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path: root/src/gpu/demo_effects.cc
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2026-02-01Chore: Apply clang-format to the codebaseskal
2026-02-01Refactor: Split demo effects and shaders into individual filesskal
Split src/gpu/demo_effects.cc into individual .cc files for each effect and created separate files for post-processing helpers and WGSL shaders. Updated src/gpu/demo_effects.h to be a central header for all effect-related declarations and adjusted CMakeLists.txt accordingly.
2026-02-01format shader codeskal
2026-02-01clang-formatskal
2026-01-31style: add vertical compression rules to clang-formatskal
- Enabled AllowShortFunctionsOnASingleLine: All - Enabled AllowShortBlocksOnASingleLine: Always - Enabled AllowShortIfStatementsOnASingleLine: Always - Enabled AllowShortLoopsOnASingleLine: true - Set MaxEmptyLinesToKeep: 1 - Applied formatting to all source files.
2026-01-31fix(gpu): resolve multiple WebGPU validation and runtime errorsskal
- Fixed 'Invalid sample count 0' and 'Invalid anisotropic clamp: 0' by ensuring explicit pipeline and sampler states. - Resolved WGSL parsing errors by replacing swizzle assignments in compute shaders. - Fixed 'Texture destroyed' error in render_frame by reordering command submission and resource presentation/release. - Added WGPU_DEPTH_SLICE_UNDEFINED for Windows compatibility and ensured consistent resolveTarget initialization. - Cleaned up PassthroughEffect bind group layout mismatch and redundant string helper definitions. - Verified all tests pass and applied consistent formatting.
2026-01-31fix: 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).
2026-01-31feat: Full implementation of post-processing pipeline and new effectsskal
Completes the multi-pass rendering engine and implements all requested effects: MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration. Includes WGSL shaders for all effects and logic for time-varying parameters via uniforms.
2026-01-31feat: Multi-pass rendering architecture and effect stubsskal
Implements a post-processing pipeline using offscreen framebuffers. Adds stubs for MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration effects. Updates MainSequence to orchestrate the scene pass and post-processing chain.
2026-01-31feat: Implement Sequence Compiler for data-driven choreographyskal
Adds a 'seq_compiler' tool that converts a text-based timeline (assets/demo.seq) into a generated C++ file. This allows editing effect sequences and timing without modifying engine code. Replaces manual sequence creation with a generated 'LoadTimeline' function.
2026-01-31feat: Implement Sequence and Effect system for demo choreographyskal
Refactors the rendering pipeline into a modular Sequence/Effect system. 'MainSequence' manages the final frame rendering and a list of 'Sequence' layers. 'Sequence' manages a timeline of 'Effect' objects (start/end/priority). Concrete effects (Heptagon, Particles) are moved to 'demo_effects.cc'. Updates main loop to pass beat and aspect ratio.