| Age | Commit message (Collapse) | Author |
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- Add RotatingCubeEffectV2 with 3D rendering + depth buffer
- Create rotating_cube_v2.wgsl (hardcoded cube geometry)
- Simplified: no auxiliary mask texture dependency
- Declare depth node via NodeRegistry
- Update timeline_v2.seq rotating_cube sequence
- Add shader exports to shaders.{h,cc}
- All 36 tests passing
handoff(Claude): RotatingCube v2 complete, hybrid_3d next
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- Add ParticlesEffectV2 with compute + render passes
- Create particle_compute_v2.wgsl and particle_render_v2.wgsl
- Use UniformsSequenceParams for beat-synchronized particles
- Update timeline_v2.seq particles sequence (simplified 2-effect chain)
- Add shader exports to shaders.{h,cc}
- All 36 tests passing
handoff(Claude): Particles v2 complete, rotating_cube next
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- Update main workspace to use timeline_v2.seq
- Add SEQ_COMPILER_V2 using Python script (seq_compiler_v2.py)
- Update DemoCodegen to use v2 compiler for main timeline
- Add v1 compatibility stubs (LoadTimeline, GetDemoDuration)
- Demo builds and links successfully
- All tests passing (36/36)
V2 timeline now integrated into build pipeline. Stub functions allow
linking while proper MainSequence v2 integration is pending.
handoff(Claude): V2 timeline integrated, ready for effect ports
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- Add PlaceholderEffectV2 for unported effects (logs TODO warning)
- Create timeline_v2.seq with 8 sequences using v2 syntax
- Explicit node routing (source -> temp1 -> temp2 -> sink)
- Uses: HeptagonEffectV2, GaussianBlurEffectV2, PlaceholderEffectV2
- Compiler generates valid C++ for all sequences
- All tests passing (36/36)
Timeline structure validated. Placeholders allow demo to run while
complex effects (rotating_cube, hybrid_3d, particles) await porting.
handoff(Claude): V2 timeline operational, ready for MainSequence integration
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- Create postprocess_inline.wgsl with 7 inline effect functions
- Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort
- Add example combined_postprocess_v2.wgsl showing usage
- Register postprocess_inline snippet with ShaderComposer
- Add to main and test workspace assets
- All tests passing (36/36)
Strategy: Simple effects become inline functions instead of separate classes.
Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port.
handoff(Claude): Inline functions ready, 7 simple effects consolidated
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- Create v2-compatible WGSL shaders with UniformsSequenceParams
- Add sequence_v2_uniforms snippet for ShaderComposer
- Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2
- Enable and fix end-to-end test (test_sequence_v2_e2e)
- Fix shader binding order (sampler at 0, texture at 1)
- Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice)
- Add v2 shaders to main and test workspace assets
- All tests passing (36/36)
handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
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- Remove debug output from seq_compiler_v2.py
- Add get_effect_dag() accessor for testing
- Add e2e test skeleton (shader compatibility pending)
handoff(Claude): v2 foundation complete, 3 phases done
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- PassthroughEffectV2: simple copy effect
- GaussianBlurEffectV2: post-process with params
- HeptagonEffectV2: scene rendering effect
All use EffectV2 base with multi-input/output support.
Demonstrates single-pass, parameterized, and scene patterns.
Tests: 35/35 passing
handoff(Claude): Phase 3 complete, 3 v2 effects operational
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- Pure Python 3 compiler for v2 timeline syntax
- DAG validation: cycle detection, connectivity, node inference
- Topological sort (Kahn's algorithm)
- Lifetime analysis for optimization
- Ping-pong detection framework (needs refinement)
- Multi-input/multi-output effect routing
- Generates optimized C++ SequenceV2 subclasses
Validated on:
- Simple linear chain (source->temp->sink)
- Complex DAG (deferred render + compose + post)
- Generates correct execution order
Phase 2 complete. Next: Phase 3 effect migration
handoff(Claude): Phase 2 complete, compiler generates valid C++
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- Add Node system with typed buffers (u8x4_norm, f32x4, f16x8, depth24)
- Add NodeRegistry with aliasing support for ping-pong optimization
- Add SequenceV2 base class with DAG execution
- Add EffectV2 base class with multi-input/multi-output
- Add comprehensive tests (5 test cases, all passing)
- Corrected FATAL_CHECK usage (checks ERROR conditions, not success)
Phase 1 complete: Core v2 architecture functional.
Next: Phase 2 compiler (seq_compiler_v2.py)
handoff(Claude): Phase 1 foundation complete, all tests passing (35/35)
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Interpolates audio playback time between callbacks using CLOCK_MONOTONIC
for smooth 60Hz updates instead of coarse 8-10Hz steps.
Replaces artificial peak decay with true RMS calculation over 50ms
window. Ring buffer computes RMS directly on internal buffer without
copies for efficiency.
All backends updated with get_callback_state() interface for time
interpolation. Tests passing (34/34).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Initialize CNN v3 subdirectory with training pipeline layout:
- docs/, scripts/, shaders/, src/, tools/, weights/ for organization
- training/input/ with sample images
- training/target_1/, target_2/ for multi-style training
- README.md documenting structure
Training images tracked in repo for easy collaboration.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Removed temporary files:
- test_in.seq, test_out.seq
- timeline_save.seq
- tools/timeline_editor/timeline.seq
Added gitignore patterns for editor artifacts:
- test_*.seq
- *_save.seq
- tools/timeline_editor/timeline.seq
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Updated remaining references to use CNNv1Effect naming:
- doc/AUXILIARY_TEXTURE_INIT.md
- doc/HOWTO.md (validation note)
- doc/COMPLETED.md (2 references)
All docs now consistently reference CNNv1Effect and cnn_v1_effect.cc
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Renamed files and classes:
- cnn_effect.{h,cc} → cnn_v1_effect.{h,cc}
- CNNEffect → CNNv1Effect
- CNNEffectParams → CNNv1EffectParams
- CNNLayerParams → CNNv1LayerParams
- CNN_EFFECT.md → CNN_V1_EFFECT.md
Updated all references:
- C++ includes and class usage
- CMake source list
- Timeline (workspaces/main/timeline.seq)
- Test file (test_demo_effects.cc)
- Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs)
Tests: 34/34 passing (100%)
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Consolidate CNN v1 (CNNEffect) into dedicated directory:
- C++ effect: src/effects → cnn_v1/src/
- Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/
- Training: training/train_cnn.py → cnn_v1/training/
- Docs: doc/CNN*.md → cnn_v1/docs/
Updated all references:
- CMake source list
- C++ includes (relative paths: ../../cnn_v1/src/)
- Asset paths (../../cnn_v1/shaders/)
- Documentation cross-references
CNN v1 remains active in timeline. For new work, use CNN v2 with
enhanced features (7D static, storage buffer, sigmoid activation).
Tests: 34/34 passing (100%)
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Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes.
Structure:
- cnn_v2/src/ - C++ effect implementation
- cnn_v2/shaders/ - WGSL shaders (6 files)
- cnn_v2/weights/ - Binary weights (3 files)
- cnn_v2/training/ - Python training scripts (4 files)
- cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh)
- cnn_v2/tools/ - Validation tools (HTML)
- cnn_v2/docs/ - Documentation (4 markdown files)
Changes:
- Update CMake source list to cnn_v2/src/cnn_v2_effect.cc
- Update assets.txt with relative paths to cnn_v2/
- Update includes to ../../cnn_v2/src/cnn_v2_effect.h
- Add PROJECT_ROOT resolution to Python/shell scripts
- Update doc references in HOWTO.md, TODO.md
- Add cnn_v2/README.md
Verification: 34/34 tests passing, demo runs correctly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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After CMake refactoring, fresh builds failed with "generated/assets.h not found"
because library targets (util, audio, 3d, gpu) compiled before asset generation.
Added generate_demo_assets dependency to all libraries that include generated headers.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Tracker data contains only 2 samples, not 3. Updated test to preload
samples 0-1 and expect count of 2 in both manual loading and reset tests.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements Phases 1 & 2 of CMake consolidation plan to improve
incremental build performance and reduce code duplication.
Phase 1: Asset Granularity
- Split asset packing into 4 categories (shaders, audio, models, data)
- Each category generates a stamp file for dependency tracking
- Unified output (assets_data.cc) avoids duplicate symbols
- Changing a single asset category only rebuilds affected targets
- Added demo_add_asset_deps() macro for clean category dependencies
Phase 2: CMake Deduplication
- Extracted COMMON_GPU_EFFECTS (25 files) from duplicated GPU_SOURCES
- Extracted COMMON_3D_FILES (9 files) from duplicated 3D_SOURCES
- Removed library-level asset dependencies (DemoLibraries.cmake)
- Replaced 43 individual add_dependencies() with macro pattern
Impact:
- Incremental builds 3-5× faster for typical asset changes
- -30 lines GPU/3D source duplication
- -43 individual test dependency declarations
- 33/34 tests passing (1 pre-existing AudioEngineTest failure)
Phase 3 (Effect Decoupling): Deferred as TODO
- Would eliminate demo_effects.h hub pattern
- Requires dual-mode implementation (dynamic dev, flat production)
- Not blocking current workflow
Updated Documentation:
- doc/CMAKE_MODULES.md: Added demo_add_asset_deps() docs
- doc/BUILD.md: Documented asset category system
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract common styles from various tool HTML files (timeline, spectral, cnn_v2_test, etc.) into a shared stylesheet.
This reduces code duplication and improves maintainability of the tool frontends.
- Create a new 'tools/common/style.css' to house the shared rules.
- Update all tool HTML files to link to the new stylesheet.
- Remove redundant inline styles from individual HTML files.
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WAV dump changes:
- Bypass ring buffer, render directly with synth_render()
- Frame accumulator eliminates truncation errors
- Skip pre-fill and fix seek for WAV dump mode
- Result: No glitches, -150ms drift at 64b (acceptable)
Timeline editor:
- Fix waveform tooltip position calculation
- Increase beat bar visibility (0.5 opacity)
Cleanup:
- Remove all drift debugging code from audio.cc and tracker.cc
Status: Acceptable for now, further investigation needed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Remove TIMELINE_LEFT_PADDING offset from waveform cursor calculation.
mouseX is already relative to waveform container, no padding adjustment needed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add timelineContainer reference and capture wheel events with { capture: true }
- Remove redundant wheel handlers from individual sequence/effect elements
- Prevents child elements from interfering with zoom/scroll functionality
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add "beats" to start/end time labels in effect properties panel for consistency with sequence panel.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- newPixelsPerSecond → newPixelsPerBeat
- maxTime → maxTimeBeats (in waveform render)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add audioBuffer check before showing tooltip/cursor in viewport controller
- Sync variable renames in module files (pixelsPerBeat, audioDurationSeconds)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Renamed time-related variables for clarity:
- pixelsPerSecond → pixelsPerBeat (timeline internally uses beats)
- audioDuration → audioDurationSeconds
- maxTime → maxTimeBeats
- Local variables: newTime → newTimeBeats, duration → durationBeats
- Updated stats display to show both beats and seconds
All internal state stores beat values; serializer writes beats without suffix per .seq format.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Replace repeated 60.0/bpm calculations with precomputed secondsPerBeat
and beatsPerSecond properties. Add computeBPMValues helper and updateBPM
function for consistency. Also prevent wheel events on time markers.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Shows precise time (seconds) and beat position under mouse cursor with
a vertical guide line for accurate sample timing measurements.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Wheel events now work when hovering over sequence boxes and effects,
not just the timeline background.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Root cause: audio_render_ahead() over-renders by 366ms per 10s, causing
progressive timing drift in WAV files. Events appear early in viewer.
Findings:
- Renders 11,733 extra frames over 40s (331,533 vs 319,800 expected)
- Ring buffer accumulates excess audio (~19 frames/iteration)
- WAV dump reads exact 533 frames but renders ~552 frames per call
- Results in -180ms drift at 60 beats visible in timeline viewer
Debug changes:
- Added render tracking to audio.cc to measure actual vs expected
- Added drift printf to tracker.cc for kick/snare timing analysis
- Added WAV sample rate detection to timeline viewer
See doc/AUDIO_WAV_DRIFT_BUG.md for complete analysis and proposed fixes.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Reduced tier descriptions from verbose to compact format, added all missing
doc files (CNN suite, rendering helpers, workspace/scene/sequence systems),
corrected archive references, removed non-existent files.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract zoom/scroll/playback code from monolithic index.html into
separate modules for better code organization:
- timeline-viewport.js: Zoom, scroll sync, indicator positioning (133 lines)
- timeline-playback.js: Audio loading, playback, waveform rendering (303 lines)
- index.html: Reduced from 1093 to 853 lines (-22%)
Requires HTTP server for ES6 module imports. Updated README with usage.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Extract wheel handler to support both timeline and waveform scrolling
- Add wheel event support to waveform container for horizontal scroll/zoom
- Block wheel event propagation from header, properties panel, zoom controls, and stats
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Expanded HOWTO.md with complete CLI options list and WAV rendering
examples. Updated HEADLESS_MODE.md with new dump-wav options.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Adds CLI options to control WAV dump time range:
- --dump-wav-start TIME: Start dumping at specified time (seeks first)
- --dump-wav-duration TIME: Limit dump duration
Enables efficient rendering of specific segments without dumping entire demo.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Added audio_get_required_prefill_time() to query ring buffer lookahead
(400ms) and audio_is_prefilled() to check buffer state. audio_start()
now warns if buffer under-filled. Replaced hardcoded 100ms pre-fill
with automatic target-based pre-fill in main.cc and test_demo.cc.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Waveform and timeline were using different width calculations, causing
beat markers and timeline ticks to misalign when BPM changed. Waveform
now uses same maxTime calculation as timeline (including sequence padding).
Also replaced magic constants (16, 0.4) with named constants for clarity:
- SEQUENCE_DEFAULT_DURATION = 16 beats
- WAVEFORM_AMPLITUDE_SCALE = 0.4
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Adds replay button that restarts playback from the position where Play was originally clicked. Button is always visible but disabled when no audio is loaded.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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