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- Corrected signature in for macOS native builds to match the 5-parameter definition.
- Conditionally compiled assignments in for native builds and removed the definition for Windows from , resolving 'no member named ' errors in Windows cross-compilation.
- Verified all macOS native build configurations (Debug, Size-Optimized, Final/Strip, Developer/All Options, Tests Only, Tools Only) and the Windows cross-compilation build are now compiling successfully.
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- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
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- Updated CMakeLists.txt to generate assets.h and assets_data.cc in src/generated/.
- Updated scripts/gen_assets.sh to reflect the new output location.
- Modified asset_packer.cc to generate correct include paths in assets_data.cc.
- Updated source files (main.cc, asset_manager.cc, test_assets.cc) to include headers from the 'generated/' subdirectory.
- Ensured all targets have correct include paths to find generated headers.
- Removed stale generated files from src/.
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- 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.
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Corrects CMakeLists.txt to properly link test_sequence against GLFW and WGPU_LIBRARY. Ensures correct include paths for wgpu headers. Updates demo_effects.cc stub implementations. Finalizes test suite for sequence/effect system.
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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.
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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.
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Adds a copy-pasteable example line to the seq_compiler usage message when run without arguments.
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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).
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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.
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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.
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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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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.
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Moves the Hamming window initialization from synth_render to synth_init() to ensure it's generated only once, improving performance.
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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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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.
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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.
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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.
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Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
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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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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.
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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).
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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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Adds the 'q' key as an alternative to 'Escape' for closing the application.
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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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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.
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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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