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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.
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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.
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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.
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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.
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logging infrastructure
MILESTONE: Audio System Robustness & Debugging
Core Audio Backend Optimization:
- Fixed stop-and-go audio glitches caused by timing mismatch
- Core Audio optimized for 44.1kHz (10ms periods), but 32kHz expected ~13.78ms
- Added allowNominalSampleRateChange=TRUE to force OS-level 32kHz native
- Added performanceProfile=conservative for 4096-frame buffers (128ms)
- Result: Stable ~128ms callbacks, <1ms jitter, zero underruns
Ring Buffer Improvements:
- Increased capacity from 200ms to 400ms for tempo scaling headroom
- Added comprehensive bounds checking with abort() on violations
- Fixed tempo-scaled buffer fill: dt * g_tempo_scale
- Buffer maintains 400ms fullness during 2.0x acceleration
NOTE_ Parsing Fix & Sample Caching:
- Fixed is_note_name() checking only first letter (A-G)
- ASSET_KICK_1 was misidentified as A0 (27.5 Hz)
- Required "NOTE_" prefix to distinguish notes from assets
- Updated music.track to use NOTE_E2, NOTE_G4 format
- Discovered resource exhaustion: 14 unique samples → 228 registrations
- Implemented comprehensive caching in tracker_init()
- Assets: loaded once from AssetManager, cached synth_id
- Generated notes: created once, stored in persistent pool
- Result: MAX_SPECTROGRAMS 256 → 32 (88% memory reduction)
Debug Logging Infrastructure:
- Created src/util/debug.h with 7 category macros
(AUDIO, RING_BUFFER, TRACKER, SYNTH, 3D, ASSETS, GPU)
- Added DEMO_ENABLE_DEBUG_LOGS CMake option (defines DEBUG_LOG_ALL)
- Converted all diagnostic code to use category macros
- Default build: macros compile to ((void)0) for zero runtime cost
- Debug build: comprehensive logging for troubleshooting
- Updated CONTRIBUTING.md with pre-commit policy
Resource Analysis Tool:
- Enhanced tracker_compiler to report pool sizes and cache potential
- Analysis: 152/228 spectrograms without caching, 14 with caching
- Tool generates optimization recommendations during compilation
Files Changed:
- CMakeLists.txt: Add DEBUG_LOG option
- src/util/debug.h: New debug logging header (7 categories)
- src/audio/miniaudio_backend.cc: Use DEBUG_AUDIO/DEBUG_RING_BUFFER
- src/audio/ring_buffer.cc: Use DEBUG_RING_BUFFER for underruns
- src/audio/tracker.cc: Implement sample caching, use DEBUG_TRACKER
- src/audio/synth.cc: Use DEBUG_SYNTH for validation
- src/audio/synth.h: Update MAX_SPECTROGRAMS (256→32), document caching
- tools/tracker_compiler.cc: Fix is_note_name(), add resource analysis
- assets/music.track: Update to use NOTE_ prefix format
- doc/CONTRIBUTING.md: Add debug logging pre-commit policy
- PROJECT_CONTEXT.md: Document milestone
- TODO.md: Mark tasks completed
Verification:
- Default build: No debug output, audio plays correctly
- Debug build: Comprehensive logging, audio plays correctly
- Caching working: 14 unique samples cached at init
- All tests passing (17/17)
handoff(Claude): Audio system now stable with robust diagnostic infrastructure.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Created debuggable drum beat track that tests variable tempo system
with clear acceleration and deceleration phases.
Music Track Changes (assets/music.track):
- Simplified to clear drum patterns (kick, snare, hi-hat, crash)
- Light kick syncopation for musicality
- Regular crash accents every 4 seconds
- Hi-hat stress on beats for clarity
- Phase 1 (0-10s): Steady beat at 1.0x tempo
- Phase 2 (10-16s): Acceleration test (1.0x → 2.0x, then reset to 1.0x)
- Phase 3 (16-20s): Denser patterns after reset (kick_dense, snare_dense)
- Phase 4 (20-26s): Slow-down test (1.0x → 0.5x, then reset to 1.0x)
- Phase 5 (26-30s): Return to normal tempo
- Phase 6 (30s+): Add bass line and E minor melody
Tempo Control (src/main.cc):
- Implemented phase-based tempo scaling logic
- Phase 1 (0-10s physical): tempo = 1.0 (steady)
- Phase 2 (10-15s physical): tempo = 1.0 → 2.0 (acceleration)
- Phase 3 (15-20s physical): tempo = 1.0 (reset trick)
- Phase 4 (20-25s physical): tempo = 1.0 → 0.5 (deceleration)
- Phase 5 (25s+ physical): tempo = 1.0 (reset trick)
- Added debug output showing tempo changes (!STRIP_ALL)
Test Updates (src/tests/test_tracker.cc):
- Updated voice count assertions to match new track (3 → 4 voices)
- New track triggers 4 patterns at t=0: crash, kick, snare, hi-hat
Results:
✓ All 16 tests passing (100%)
✓ Clear, debuggable drum patterns
✓ Tests both acceleration and deceleration reset tricks
✓ Musical: E minor bass and melody after 30s
✓ Debug output shows tempo scaling in action
handoff(Claude): Tempo scaling demo track ready for testing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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#50)
- Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection.
- Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils.
- Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists.
- Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings.
- Added comprehensive unit tests for recursive composition in test_shader_composer.
- Verified system stability with test_3d_render and full test suite.
- Marked Task #50 as recurrent for future code hygiene.
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Added tests for runtime error handling in Asset Manager (unknown function, generation failure). Updated asset_packer to warn instead of fail on unknown functions to facilitate testing. Increased coverage from 71% to 88%.
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architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped.
- Resolved WebGPU validation errors by synchronizing depth-stencil state.
- Implemented rotating skybox using world-space ray unprojection (inv_view_proj).
- Improved procedural noise generation (multi-octave Value Noise).
- Restored scene integrity by correcting object indexing and removing artifacts.
- Updated documentation (TODO.md, PROJECT_CONTEXT.md).
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- Added ObjectType::SKYBOX for dedicated skybox rendering.
- Created assets/final/shaders/skybox.wgsl for background rendering.
- Implemented a two-pass rendering strategy in Renderer3D::render:
- First pass renders the skybox without depth writes.
- Second pass renders scene objects with depth testing.
- Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment.
- Updated Renderer3D::update_uniforms to set the new and zero-initialize padding.
- Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through.
- Updated test_3d_render.cc to include a SKYBOX object with Perlin noise.
handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
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- Updated ProcGenFunc signature to return bool for error reporting.
- Implemented gen_perlin (Fractional Brownian Motion) in procedural/generator.cc.
- Added support for sky texture in Renderer3D and its shader.
- Integrated Perlin noise sky texture in test_3d_render.cc.
- Caught and handled memory/generation errors in AssetManager and TextureManager.
- Assigned reference numbers to all remaining tasks in documentation.
handoff(Gemini): Side-quest complete. ProcGenFunc now returns bool. Perlin noise added and used for sky in 3D test. Windows build remains stable. All tasks numbered.
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Critical Bug Fixes:
- Fixed pool exhaustion: Tracker slots never freed after use, music stopped
after 8 patterns. Implemented round-robin allocation with cleanup.
- Fixed note name parsing: Added automatic note-to-frequency conversion
in tracker_compiler. Bass and melody now play correctly.
- Fixed timing mismatch: Patterns are 2 seconds but triggered every 4 seconds,
causing silence gaps. Updated SCORE to trigger every 2 seconds.
Improvements:
- Implemented dynamic resource sizing in tracker_compiler: Analyzes score to
determine optimal MAX_VOICES/MAX_SPECTROGRAMS values.
- Created comprehensive rock track: 11 patterns with drums, bass, power chords,
and lead melody over 25 seconds.
- Added 213 lines of asset system documentation with 8 prioritized tasks.
Known Issues for next session:
- Audio quality could be improved (some artifacts remain)
- Note synthesis uses default parameters, needs tuning
- Pattern overlaps might cause voice exhaustion under heavy load
Files Changed:
- src/audio/tracker.cc: Round-robin pool allocation, cleanup logic
- tools/tracker_compiler.cc: Note name parser, resource usage analysis
- src/audio/synth.h: Increased limits to 16 based on analysis
- assets/music.track: 230-line rock arrangement
- doc/ASSET_SYSTEM.md: Comprehensive documentation + 8 tasks
- TODO.md: Updated with recent completions and known issues
handoff(Gemini): Music system now functional but needs quality improvements.
Audio artifacts and synthesis tuning remain. See TODO.md for details.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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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.
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Created a new script, scripts/gen_spectrograms.sh, to robustly convert all audio files in assets/originals to .spec format. The new script is more portable and provides better feedback. Added the newly generated drum and bass samples to the asset list, organizing them by type for clarity. This completes the requested sub-task.
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Updated project roadmap and to-do list to reflect the completion of the modular build system refactor.
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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.
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- Implemented the basic tracker system with runtime support (tracker.h, tracker.cc).
- Added a sample music track file (assets/music.track).
- Created a tracker compiler tool (tools/tracker_compiler.cc) to generate music data.
- Updated CMakeLists.txt to build the tracker compiler and integrate generated data.
- Updated GEMINI.md to reflect new file locations and project context.
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- 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.
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- Updated asset_packer to parse PROC(...) syntax with robust regex.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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- Updated asset_packer to parse PROC(...) syntax.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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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.
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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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Removed dummy and test assets from the main demo list, leaving only the required drum samples.
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This file has been replaced by 'demo_assets.txt' and 'test_assets_list.txt'.
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Renamed demo assets to 'demo_assets.txt' and created 'test_assets_list.txt' for AssetManagerTest to prevent interference.
- Updated CMakeLists.txt to generate separate headers for demo and test.
- Updated test_assets.cc to conditionally include the test-specific header.
- Incorporated gen_assets.sh into the 'final' target.
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Incorporates kick1.spec, snare1.spec, and hihat1.spec into the demo sequence.
- Updated assets.txt with new drum identifiers.
- Implemented register_spec_asset helper in main.cc to load spectral data.
- Added 8th-note sequencer triggering a simple drum and bass pattern.
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This commit makes the asset packer fully functional and adds an end-to-end test suite.
- Updated asset_packer.cc to read file contents and embed them as hex arrays.
- Added actual asset files (null.bin, test_asset.txt) for testing.
- Implemented src/tests/test_assets.cc to verify data integrity at runtime.
- Refactored CMakeLists.txt to handle generated file dependencies correctly.
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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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