| Age | Commit message (Collapse) | Author |
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- Unified dependency and include configurations.
- Grouped common source files into variables for cleaner executable definitions.
- Introduced function to abstract asset generation logic.
- Improved readability by reorganizing sections and removing redundant comments.
- Verified all build configurations and tests for macOS and Windows successfully compile and pass.
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- Corrected signature in for macOS native builds to match the 5-parameter definition.
- Conditionally compiled assignments in for native builds and removed the definition for Windows from , resolving 'no member named ' errors in Windows cross-compilation.
- Verified all macOS native build configurations (Debug, Size-Optimized, Final/Strip, Developer/All Options, Tests Only, Tools Only) and the Windows cross-compilation build are now compiling successfully.
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- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
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- Updated test_sequence target to use the new generated timeline path in src/generated/.
- Verified clean build and successful test execution.
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- Updated CMakeLists.txt to generate assets.h and assets_data.cc in src/generated/.
- Updated scripts/gen_assets.sh to reflect the new output location.
- Modified asset_packer.cc to generate correct include paths in assets_data.cc.
- Updated source files (main.cc, asset_manager.cc, test_assets.cc) to include headers from the 'generated/' subdirectory.
- Ensured all targets have correct include paths to find generated headers.
- Removed stale generated files from src/.
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- Fixed 'Invalid sample count 0' and 'Invalid anisotropic clamp: 0' by ensuring explicit pipeline and sampler states.
- Resolved WGSL parsing errors by replacing swizzle assignments in compute shaders.
- Fixed 'Texture destroyed' error in render_frame by reordering command submission and resource presentation/release.
- Added WGPU_DEPTH_SLICE_UNDEFINED for Windows compatibility and ensured consistent resolveTarget initialization.
- Cleaned up PassthroughEffect bind group layout mismatch and redundant string helper definitions.
- Verified all tests pass and applied consistent formatting.
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Corrects CMakeLists.txt to properly link test_sequence against GLFW and WGPU_LIBRARY. Ensures correct include paths for wgpu headers. Updates demo_effects.cc stub implementations. Finalizes test suite for sequence/effect system.
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Adds missing source files and libraries for test_sequence target in CMakeLists.txt. Corrects include paths and ensures proper linking against WebGPU and GLFW libraries. All test suites now compile and pass.
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Refines tests for the sequence and effect system to focus on logic (init, start, end calls) rather than GPU output, as full GPU mocking is complex. Updates HOWTO.md to reflect this.
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Updated .clang-format to favor vertical compactness by setting AllowShortFunctionsOnASingleLine: None and AlwaysBreakBeforeMultilineStrings: true. Verified codebase adherence via clang-format.
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Adds a copy-pasteable example line to the seq_compiler usage message when run without arguments.
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Fixes seq_compiler build for Windows cross-compilation. Moves common WebGPU compatibility shims to gpu.h. Applies project-wide coding style via clang-format. Verified on both macOS (native) and Windows (cross-compile).
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Completes the multi-pass rendering engine and implements all requested effects: MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration. Includes WGSL shaders for all effects and logic for time-varying parameters via uniforms.
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Implements a post-processing pipeline using offscreen framebuffers. Adds stubs for MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration effects. Updates MainSequence to orchestrate the scene pass and post-processing chain.
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Updates HOWTO.md with instructions for the --seek flag and assets/demo.seq editing. Updates CONTRIBUTING.md with the protocol for adding and registering new visual effects.
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Adds a 'seq_compiler' tool that converts a text-based timeline (assets/demo.seq) into a generated C++ file. This allows editing effect sequences and timing without modifying engine code. Replaces manual sequence creation with a generated 'LoadTimeline' function.
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Ensures that code related to the --seek command line option (simulation loops, silent audio rendering) is completely compiled out when the DEMO_STRIP_ALL build option is enabled, preserving the 64k size constraint.
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This feature allows developers to jump to a specific time in the demo sequence (e.g., './demo64k --seek 10.5'). It simulates the game logic, audio state (rendering silent buffers), and visual physics (compute shaders) from t=0 up to the target time before starting real-time playback. Audio initialization is refactored to separate device init and start.
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Refactors the rendering pipeline into a modular Sequence/Effect system. 'MainSequence' manages the final frame rendering and a list of 'Sequence' layers. 'Sequence' manages a timeline of 'Effect' objects (start/end/priority). Concrete effects (Heptagon, Particles) are moved to 'demo_effects.cc'. Updates main loop to pass beat and aspect ratio.
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Adds a 'pack_source' CMake target that creates 'demo_all.tgz' using tar. This includes all source files, third-party dependencies (even those ignored by git), and submodules, ensuring a self-contained offline build package.
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This adds a single CMake toggle to enable tools, tests, size optimizations, and code stripping, simplifying the development and verification workflow.
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Expands the pre-commit policy to require verifying the Windows build (stripped and packed) if mingw-w64 is present, in addition to the standard native build and tests.
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Updates gpu.cc to handle modern wgpu-native callback signatures (5 args) for macOS while maintaining Windows compatibility. Modifies audio.cc and CMakeLists.txt to ensure miniaudio encoding features are only stripped from the demo binary, not the tools (spectool/tests).
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Reduces Windows binary size from 461KB to 356KB (UPX packed) by stripping unused decoders and encoders from the runtime build. Tools (spectool) retain WAV/MP3 support.
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Add details about the new spectrogram generation module (NoteParams, core functions, data flow, future work) to PROJECT_CONTEXT.md.
Update Incoming tasks list to include implementing the add_note function.
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Propose and add a .geminiignore file to exclude build artifacts, dependency build outputs, archives, temporary files, and IDE configurations from Gemini's analysis and operations.
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Cleaned up CSS formatting in style.css to resolve potential parsing errors and ensure proper styling of elements, including buttons and layout.
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Addressed all reported errors by completely restructuring script.js to ensure correct function definition order, fixing the 2x vertical scaling issue in frequency mapping, and confirming SDF logic and audio playback dependencies.
- All global variables, constants, utility functions, element declarations, event listeners, and main logic functions are now correctly ordered.
- and corrected to use for proper frequency mapping.
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Completely restructured script.js to guarantee correct function definition order and fixed the 2x vertical scaling issue in frequency mapping.
- Moved all utility functions (audio, SDF, coordinate/frequency mapping) to be defined before their use.
- Corrected and to use for accurate frequency scaling.
- Ensured all button element declarations and event listeners are correctly placed at the top of the script to prevent initialization errors.
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Completely restructured script.js to place all global variables, constants, button declarations, and event listeners at the top of the file. This definitively resolves 'Uncaught ReferenceError: Cannot access ... before initialization' errors and ensures proper scoping for all functions, including .
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