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11 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
Replace redundant CommonUniforms struct definitions across 13 shaders with #include "common_uniforms" directive. Integrate ShaderComposer preprocessing into all shader creation pipelines. Changes: - Replace 9-line CommonUniforms definitions with single #include line - Add ShaderComposer.Compose() to create_post_process_pipeline() - Add ShaderComposer.Compose() to gpu_create_render_pass() - Add ShaderComposer.Compose() to gpu_create_compute_pass() - Add InitShaderComposer() calls to test_effect_base and test_demo_effects - Update test_shader_compilation to compose shaders before validation Net reduction: 83 lines of duplicate code eliminated All 35 tests passing (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
12 hoursrefactor: Move .spec audio assets to assets/final/music subdirectoryskal
- Created assets/final/music/ directory for audio samples - Moved 14 .spec files from assets/final/ to assets/final/music/ - Updated demo_assets.txt and test_demo_assets.txt with music/ prefix - Updated gen_spectrograms.sh to output to new location - CMakeLists.txt unchanged (still uses assets/final/ as base) handoff(Claude): Music assets reorganized into subdirectory
12 hoursdemo.seq change.skal
12 hoursfeat: GPU procedural Phase 4 - texture compositionskal
Multi-input composite shaders with sampler support. - Dynamic bind group layouts (N input textures + 1 sampler) - dispatch_composite() for multi-input compute dispatch - create_gpu_composite_texture() API - gen_blend.wgsl and gen_mask.wgsl shaders Guarded with #if !defined(STRIP_GPU_COMPOSITE) for easy removal. Tests: - Blend two noise textures - Mask noise with grid - Multi-stage composite (composite of composites) Size: ~830 bytes (2 shaders + dispatch logic) handoff(Claude): GPU procedural Phase 4 complete
13 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
Complete Phase 2 implementation: - gen_perlin.wgsl: FBM with configurable octaves, amplitude decay - gen_grid.wgsl: Grid pattern with configurable spacing/thickness - TextureManager extensions: create_gpu_perlin_texture(), create_gpu_grid_texture() - Asset packer now validates gen_noise, gen_perlin, gen_grid for PROC_GPU() - 3 compute pipelines (lazy-init on first use) Shader parameters: - gen_perlin: seed, frequency, amplitude, amplitude_decay, octaves (32 bytes) - gen_grid: width, height, grid_size, thickness (16 bytes) test_3d_render migration: - Replaced CPU sky texture (gen_perlin) with GPU version - Replaced CPU noise texture (gen_noise) with GPU version - Added new GPU grid texture (256x256, 32px grid, 2px lines) Size impact: - gen_perlin.wgsl: ~200 bytes (compressed) - gen_grid.wgsl: ~100 bytes (compressed) - Total Phase 2 code: ~300 bytes - Cumulative (Phase 1+2): ~600 bytes Testing: - All 34 tests passing (100%) - test_gpu_procedural validates all generators - test_3d_render uses 3 GPU textures (noise, perlin, grid) Next: Phase 3 - Variable dimensions, async generation, pipeline caching Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
13 hoursfeat(gpu): Add GPU procedural texture generation systemskal
Phase 1 implementation complete: - GPU compute shader for noise generation (gen_noise.wgsl) - TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute() - Asset packer PROC_GPU() syntax support with validation - ShaderComposer integration for #include resolution - Zero CPU memory overhead (GPU-only textures) - Init-time and on-demand generation modes Technical details: - 8×8 workgroup size for 256×256 textures - UniformBuffer for params (width, height, seed, frequency) - Storage texture binding (rgba8unorm, write-only) - Lazy pipeline compilation on first use - ~300 bytes code (Phase 1) Testing: - New test: test_gpu_procedural.cc (passes) - All 34 tests passing (100%) Future phases: - Phase 2: Add gen_perlin, gen_grid compute shaders - Phase 3: Variable dimensions, async generation Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
15 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
- Added to validate WGSL/C++ struct alignment. - Integrated validation into . - Standardized uniform usage in , , , . - Renamed generic to specific names in WGSL and C++ to avoid collisions. - Added and updated . - handoff(Gemini): Completed Task #75.
17 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
Define CommonUniforms struct with standard fields: - resolution: vec2<f32> - aspect_ratio: f32 - time: f32 - beat: f32 - audio_intensity: f32 Updated 14 shaders to use CommonUniforms: - Replaced width/height with resolution - Unified intensity/audio_peak → audio_intensity - Moved effect-specific params to EffectParams struct - visual_debug.wgsl now uses GlobalUniforms.view_proj All shaders now have consistent uniform interface. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
28 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
Resolves critical shader composition and format mismatch issues, enabling the circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline. **Key Fixes:** 1. **Shader Function Name** (masked_cube.wgsl): - Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`) - Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`) - Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4) 2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc): - Added `std::string composed_shader_` member to persist shader source - Prevents use-after-free when WebGPU asynchronously parses shader code 3. **Format Mismatch** (circle_mask_effect.cc): - Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb) - Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()` - Added depth stencil state to render pipeline to match scene pass requirements: * Format: Depth24Plus * depthWriteEnabled: False (no depth writes needed) * depthCompare: Always (always pass depth test) 4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc): - Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds - Ensures proper initialization of render pass color attachments 5. **Test Coverage** (test_demo_effects.cc): - Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect) - Marked both effects as requiring 3D pipeline setup (skipped in basic tests) **Technical Details:** - **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) → RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes - **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats: * Color: Bgra8UnormSrgb (system framebuffer format) * Depth: Depth24Plus (scene pass depth buffer) - **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`) registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc. **Effect Behavior:** - Runs from 2.0s to 4.0s in demo timeline - CircleMaskEffect (priority 0): Draws green outside circle, transparent inside - RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle - GaussianBlurEffect (priority 2): Post-process blur on entire composition **Test Results:** - All 33 tests pass (100%) - No WebGPU validation errors - Demo runs cleanly with `--seek 2.0` Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
29 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
Implements demonstration of auxiliary texture masking system with: - CircleMaskEffect: Generates circular mask, renders green outside circle - RotatingCubeEffect: Renders SDF cube inside circle using mask Architecture: - Mask generation in compute phase (1.0 inside, 0.0 outside) - CircleMask renders green where mask < 0.5 (outside circle) - RotatingCube samples mask and discards where mask < 0.5 Files added: - src/gpu/effects/circle_mask_effect.{h,cc} - src/gpu/effects/rotating_cube_effect.{h,cc} - assets/final/shaders/{circle_mask_compute,circle_mask_render,masked_cube}.wgsl Build system: - Updated CMakeLists.txt with new effect sources - Registered shaders in demo_assets.txt - Updated test_demo_effects.cc (8 scene effects total) Status: Effects temporarily disabled in demo.seq (lines 31-35) - ShaderComposer snippet registration needed for masked_cube.wgsl - All 33 tests pass, demo runs without crashes Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
31 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.
32 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
Implements comprehensive RNG and noise functions for procedural shader effects: Hash Functions: - hash_1f, hash_2f, hash_3f (float-based, fast) - hash_2f_2f, hash_3f_3f (vector output) - hash_1u, hash_1u_2f, hash_1u_3f (integer-based, high quality) Noise Functions: - noise_2d, noise_3d (value noise with smoothstep) - fbm_2d, fbm_3d (fractional Brownian motion) - gyroid (periodic minimal surface) Integration: - Added to ShaderComposer as "math/noise" snippet - Available via #include "math/noise" in WGSL shaders - Test suite validates all 11 functions compile Testing: - test_noise_functions.cc validates shader loading - All 33 tests pass (100%) Size Impact: ~200-400 bytes per function used (dead-code eliminated) Files: - assets/final/shaders/math/noise.wgsl (new, 4.2KB, 150 lines) - assets/final/demo_assets.txt (added SHADER_MATH_NOISE) - assets/final/test_assets_list.txt (added SHADER_MATH_NOISE) - src/gpu/effects/shaders.cc (registered snippet) - src/tests/test_noise_functions.cc (new test) - CMakeLists.txt (added test target) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
33 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>
33 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>
33 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
- Added #include "math/sdf_utils" to renderer_3d.wgsl - Replaced 35 lines of inline bump mapping code with call to get_normal_bump() - Improves code reusability and maintainability - Same functionality with cleaner implementation
34 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
Adds two new functions for displacement-mapped normal calculation: Functions added: - get_normal_bump(): High-quality 6-sample central differences - get_normal_bump_fast(): Optimized 4-sample tetrahedron pattern Performance comparison: - get_normal_bump: 6 SDF + 6 texture + 6 UV = 18 operations - get_normal_bump_fast: 4 SDF + 4 texture + 4 UV = 12 operations - Speed improvement: 33% faster with tetrahedron method Parameters: - p: Sample position (vec3) - obj_params: Object parameters (vec4) - noise_tex: Displacement texture (texture_2d) - noise_sampler: Texture sampler - disp_strength: Displacement strength multiplier Requirements: - spherical_uv() function must be available in calling context - get_dist() function must be available in calling context Use cases: - get_normal_bump: Static scenes, high-quality renders - get_normal_bump_fast: Real-time rendering, performance-critical paths Location: assets/final/shaders/math/sdf_utils.wgsl
34 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
Adds get_normal_fast() variant using tetrahedral gradient approximation. Performance improvement: - 4 SDF evaluations (vs 6 in get_normal_basic) - ~33% fewer distance field samples - Tetrahedron pattern: k.xyy, k.yyx, k.yxy, k.xxx where k=(1,-1) Trade-off: - Slightly less accurate than central differences method - Good for real-time rendering where performance matters - Same sphere optimization (analytical normal for obj_type == 1.0) Parameters: - epsilon: 0.0001 (vs 0.001 in basic method) - Same interface: takes position and object params Use case: Fast lighting calculations, performance-critical shaders
34 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
Implements ray-triangle intersection algorithm for future mesh raytracing support. Changes: - Add ray_triangle.wgsl with TriangleHit struct and intersection function - Register shader snippet in asset system (SHADER_RAY_TRIANGLE) - Add shader composer registration for #include "ray_triangle" support Returns: - hit.uv: Barycentric coordinates (for texture mapping) - hit.z: Parametric distance along ray - hit.N: Triangle face normal - hit.hit: Boolean indicating intersection Task: Progress on SDF for mesh (related to Task #18) Algorithm: Fast, Minimum Storage Ray-Triangle Intersection (Möller-Trumbore) Size: ~30 lines WGSL, negligible binary impact
34 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
35 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
Updated renderer_3d.wgsl, mesh_render.wgsl, skybox.wgsl to use common_utils functions. Registered snippet in ShaderComposer. Updated demo_assets.txt with SHADER_MATH_COMMON_UTILS entry. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
35 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
Created math/common_utils.wgsl with reusable shader functions: - transform_normal() - Normal matrix transform (2 call sites) - spherical_uv() - Spherical UV mapping (7 call sites) - spherical_uv_from_dir() - For direction vectors (1 call site) - grid_pattern() - Procedural checkerboard (2 call sites) - Constants: PI, TAU Refactored shaders: - renderer_3d.wgsl: 7 spherical_uv + 1 normal + 2 grid (~12 lines removed) - mesh_render.wgsl: 1 normal transform (~3 lines removed) - skybox.wgsl: 1 spherical UV (~2 lines removed) Impact: ~200 bytes saved, 12 call sites deduplicated Tests: 31/31 passing Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
43 hoursfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
- Implemented correct scaling for planes in both CPU (physics) and GPU (shaders) using the normal-axis scale factor. - Consolidated ObjectType to type_id mapping in Renderer3D to ensure consistency and support for CUBE. - Fixed overestimation of distance for non-uniformly scaled ground planes, which caused missing shadows. - Updated documentation and marked Task A.2 as completed.
2 daysrefactor(audio): Simplify music track with steady beat progressionskal
Created cleaner, less busy track for demo64k: STRUCTURE (32 seconds / 16 units): - 0-4s: KICK_1 + SNARE_1 - 4-8s: KICK_1 + SNARE_2 (snare variation) - 8-12s: KICK_2 + SNARE_3 (kick + snare variation) - 12-16s: KICK_2 + SNARE_1 (snare back to 1) - 16-20s: KICK_1 + SNARE_2 + RIDE (ride introduced) - 20-24s: KICK_2 + SNARE_3 + RIDE - 24-28s: KICK_1 + SNARE_1 + RIDE - 28-32s: KICK_2 + SNARE_2 + RIDE PATTERNS: - Kick: Quarter notes on beats 0 and 2 (steady) - Snare: Backbeat on beats 1 and 3 (steady) - Ride: Quarter notes on all beats (after 16s) VARIATION: - Snare sample changes every 4 seconds - Kick sample changes every 8 seconds - Ride added at 16 seconds RESOURCES: - 6 patterns total (kick_1, kick_2, snare_1, snare_2, snare_3, ride) - 6 asset samples (no generated notes) - Max 3 simultaneous patterns - Max 6 voices polyphony Previous track had 73 patterns and was much more complex. New track is minimal, steady, and easy to follow. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysrefactor(audio): Convert tracker to unit-less timing systemskal
Changes tracker timing from beat-based to unit-less system to separate musical structure from BPM-dependent playback speed. TIMING CONVENTION: - 1 unit = 4 beats (by convention) - Conversion: seconds = units * (4 / BPM) * 60 - At 120 BPM: 1 unit = 2 seconds BENEFITS: - Pattern structure independent of BPM - BPM changes only affect playback speed, not structure - Easier pattern composition (0.00-1.00 for typical 4-beat pattern) - Fixes issue where patterns played for 2s instead of expected duration DATA STRUCTURES (tracker.h): - TrackerEvent.beat → TrackerEvent.unit_time - TrackerPattern.num_beats → TrackerPattern.unit_length - TrackerPatternTrigger.time_sec → TrackerPatternTrigger.unit_time RUNTIME (tracker.cc): - Added BEATS_PER_UNIT constant (4.0) - Convert units to seconds at playback time using BPM - Pattern remains active for full unit_length duration - Fixed premature pattern deactivation bug COMPILER (tracker_compiler.cc): - Parse LENGTH parameter from PATTERN lines (defaults to 1.0) - Parse unit_time instead of beat values - Generate code with unit-less timing ASSETS: - test_demo.track: converted to unit-less (8 score triggers) - music.track: converted to unit-less (all patterns) - Events: beat/4 conversion (e.g., beat 2.0 → unit 0.50) - Score: seconds/unit_duration (e.g., 4s → 2.0 units at 120 BPM) VISUALIZER (track_visualizer/index.html): - Parse LENGTH parameter and BPM directive - Convert unit-less time to seconds for rendering - Update tick positioning to use unit_time - Display correct pattern durations DOCUMENTATION (doc/TRACKER.md): - Added complete .track format specification - Timing conversion reference table - Examples with unit-less timing - Pattern LENGTH parameter documentation FILES MODIFIED: - src/audio/tracker.{h,cc} (data structures + runtime conversion) - tools/tracker_compiler.cc (parser + code generation) - assets/{test_demo,music}.track (converted to unit-less) - tools/track_visualizer/index.html (BPM-aware rendering) - doc/TRACKER.md (format documentation) - convert_track.py (conversion utility script) TEST RESULTS: - test_demo builds and runs correctly - demo64k builds successfully - Generated code verified (unit-less values in music_data.cc) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfix(test_demo): Space patterns 4 seconds apart to prevent overlapskal
- Change SCORE triggers from every 2s to every 4s (0.0, 4.0, 8.0, 12.0) - Patterns are 4 beats (2 seconds at 120 BPM), now properly spaced - Total duration: 16 seconds (4 patterns × 4 seconds) - Regenerate test_demo_music.cc
2 dayschore: Disable tempo variation and simplify music trackskal
- Force tempo_scale to 1.0 in main.cc (disable variable tempo) - Comment out some kick pattern events in music.track for cleaner arrangement - Regenerate music_data.cc from updated track file
2 daystest: Add Gantt chart output test for seq_compilerskal
- Created test_gantt.seq: minimal sequence file for testing - Created test_gantt_output.sh: bash script that verifies Gantt output - Checks for: timeline header, BPM info, time axis, sequence bars - Added GanttOutputTest to CMake test suite All 29 tests pass (was 28).
3 daystest: Add platform test coverage (test_platform.cc)skal
Created comprehensive test suite for platform windowing abstraction: Tests implemented: - String view helpers (Win32 vs native WebGPU API) - PlatformState default initialization - platform_get_time() with GLFW context - Platform lifecycle (init, poll, shutdown) - Fullscreen toggle state tracking Coverage impact: platform.cc 0% → ~70% (7 functions tested) Files: - src/tests/test_platform.cc (new, 180 lines) - CMakeLists.txt (added test_platform target) - PLATFORM_ANALYSIS.md (detailed analysis report) All tests pass on macOS with GLFW windowing. Related: Side quest to improve platform code coverage
3 daysfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
Implements minimal standalone executable for debugging audio/visual synchronization and variable tempo system without full demo complexity. Key Features: - Simple drum beat (kick-snare) with crash landmarks at bars 3 and 7 - NOTE_A4 (440 Hz) reference tone at start of each bar for testing - Screen flash effect synchronized to audio peaks - 16 second duration (8 bars at 120 BPM) - Variable tempo mode (--tempo) alternating acceleration/deceleration - Peak logging (--log-peaks) for gnuplot visualization Command-line options: - --help: Show usage information - --fullscreen: Run in fullscreen mode - --resolution WxH: Set window resolution - --tempo: Enable tempo variation test (1.0x ↔ 1.5x and 1.0x ↔ 0.66x) - --log-peaks FILE: Export audio peaks with beat timing for analysis Files: - src/test_demo.cc: Main executable (~220 lines) - assets/test_demo.track: Drum pattern with NOTE_A4 - assets/test_demo.seq: Visual timeline (FlashEffect) - test_demo_README.md: Comprehensive documentation Build: cmake --build build --target test_demo Usage: build/test_demo [--help] [--tempo] [--log-peaks peaks.txt] Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
IMPLEMENTATION: - Added --normalize flag to spectool analyze command - Default target RMS: 0.15 (customizable via --normalize [rms]) - Two-pass processing: load all PCM → calculate RMS/peak → normalize → DCT - Peak-limiting safety: prevents clipping by limiting scale factor if peak > 1.0 - Updated gen_spectrograms.sh to use --normalize by default ALGORITHM: 1. Calculate original RMS and peak of input audio 2. Compute scale factor to reach target RMS (default 0.15) 3. Check if scaled peak would exceed 1.0 (after windowing + IDCT) 4. If yes, reduce scale factor to keep peak ≤ 1.0 (prevents clipping) 5. Apply scale factor to all PCM samples before windowing/DCT RESULTS: Before normalization: - RMS range: 0.054 - 0.248 (4.6x variation, ~13 dB) - Some peaks > 1.0 (clipping) After normalization: - RMS range: 0.049 - 0.097 (2.0x variation, ~6 dB) ✅ 2.3x improvement - All peaks < 1.0 (no clipping) ✅ SAMPLES REGENERATED: - All 14 .spec files regenerated with normalization - High dynamic range samples (SNARE_808, CRASH_DMX, HIHAT_CLOSED_DMX) were peak-limited to prevent clipping - Consistent loudness across all drum and bass samples GITIGNORE CHANGE: - Removed *.spec from .gitignore to track normalized spectrograms - This ensures reproducibility and prevents drift from source files handoff(Claude): RMS normalization implemented and working. All samples now have consistent loudness with no clipping.
3 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
ROOT CAUSE: - 15 stale .spec files from pre-orthonormal DCT era (16x amplification) - Asset manifest referenced 3 non-existent samples (kick1, snare1, hihat1) - music.track used outdated asset IDs after renumbering FIXES: 1. Removed all 29 stale .spec files 2. Regenerated 14 clean spectrograms from source files 3. Updated demo_assets.txt: removed KICK_1, SNARE_1, HIHAT_1; renumbered remaining 4. Updated music.track: KICK_3→KICK_2, SNARE_4→SNARE_3, HIHAT_4→HIHAT_3 5. Added BASS_2 (BASS_SYNTH_1.spec) to asset manifest VERIFICATION: - All peak levels < 1.0 (no clipping) ✅ - Demo builds and runs successfully ✅ REMAINING ISSUE: - RMS levels vary 4.6x (0.054 to 0.248) - Samples not normalized before encoding - This explains erratic volume in demo64k - Recommend: normalize source .wav files before spectool analyze handoff(Claude): Audio distortion fixed, but samples need RMS normalization.
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
3 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
Regenerated all spectrograms using the new FFT-based orthonormal DCT to match the orthonormal IDCT used in playback. This fixes the loudness/distortion issue caused by normalization mismatch. **Root Cause:** - Old DCT/IDCT used non-orthonormal convention (no sqrt scaling) - New FFT-based versions use orthonormal normalization - Existing spectrograms had wrong scaling for new IDCT **Solution:** - Reverted conversion wrapper in idct.cc (keep it simple) - Regenerated all spectrograms with new fdct_512() - Spectrograms now use orthonormal normalization throughout **Result:** - Audio playback at correct volume - No distortion from scaling mismatch - Clean, consistent normalization across entire pipeline Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash: 1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function - WGSL doesn't have `inverse()` for matrices - Dead code was unreachable but still validated by shader compiler - Also removed reference to undefined `in.normal` vertex input 2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch - Changed parameter from `obj_type: f32` to `obj_params: vec4<f32>` - Now correctly matches `get_dist()` function signature 3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration - Linear mode was incorrectly declaring binding 2 (BVH buffer) - Replaced BVH traversal with simple linear object loop - Root cause: Both BVH and Linear shaders were identical (copy-paste error) Added comprehensive shader compilation test (test_shader_compilation.cc): - Tests all production shaders compile successfully through WebGPU - Validates both BVH and Linear composition modes - Catches WGSL syntax errors, binding mismatches, and type errors - Would have caught all three bugs fixed in this commit Why tests didn't catch this: - Existing test_shader_assets only checked for keywords, not compilation - No test actually created WebGPU shader modules from composed code - New test fills this gap with real GPU validation Results: - demo64k runs without WebGPU errors - test_3d_render no longer crashes - All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
This reverts commit a5229022b0e500ac86560e585081f45293e587d2.
4 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
When a plane has non-uniform scaling (e.g., floor with scale 20,0.01,20), transforming points to local space distorts SDF distances. For a horizontal plane with Y-scale of 0.01, distances become 100x too large in local space. Fix: Multiply plane distances by the scale factor along the normal direction (Y component for horizontal planes). This corrects shadow calculations while maintaining the large floor area needed for visualization. Reverted incorrect uniform scale fix (c23f3b9) that made floor too small.
4 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
Fixed incorrect mesh shadow rendering caused by applying scale factor to mesh AABBs which already have correct local-space extents. ROOT CAUSE: The 's' scale factor (line 44) is meant for UNIT primitives (sphere, box, torus) that are scaled by the model matrix. Meshes (type 5.0) already store their correct AABB extents in obj_params.yzw, so applying 's' caused incorrect shadow sizes. ISSUE: let s = min(length(obj.model[0].xyz), ...); if (obj.params.x != 4.0) { // Excluded planes only d = min(d, get_dist(q, obj.params) * s); // ❌ WRONG for meshes! } FIX: if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Exclude planes AND meshes d = min(d, get_dist(q, obj.params) * s); } else { d = min(d, get_dist(q, obj.params)); // No scaling } EXPLANATION: - Type 1.0 (Sphere): Unit sphere, scaled by 's' ✓ - Type 2.0 (Box): Unit box, scaled by 's' ✓ - Type 3.0 (Torus): Unit torus, scaled by 's' ✓ - Type 4.0 (Plane): Special case, no scaling ✓ - Type 5.0 (Mesh): AABB already has correct size, no scaling needed ✓ FILES FIXED: - assets/final/shaders/render/scene_query_linear.wgsl - assets/final/shaders/render/scene_query_bvh.wgsl PARTIAL FIX: This fixes mesh shadow sizing issues. Shadow rotation limitation remains (AABBs are axis-aligned, don't rotate with mesh - this is a fundamental AABB limitation, not a bug). handoff(Claude): Mesh shadows now correctly sized. Investigating floor shadow stretching issue next (likely related to plane scaling).
4 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
Fixed critical bug in normal matrix transformation causing mesh stretching and incorrect scaling during rotation. ROOT CAUSE: In WGSL, mat3x3(v0, v1, v2) creates a matrix where v0, v1, v2 are COLUMNS. When extracting rows from inv_model, the constructor already produces the transpose. Applying transpose() again cancels out, giving incorrect normals. ISSUE: let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); // This gives transpose(inv_model) already! out.normal = normalize(transpose(normal_matrix) * in.normal); // Double transpose = identity, wrong result FIX: let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); // Already transpose(inv_model), which is the correct normal matrix out.normal = normalize(normal_matrix * in.normal); // Correct transformation FILES FIXED: - assets/final/shaders/mesh_render.wgsl:38 (mesh vertex normals) - assets/final/shaders/renderer_3d.wgsl:185 (SDF bump-mapped normals) RESULT: Mesh normals now transform correctly under rotation and non-uniform scaling. Fixes Task A (test_mesh visualization stretching bug). handoff(Claude): Normal transformation bug fixed. Mesh should now render correctly without stretching. Shadow bug on floor plane still remains (separate WGSL shader issue for later investigation).
4 daysfix: Correct mesh normal transformation and floor shadow renderingskal
4 daysfeat(assets): Add dodecahedron mesh assetskal
Added dodecahedron.obj (downloaded from external source) to demo assets. Updated test_3d_render to display the dodecahedron mesh alongside the cube mesh. Verified asset packing and rendering pipeline.
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
Added support for loading and rendering OBJ meshes. - Updated asset_packer to parse .obj files into a binary format. - Added MeshAsset and GetMeshAsset helper to asset_manager. - Extended Object3D with mesh_asset_id and ObjectType::MESH. - Implemented mesh rasterization pipeline in Renderer3D. - Added a sample cube mesh and verified in test_3d_render.
4 dayschore: Update documentation, generated assets, and cleanupskal
Removed obsolete scene_query.wgsl (replaced by variants). Updated TODO.md. Committed generated asset files reflecting new shader snippets.
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
Completed Task #18-B optimization and refactoring. - Replaced runtime branching in shader with compile-time snippet substitution in ShaderComposer. - Added 'scene_query_bvh.wgsl' and 'scene_query_linear.wgsl' as distinct snippets. - Refactored Renderer3D to manage two separate pipelines (with and without BVH). - Updated ShaderComposer to support snippet substitution during composition. - Verified both paths with test_3d_render (default and --no-bvh). - Removed temporary shader hacks and cleaned up renderer_3d.wgsl.
4 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
Completed Task #18-B. - Implemented GPU-side BVH traversal for scene queries, improving performance. - Added a --no-bvh command-line flag to disable the feature for debugging and performance comparison. - Fixed a shader compilation issue where the non-BVH fallback path failed to render objects.
4 daystest(assets): Add tests for Texture Asset supportskal
- Added test_image.tga (generated via tools/gen_test_tga.cc). - Updated test_assets_list.txt to include the TGA. - Updated test_assets.cc to verify image decompression and pixel values.
5 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>
5 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.
5 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.
5 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.