additional Profiles
+- [ ] Decaying sinusoid (metallic sounds)
+- [ ] Noise (textured sounds)
+- [ ] Composite profiles (add/subtract/multiply)
+- [ ] User-defined profiles (custom formulas)
+
+### Multi-Dimensional Bezier
+- [ ] `{freq, amplitude, oscillator_freq, decay} = bezier(frame)`
+- [ ] Per-parameter control curves
+
+### Advanced Features
+- [ ] Frequency snapping (snap to musical notes: C4, D4, E4, etc.)
+- [ ] Amplitude envelope presets (ADSR)
+- [ ] Profile library (save/load custom profiles)
+- [ ] Batch processing (convert entire folder of .wav files)
+
+### Code Generation
+- [ ] Generic `gen_from_params()` with data tables
+- [ ] Optimization: Merge similar curves
+- [ ] Size estimation (preview bytes saved vs. original .spec)
+
+---
+
+## Testing Strategy
+
+### C++ Runtime Tests
+**File:** `src/tests/test_spectral_brush.cc`
+
+**Test cases:**
+- Linear Bezier interpolation (verify values at control points)
+- Gaussian profile evaluation (verify falloff curve)
+- Full `draw_bezier_curve()` (verify spectrogram output)
+- Edge cases (0 control points, 1 control point, out-of-range frames)
+
+### Editor Tests
+**Manual testing workflow:**
+1. Load example .wav (kick drum)
+2. Place 3-4 control points to trace low-frequency punch
+3. Adjust Gaussian sigma
+4. Play procedural sound (should resemble original)
+5. Save procedural_params.txt
+6. Generate C++ code
+7. Copy C++ code into demo, compile, verify runtime output matches editor
+
+---
+
+## Size Impact Estimate
+
+**Example: Kick drum sample**
+
+**Before (Binary .spec):**
+- DCT size: 512
+- Num frames: 100
+- Size: 512 × 100 × 4 bytes = 200 KB (uncompressed)
+- Compressed (zlib): ~5-10 KB
+
+**After (Procedural C++):**
+```cpp
+// 4 control points × 3 arrays × 4 values = ~48 bytes of data
+const float frames[] = {0.0f, 20.0f, 50.0f, 100.0f};
+const float freqs[] = {200.0f, 80.0f, 60.0f, 50.0f};
+const float amps[] = {0.9f, 0.7f, 0.3f, 0.0f};
+draw_bezier_curve(...); // ~20 bytes function call
+
+// Total: ~100 bytes
+```
+
+**Compression ratio:** 50-100× reduction!
+
+**Trade-off:** Runtime CPU cost (generation vs. lookup), but acceptable for 64k demo.
+
+---
+
+## References
+
+- **Bezier curves:** https://en.wikipedia.org/wiki/B%C3%A9zier_curve
+- **DCT/IDCT:** Existing implementation in `src/audio/dct.cc`
+- **Web Audio API:** https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API
+- **Spectrogram visualization:** Existing editor in `tools/editor/` (to be replaced)