| Age | Commit message (Collapse) | Author |
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Refactored tracker system to trigger individual events as separate voices
instead of compositing patterns into single spectrograms. This enables
notes within patterns to respect tempo scaling dynamically.
Key Changes:
- Added ActivePattern tracking with start_music_time and next_event_idx
- Individual events trigger when their beat time is reached
- Elapsed beats calculated dynamically: (music_time - start_time) / beat_duration
- Removed pattern compositing logic (paste_spectrogram)
- Each note now triggers as separate voice with volume/pan parameters
Behavior:
- Tempo scaling (via music_time) now affects note spacing within patterns
- At 2.0x tempo: patterns trigger 2x faster AND notes within play 2x faster
- At 0.5x tempo: patterns trigger 2x slower AND notes within play 2x slower
Testing:
- Updated test_tracker to verify event-based triggering at specific beat times
- All 17 tests pass (100%)
- WAV dump confirms tempo scaling works correctly:
* 0-10s: steady 1.00x tempo
* 10-15s: acceleration to 2.00x tempo
* 15-20s: reset to 1.00x tempo
* 20-25s: deceleration to 0.50x tempo
* 25s+: return to normal
Result: Music time advances at variable rates (61.24s in 60s physical time),
and notes within patterns correctly accelerate/decelerate with tempo changes.
handoff(Claude): Tempo scaling now affects notes within patterns
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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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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