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3 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
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.
3 daysdocs: Add sub-task for Shader Asset Testing & Validation (Task #26)skal
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.
3 daysdocs: Update project status and task listsskal
Updated PROJECT_CONTEXT.md and TODO.md to reflect the completion of the asset conversion sub-task and the build system consolidation (Task #25).
3 dayschore: Finalize Build System Consolidation (Task #25)skal
Updated project roadmap and to-do list to reflect the completion of the modular build system refactor.
3 daysrefactor(build): Modularize build system with static librariesskal
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.
3 daysadd 'use libraries' task for the Build Systemskal
3 daysdocs: Mark Shader Asset Integration (Task #24) as completedskal
Updates status in PROJECT_CONTEXT.md and TODO.md.
3 daysdocs: Plan Shader Asset Integration (Task #24)skal
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.
3 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
4 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).
5 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.
9 daysdocs: Update project context and session notesskal
Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
9 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).
9 daysadd asset system description fileskal
9 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