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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.
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Ensures that code related to the --seek command line option (simulation loops, silent audio rendering) is completely compiled out when the DEMO_STRIP_ALL build option is enabled, preserving the 64k size constraint.
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This feature allows developers to jump to a specific time in the demo sequence (e.g., './demo64k --seek 10.5'). It simulates the game logic, audio state (rendering silent buffers), and visual physics (compute shaders) from t=0 up to the target time before starting real-time playback. Audio initialization is refactored to separate device init and start.
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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.
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Updates gpu.cc to handle modern wgpu-native callback signatures (5 args) for macOS while maintaining Windows compatibility. Modifies audio.cc and CMakeLists.txt to ensure miniaudio encoding features are only stripped from the demo binary, not the tools (spectool/tests).
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Implements a more dynamic and reactive visual system.
- Updated synth.cc: Faster peak decay for better response.
- Updated gpu.cc: Added time-based rotation and Hue shifting; implemented reactive clear-color flashes.
- Updated main.cc: Corrected peak scaling (8x multiplier) and integrated time-based animation.
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Improves the audio-visual synchronization by increasing peak amplification and adding dynamic background flashes.
- src/gpu/gpu.cc: Updated fragment shader with more vibrant hue calculation and implemented reactive clear color for flashes.
- src/main.cc: Increased peak multiplier to 150x and added non-linear boost for strong peaks.
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This commit applies a new project-wide rule that every source file must begin with a concise 3-line comment header describing its purpose.
- Updated CONTRIBUTING.md with the new rule.
- Applied headers to all .cc and .h files in src/ and tools/.
- Fixed various minor compilation errors and missing includes discovered during the header update process.
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Includes correct CMake configuration for GLFW native access, Objective-C++ compilation for the helper library on macOS, and applies clang-format to modified sources.
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The build was stripping all strings, including critical shader entry points ('vs_main', 'fs_main'), causing a runtime panic.
Introduced for optional debug labels (which are stripped) and restored to always return the string content for functional requirements.
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Implements aspect ratio correction to prevent the pulsating heptagon from being distorted when the window is resized.
- The main loop now queries the framebuffer size and calculates the aspect ratio each frame.
- This aspect ratio is passed to the GPU via an updated uniform buffer.
- The vertex shader in shader.wgsl now uses the aspect ratio to correctly scale the X coordinates of the vertices, ensuring the shape remains proportional.
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Adds a 'STRIP_ALL' mode to minimize binary size for the final build, and refines size optimization flags for macOS.
- **STRIP_ALL Mode**: Added a 'DEMO_STRIP_ALL' CMake option that defines 'STRIP_ALL'. In this mode, command-line parsing is bypassed (forcing fullscreen), debug labels/error callbacks are removed from WebGPU, and non-essential code (like iostream) is stripped.
- **macOS Optimizations**: Updated CMake to use '-dead_strip' instead of GNU '--gc-sections' on Apple platforms to resolve linker errors and improve dead code elimination.
- **Documentation**: Updated HOWTO.md to document the new 'Final / Strip Build' process and FETCH_DEPS.md for optimized wgpu-native build guidance.
- **Task 7 & 8**: Marks these tasks as completed in PROJECT_CONTEXT.md.
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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.
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This commit introduces new tools for spectrogram manipulation and visualization, establishes a consistent coding style, and updates project documentation.
Key changes include:
- **Spectrogram Tools:
- : A command-line utility for analyzing WAV/MP3 files into custom spectrogram format and playing back these spectrograms via the synth engine.
- : A command-line tool for visualizing spectrogram files as ASCII art in the console.
- **Coding Style Enforcement:
- Added a configuration file enforcing LLVM-based style with 2-space indentation, no tabs, and an 80-column line limit.
- Renamed all C++ source files from to for project consistency.
- Applied automatic formatting using
exit across the entire codebase.
- **Documentation & Workflow:
- Created to define a commit policy requiring tests to pass before committing.
- Updated with instructions for building and using and , and referenced .
- Updated and to reflect the new tools, audio architecture decisions (real-time additive synthesis, double-buffering for dynamic updates, WAV/MP3 support), coding style, and development workflow.
- **Build System:
- Modified to:
- Include new targets for and under the option.
- Update source file extensions to .
- Add a new end-to-end test for to the suite.
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