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9 hoursrefactor: remove v2 versioning artifacts, establish Sequence as canonical systemskal
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
12 hoursfeat(sequence): complete v2 migration with DAG-based routingskal
Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
14 hoursfeat(sequence): add inline post-process functions for v2skal
- Create postprocess_inline.wgsl with 7 inline effect functions - Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort - Add example combined_postprocess_v2.wgsl showing usage - Register postprocess_inline snippet with ShaderComposer - Add to main and test workspace assets - All tests passing (36/36) Strategy: Simple effects become inline functions instead of separate classes. Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port. handoff(Claude): Inline functions ready, 7 simple effects consolidated
15 hoursfeat(sequence): complete phase 3 - v2 shader integration and effect portsskal
- Create v2-compatible WGSL shaders with UniformsSequenceParams - Add sequence_v2_uniforms snippet for ShaderComposer - Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2 - Enable and fix end-to-end test (test_sequence_v2_e2e) - Fix shader binding order (sampler at 0, texture at 1) - Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice) - Add v2 shaders to main and test workspace assets - All tests passing (36/36) handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
36 hoursmisc updatesskal
2 daysfeat(gpu): add two-pass raymarching infrastructureskal
Add RayMarchResult struct and functions for deferred SDF rendering: - rayMarchWithID() tracks object ID and distance_max - reconstructPosition(), normalWithID(), shadowWithStoredDistance() - Pass 1: store geometry data, Pass 2: reuse for shading Add WGSL style rule: prefer return values over pointers for small structs (≤16 bytes). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysfeat(gpu): add SDF camera infrastructure and effect base classskal
Add unified camera system for SDF raymarching effects: - CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect - SDFEffect base class: manages camera uniform, provides update_camera() helpers - camera_common.wgsl: getCameraRay(), position/forward/up/right extractors - SDFTestEffect: working example with orbiting camera + animated sphere Refactor effect headers: - Extract class definitions from demo_effects.h to individual .h files - Update includes in .cc files to use specific headers - Cleaner compilation dependencies, faster incremental builds Documentation: - Add SDF_EFFECT_GUIDE.md with complete workflow - Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md - Update EFFECT_WORKFLOW.md, CONTRIBUTING.md Tests: 34/34 passing, SDFTestEffect validated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysrefactor(wgsl): consolidate SDF shapes into single common fileskal
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate duplication and establish single source of truth for all SDF functions. Changes: - Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl) - Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl - Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes" - Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives - Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES - Update shader registration and tests Impact: - ~60 lines eliminated from ellipse shaders - Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse) - Consistent include path across codebase All tests passing (34/34). handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysrefactor(wgsl): modularize common shader functionsskal
Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability. - Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader. - Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions. - Created `common/shaders/math/utils.wgsl` for general math utilities. - Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic. - Updated multiple shaders to use these new common snippets via `#include`. - Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader. This refactoring makes the shader code more modular and easier to manage.
4 daysRemediation: Implement shared common/shaders/ directoryskal
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented