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Two bugs kept the v2 OLA path permanently disabled:
1. SpectrogramResourceManager::load_asset() never set spec.version from
SpecHeader::version — all .spec assets loaded with version=0, so
ola_mode was always false in the voice.
2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE),
hamming_window_512, and hardcoded header.version=1 — OLA analysis was
never implemented in the encoder.
Fixes: propagate header->version in load_asset(); switch spectool to
OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA.
Regenerated all .spec files.
handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files
are v2 (50% overlap, Hann). No API changes; 33/34 tests pass
(WavDumpBackendTest pre-existing failure unrelated).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Trigger voice and render ahead before starting the audio device to
avoid "Audio buffer not pre-filled" warning and silent playback.
handoff(Claude): spectool play now produces sound correctly.
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handoff(Gemini): tracker_compiler now handles single-line and multi-line block comments.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Adds a minimal test.mp3 fixture to the test workspace and verifies
GetAssetType returns AssetType::MP3 and GetAsset returns non-null data.
handoff(Gemini): MP3 asset test added, 34/34 tests passing.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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handoff(Gemini): all .spec files rebuilt with v2 encoder; click-free OLA synthesis active.
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enum, add MP3 type
- Add AssetType enum {STATIC, PROC, PROC_GPU, MP3} to AssetRecord
- Add GetAssetType() API to asset_manager.h/cc
- asset_packer: parse 'MP3' compression keyword in assets.txt
- tracker: remove magic-byte is_mp3_asset(); use GetAssetType() instead
- assets.txt: NEVER_MP3 now uses 'MP3' compression type
- doc/ASSET_SYSTEM.md: rewritten to document new types and API
handoff(Gemini): AssetType enum landed; MP3 detection is now explicit via asset metadata.
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spectool was missing from DemoTools.cmake; scripts/gen_spectrograms.sh
could not find build/spectool. Document the regeneration workflow in HOWTO.md.
handoff(Claude): spectool now builds with -DDEMO_BUILD_TOOLS=ON
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- PROJECT_CONTEXT: audio section reflects OLA-IDCT (Hann, 50% overlap);
test count 35->34; Next Up notes .spec regen needed
- TODO: remove stale MP3 sub-task (done), trim test TODOs, add .spec
regen as Priority 3, update test count to 34/34
- COMPLETED: archive OLA-IDCT task with implementation summary
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Add v2 spectrogram format (SPEC_VERSION_V2_OLA) using overlap-add IDCT
with 50% overlap (hop=256, OLA_OVERLAP=256) and Hann windowing.
- dct.h: OLA_HOP_SIZE=256, OLA_OVERLAP=256
- synth.h: SPEC_VERSION_V1/V2_OLA constants; version field on Spectrogram
- window.h/cc: hann_window_512() alongside existing hamming_window_512()
- synth.cc: g_hann[] precomputed at init; OLA path in synth_render when
ola_mode=true (IDCT -> Hann -> add overlap tail -> save new tail ->
output OLA_HOP_SIZE samples); v1 path unchanged for backward compat
- tracker.cc: MP3 encoder now uses sliding 512-sample Hann window with
OLA_HOP_SIZE advance per frame; sets version=SPEC_VERSION_V2_OLA;
.spec files propagate header->version; generated notes stay v1
Existing .spec files must be regenerated to benefit from click-free OLA.
handoff(Claude): OLA done. .spec files need regen via MP3 tool to activate v2.
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Detect MP3 blobs by magic bytes in tracker_init(), decode to spectrogram
(hamming window + FDCT) using new mp3_decode(), and register with synth
exactly like .spec assets. STRIP_ALL builds guard with FATAL_CHECK.
handoff(Gemini): MP3 assets now usable in music.track with SAMPLE ASSET_*
syntax; see doc/TRACKER.md for usage. No synth/compiler/packer changes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Adds mp3_open/mp3_decode_range/mp3_close API backed by miniaudio
ma_decoder for in-memory MP3 assets. Guarded by #if !defined(STRIP_ALL);
any use in stripped builds is a compile error. No new dependencies:
drmp3 is already compiled via MINIAUDIO_IMPLEMENTATION in audio.cc.
handoff(Gemini): mp3_sample.{h,cc} in AUDIO_SOURCES. Usage:
Mp3Decoder* d = mp3_open(GetAsset(id, &sz), sz);
mp3_decode_range(d, start_frame, num_frames, pcm_out);
mp3_close(d);
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Shader output and Next Steps instructions now use src/effects/<name>.wgsl
instead of workspaces/main/shaders/<name>.wgsl.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/
so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in
both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location.
Shared/reusable snippets remain in src/shaders/.
handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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scene2.wgsl was invalid WGSL (mixed GLSL syntax, wrong function signatures,
undeclared variables, no return statement). Rewrote as valid WGSL preserving
the original volumetric cloud raymarching logic. 11/11 effects now pass.
handoff(Claude): scene2.wgsl fixed, all tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/)
- Fix shader output path to workspaces/main/shaders/
- Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES)
- Add step for test_demo_effects.cc
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- template.h/cc: new Effect constructor/render signatures, RAII wrappers,
HEADLESS_RETURN_IF_NULL, #pragma once
- template.wgsl: sequence_uniforms + render/fullscreen_uv_vs includes,
UniformsSequenceParams at binding 2, VertexOutput in fs_main
- convert_shadertoy.py: paths src/effects/ + src/shaders/, new Effect
pattern (create_post_process_pipeline, pp_update_bind_group), correct
field names (beat_time/beat_phase), updated next-steps instructions
- README.md: streamlined to quick-ref; accurate GLSL→WGSL table and uniforms
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Update CommonUniforms: remove _pad0/_pad1, add beat_time/beat_phase,
move _pad to end (matches src/shaders/common_uniforms.wgsl)
- Fix JS uniform write order to match new layout
- Fix flex-direction: row override (common.css forced column, hiding editor)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- asset_manager_dcl.h: clarify purpose vs asset_manager.h
- camera_params.h: broaden description to include 3D rendering
- sdf_cpu.h: simplify calc_normal formatting
- platform.h: add missing newline at EOF
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Keeps .h as declarations only; moves all method bodies to .cc.
Adds pipeline_builder.cc to COMMON_GPU_EFFECTS in DemoSourceLists.cmake.
handoff(Claude): pipeline_builder split to .h/.cc, builds clean.
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get_or_create() and clear() moved out of the header-only class.
SamplerSpec and presets remain inline (trivial, no deps).
handoff(Gemini): sampler_cache split into .h/.cc, sampler_cache.cc added to COMMON_GPU_EFFECTS.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Delete unused SDFEffect base class (src/gpu/sdf_effect.h)
- Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt
- Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern:
correct bindings (2/3), vec4f syntax, UniformsSequenceParams
- Fix missing newline at end of gpu.h
handoff(Claude): SDF cleanup done, guide updated to match current Effect API
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handoff(Gemini): deleted src/gpu/demo_effects.cc (empty stub), removed from
headless GPU_SOURCES in DemoSourceLists.cmake, dropped stale #include from
post_process_helper.cc.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- NodeRegistry: skip external nodes (texture==nullptr) in ~NodeRegistry()
and resize() to avoid double-releasing views set via set_external_view()
- test_shader_assets: update PASSTHROUGH check to match #include pattern
handoff(Claude): 35/35 tests passing.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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snippet
- Fix vs_main return type (VertexOutput, not vec4<f32>)
- Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess
- ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL)
- VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- build_win.sh: platform-aware MinGW DLL search (macOS Homebrew vs Linux apt paths)
- HOWTO.md: new WSL section covering native Linux build and Windows cross-compile
- PROJECT_CONTEXT.md: note WSL support in Build status
handoff(Gemini): WSL native + cross-compile build support added.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Replaced `vec2<f32>`, `vec3<f32>`, `vec4<f32>`, `mat4x4<f32>`, and `mat3x3<f32>` with their shorter aliases `vec2f`, `vec3f`, `vec4f`, `mat4x4f`, and `mat3x3f` across all WGSL shader files in `workspaces/main/shaders/`. This improves readability and aligns with modern WGSL conventions.
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- Fix stack-use-after-scope dangling reference by storing mutable GpuContext in WebGPUTestFixture.
- Fix wgpuDevicePoll causing SIGTRAP and replace with target.read_pixels() to block for GPU teardown safely.
- Fix WGPUCommandEncoder leak.
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Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions.
Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward.
Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
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The test `test_sequence_render` was disabled due to an intermittent SIGTRAP. The issue was caused by the test application exiting before the GPU finished rendering.
This commit fixes the issue by adding a call to `wgpuDeviceTick()` after submitting the command buffer. This ensures that the GPU has completed its work before the test finishes.
The test is now re-enabled and passes consistently.
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Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl.
This improves code reuse and simplifies fragment shaders.
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This commit resolves an inconsistency in the documentation by updating the test count in to match the 35/35 passing tests reported in .
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Adds two convenient methods to the struct:
- : Rotates the vector by a given quaternion.
- : Rotates the vector around a given axis by an angle in radians.
These functions provide a more intuitive and streamlined syntax for vector rotation, improving code readability and usability.
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Pass Ray directly instead of separate ro/rd params; minor cleanup (remove redundant consts, cache ray.direction.y).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Build camera via mat4::look_at + inverse in scene1_effect.cc, upload as
CameraParams at binding 3. Shader uses getCameraRay() from camera_common.
Enable camera_common snippet registration in shaders.cc.
handoff(Claude): Scene1 camera now driven by CameraParams uniform; fov=TAU/6 (60° vFOV) matches original tan(PI/3) parameterization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows)
- Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams
- Replace Heptagon+Placeholder stub in heptagon_scene with Scene1
- Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times)
so dispatch_render active check works correctly for all sequences
Bug: effects in sequences starting after t=0 were never active because
local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+.
34/34 tests passing.
handoff(Gemini): seq_compiler now emits absolute effect times. All existing
sequences affected — verify visual output across the full timeline.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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