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34 hoursasset location cleanupskal
36 hoursfeat(tooling): Add directory filtering to coverage report script (Task #46)skal
Updated gen_coverage_report.sh to accept an optional argument for targeting specific directories using lcov --extract.
36 hoursfeat(tooling): Implement code coverage reporting (Task #44)skal
Added CMake support for coverage builds and a script to generate HTML reports using lcov on macOS. Also cleaned up .gitignore.
2 daysrefactor: Task #20 - Platform & Code Hygieneskal
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h. - Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio. - Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems. - Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh. - Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project. - Applied clang-format and updated documentation. handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
2 daysbuild: Enable parallel compilation in build scriptsskal
Add -j8 flag to all cmake --build commands to use 8 threads for faster parallel compilation across gen_assets.sh, crunch_demo.sh, and build_win.sh scripts. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfeat(assets): Add new drum samples and improve conversion scriptskal
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.
3 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
- Replaced invalid 'i++' with 'i = i + 1' in the shader's calc_shadow function loop. - This resolves the shader parsing error and allows the 3D renderer test to run successfully on all platforms.
3 daysadd new tasksskal
3 daysfeat(build): Add check_all script and optimize spectoolskal
- Task #4b: Added scripts/check_all.sh to build and test all platform targets (native and Windows cross-compile) to ensure pre-commit stability. - Task #10: Modified spectool to trim both leading and trailing silent frames from generated .spec files, reducing asset size.
5 daysrefactor: move generated asset files to src/generated/skal
- Updated CMakeLists.txt to generate assets.h and assets_data.cc in src/generated/. - Updated scripts/gen_assets.sh to reflect the new output location. - Modified asset_packer.cc to generate correct include paths in assets_data.cc. - Updated source files (main.cc, asset_manager.cc, test_assets.cc) to include headers from the 'generated/' subdirectory. - Ensured all targets have correct include paths to find generated headers. - Removed stale generated files from src/.
5 daysfix: Cross-compilation and style complianceskal
Fixes seq_compiler build for Windows cross-compilation. Moves common WebGPU compatibility shims to gpu.h. Applies project-wide coding style via clang-format. Verified on both macOS (native) and Windows (cross-compile).
5 daysupdate session with mix fixesskal
5 daysupdate state in .md filesskal
5 daysFinalize Windows port with size analysis reporting and updated docsskal
5 daysAdd Windows cross-compilation support (MinGW) and emulation (Wine)skal
6 daysChore: Remove trailing whitespaces across the codebaseskal
8 dayschore(scripts): Update gen_assets.sh to include test asset generationskal
Ensures that test assets are also generated when the production pipeline is run.
9 daysfix(assets): Update gen_assets.sh pathsskal
Synchronizes scripts/gen_assets.sh with the current project structure: uses 'demo_assets.txt' and outputs to the 'src/' directory.
9 daysfix(crunch): Use strip/gzexe on macOS instead of UPXskal
UPX is unreliable on macOS. Switched to using standard 'strip -u -r' and 'gzexe' for binary compression on Darwin systems. Achieved a compressed binary size of ~48KB (dynamically linked). Updated FETCH_DEPS.md to reflect that UPX is now only required for Linux/Windows.
9 daysfeat(crunch): Add UPX-based binary packer scriptskal
Adds 'scripts/crunch_demo.sh' to automate building a stripped binary and compressing it with UPX. Updates 'FETCH_DEPS.md' with UPX installation instructions and 'HOWTO.md' with usage guide. This addresses Task 3 (add binary crunchers).
9 daysrefactor(gpu): Integrate WebGPU via system wgpu-native and glfw3webgpuskal
Replaces the complex wgpu-native submodule and manual platform-specific surface creation with a system-wide wgpu-native install (via Homebrew) and the glfw3webgpu helper library. - Updates scripts/project_init.sh to fetch glfw3webgpu and ensure wgpu-native is installed. - Refactors CMakeLists.txt to link against the system wgpu-native library. - Simplifies src/platform.cc to use glfwCreateWindowWGPUSurface. - Simplifies src/gpu/gpu.cc to use standard WebGPU headers. - Updates FETCH_DEPS.md with new installation instructions. - Updates PROJECT_CONTEXT.md with the new integration strategy.
9 daysfeat: Implement fullscreen, keyboard controls, and pulsating heptagonskal
This commit fulfills tasks 1 and 2, and adds a synchronized visual effect. - **Fullscreen Mode**: Added '--fullscreen' command-line argument and dynamic toggling via 'F' key. - **Keyboard Controls**: Implemented 'Esc' to exit and 'F' to toggle fullscreen in 'src/platform.cc'. - **Synchronized Visuals**: Added a pulsating heptagon effect in 'src/gpu/gpu.cc' and 'src/gpu/shader.wgsl' that scales and changes color based on the real-time audio peak from the synth. - **Refactor**: Abstracted platform-specific WebGPU surface creation into 'src/platform.cc' to keep 'src/gpu/gpu.cc' cross-platform. - **Build System**: Corrected 'CMakeLists.txt' to properly link 'wgpu-native' and platform frameworks, and updated 'project_init.sh' to build the submodule. - **Documentation**: Updated 'HOWTO.md' and 'PROJECT_CONTEXT.md' with new features and decisions.
9 daysinitial commitskal