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26 hoursfeat: 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.
3 daysrefactor: Shader Asset Integration (Task #24)skal
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.