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24 hoursfix: port Hybrid3D effect to sequence v2 architectureskal
Hybrid3D was calling Renderer3D::render() which creates its own command encoder, bypassing the sequence system. Now uses renderer_.draw() with the passed encoder. Also adds texture blit support for RotatingCube compositing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
24 hourstest: enhance GaussianBlur parameters and test timelineskal
- Fix shader struct to match C++ (add strength_audio, stretch) - Increase default blur strength to 8.0 for visibility - Add blur effect to test sequence for validation Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
24 hoursfix: add sequence index to generated class namesskal
Prevents compilation errors when multiple sequences share the same name. Compiler now appends _{index}_Sequence for unique class names. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursrefactor: remove END_DEMO directive, auto-calculate from sequencesskal
Remove END_DEMO keyword from timeline format. Demo duration now calculated from max effect end time across all sequences. Sort sequences by start time at compile time for deterministic ordering. Changes: - seq_compiler.py: Auto-calculate duration, sort sequences - seq_compiler.cc: Remove END_DEMO parsing, sort by start time - workspaces/test/timeline.seq: Remove END_DEMO directive - Generated timeline.cc: Duration now 40.0f (was hardcoded) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
25 hoursadd back obj filesskal
29 hoursrefactor: remove 'Effect' suffix from effect names in timeline.seq filesskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
30 hoursfeat: Add PeakMeterEffect v2 for test_demo audio visualizationskal
Ports PeakMeterEffect to v2 Effect system with proper DAG routing. Red horizontal bar overlay displays audio_intensity for visual debugging of audio-visual synchronization. Changes: - New: src/effects/peak_meter_effect.{h,cc} - v2 implementation - Timeline: FlashEffect -> flash_out -> PeakMeterEffect -> sink - Build: Added to COMMON_GPU_EFFECTS and demo_effects.h - Test: Added to test_demo_effects.cc (9/9 effects pass) - Cleanup: Removed old disabled PeakMeterEffect code from test_demo.cc Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
31 hoursfix: add missing SHADER_FLASH asset to main workspaceskal
FlashEffect requires flash.wgsl shader in main workspace. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
31 hoursfeat: Add FlashEffect for audio/visual sync testingskal
- FlashEffect: Beat-synchronized white flash using ShaderComposer - Loads shader from assets (flash.wgsl) with sequence_uniforms include - Uses pow(1.0 - beat_phase, 4.0) for sharp flash at beat start - Updated test_demo.seq to use FlashEffect (was HeptagonEffect) - Added FlashEffect to test suite (test_demo_effects.cc) - Made cnn_test conditional on main workspace (fixes build error) - Flash intensity: 1.0 at beat start, fades to 0.0 by beat end Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
33 hoursrefactor: remove v2 versioning artifacts, establish Sequence as canonical systemskal
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
37 hoursfeat(sequence): port hybrid_3d_effect to v2skal
- Add Hybrid3DEffectV2 with Renderer3D integration - Simplified scene (1 center cube + 8 surrounding objects) - Use NodeRegistry for depth buffer - Update timeline_v2.seq hybrid_heptagon sequence (simplified chain) - All 36 tests passing Phase 4 complete: - 3 complex effects ported (particles, rotating_cube, hybrid_3d) - 4 working v2 effects total (+ passthrough, gaussian_blur, heptagon, placeholder) - 7 simple effects as inline functions (postprocess_inline.wgsl) - V2 timeline integrated with build system - All sequences functional with v2 effects handoff(Claude): Phase 4 effect ports complete
37 hoursfeat(sequence): port rotating_cube_effect to v2skal
- Add RotatingCubeEffectV2 with 3D rendering + depth buffer - Create rotating_cube_v2.wgsl (hardcoded cube geometry) - Simplified: no auxiliary mask texture dependency - Declare depth node via NodeRegistry - Update timeline_v2.seq rotating_cube sequence - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): RotatingCube v2 complete, hybrid_3d next
37 hoursfeat(sequence): port particles_effect to v2skal
- Add ParticlesEffectV2 with compute + render passes - Create particle_compute_v2.wgsl and particle_render_v2.wgsl - Use UniformsSequenceParams for beat-synchronized particles - Update timeline_v2.seq particles sequence (simplified 2-effect chain) - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): Particles v2 complete, rotating_cube next
37 hoursfeat(sequence): integrate v2 timeline with build systemskal
- Update main workspace to use timeline_v2.seq - Add SEQ_COMPILER_V2 using Python script (seq_compiler_v2.py) - Update DemoCodegen to use v2 compiler for main timeline - Add v1 compatibility stubs (LoadTimeline, GetDemoDuration) - Demo builds and links successfully - All tests passing (36/36) V2 timeline now integrated into build pipeline. Stub functions allow linking while proper MainSequence v2 integration is pending. handoff(Claude): V2 timeline integrated, ready for effect ports
37 hoursfeat(sequence): create v2 timeline with placeholder effectsskal
- Add PlaceholderEffectV2 for unported effects (logs TODO warning) - Create timeline_v2.seq with 8 sequences using v2 syntax - Explicit node routing (source -> temp1 -> temp2 -> sink) - Uses: HeptagonEffectV2, GaussianBlurEffectV2, PlaceholderEffectV2 - Compiler generates valid C++ for all sequences - All tests passing (36/36) Timeline structure validated. Placeholders allow demo to run while complex effects (rotating_cube, hybrid_3d, particles) await porting. handoff(Claude): V2 timeline operational, ready for MainSequence integration
37 hoursfeat(sequence): add inline post-process functions for v2skal
- Create postprocess_inline.wgsl with 7 inline effect functions - Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort - Add example combined_postprocess_v2.wgsl showing usage - Register postprocess_inline snippet with ShaderComposer - Add to main and test workspace assets - All tests passing (36/36) Strategy: Simple effects become inline functions instead of separate classes. Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port. handoff(Claude): Inline functions ready, 7 simple effects consolidated
38 hoursfeat(sequence): complete phase 3 - v2 shader integration and effect portsskal
- Create v2-compatible WGSL shaders with UniformsSequenceParams - Add sequence_v2_uniforms snippet for ShaderComposer - Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2 - Enable and fix end-to-end test (test_sequence_v2_e2e) - Fix shader binding order (sampler at 0, texture at 1) - Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice) - Add v2 shaders to main and test workspace assets - All tests passing (36/36) handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
2 daysrefactor(cnn): rename cnn_effect to cnn_v1_effect for clarityskal
Renamed files and classes: - cnn_effect.{h,cc} → cnn_v1_effect.{h,cc} - CNNEffect → CNNv1Effect - CNNEffectParams → CNNv1EffectParams - CNNLayerParams → CNNv1LayerParams - CNN_EFFECT.md → CNN_V1_EFFECT.md Updated all references: - C++ includes and class usage - CMake source list - Timeline (workspaces/main/timeline.seq) - Test file (test_demo_effects.cc) - Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs) Tests: 34/34 passing (100%)
2 daysarchive(cnn): move CNN v1 to cnn_v1/ subdirectoryskal
Consolidate CNN v1 (CNNEffect) into dedicated directory: - C++ effect: src/effects → cnn_v1/src/ - Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/ - Training: training/train_cnn.py → cnn_v1/training/ - Docs: doc/CNN*.md → cnn_v1/docs/ Updated all references: - CMake source list - C++ includes (relative paths: ../../cnn_v1/src/) - Asset paths (../../cnn_v1/shaders/) - Documentation cross-references CNN v1 remains active in timeline. For new work, use CNN v2 with enhanced features (7D static, storage buffer, sigmoid activation). Tests: 34/34 passing (100%)
2 daysrefactor(cnn): isolate CNN v2 to cnn_v2/ subdirectoryskal
Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes. Structure: - cnn_v2/src/ - C++ effect implementation - cnn_v2/shaders/ - WGSL shaders (6 files) - cnn_v2/weights/ - Binary weights (3 files) - cnn_v2/training/ - Python training scripts (4 files) - cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh) - cnn_v2/tools/ - Validation tools (HTML) - cnn_v2/docs/ - Documentation (4 markdown files) Changes: - Update CMake source list to cnn_v2/src/cnn_v2_effect.cc - Update assets.txt with relative paths to cnn_v2/ - Update includes to ../../cnn_v2/src/cnn_v2_effect.h - Add PROJECT_ROOT resolution to Python/shell scripts - Update doc references in HOWTO.md, TODO.md - Add cnn_v2/README.md Verification: 34/34 tests passing, demo runs correctly. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysdebug flash-cube-effectskal
2 daysrefactor(timeline): retiming and effect consolidationskal
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2 daysmisc updatesskal
3 daysfix(shader): add dfWithID to sdf_test.wgsl for test compatibilityskal
SDFTestEffect was failing with undefined dfWithID error. The raymarching.wgsl include requires dfWithID even for single-pass effects. Added dummy implementation that wraps df() for compatibility. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysfeat(gpu): add SDF camera infrastructure and effect base classskal
Add unified camera system for SDF raymarching effects: - CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect - SDFEffect base class: manages camera uniform, provides update_camera() helpers - camera_common.wgsl: getCameraRay(), position/forward/up/right extractors - SDFTestEffect: working example with orbiting camera + animated sphere Refactor effect headers: - Extract class definitions from demo_effects.h to individual .h files - Update includes in .cc files to use specific headers - Cleaner compilation dependencies, faster incremental builds Documentation: - Add SDF_EFFECT_GUIDE.md with complete workflow - Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md - Update EFFECT_WORKFLOW.md, CONTRIBUTING.md Tests: 34/34 passing, SDFTestEffect validated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 dayssome tweakingskal
3 daysrefactor(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>
3 daysrefactor(wgsl): replace inline fullscreen_vs with common includeskal
Replace duplicate fullscreen triangle vertex shader code with #include "render/fullscreen_vs" in 8 workspace shaders. Eliminates ~60 lines of duplication and establishes single source of truth. Modified shaders: - circle_mask_compute.wgsl (main/test) - circle_mask_render.wgsl (main/test) - ellipse.wgsl (main/test) - gaussian_blur.wgsl (main/test) Updated test_shader_assets.cc to validate include directive instead of inline @vertex keyword for affected shaders. All tests passing (34/34). handoff(Claude): Shader modularization - fullscreen_vs consolidated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
3 daysrefactor(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.
3 daysFix: CNN v2 compute shader validation errorskal
Replace textureSample() with textureSampleLevel() in compute shader. textureSample() requires derivative calculations only available in fragment shaders. Compute shaders must explicitly specify mip level. Fixes: DemoEffectsTest CNNv2Effect initialization Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: bilinear mip-level sampling and UI improvementsskal
**CNN v2 Changes:** - Replace point sampling with bilinear interpolation for mip-level features - Add linear sampler (binding 6) to static features shader - Update CNNv2Effect, cnn_test, and HTML tool **HTML Tool UI:** - Move controls to floating bottom bar in central view - Consolidate video controls + Blend/Depth/Save PNG in single container - Increase left panel width: 300px → 315px (+5%) - Remove per-frame debug messages (visualization, rendering logs) **Technical:** - WGSL: textureSample() with linear_sampler vs textureLoad() - C++: Create WGPUSampler with Linear filtering - HTML: Change sampler from 'nearest' to 'linear' handoff(Claude): CNN v2 now uses bilinear mip-level sampling across all tools
4 daysReplace hard clamp with sigmoid activation in CNN v2skal
Fixes training collapse where p1/p2 channels saturate due to gradient blocking at clamp boundaries. Sigmoid provides smooth [0,1] mapping with continuous gradients. Changes: - Layer 0: clamp(x, 0, 1) → sigmoid(x) - Final layer: clamp(x, 0, 1) → sigmoid(x) - Middle layers: ReLU unchanged (already stable) Updated files: - training/train_cnn_v2.py: PyTorch model activations - workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl: WGSL shader - tools/cnn_v2_test/index.html: HTML validation tool - doc/CNN_V2.md: Documentation Validation: - Build clean (no shader errors) - 34/36 tests pass (2 unrelated script tests fail) - 10-epoch training: loss 0.153 → 0.088 (good convergence) - cnn_test processes images successfully Breaking change: Old checkpoints trained with clamp() incompatible. Retrain from scratch required. handoff(Claude): CNN v2 sigmoid activation implemented and validated.
4 daysFix --mix option: blend prev layer with static p4-p7, not p0-p3skal
Updated gen_identity_weights.py --mix mode to use static features p4-p7 (uv_x, uv_y, sin20_y, bias) at channels 8-11 instead of p0-p3 (RGB+D) at channels 4-7. Before: 0.5*prev[i] + 0.5*static_p{i} (channels 4-7) After: 0.5*prev[i] + 0.5*static_p{4+i} (channels 8-11) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Alpha channel depth handling and layer visualizationskal
Training changes: - Changed p3 default depth from 0.0 to 1.0 (far plane semantics) - Extract depth from target alpha channel in both datasets - Consistent alpha-as-depth across training/validation Test tool enhancements (cnn_test): - Added load_depth_from_alpha() for R32Float depth texture - Fixed bind group layout for UnfilterableFloat sampling - Added --save-intermediates with per-channel grayscale composites - Each layer saved as 4x wide PNG (p0-p3 stacked horizontally) - Global layers_composite.png for vertical layer stack overview Investigation notes: - Static features p4-p7 ARE computed and bound correctly - Sin_20_y pattern visibility difference between tools under investigation - Binary weights timestamp (Feb 13 20:36) vs HTML tool (Feb 13 22:12) - Next: Update HTML tool with canonical binary weights handoff(Claude): HTML tool weights update pending - base64 encoded canonical weights ready in /tmp/weights_b64.txt for line 392 replacement. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Fix WebGPU validation error in uniform buffer alignmentskal
Fix two issues causing validation errors in test_demo: 1. Remove redundant pipeline creation without layout (static_pipeline_) 2. Change vec3<u32> to 3× u32 fields in StaticFeatureParams struct WGSL vec3<u32> aligns to 16 bytes (std140), making struct 32 bytes, while C++ struct was 16 bytes. Explicit fields ensure consistent layout. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Change feature #6 from sin(10*x) to sin(20*y)skal
Update positional encoding to use vertical coordinate at higher frequency. Changes: - train_cnn_v2.py: sin10_x → sin20_y (computed from uv_y) - cnn_v2_static.wgsl: sin10_x → sin20_y (computed from uv_y) - index.html: sin10_x → sin20_y (STATIC_SHADER) - CNN_V2.md: Update feature descriptions and examples - CNN_V2_BINARY_FORMAT.md: Update static features documentation Feature vector: [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias] Rationale: Higher frequency (20 vs 10) + vertical axis provides better spatial discrimination for position encoding. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Add TODO for flexible feature layout in binary format v3skal
Document future enhancement for arbitrary feature vector layouts. Proposed feature descriptor in binary format v3: - Specify feature types, sources, and ordering - Enable runtime experimentation without shader recompilation - Examples: [R,G,B,dx,dy,uv_x,bias] or [mip1.r,mip2.g,laplacian,uv_x,sin20_x,bias] Added TODOs in: - CNN_V2_BINARY_FORMAT.md: Detailed proposal with struct layout - CNN_V2.md: Future extensions section - train_cnn_v2.py: compute_static_features() docstring - cnn_v2_static.wgsl: Shader header comment - cnn_v2_effect.cc: Version check comment Current limitation: Hardcoded [p0,p1,p2,p3,uv_x,uv_y,sin10_x,bias] layout. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Add mip-level support to runtime effectskal
Binary format v2 includes mip_level in header (20 bytes, was 16). Effect reads mip_level and passes to static features shader via uniform. Shader samples from correct mip texture based on mip_level. Changes: - export_cnn_v2_weights.py: Header v2 with mip_level field - cnn_v2_effect.h: Add StaticFeatureParams, mip_level member, params buffer - cnn_v2_effect.cc: Read mip_level from weights, create/bind params buffer, update per-frame - cnn_v2_static.wgsl: Accept params uniform, sample from selected mip level Binary format v2: - Header: 20 bytes (magic, version=2, num_layers, total_weights, mip_level) - Backward compatible: v1 weights load with mip_level=0 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 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>
4 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>
4 daysAdd pop-punk drum track from documented sequenceskal
Converted track.md drum notation to .track format and integrated as main music. 165 BPM high-energy pattern with syncopated kicks, 16th note hi-hats, and break. - Add workspaces/main/pop_punk_drums.track (3 patterns, 4-bar sequence) - Add workspaces/main/track.md (notation reference) - Update workspace.cfg to use pop_punk_drums.track - Update BPM to 165 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNNv2Effect: Document per-layer kernel sizes supportskal
Updated comments to clarify that per-layer kernel sizes are supported. Code already handles this correctly via LayerInfo.kernel_size field. Changes: - cnn_v2_effect.h: Add comment about per-layer kernel sizes - cnn_v2_compute.wgsl: Clarify LayerParams provides per-layer config Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
4 daysCNN v2: Refactor to uniform 12D→4D architectureskal
**Architecture changes:** - Static features (8D): p0-p3 (parametric) + uv_x, uv_y, sin(10×uv_x), bias - Input RGBD (4D): fed separately to all layers - All layers: uniform 12D→4D (4 prev/input + 8 static → 4 output) - Bias integrated in static features (bias=False in PyTorch) **Weight calculations:** - 3 layers × (12 × 3×3 × 4) = 1296 weights - f16: 2.6 KB (vs old variable arch: ~6.4 KB) **Updated files:** *Training (Python):* - train_cnn_v2.py: Uniform model, takes input_rgbd + static_features - export_cnn_v2_weights.py: Binary export for storage buffers - export_cnn_v2_shader.py: Per-layer shader export (debugging) *Shaders (WGSL):* - cnn_v2_static.wgsl: p0-p3 parametric features (mips/gradients) - cnn_v2_compute.wgsl: 12D input, 4D output, vec4 packing *Tools:* - HTML tool (cnn_v2_test): Updated for 12D→4D, layer visualization *Docs:* - CNN_V2.md: Updated architecture, training, validation sections - HOWTO.md: Reference HTML tool for validation *Removed:* - validate_cnn_v2.sh: Obsolete (used CNN v1 tool) All code consistent with bias=False (bias in static features as 1.0). handoff(Claude): CNN v2 architecture finalized and documented
5 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
5 daysUpdate workspace.cfg for new directory structureskal
Updated asset_dirs and shader_dirs to reflect reorganization: - Removed legacy assets/ and ../common/ references - Added new directories: music/, weights/, obj/ - Simplified shader_dirs to just shaders/ handoff(Claude): workspace.cfg files updated
5 daysAdd weights/ subdirectory to workspaces for CNN training outputsskal
Each workspace now has a weights/ directory to store binary weight files from CNN training (e.g., cnn_v2_weights.bin). Changes: - Created workspaces/{main,test}/weights/ - Moved cnn_v2_weights.bin → workspaces/main/weights/ - Updated assets.txt reference - Updated training scripts and export tool paths handoff(Claude): Workspace weights/ directories added
5 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
5 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
5 daystest_demo: Add beat-synchronized CNN post-processing with version selectionskal
- Add --cnn-version <1|2> flag to select between CNN v1 and v2 - Implement beat_phase modulation for dynamic blend in both CNN effects - Fix CNN v2 per-layer uniform buffer sharing (each layer needs own buffer) - Fix CNN v2 y-axis orientation to match render pass convention - Add Scene1Effect as base visual layer to test_demo timeline - Reorganize CNN v2 shaders into cnn_v2/ subdirectory - Update asset paths and documentation for new shader organization Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
5 daysTimeline editor: CPU load visualization + UX improvementsskal
Features: - CPU load bar: Color-coded (green→yellow→red) effect density visualization - Overlays under waveform to save space, always visible - Constant load (1.0) per active effect, 0.1 beat resolution - Add Effect button: Create new effects in selected sequence - Delete buttons in properties panel for quick access - Timeline favicon (green bars SVG) Fixes: - Handle drag no longer jumps on mousedown (offset tracking) - Sequence name input accepts numbers (explicit inputmode) - Start Time label corrected (beats, not seconds) Updated timeline.seq with beat-based timing adjustments. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>