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2 daysdocs: Update project context and re-prioritize task listskal
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.
3 daysadd a TRACKER idea to the projectskal
3 daysdocs: Update TODO.md and PROJECT_CONTEXT.md after completing shader ↵skal
optimization tasks
3 daysadd mention of triplanar mappingskal
3 daysdocs: Finalize session task tracking and project contextskal
3 daysdocs: Record Task 21.2 completion and update session prioritiesskal
3 daysdocs: Prioritize next session tasks and update project contextskal
- Consolidated recent 3D and High-DPI fixes into PROJECT_CONTEXT.md. - Generated a prioritized task list in TODO.md with detailed attack plans. - Moved completed tasks to the 'Recently Completed' section. - Set up roadmap for Task #8 (Stripping), Task #20 (Code Hygiene), and Task #21 (Shader Optimization).
3 daysdocs(project): Incorporate detailed debugging tasks from 3D.mdskal
- Expanded 'Task #18: 3D System Enhancements' to include specific debugging features mentioned in the original 3D.md file: - Collision points visualization. - Interactive ray/object intersection visualization. - Visualization of light sources and their shadow maps. - This ensures all potential debugging needs are captured and tracked for future implementation.
3 daystune TODO and PROJECT_CONTEXT with new micro-tasksskal
3 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
- Replaced invalid 'i++' with 'i = i + 1' in the shader's calc_shadow function loop. - This resolves the shader parsing error and allows the 3D renderer test to run successfully on all platforms.
3 daysfeat(3d): Implement scene query shadows (POC)skal
- Updated Renderer3D shader to include 'map_scene' and 'calc_shadow' functions. - Shader now iterates over all objects (up to kMaxObjects) to evaluate the scene SDF globally. - Implemented hard/soft shadows from a fixed directional light. - Updated GlobalUniforms struct with proper packing/padding for WebGPU compatibility. - Captured 'GPU BVH & Shadows' task in PROJECT_CONTEXT.md for future optimization.
3 daysdocs: Reorganize 3D.md and integrate tasksskal
- Moved 3D.md into the doc/ directory to centralize documentation. - Updated README.md to reflect the new location of 3D.md. - Captured the action items from 3D.md (visual debug mode, Blender exporter) and added them as a new task (#18) in the PROJECT_CONTEXT.md roadmap.
3 daysdocs: Update PROJECT_-CONTEXT.md with completed tasksskal
- Moved completed tasks #4b and #10 to a new 'Recently Completed' section. - Cleaned up the 'Next Up' list to reflect the current priorities. - Ensures the project roadmap is an accurate, up-to-date reflection of the project's status.
3 daysdocs: Deprioritize Linux cross-compilation (Task #4a)skal
- Moved Task #4a from TODO.md (Next Up) to PROJECT_CONTEXT.md (Future Optimizations). - This reflects its current status as a lower-priority, long-term goal.
3 daysdocs: Refactor and prioritize project task listsskal
- Restructured PROJECT_CONTEXT.md to introduce a clear roadmap with 'Next Up', 'In Progress', and 'Future Goals'. - Condensed the 'Session Decisions' section into a concise 'Architectural Overview' focusing on the current state. - Updated TODO.md to reflect the highest priority tasks: finalizing the build system and optimizing spectrogram assets.
3 daysrefine some sub-tasks and conceptsskal
new file: TODO.md
3 daysdocs: Update project status and how-to guidesskal
- 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.
4 daysfeat(asset_manager): Implement array-based cachingskal
- 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.
4 daysfeat: Add seamless bump mapping with procedural noiseskal
- 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).
4 daysfeat: Implement 3D system and procedural texture managerskal
- 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.
5 daysupdate instructionsskal
5 daysfeat: Implement Sequence Compiler for data-driven choreographyskal
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.
5 daysfeat: Implement Sequence and Effect system for demo choreographyskal
Refactors the rendering pipeline into a modular Sequence/Effect system. 'MainSequence' manages the final frame rendering and a list of 'Sequence' layers. 'Sequence' manages a timeline of 'Effect' objects (start/end/priority). Concrete effects (Heptagon, Particles) are moved to 'demo_effects.cc'. Updates main loop to pass beat and aspect ratio.
5 daysupdate session with mix fixesskal
5 daysupdate state in .md filesskal
6 daysChore: Remove trailing whitespaces across the codebaseskal
8 daysfeat(project-context): Document spectrogram generation moduleskal
Add details about the new spectrogram generation module (NoteParams, core functions, data flow, future work) to PROJECT_CONTEXT.md. Update Incoming tasks list to include implementing the add_note function.
8 daysstyle updateskal
8 daysdocs: Synchronize project state for Asset System milestoneskal
Updates documentation and context to reflect the completed Asset Management System, production build pipeline, and visual improvements. - Updated PROJECT_CONTEXT.md with detailed architectural and build system decisions. - Added milestone summary to SESSION_NOTES.md. - Expanded GEMINI.md context file list.
8 daysdocs: Update project context and session notesskal
Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
8 daysfeat(assets): Implement basic asset packing systemskal
Introduces a new asset management system to embed binary assets directly into the demo executable. - Creates the directory for asset definition and an descriptor file. - Implements to generate (with enum and declaration) and (with placeholder data). - Integrates into CMake build, making depend on the generated asset files. - Adds minimal integration in and documentation in . This addresses Task 9 (compact in-line and off-line asset system).
8 daysadd asset system description fileskal
8 daysdocs: Mark task 3 (binary crunchers) as completedskal
9 daysopt: Implement build stripping and platform-specific size optimizationsskal
Adds a 'STRIP_ALL' mode to minimize binary size for the final build, and refines size optimization flags for macOS. - **STRIP_ALL Mode**: Added a 'DEMO_STRIP_ALL' CMake option that defines 'STRIP_ALL'. In this mode, command-line parsing is bypassed (forcing fullscreen), debug labels/error callbacks are removed from WebGPU, and non-essential code (like iostream) is stripped. - **macOS Optimizations**: Updated CMake to use '-dead_strip' instead of GNU '--gc-sections' on Apple platforms to resolve linker errors and improve dead code elimination. - **Documentation**: Updated HOWTO.md to document the new 'Final / Strip Build' process and FETCH_DEPS.md for optimized wgpu-native build guidance. - **Task 7 & 8**: Marks these tasks as completed in PROJECT_CONTEXT.md.
9 daysrefactor(gpu): Integrate WebGPU via system wgpu-native and glfw3webgpuskal
Replaces the complex wgpu-native submodule and manual platform-specific surface creation with a system-wide wgpu-native install (via Homebrew) and the glfw3webgpu helper library. - Updates scripts/project_init.sh to fetch glfw3webgpu and ensure wgpu-native is installed. - Refactors CMakeLists.txt to link against the system wgpu-native library. - Simplifies src/platform.cc to use glfwCreateWindowWGPUSurface. - Simplifies src/gpu/gpu.cc to use standard WebGPU headers. - Updates FETCH_DEPS.md with new installation instructions. - Updates PROJECT_CONTEXT.md with the new integration strategy.
9 daysfeat: Implement fullscreen, keyboard controls, and pulsating heptagonskal
This commit fulfills tasks 1 and 2, and adds a synchronized visual effect. - **Fullscreen Mode**: Added '--fullscreen' command-line argument and dynamic toggling via 'F' key. - **Keyboard Controls**: Implemented 'Esc' to exit and 'F' to toggle fullscreen in 'src/platform.cc'. - **Synchronized Visuals**: Added a pulsating heptagon effect in 'src/gpu/gpu.cc' and 'src/gpu/shader.wgsl' that scales and changes color based on the real-time audio peak from the synth. - **Refactor**: Abstracted platform-specific WebGPU surface creation into 'src/platform.cc' to keep 'src/gpu/gpu.cc' cross-platform. - **Build System**: Corrected 'CMakeLists.txt' to properly link 'wgpu-native' and platform frameworks, and updated 'project_init.sh' to build the submodule. - **Documentation**: Updated 'HOWTO.md' and 'PROJECT_CONTEXT.md' with new features and decisions.
9 daysfeat: Implement spectool & specview; refactor coding style; update docsskal
This commit introduces new tools for spectrogram manipulation and visualization, establishes a consistent coding style, and updates project documentation. Key changes include: - **Spectrogram Tools: - : A command-line utility for analyzing WAV/MP3 files into custom spectrogram format and playing back these spectrograms via the synth engine. - : A command-line tool for visualizing spectrogram files as ASCII art in the console. - **Coding Style Enforcement: - Added a configuration file enforcing LLVM-based style with 2-space indentation, no tabs, and an 80-column line limit. - Renamed all C++ source files from to for project consistency. - Applied automatic formatting using exit across the entire codebase. - **Documentation & Workflow: - Created to define a commit policy requiring tests to pass before committing. - Updated with instructions for building and using and , and referenced . - Updated and to reflect the new tools, audio architecture decisions (real-time additive synthesis, double-buffering for dynamic updates, WAV/MP3 support), coding style, and development workflow. - **Build System: - Modified to: - Include new targets for and under the option. - Update source file extensions to . - Add a new end-to-end test for to the suite.
9 daysinitial commitskal