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23 hourscleanup: remove unused include from uniform_helper.hskal
23 hoursFix test_demo build failure after Effect refactorskal
23 hoursRefactor Effect class to centralize common uniforms managementskal
23 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
23 hourschore: Apply clang-format to C++ source filesskal
23 hourschore: Remove useless HANDOFF_*.md files and their referencesskal
23 hoursfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
24 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
24 hoursdocs: Simplify all design docs (50% reduction, 1687 lines removed)skal
24 hoursdocs: Remove @ symbols from commented design docs to prevent auto-loadingskal
24 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
24 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
26 hoursfeat(test): Remove expected effect counts in test_demo_effectsskal
36 hoursdon't ignore assets/finalskal
36 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
36 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
36 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
37 hoursdocs: Archive historical documentation (26 files → doc/archive/)skal
37 hoursfeat(gpu): Add auxiliary texture masking systemskal
38 hoursfix tree, remove Distort effectskal
39 hoursfeat(gpu): Add VignetteEffect and related filesskal
39 hoursfeat(gpu): Add VignetteEffectskal
39 hoursrefactor(procedural): Use hash-based noise instead of lattice approachskal
39 hoursrefactor: Use tracker BPM instead of hardcoded valuesskal
39 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
41 hoursdocs: Update documentation for shader parametrization progressskal
41 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
41 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
41 hoursfeat(audio): Add --tempo flag for variable tempo testingskal
41 hoursfix(3d): Handle user_data meshes in visual debug wireframe renderingskal
41 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
41 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
41 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
41 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
42 hoursupdate docskal
42 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
42 hoursfeat(gpu): Implement shader parametrization systemskal
42 hoursdocs: Update project state with recent improvementsskal
42 hoursfeat(util): Add CHECK_RETURN macros for recoverable errorsskal
42 hoursperf(test): Make JitteredAudioBackendTest 50x fasterskal
42 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
42 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
44 hoursdocs: Update project context and todo list for plane_distance integrationskal
44 hoursfix: Include PlaneData header in scene_loader.ccskal
44 hoursfix: Correct offset management in scene_loader.cc for plane_distanceskal
44 hoursfix: Remove local redefinition of PlaneData in scene_loader.ccskal
44 hoursfix: Make PlaneData struct visible to renderer_draw.ccskal
44 hoursfix: Include <memory> header for std::shared_ptr in Object3Dskal
44 hoursfeat: Integrate plane_distance into renderer and scene loaderskal
44 hoursfeat(audio): Eliminate temp buffer allocations and add explicit clipping (Tas...skal