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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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- 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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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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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.
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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.
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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.
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Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
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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).
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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.
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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.
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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.
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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.
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