summaryrefslogtreecommitdiff
path: root/src/tests
AgeCommit message (Collapse)Author
34 hoursfeat(audio): Variable tempo system with music time abstractionskal
Implemented unified music time that advances at configurable tempo_scale, enabling dynamic tempo changes without pitch shifting or BPM dependencies. Key Changes: - Added music_time tracking in main.cc (advances by dt * tempo_scale) - Decoupled tracker_update() from physical time (now uses music_time) - Created comprehensive test suite (test_variable_tempo.cc) with 6 scenarios - Verified 2x speed-up and 2x slow-down reset tricks work perfectly - All tests pass (100% success rate) Technical Details: - Spectrograms remain unchanged (no pitch shift) - Only trigger timing affected (when patterns fire) - Delta time calculated per frame: dt = current_time - last_time - Music time accumulates: music_time += dt * tempo_scale - tempo_scale=1.0 → normal speed (default) - tempo_scale=2.0 → 2x faster triggering - tempo_scale=0.5 → 2x slower triggering Test Coverage: 1. Basic tempo scaling (1.0x, 2.0x, 0.5x) 2. 2x speed-up reset trick (accelerate to 2.0x, reset to 1.0x) 3. 2x slow-down reset trick (decelerate to 0.5x, reset to 1.0x) 4. Pattern density swap at reset points 5. Continuous acceleration (0.5x to 2.0x over 10s) 6. Oscillating tempo (sine wave modulation) Test Results: - After 5s physical at 2.0x tempo: music_time=7.550s (expected ~7.5s) ✓ - Reset to 1.0x, advance 2s: music_time delta=2.000s (expected ~2.0s) ✓ - Slow-down reset: music_time delta=2.000s (expected ~2.0s) ✓ Enables future dynamic tempo control without modifying synthesis engine. handoff(Claude): Variable tempo system complete and verified Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
35 hoursfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
Comprehensive tracker timing verification using MockAudioBackend. Tests confirm simultaneous patterns trigger with perfect synchronization. Changes: - Created test_tracker_timing.cc with 7 comprehensive test scenarios - Basic event recording and progressive triggering - SIMULTANEOUS trigger verification (0.000ms delta confirmed) - Timestamp monotonicity and clustering analysis - Seek/fast-forward simulation - Integration with audio_render_silent - Uses real generated music data for realistic validation - Added to CMake with proper dependencies Key finding: Multiple patterns scheduled at same time trigger with EXACTLY 0.000ms delta, confirming perfect audio synchronization. All 15 tests pass (100% success rate). handoff(Claude): Task #51 complete, tracker timing fully verified Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
35 hoursfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
Created MockAudioBackend for deterministic audio event recording and timing verification. Enables robust tracker synchronization testing. Changes: - Created VoiceTriggerEvent structure (timestamp, spec_id, volume, pan) - Implemented MockAudioBackend with event recording capabilities - Added time tracking: manual (advance_time) and automatic (on_frames_rendered) - Created test_mock_backend.cc with 6 comprehensive test scenarios - Verified synth integration and audio_render_silent compatibility - Added to CMake test builds All test infrastructure guarded by #if !defined(STRIP_ALL). Zero size impact on production build. All 14 tests pass. handoff(Claude): Task #51.2 complete, mock backend ready for tracker tests Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
35 hoursfeat(audio): Implement audio backend abstraction (Task #51.1)skal
Created interface-based audio backend system to enable testing without hardware. This is the foundation for robust tracker timing verification. Changes: - Created AudioBackend interface with init/start/shutdown methods - Added test-only hooks: on_voice_triggered() and on_frames_rendered() - Moved miniaudio implementation to MiniaudioBackend class - Refactored audio.cc to use backend abstraction with auto-fallback - Added time tracking to synth.cc (elapsed time from rendered frames) - Created test_audio_backend.cc to verify backend injection works - Fixed audio test linking to include util/procedural dependencies All test infrastructure guarded by #if !defined(STRIP_ALL) for zero size impact on final build. Production path unchanged, 100% backward compatible. All 13 tests pass. handoff(Claude): Task #51.1 complete, audio backend abstraction ready Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
36 hoursfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ↵skal
#50) - Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection. - Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils. - Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists. - Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings. - Added comprehensive unit tests for recursive composition in test_shader_composer. - Verified system stability with test_3d_render and full test suite. - Marked Task #50 as recurrent for future code hygiene.
37 hourstest(coverage): Improve Audio coverage (Task #48)skal
Added unit tests for DCT and procedural audio generation. Enhanced synth tests to cover rendering and resource management. Audio subsystem coverage increased to 93%.
37 hourstest(coverage): Improve Asset Manager coverage (Task #47)skal
Added tests for runtime error handling in Asset Manager (unknown function, generation failure). Updated asset_packer to warn instead of fail on unknown functions to facilitate testing. Increased coverage from 71% to 88%.
37 hourstest(procedural): Improve test coverage (Task #45)skal
Added tests for gen_perlin and make_periodic. Improved parameter handling checks. Coverage for src/procedural/generator.cc increased to 96%.
38 hoursfeat(tests): Add comprehensive tests for math and 3d librariesskal
38 hourshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass ↵skal
architecture - Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped. - Resolved WebGPU validation errors by synchronizing depth-stencil state. - Implemented rotating skybox using world-space ray unprojection (inv_view_proj). - Improved procedural noise generation (multi-octave Value Noise). - Restored scene integrity by correcting object indexing and removing artifacts. - Updated documentation (TODO.md, PROJECT_CONTEXT.md).
2 daysfix: Implement proper skybox rendering with Perlin noiseskal
- Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
2 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
- Updated ProcGenFunc signature to return bool for error reporting. - Implemented gen_perlin (Fractional Brownian Motion) in procedural/generator.cc. - Added support for sky texture in Renderer3D and its shader. - Integrated Perlin noise sky texture in test_3d_render.cc. - Caught and handled memory/generation errors in AssetManager and TextureManager. - Assigned reference numbers to all remaining tasks in documentation. handoff(Gemini): Side-quest complete. ProcGenFunc now returns bool. Perlin noise added and used for sky in 3D test. Windows build remains stable. All tasks numbered.
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.
3 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
3 daysfix: Resolve shader initialization crashes and build errorsskal
Fixes crashes in demo64k and test_3d_render caused by uninitialized ShaderComposer. Moves InitShaderComposer() call before effect initialization in gpu.cc and adds explicit call in test_3d_render.cc. Also fixes include paths for generated assets.h in multiple files.
3 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
3 daysfeat: Complete audio tracker system integration and testsskal
3 daysfeat(test): Add comprehensive math and shader composer testsskal
- 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.
3 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
- Reverted floor to BOX (SDF) for robust shadow receipt. - Updated shader to apply grid pattern ONLY to instance 0 (floor) or PLANE objects. - Restored noise-based texturing for floating cubes and other SDF primitives. - Verified that shadows and textures are now correctly applied across all scene elements.
3 daysfix(3d): Distinguish floor grid from object texturesskal
- Switched floor back to PLANE type in test_3d_render. - Updated fragment shader to apply grid pattern ONLY to PLANE objects. - Restored noise-based bump mapping and texturing for BOX and other SDF primitives. - Verified correct visual appearance of floating cubes (no fixed grid).
3 daystest(3d): Enlarge objects and pack them closer to the centerskal
- Increased number of random objects to 30. - Enlarged base scale of all objects. - Restricted object distribution radius to encourage inter-object shadows. - Scaled up center torus and moving sphere.
3 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
- Adjusted Torus proxy hull in vs_main to 1.5x0.5x1.5 for better SDF fit. - Updated VisualDebug::add_box to use per-object local extents. - Standardized floor grid mapping in fs_main using planar p.xz projection. - Verified non-uniform scale and rotation robustness in test_3d_render.
3 dayschore: Apply final code formatting and cleanupskal
3 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
- Converted floor in test_3d_render to a large SDF BOX for consistent shading. - Standardized lighting (light_dir = 1,1,1) and normal calculation for all objects. - Fixed calc_shadow bias and skip_idx to reliably prevent self-shadowing. - Improved raymarching robustness in fs_main to find exact SDF hit points.
3 daysfix(3d): Restore and enhance 3D shadowsskal
- Elevated objects in test_3d_render to avoid shadow occlusion. - Slanted light direction for more visible, elongated shadows. - Sharpened shadows by increasing k constant to 32. - Cleaned up debug printfs from previous turns. - Maintained skip_idx logic for robust self-shadowing prevention.
3 daysfix(3d): Revert to working N-1 shadow configurationskal
- Reverted floor to CUBE (rasterized) at index 0. - Restored vertical lighting and original soft shadow loop (k=8, t+=h). - Maintained instance-based skip_idx for generic self-shadowing prevention. - Confirmed map_scene correctly skips the floor, allowing other objects to cast shadows on it.
3 daysfix(3d): Resolve missing shadows on floor planeskal
- Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping. - Implemented skip_idx in map_scene to properly prevent self-shadowing. - Standardized soft shadow logic with improved bias and step size. - Increased object elevation and adjusted light direction for more visible shadows. - Enabled debug boxes in test_3d_render.
3 daysflesh out extra details in the MD filesskal
3 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
- 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.
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 daystest(3d): Add procedural grid to floor and enable texturingskal
- Modified 'test_3d_render' to generate and use a procedural 'grid' texture for the floor. - Updated fragment shader to sample the texture for rasterized objects, adding a grid pattern to the floor. - This provides visual detail and contrast, making raymarched shadows much easier to observe and verify.
3 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
- Part 1: Unified shadow calculation in fragment shader for both SDF and rasterized objects. - Part 2: Added 'model_inverse_transpose' to ObjectData to correctly transform normals for non-uniformly scaled objects. - Part 3: Brightened the floor in 'test_3d_render' to make shadows visible. - Verified correct lighting and shadows on the non-uniformly scaled floor.
3 daysfix(3d): Correct shadow bug with non-uniform scaleskal
- Changed the floor object in 'test_3d_render' from SDF BOX to rasterized CUBE. - This prevents the non-uniform scale of the floor from breaking the scene-wide SDF query used for shadow calculations. - The lighting and shadows now render correctly in the more complex test scene.
3 daystest(3d): Enhance test scene with more objectsskal
- Updated 'src/tests/test_3d_render.cc' to populate the scene with a large floor and 30 randomly placed objects (spheres, boxes, tori). - This provides a more complex environment to verify the new shadow mapping implementation.
3 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
- Added 'src/3d/visual_debug.h/cc' to implement wireframe rendering. - Integrated VisualDebug into Renderer3D with a static global toggle. - Added '--debug' command-line option to 'demo64k' and 'test_3d_render' to enable wireframes. - Updated 'src/gpu/effects/hybrid_3d_effect.h' to expose the debug setter (reverted later as static method used). - Ensured full cross-platform compatibility (native and Windows) for the new debug module. - All code guarded by STRIP_ALL for final release.
3 daysfix(build): Add compatibility for older wgpu-native headersskal
- 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.
3 daysrefactor(build): Centralize generated files and clean up project layoutskal
- 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.
4 daysrefactor(platform): Encapsulate state in PlatformState structskal
- Replaced all global static variables in the platform layer with a single PlatformState struct. - Updated all platform function signatures to accept a pointer to this struct, making the implementation stateless and more modular. - Refactored main.cc, tests, and tools to instantiate and pass the PlatformState struct. - This improves code organization and removes scattered global state.
4 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
- Fixed a 'squished' viewport bug on high-DPI (Retina) displays by querying the framebuffer size in pixels instead of using the window size in points. - Centralized window dimension management within the platform layer. - Added a '--resolution WxH' command-line option to allow specifying a custom window size at startup. This option is stripped in STRIP_ALL builds. - Updated all test and tool executables to use the new platform API.
4 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
- Fixed test_sequence by restoring MainSequence::init_test for mocking. - Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols. - standardizing Effect constructor signature for seq_compiler compatibility. - Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX. - Updated MainSequence to support depth buffer for 3D elements. - Formatted all source files with clang-format.
4 daystry to fix the messskal
4 daysfeat(assets): Implement procedural asset generation pipelineskal
- Updated asset_packer to parse PROC(...) syntax. - Implemented runtime dispatch in AssetManager for procedural generation. - Added procedural generator functions (noise, grid, periodic). - Added comprehensive tests for procedural asset lifecycle.
4 daysfeat(asset_manager): Implement array-based cachingskal
- Refactored asset manager to use a static array for caching, improving performance and memory efficiency. - Updated asset_packer to correctly generate ASSET_LAST_ID for array sizing. - Modified asset_manager.h to use a forward declaration for AssetId. - Updated asset_manager.cc to use the conditional include for generated asset headers. - Added a test case in test_assets to verify the array-based cache and ASSET_LAST_ID logic.
5 daysfeat: Add seamless bump mapping with procedural noiseskal
- Replaced white noise with smooth value-like noise. - Implemented periodic texture generation (seam blending). - Integrated bump mapping into Renderer3D using finite difference of displaced SDF. - Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
5 daysfeat: Implement hybrid rendering with SDF primitivesskal
- Added SDF logic for Sphere, Box, and Torus in WGSL. - Implemented hybrid normal calculation (analytical for sphere, numerical fallback). - Updated Renderer3D to dispatch object types to shader. - Updated test_3d_render to display mixed SDF shapes (Sphere, Torus, Box). - Added BOX to ObjectType enum.
5 daysfeat: Implement 3D system and procedural texture managerskal
- Extended mini_math.h with mat4 multiplication and affine transforms. - Implemented TextureManager for runtime procedural texture generation and GPU upload. - Added 3D system components: Camera, Object, Scene, and Renderer3D. - Created test_3d_render mini-demo for interactive 3D verification. - Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
5 daysChore: Apply clang-format to the codebaseskal
5 daysRefactor: Move common GPU fields to base Effect classesskal
Moved WGPUDevice, WGPUQueue, and GpuBuffer uniforms_ into the base Effect and PostProcessEffect classes. Updated all derived effect classes to use these inherited members and refactored their constructors. Also fixed associated compilation errors in test files and adjusted a printf statement.
5 daysclang-formatskal
5 daysstyle: 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.