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5 daysadd testing for sequenceskal
5 daysfix: Resolve all build/linking errors for Sequence/Effect testsskal
Adds missing source files and libraries for test_sequence target in CMakeLists.txt. Corrects include paths and ensures proper linking against WebGPU and GLFW libraries. All test suites now compile and pass.
5 daystest: Finalize sequence/effect system testsskal
Refines tests for the sequence and effect system to focus on logic (init, start, end calls) rather than GPU output, as full GPU mocking is complex. Updates HOWTO.md to reflect this.
5 daystools: Improve seq_compiler usage with example commandskal
Adds a copy-pasteable example line to the seq_compiler usage message when run without arguments.
5 daysfix: 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).
5 daysfeat: 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.
5 daysfeat: 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.
5 daysfeat: 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.
5 daysopt: Guard debug/seek features with STRIP_ALLskal
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.
5 daysfeat: Add --seek command line option for fast-forward debuggingskal
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.
5 daysfeat: 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.
5 daysupdate session with mix fixesskal
5 daysfix: Resolve macOS build breakage and restore tools audio supportskal
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).
5 daysopt: Disable unused audio formats (FLAC, WAV, MP3) and encoding in miniaudioskal
Reduces Windows binary size from 461KB to 356KB (UPX packed) by stripping unused decoders and encoders from the runtime build. Tools (spectool) retain WAV/MP3 support.
5 daysupdate state in .md filesskal
5 daysAdd Windows cross-compilation support (MinGW) and emulation (Wine)skal
6 daysChore: Add missing newlines at end of source filesskal
6 daysChore: Remove trailing whitespaces across the codebaseskal
6 daysImplement procedural audio generation, spectral effects, and WebGPU particle ↵skal
system
6 daysadd notesskal
6 daysenforce code styleskal
6 daysadd mini_math.h header-only vector libskal
8 daysremove shader.wgslskal
8 dayssimplify shaderskal
8 daysfix the audioskal
8 daysstyle updateskal
8 daysperf(synth): Optimize Hamming window generationskal
Moves the Hamming window initialization from synth_render to synth_init() to ensure it's generated only once, improving performance.
8 daysfeat(visuals): Add rotation, color shifts, and improved beat-syncskal
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.
8 daysfeat(visuals): Enhance colors and add background flashesskal
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.
8 daysfeat(assets): Separate demo and test asset listsskal
Renamed demo assets to 'demo_assets.txt' and created 'test_assets_list.txt' for AssetManagerTest to prevent interference. - Updated CMakeLists.txt to generate separate headers for demo and test. - Updated test_assets.cc to conditionally include the test-specific header. - Incorporated gen_assets.sh into the 'final' target.
8 daysfeat(demo): Add drum sequence using embedded assetsskal
Incorporates kick1.spec, snare1.spec, and hihat1.spec into the demo sequence. - Updated assets.txt with new drum identifiers. - Implemented register_spec_asset helper in main.cc to load spectral data. - Added 8th-note sequencer triggering a simple drum and bass pattern.
8 daysrefactor(assets): Optimize asset retrieval using array lookupskal
This refactors the asset management system to be more efficient and cleaner. - Moved common GetAsset/DropAsset logic to src/util/asset_manager.cc. - Changed retrieval to use an array of records (AssetRecord) for O(1) lookups instead of a switch statement. - Updated asset_packer to generate only raw data and the record array.
8 daysupdate asset systemskal
8 daysdocs: Update project context and session notesskal
Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
8 daysstyle: Add 3-line descriptive headers to all source filesskal
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.
8 daystest(assets): Add functional tests for asset management systemskal
This commit makes the asset packer fully functional and adds an end-to-end test suite. - Updated asset_packer.cc to read file contents and embed them as hex arrays. - Added actual asset files (null.bin, test_asset.txt) for testing. - Implemented src/tests/test_assets.cc to verify data integrity at runtime. - Refactored CMakeLists.txt to handle generated file dependencies correctly.
8 daysfeat(assets): Implement basic asset packing systemskal
Introduces a new asset management system to embed binary assets directly into the demo executable. - Creates the directory for asset definition and an descriptor file. - Implements to generate (with enum and declaration) and (with placeholder data). - Integrates into CMake build, making depend on the generated asset files. - Adds minimal integration in and documentation in . This addresses Task 9 (compact in-line and off-line asset system).
9 daysbuild: Finalize WebGPU integration and platform fixesskal
Includes correct CMake configuration for GLFW native access, Objective-C++ compilation for the helper library on macOS, and applies clang-format to modified sources.
9 daysfix(gpu): Ensure shader entry points are preserved in STRIP_ALL buildskal
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.
9 daysfeat(platform): Add 'q' key to quitskal
Adds the 'q' key as an alternative to 'Escape' for closing the application.
9 daysfix(gpu): Add aspect ratio correction to shaderskal
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.
9 daysfix(synth): Implement peak meter with decay for smooth visualsskal
The graphics appeared static because the audio peak value was transient, only lasting for a single audio buffer. The main graphics loop, running much faster, would mostly read a zero value. This fix implements a simple peak meter with an exponential decay. The peak value now rises instantly to the maximum sample value but fades out smoothly over several frames, providing a persistent and smooth value for the visualizer.
9 daysupdate SESSION_NOTESskal
9 daysopt: Implement build stripping and platform-specific size optimizationsskal
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.
9 daysrefactor(gpu): Integrate WebGPU via system wgpu-native and glfw3webgpuskal
Replaces the complex wgpu-native submodule and manual platform-specific surface creation with a system-wide wgpu-native install (via Homebrew) and the glfw3webgpu helper library. - Updates scripts/project_init.sh to fetch glfw3webgpu and ensure wgpu-native is installed. - Refactors CMakeLists.txt to link against the system wgpu-native library. - Simplifies src/platform.cc to use glfwCreateWindowWGPUSurface. - Simplifies src/gpu/gpu.cc to use standard WebGPU headers. - Updates FETCH_DEPS.md with new installation instructions. - Updates PROJECT_CONTEXT.md with the new integration strategy.
9 daysfeat: Implement fullscreen, keyboard controls, and pulsating heptagonskal
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.
9 daysfeat: Implement spectool & specview; refactor coding style; update docsskal
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.
9 daystest(spectool): Add end-to-end test for analysis toolskal
Adds a new CTest unit test that performs a full, end-to-end verification of the 'spectool analyze' command. The test programmatically generates a sine wave, saves it as a .wav file, executes the spectool executable as a subprocess to analyze the wave, and then verifies the integrity of the resulting .spec file. This ensures the analysis pipeline (WAV decoding, windowing, FDCT, and file I/O) works correctly.
9 daysfeat(spectool): Add MP3 support for audio analysisskal
Leverages the built-in MP3 decoder in miniaudio to allow spectool's 'analyze' command to process .mp3 files in addition to .wav files. Updates the tool's command-line help text and the project's HOWTO.md to reflect the new capability.
9 daysfeat(audio): Implement real-time spectrogram synthesizerskal
Adds a multi-voice, real-time audio synthesis engine that generates sound from spectrogram data using an Inverse Discrete Cosine Transform (IDCT). Key features: - A thread-safe, double-buffered system for dynamically updating spectrograms in real-time without interrupting audio playback. - Core DSP components: FDCT, IDCT, and Hamming window functions. - A simple sequencer in the main loop to demonstrate scripted audio events and dynamic updates. - Unit tests for the new synth engine and Hamming window, integrated with CTest. - A file documenting the build process, features, and how to run tests.