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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.
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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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- Implemented test_shader_composer.cc to verify WGSL snippet assembly.
- Expanded test_maths.cc with rigorous matrix inversion and transposition checks.
- Verified that A * inv(A) equals Identity for various TRS combinations.
- Updated CMakeLists.txt to include the new test targets.
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- Updated ObjectData to include inv_model for reliable world-to-local mapping.
- Enabled SDF raymarching path for all objects in test_3d_render (floor is now a large SDF BOX).
- Implemented robust normal calculation using SDF gradient for all objects.
- Standardized lighting (light_dir = 1,1,1) and diffuse+ambient model.
- Refined calc_shadow with instance-based skip_idx and robust bias.
- Fixed non-uniform scale handling in shader by extracting min scale from model matrix.
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- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
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- Fixed 'redefinition of light_dir' shader validation error by centralizing the light definition at the top of fs_main.
- Further brightened the floor in 'test_3d_render' for better shadow contrast.
- Reduced shadow bias and made the light more vertical to ensure shadows are clearly visible on all surfaces.
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- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
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- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
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Adds a copy-pasteable example line to the seq_compiler usage message when run without arguments.
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