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path: root/workspaces/test/assets.txt
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23 hoursrefactor(wgsl): consolidate SDF shapes into single common fileskal
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate duplication and establish single source of truth for all SDF functions. Changes: - Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl) - Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl - Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes" - Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives - Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES - Update shader registration and tests Impact: - ~60 lines eliminated from ellipse shaders - Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse) - Consistent include path across codebase All tests passing (34/34). handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
23 hoursrefactor(wgsl): modularize common shader functionsskal
Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability. - Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader. - Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions. - Created `common/shaders/math/utils.wgsl` for general math utilities. - Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic. - Updated multiple shaders to use these new common snippets via `#include`. - Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader. This refactoring makes the shader code more modular and easier to manage.
2 daysAdd shader snippet test assets to fix test_shader_composerskal
Added SHADER_SNIPPET_A and SHADER_SNIPPET_B entries to test assets config to resolve missing AssetId compile error in test_shader_composer. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysAdd test asset support with STRIP_ALL guardsskal
Fixes test_assets.cc compilation by adding missing test asset IDs and procedural generators. Test-specific code is protected with DEMO_STRIP_ALL to exclude from release builds. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysRemediation: Implement shared common/shaders/ directoryskal
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented
2 daysRefactor: Reorganize workspaces and remove assets/ directoryskal
Workspace structure now: - workspaces/{main,test}/obj/ (3D models) - workspaces/{main,test}/shaders/ (WGSL shaders) - workspaces/{main,test}/music/ (audio samples) Changes: - Moved workspaces/*/assets/music/ → workspaces/*/music/ - Updated assets.txt paths (assets/music/ → music/) - Moved test_demo.{seq,track} to tools/ - Moved assets/originals/ → tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths handoff(Claude): Workspace reorganization complete
2 daysRefactor: Move application entry points to src/app/skal
Moved main.cc, stub_main.cc, and test_demo.cc from src/ to src/app/ for better organization. Updated cmake/DemoExecutables.cmake paths. handoff(Claude): App files reorganized into src/app/ directory
6 daysfeat: Add workspace header comments to config filesskal
Add `# WORKSPACE: <name>` header to all workspace config files: - timeline.seq - music.track - assets.txt Format: First line contains workspace identifier. Editors must preserve this header comment. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
6 daysfeat: Implement workspace system (Task #77)skal
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>