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- Moved PHASE2_COMPRESSION.md into the doc/ directory.
- Updated README.md to list and describe the new documentation file.
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- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
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- Reverted modifications made to files within the 'third_party/' directory.
- Updated CONTRIBUTING.md to explicitly forbid any automated or manual changes to third-party code.
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- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
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new file: TODO.md
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- Marked 3D renderer integration and procedural asset tasks as complete in PROJECT_CONTEXT.md.
- Added a new 'Platform & Windowing' section to document the major refactoring, high-DPI fix, and custom resolution feature.
- Updated HOWTO.md to include instructions for the new '--resolution' command-line option.
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- Increased the scale of orbiting 3D objects by 40% for more visual impact.
- Replaced the smooth, predictable camera animation with a non-linear, eased motion.
- Applied different easing frequencies to camera radius, height, and orbit to create an erratic, dramatic effect with sudden acceleration and braking.
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- Replaced all global static variables in the platform layer with a single PlatformState struct.
- Updated all platform function signatures to accept a pointer to this struct, making the implementation stateless and more modular.
- Refactored main.cc, tests, and tools to instantiate and pass the PlatformState struct.
- This improves code organization and removes scattered global state.
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- Fixed a 'squished' viewport bug on high-DPI (Retina) displays by querying the framebuffer size in pixels instead of using the window size in points.
- Centralized window dimension management within the platform layer.
- Added a '--resolution WxH' command-line option to allow specifying a custom window size at startup. This option is stripped in STRIP_ALL builds.
- Updated all test and tool executables to use the new platform API.
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- Fixed test_sequence by restoring MainSequence::init_test for mocking.
- Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols.
- standardizing Effect constructor signature for seq_compiler compatibility.
- Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX.
- Updated MainSequence to support depth buffer for 3D elements.
- Formatted all source files with clang-format.
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- Added depth buffer support to MainSequence.
- Implemented Hybrid3DEffect for the main timeline.
- Fixed effect initialization order in MainSequence.
- Ensured depth-stencil compatibility for all scene effects.
- Updated demo sequence with 3D elements and post-processing.
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- Updated asset_packer to correctly parse PROC(...) syntax using regex, handling nested commas.
- Implemented runtime dispatch in AssetManager for procedural generation with dynamic memory management.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle (generation, caching, invalidation).
- Fixed C++ string literal escaping in asset_packer.
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- Updated asset_packer to parse PROC(...) syntax with robust regex.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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- Updated asset_packer to parse PROC(...) syntax.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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- Refactored asset manager to use a static array for caching, improving performance and memory efficiency.
- Updated asset_packer to correctly generate ASSET_LAST_ID for array sizing.
- Modified asset_manager.h to use a forward declaration for AssetId.
- Updated asset_manager.cc to use the conditional include for generated asset headers.
- Added a test case in test_assets to verify the array-based cache and ASSET_LAST_ID logic.
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- Replaced white noise with smooth value-like noise.
- Implemented periodic texture generation (seam blending).
- Integrated bump mapping into Renderer3D using finite difference of displaced SDF.
- Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
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- Added SDF logic for Sphere, Box, and Torus in WGSL.
- Implemented hybrid normal calculation (analytical for sphere, numerical fallback).
- Updated Renderer3D to dispatch object types to shader.
- Updated test_3d_render to display mixed SDF shapes (Sphere, Torus, Box).
- Added BOX to ObjectType enum.
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- Extended mini_math.h with mat4 multiplication and affine transforms.
- Implemented TextureManager for runtime procedural texture generation and GPU upload.
- Added 3D system components: Camera, Object, Scene, and Renderer3D.
- Created test_3d_render mini-demo for interactive 3D verification.
- Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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Moved WGPUDevice, WGPUQueue, and GpuBuffer uniforms_ into the base Effect
and PostProcessEffect classes. Updated all derived effect classes to use
these inherited members and refactored their constructors. Also fixed
associated compilation errors in test files and adjusted a printf statement.
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Split src/gpu/demo_effects.cc into individual .cc files for each effect
and created separate files for post-processing helpers and WGSL shaders.
Updated src/gpu/demo_effects.h to be a central header for all effect-related
declarations and adjusted CMakeLists.txt accordingly.
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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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