| Age | Commit message (Collapse) | Author |
|
- Updated ProcGenFunc signature to return bool for error reporting.
- Implemented gen_perlin (Fractional Brownian Motion) in procedural/generator.cc.
- Added support for sky texture in Renderer3D and its shader.
- Integrated Perlin noise sky texture in test_3d_render.cc.
- Caught and handled memory/generation errors in AssetManager and TextureManager.
- Assigned reference numbers to all remaining tasks in documentation.
handoff(Gemini): Side-quest complete. ProcGenFunc now returns bool. Perlin noise added and used for sky in 3D test. Windows build remains stable. All tasks numbered.
|
|
Assigned reference numbers to all remaining tasks in documentation:
- Task #34: Full STL Removal
- Task #35: CRT Replacement
- Task #36: Blender Exporter
- Task #37: Asset Ingestion
- Task #38: Runtime Loader
- Task #39: Visual Debugging System
- Task #40: Advanced Lighting & Transparency
- Task #41: Spectrogram Editor HTML Tool
- Task #42: Vectorial Spectrogram Reader (C++)
- Task #43: Spectrogram Drawing Bricks
Ensured consistent task numbering across PROJECT_CONTEXT.md and TODO.md.
|
|
Lowered the priority of the 'replace STL' task. It will be addressed in the final optimization phase (Phase 2) to simplify current development. Hot paths in AssetManager and Procedural remain optimized.
handoff(Gemini): STL usage is now permitted for non-critical paths until the final optimization phase. PROJECT_CONTEXT.md and TODO.md updated accordingly.
|
|
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
|
|
|
|
Critical Bug Fixes:
- Fixed pool exhaustion: Tracker slots never freed after use, music stopped
after 8 patterns. Implemented round-robin allocation with cleanup.
- Fixed note name parsing: Added automatic note-to-frequency conversion
in tracker_compiler. Bass and melody now play correctly.
- Fixed timing mismatch: Patterns are 2 seconds but triggered every 4 seconds,
causing silence gaps. Updated SCORE to trigger every 2 seconds.
Improvements:
- Implemented dynamic resource sizing in tracker_compiler: Analyzes score to
determine optimal MAX_VOICES/MAX_SPECTROGRAMS values.
- Created comprehensive rock track: 11 patterns with drums, bass, power chords,
and lead melody over 25 seconds.
- Added 213 lines of asset system documentation with 8 prioritized tasks.
Known Issues for next session:
- Audio quality could be improved (some artifacts remain)
- Note synthesis uses default parameters, needs tuning
- Pattern overlaps might cause voice exhaustion under heavy load
Files Changed:
- src/audio/tracker.cc: Round-robin pool allocation, cleanup logic
- tools/tracker_compiler.cc: Note name parser, resource usage analysis
- src/audio/synth.h: Increased limits to 16 based on analysis
- assets/music.track: 230-line rock arrangement
- doc/ASSET_SYSTEM.md: Comprehensive documentation + 8 tasks
- TODO.md: Updated with recent completions and known issues
handoff(Gemini): Music system now functional but needs quality improvements.
Audio artifacts and synthesis tuning remain. See TODO.md for details.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Add -j8 flag to all cmake --build commands to use 8 threads for
faster parallel compilation across gen_assets.sh, crunch_demo.sh,
and build_win.sh scripts.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
|
|
Consolidated 'Recently Completed' sections in PROJECT_CONTEXT.md and TODO.md. Verified all recent tasks (Build System, Asset Pipeline, Shader Testing) are correctly recorded. Making a final commit to preserve current progress before moving to Platform Hygiene.
|
|
|
|
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
|
|
Added a new sub-task to the project roadmap for developing comprehensive tests for ShaderComposer and WGSL shader code assets. This will ensure robustness and correctness of the shader asset pipeline.
|
|
Updated PROJECT_CONTEXT.md and TODO.md to reflect the completion of the asset conversion sub-task and the build system consolidation (Task #25).
|
|
Created a new script, scripts/gen_spectrograms.sh, to robustly convert all audio files in assets/originals to .spec format. The new script is more portable and provides better feedback. Added the newly generated drum and bass samples to the asset list, organizing them by type for clarity. This completes the requested sub-task.
|
|
Updated project roadmap and to-do list to reflect the completion of the modular build system refactor.
|
|
Completed the first part of Task #25. Created static libraries for each subsystem (audio, gpu, 3d, util, procedural) and refactored all executables to link against them. This improves modularity and simplifies the build process. Also fixed linker errors related to glfw, wgpu, and miniaudio.
|
|
|
|
Replaces the global array with which wraps a local static array. This ensures the asset table is initialized on first use, preventing crashes when other globals (like shader strings) try to access assets during dynamic initialization.
|
|
Fixes crashes in demo64k and test_3d_render caused by uninitialized ShaderComposer. Moves InitShaderComposer() call before effect initialization in gpu.cc and adds explicit call in test_3d_render.cc. Also fixes include paths for generated assets.h in multiple files.
|
|
Updates status in PROJECT_CONTEXT.md and TODO.md.
|
|
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
|
|
Adds a section on Alignment, String Safety, and Size Reporting to ASSET_SYSTEM.md.
|
|
Updates asset_packer to align static asset arrays to 16 bytes and append a null-terminator. This allows assets to be safely reinterpreted as typed pointers (e.g., float*, const char*) without copying. Updates AssetManager documentation to reflect these guarantees.
|
|
Updates ASSET_SYSTEM.md to describe shader asset handling. Adds Task #24 to TODO.md and PROJECT_CONTEXT.md to extract hardcoded shaders and integrate them with the AssetManager and ShaderComposer.
|
|
This commit finalizes the session by updating the project documentation to reflect recent progress and future priorities.
- **Recently Completed**: Summarized the finalization of the audio tracker, implementation of build stripping (STRIP_ALL), and resolution of WebGPU stability issues on macOS.
- **Re-prioritization**: Promoted 'Platform & Code Hygiene' (Task #20) to Priority 1 and established '3D System Enhancements' (Task #18) as Priority 2, focusing on Blender integration.
- **Session Summary**: Appended a detailed summary of the session's key achievements to SESSION_NOTES.md.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- Implemented the basic tracker system with runtime support (tracker.h, tracker.cc).
- Added a sample music track file (assets/music.track).
- Created a tracker compiler tool (tools/tracker_compiler.cc) to generate music data.
- Updated CMakeLists.txt to build the tracker compiler and integrate generated data.
- Updated GEMINI.md to reflect new file locations and project context.
|
|
|
|
|
|
|
|
|
|
optimization tasks
|
|
|
|
|
|
|
|
into BUILD.md
|
|
|
|
|
|
|
|
- Implemented test_shader_composer.cc to verify WGSL snippet assembly.
- Expanded test_maths.cc with rigorous matrix inversion and transposition checks.
- Verified that A * inv(A) equals Identity for various TRS combinations.
- Updated CMakeLists.txt to include the new test targets.
|
|
- Reverted floor to BOX (SDF) for robust shadow receipt.
- Updated shader to apply grid pattern ONLY to instance 0 (floor) or PLANE objects.
- Restored noise-based texturing for floating cubes and other SDF primitives.
- Verified that shadows and textures are now correctly applied across all scene elements.
|
|
- Switched floor back to PLANE type in test_3d_render.
- Updated fragment shader to apply grid pattern ONLY to PLANE objects.
- Restored noise-based bump mapping and texturing for BOX and other SDF primitives.
- Verified correct visual appearance of floating cubes (no fixed grid).
|