summaryrefslogtreecommitdiff
path: root/assets/demo.seq
AgeCommit message (Collapse)Author
16 hoursfeat(gpu): Add VignetteEffect and related filesskal
- Implemented VignetteEffect, including its shader, parameters, and sequence integration. - Added VignetteEffect to demo_effects.h, shaders.cc/h, and asset definitions. - Updated seq_compiler to handle VignetteEffect parameters. - Added VignetteEffect to test suite and updated expected counts. - Ensured all changes build and tests pass. - Added vignette_effect.cc implementation file. - Updated CMakeLists.txt to include the new effect file. - Updated assets/demo.seq to include the VignetteEffect. - Updated assets/final/demo_assets.txt with the new shader asset.
18 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
Extends shader parametrization system to GaussianBlurEffect with strength parameter (Task #73 continued). Changes: - Added GaussianBlurParams struct (strength, default: 2.0f) - Added GaussianBlurUniforms with proper WGSL alignment (32 bytes) - Updated shader to use parameterized strength instead of hardcoded 2.0 - Extended seq_compiler to parse strength parameter - Updated demo.seq with 2 parameterized instances: * Line 38: strength=3.0 (stronger blur for particles) * Line 48: strength=1.5 (subtle blur) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<GaussianBlurUniforms> - Shader replaces 'let base_size = 2.0' with 'uniforms.strength' - Generated code creates GaussianBlurParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Generated code verified correct Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
18 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
Implements Task #73 - Extends shader parametrization system to ChromaAberrationEffect following the FlashEffect pattern. Changes: - Added ChromaAberrationParams struct (offset_scale, angle) - Added ChromaUniforms with proper WGSL alignment (32 bytes) - Updated shader to compute offset direction from angle parameter - Extended seq_compiler to parse offset/angle parameters - Updated demo.seq with 2 parameterized instances: * Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger) * Line 76: offset=0.01 angle=1.57 (90° vertical, subtle) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<ChromaUniforms> - Shader computes direction: vec2(cos(angle), sin(angle)) - Generated code creates ChromaAberrationParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Binary size: 5.6M stripped (~200-300 bytes impact) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
19 hoursfeat(gpu): Implement shader parametrization systemskal
Phases 1-5: Complete uniform parameter system with .seq syntax support **Phase 1: UniformHelper Template** - Created src/gpu/uniform_helper.h - Type-safe uniform buffer wrapper - Generic template eliminates boilerplate: init(), update(), get() - Added test_uniform_helper (passing) **Phase 2: Effect Parameter Structs** - Added FlashEffectParams (color[3], decay_rate, trigger_threshold) - Added FlashUniforms (shader data layout) - Backward compatible constructor maintained **Phase 3: Parameterized Shaders** - Updated flash.wgsl to use flash_color uniform (was hardcoded white) - Shader accepts any RGB color via uniforms.flash_color **Phase 4: Per-Frame Parameter Computation** - Parameters computed dynamically in render(): - color[0] *= (0.5 + 0.5 * sin(time * 0.5)) - color[1] *= (0.5 + 0.5 * cos(time * 0.7)) - color[2] *= (1.0 + 0.3 * beat) - Uses UniformHelper::update() for type-safe writes **Phase 5: .seq Syntax Extension** - New syntax: EFFECT + FlashEffect 0 1 color=1.0,0.5,0.5 decay=0.95 - seq_compiler parses key=value pairs - Generates parameter struct initialization: ```cpp FlashEffectParams p; p.color[0] = 1.0f; p.color[1] = 0.5f; p.color[2] = 0.5f; p.decay_rate = 0.95f; seq->add_effect(std::make_shared<FlashEffect>(ctx, p), ...); ``` - Backward compatible (effects without params use defaults) **Files Added:** - src/gpu/uniform_helper.h (generic template) - src/tests/test_uniform_helper.cc (unit test) - doc/SHADER_PARAMETRIZATION_PLAN.md (design doc) **Files Modified:** - src/gpu/effects/flash_effect.{h,cc} (parameter support) - src/gpu/demo_effects.h (include flash_effect.h) - tools/seq_compiler.cc (parse params, generate code) - assets/demo.seq (example: red-tinted flash) - CMakeLists.txt (added test_uniform_helper) - src/tests/offscreen_render_target.cc (GPU test fix attempt) - src/tests/test_effect_base.cc (graceful mapping failure) **Test Results:** - 31/32 tests pass (97%) - 1 GPU test failure (pre-existing WebGPU buffer mapping issue) - test_uniform_helper: passing - All parametrization features functional **Size Impact:** - UniformHelper: ~200 bytes (template) - FlashEffect params: ~50 bytes - seq_compiler: ~300 bytes - Net impact: ~400-500 bytes (within 64k budget) **Benefits:** ✅ Artist-friendly parameter tuning (no code changes) ✅ Per-frame dynamic parameter computation ✅ Type-safe uniform management ✅ Multiple effect instances with different configs ✅ Backward compatible (default parameters) **Next Steps:** - Extend to other effects (ChromaAberration, GaussianBlur) - Add more parameter types (vec2, vec4, enums) - Document syntax in SEQUENCE.md handoff(Claude): Shader parametrization complete, ready for extension to other effects
3 daysfeat(particles): Implement transparent circular particles with alpha ↵skal
blending (Task #53) ## Visual Improvements - Particles now render as smooth fading circles instead of squares - Added UV coordinates to vertex shader output - Fragment shader applies circular falloff (smoothstep 1.0 to 0.5) - Lifetime-based fade: alpha multiplied by particle.pos.w (1.0 → 0.0) ## Pipeline Changes - Enabled alpha blending for particle shaders (auto-detected via strstr) - Blend mode: SrcAlpha + OneMinusSrcAlpha (standard alpha blending) - Alpha channel: One + OneMinusSrcAlpha for proper compositing ## Demo Integration - Added 5 ParticleSprayEffect instances at key moments (6b, 12b, 17b, 24b, 56b) - Increased particle presence throughout demo - Particles now more visually impactful with transparency ## Files Modified - assets/final/shaders/particle_render.wgsl: Circular fade logic - src/gpu/gpu.cc: Auto-enable blending for particle shaders - assets/demo.seq: Added ParticleSprayEffect at multiple sequences ## Testing - All 23 tests pass (100%) - Verified with demo64k visual inspection
4 daysfeat: Enhance Gantt charts with sequence names, adaptive ticks, and sortingskal
Improvements to seq_compiler Gantt chart visualization: - Add optional sequence name support: SEQUENCE <start> <pri> ["name"] [end] Names displayed in both ASCII and HTML Gantt charts for better readability - Implement adaptive tick intervals based on demo duration: * ≤5s: 1s intervals * ≤40s: 2s intervals (fixes 32.5s demo from 5s to 2s) * ≤100s: 5s intervals * >100s: 10s+ intervals - Sort sequences by start time in Gantt output for chronological visualization - Add horizontal visual separators between sequences in both ASCII and HTML - Update documentation (SEQUENCE.md) and quick reference (demo.seq) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
Simplifies effect priority management by using relative modifiers instead of explicit numbers, making timeline reordering much more practical. ## New Priority System Effects now use priority modifiers after EFFECT keyword: - `+` increment priority by 1 (or start at 0 if first) - `=` keep same priority as previous effect - `-` decrement priority (or start at -1 if first, for background) Old syntax: ``` EFFECT FlashEffect 0.0 0.5 0 EFFECT FadeEffect 0.1 0.3 1 EFFECT BgCube 0.2 3 -1 ``` New syntax: ``` EFFECT - BgCube 0.2 3 # Priority -1 (background) EFFECT + FlashEffect 0.0 0.5 # Priority 0 EFFECT + FadeEffect 0.1 0.3 # Priority 1 ``` ## Benefits ✓ Reordering effects no longer requires renumbering all priorities ✓ Priority relationships are explicit and relative ✓ File order matches render order (easier to understand) ✓ Same-priority effects clearly marked with `=` ✓ Background layers (-1) clearly marked with `-` ✓ Reduces errors when reorganizing timelines ## Implementation - Updated seq_compiler to parse +/=/- modifiers - Tracks current priority per sequence - First effect sets base priority (0 or -1) - Subsequent effects modify relative to previous - Generated C++ code unchanged (still uses integer priorities) ## Changes to demo.seq - All effects updated to use new syntax - Effects reordered by priority within sequences - Priority gaps removed (were likely unintentional) - Comments updated to reflect new system ## Documentation - Updated SEQUENCE.md with new syntax - Added examples showing +, =, - usage - Explained priority calculation rules This makes timeline authoring significantly more maintainable, especially when experimenting with different effect orderings during development.
4 daysdocs: Extract sequence documentation to dedicated SEQUENCE.md fileskal
Moves comprehensive sequence system documentation out of demo.seq into a proper documentation file, keeping the timeline file clean and focused. Changes: - New file: doc/SEQUENCE.md with complete .seq format reference - Streamlined: assets/demo.seq reduced from 207 to 104 lines - Updated: README.md to include SEQUENCE.md reference Benefits: - Easier to read and navigate the actual timeline - Documentation separately viewable in markdown - Better for version control (timeline vs doc changes separated) - Follows project convention of dedicated doc files - Makes demo.seq more approachable for quick edits The timeline file is now 50% smaller while all documentation remains easily accessible in the standard doc/ directory.
4 daysfeat: Add validation-only mode and HTML/SVG Gantt charts to seq_compilerskal
Enhances seq_compiler with flexible output modes and beautiful HTML visualization. ## New Features ### 1. Optional C++ Output (Validation Mode) - Output .cc file is now optional - Running without output performs validation only - Useful for checking .seq syntax before committing - Example: `./seq_compiler assets/demo.seq` ### 2. HTML/SVG Gantt Chart - New --gantt-html=<file.html> option - Generates interactive HTML page with SVG timeline - Much more readable than ASCII version - Features: * Color-coded sequences (blue) and effects (teal) * Invalid time ranges highlighted in red * Hover tooltips with full effect details * Time axis with 5-second markers * Dark theme matching IDE aesthetics * Vertical time markers for easy reading * Legend explaining visual elements ### 3. Flexible Command Line All output modes can be combined: ```bash # Validation only ./seq_compiler demo.seq # Code + ASCII Gantt ./seq_compiler demo.seq timeline.cc --gantt=chart.txt # Code + HTML Gantt ./seq_compiler demo.seq timeline.cc --gantt-html=chart.html # All outputs ./seq_compiler demo.seq timeline.cc --gantt=t.txt --gantt-html=t.html ``` ## HTML Gantt Advantages Over ASCII ✓ Precise pixel-perfect positioning ✓ Scalable vector graphics (zoom without quality loss) ✓ Color coding for priorities and validity ✓ Interactive hover tooltips ✓ Professional dark theme ✓ Much easier to read complex timelines ✓ Can be shared via browser or screenshots ## Implementation Details - Added ~190 lines for HTML/SVG generation - Dark theme (#1e1e1e background) matches IDE - SVG dynamically sized based on sequence count - Invalid time ranges rendered in red with warning symbol - Time scale automatically calculated from demo duration - Hover effects provide detailed information ## Use Cases - **Validation**: Quick syntax check without code generation - **ASCII Gantt**: Terminal-friendly, git-friendly text visualization - **HTML Gantt**: Beautiful presentation for design discussions - **Combined**: Full toolchain for timeline development The HTML output answers your question about SVG generation - it turned out to be straightforward (~190 lines) and provides significantly better visualization than ASCII art! ## Files Changed - tools/seq_compiler.cc: Added validation mode and HTML generation - assets/demo.seq: Updated documentation with new usage examples - .gitignore: Exclude generated timeline files Example HTML output: 17KB file with full interactive timeline visualization.
4 daysfeat: Add Gantt chart visualization to seq_compilerskal
Implements ASCII Gantt chart generation for timeline debugging and visualization. ## New Feature - Added --gantt=<output.txt> flag to seq_compiler - Generates visual timeline showing sequences and effects on time axis - Displays sequence priority, effect priority, and time ranges - Shows explicit sequence end times with [END=...] markers - Detects and warns about invalid time ranges (end < start) ## Usage ```bash ./build/seq_compiler assets/demo.seq src/generated/timeline.cc --gantt=timeline.txt ``` ## Chart Format - Time axis in seconds with 5-second markers - Sequences shown as solid bars (█) - Effects shown as shaded bars (▓) with sequence background (·) - Labels include start/end times and priorities - Legend and documentation at chart end ## Example Output ``` Time (s): 0 5 10 15 20 25 30 |----|----|----|----|----|----|----| SEQ@0s [pri=0] ████████████████████████████████ (0-30s) FlashEffect [pri=4] ▓▓·························· (0-1s) HeptagonEffect [pri=0] ▓▓▓▓▓▓▓▓▓▓▓▓················ (0-10s) ``` ## Benefits - Visualize sequence overlap and layering - Identify timing conflicts and gaps - Verify effect priorities render in correct order - Debug invalid time ranges - Plan demo choreography visually ## Files Changed - tools/seq_compiler.cc: Added generate_gantt_chart() function - assets/demo.seq: Added usage documentation - .gitignore: Exclude generated demo_timeline.txt This debugging tool significantly improves timeline development workflow by providing visual feedback on sequence and effect timing.
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal
This milestone implements several key enhancements to the sequencing system and developer documentation: ## Optional Sequence End Times (New Feature) - Added support for explicit sequence termination via [time] syntax - Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds - Updated seq_compiler.cc to parse optional [time] parameter with brackets - Added end_time_ field to Sequence class (default -1.0 = no explicit end) - Modified update_active_list() to check sequence end time and deactivate all effects when reached - Fully backward compatible - existing sequences work unchanged ## Comprehensive Effect Documentation (demo.seq) - Documented all effect constructor parameters (standard: device, queue, format) - Added runtime parameter documentation (time, beat, intensity, aspect_ratio) - Created detailed effect catalog with specific behaviors: * Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect * Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect, ThemeModulationEffect, FadeEffect, FlashEffect - Added examples section showing common usage patterns - Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x, flash triggers at intensity > 0.7, theme cycles every 8 seconds) ## Code Quality & Verification - Audited all hardcoded 1280x720 dimensions throughout codebase - Verified all shaders use uniforms.resolution and uniforms.aspect_ratio - Confirmed Effect::resize() properly updates width_/height_ members - No issues found - dimension handling is fully dynamic and robust ## Files Changed - tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls - src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time() - src/gpu/effect.cc: Check sequence end time in update_active_list() - assets/demo.seq: Comprehensive syntax and effect documentation - Generated files updated (timeline.cc, assets_data.cc, music_data.cc) This work establishes a more flexible sequencing system and provides developers with clear documentation for authoring demo timelines. handoff(Claude): Optional sequence end times implemented, effect documentation complete, dimension handling verified. Ready for next phase of development.
7 daysupdate the melody a bitskal
8 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
- 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.
9 daysfeat: Multi-pass rendering architecture and effect stubsskal
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.
9 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.