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- Task #4b: Added scripts/check_all.sh to build and test all platform targets (native and Windows cross-compile) to ensure pre-commit stability.
- Task #10: Modified spectool to trim both leading and trailing silent frames from generated .spec files, reducing asset size.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- Added depth buffer support to MainSequence.
- Implemented Hybrid3DEffect for the main timeline.
- Fixed effect initialization order in MainSequence.
- Ensured depth-stencil compatibility for all scene effects.
- Updated demo sequence with 3D elements and post-processing.
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- 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.
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- 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.
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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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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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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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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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system
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Propose and add a .geminiignore file to exclude build artifacts, dependency build outputs, archives, temporary files, and IDE configurations from Gemini's analysis and operations.
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Cleaned up CSS formatting in style.css to resolve potential parsing errors and ensure proper styling of elements, including buttons and layout.
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Addressed all reported errors by completely restructuring script.js to ensure correct function definition order, fixing the 2x vertical scaling issue in frequency mapping, and confirming SDF logic and audio playback dependencies.
- All global variables, constants, utility functions, element declarations, event listeners, and main logic functions are now correctly ordered.
- and corrected to use for proper frequency mapping.
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Completely restructured script.js to guarantee correct function definition order and fixed the 2x vertical scaling issue in frequency mapping.
- Moved all utility functions (audio, SDF, coordinate/frequency mapping) to be defined before their use.
- Corrected and to use for accurate frequency scaling.
- Ensured all button element declarations and event listeners are correctly placed at the top of the script to prevent initialization errors.
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Completely restructured script.js to place all global variables, constants, button declarations, and event listeners at the top of the file. This definitively resolves 'Uncaught ReferenceError: Cannot access ... before initialization' errors and ensures proper scoping for all functions, including .
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Restructured script.js to move all button element declarations and their event listeners to the top of the script, immediately after global constants. This resolves the 'Uncaught ReferenceError: Cannot access 'button' before initialization' errors by ensuring elements are initialized before being accessed.
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Refactored drawing primitives in the spectrogram editor to use Signed Distance Functions (SDFs), providing smoother and more flexible shape generation.
- : Now stores shape parameters in SDF-friendly world coordinates (frame and log-scaled frequency) and includes a parameter for each shape.
- : Completely rewritten to utilize SDFs (, , ) for applying shape effects to the spectrogram data, including attenuation with .
- Fixed an issue where the generated spectrogram was not being cleared to zero, ensuring a blank canvas for new drawings.
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attempt)
Moved all spectrogram coordinate and frequency mapping utility functions to the top of to ensure they are defined before any other functions attempt to use them. This is a crucial scoping fix.
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Moved all spectrogram coordinate and frequency mapping utility functions to the top of to ensure they are defined before any other functions attempt to use them. This resolves the 'canvasToSpectrogramCoords is not defined' error caused by incorrect function scoping.
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This commit finalizes the ellipse drawing and application logic within the spectrogram editor.
- : Implemented robust ellipse creation and with correct logarithmic frequency mapping.
- Fixed several issues related to state synchronization and button management.
- Minor styling and HTML updates for consistency.
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Adds full support for drawing and applying ellipse shapes to the spectrogram data, correctly handling logarithmic frequency mapping.
- : Refined ellipse creation to use accurate logarithmic frequency calculations for minBin and maxBin.
- : Implemented the algorithm to draw an ellipse on the spectrogram data, ensuring correct placement and amplitude application.
- Uses and for precise frequency mapping.
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Consolidated all button element declarations into a single block to prevent 'Identifier has already been declared' errors.
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Enhances spectrogram visualization by mapping frequency bins to a logarithmic Y-axis, providing better perceptual uniformity.
- : Renders frequency data using a logarithmic scale.
- Coordinate mapping utilities (, ): Updated to support logarithmic frequency mapping.
- : Shape creation now uses the logarithmic mapping for accurate placement in frequency space.
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Enhances the spectrogram editor with audio playback capabilities and a redo button.
- : Added 'Listen Original' and 'Listen Generated' buttons, and a 'Redo' button.
- : Added styling for the new buttons.
- : Implemented JavaScript IDCT, Hanning window, and for audio synthesis.
- Connected playback buttons to audio functionality.
- Fully implemented logic.
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This commit significantly enhances the web spectrogram editor by implementing core drawing tools (line, ellipse, noise) and a robust undo/redo system.
- and : Added redo button and styling.
- : Implemented canvas event handling, dynamic shape previews, and the logic for lines and noise rectangles.
- : Now reconstructs the spectrogram from a clean base, allowing proper undo/redo.
- : Uses an improved color gradient for better visualization.
- : Stores original spectrogram data for persistent state management.
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Adds the core logic for managing an action history stack and an undo button.
- Initializes undoStack, redoStack, and MAX_HISTORY_SIZE.
- Implements addAction to record operations and clear redoStack.
- Implements handleUndo to revert actions and manage stacks.
- Adds placeholder for redrawCanvas and updateUndoRedoButtons.
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Updates all relevant Markdown files to reflect the completed asset system and build pipeline.
- Updates PROJECT_CONTEXT.md with latest architectural decisions.
- Updates GEMINI.md with the full list of relevant files.
- Adds initial scaffolding for the web editor.
- Cleans up any lingering issues with asset generation paths.
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Initial setup for the spectrogram editor tool.
- Created tools/editor/index.html, script.js, and style.css.
- Added basic structure for WAV loading, visualization, and tool controls.
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Implements logic to remove unused trailing zero frames from spectrogram data before saving, reducing file size and improving loading efficiency.
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Updates to prepend a warning comment to the generated and files, indicating they are auto-generated and should not be manually edited.
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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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