From 2520ae66ce2da210eaeaeba44c467c97e0c3fdd0 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 31 Jan 2026 00:57:47 +0100 Subject: Chore: Remove trailing whitespaces across the codebase --- .geminiignore | 2 +- ASSET_SYSTEM.md | 2 +- CMakeLists.txt | 2 +- PROJECT_CONTEXT.md | 2 +- SESSION_NOTES.md | 2 +- scripts/crunch_demo.sh | 6 +++--- src/gpu/gpu.cc | 32 ++++++++++++++++---------------- tools/editor/index.html | 2 +- 8 files changed, 25 insertions(+), 25 deletions(-) diff --git a/.geminiignore b/.geminiignore index 57c68ff..3d5a9ad 100644 --- a/.geminiignore +++ b/.geminiignore @@ -12,7 +12,7 @@ third_party/**/target/ # --- Generated Assets & Data --- # Assets themselves (like .spec files) are part of the system, so they are NOT ignored here. -# However, if any temporary generated files were created outside the standard asset pipeline, +# However, if any temporary generated files were created outside the standard asset pipeline, # they could be listed here. For now, we assume standard assets are handled by the pipeline. # --- Distribution / Archives --- diff --git a/ASSET_SYSTEM.md b/ASSET_SYSTEM.md index 843d8f2..250be07 100644 --- a/ASSET_SYSTEM.md +++ b/ASSET_SYSTEM.md @@ -32,7 +32,7 @@ This instructs the final assembled file assets.h to have a code line: (or an enum instead of #define's) -so that we can call +so that we can call ``` #include "asset.h" const uint8_t* mysample = GetAsset(ASSET_SAMPLE_142); diff --git a/CMakeLists.txt b/CMakeLists.txt index 7f42c47..410ebc1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -42,7 +42,7 @@ set(DEMO_LIBS glfw ${WGPU_LIBRARY}) # Platform-specific dependencies if (APPLE) set_source_files_properties( - src/platform.cc + src/platform.cc third_party/glfw3webgpu/glfw3webgpu.c PROPERTIES COMPILE_FLAGS "-x objective-c++" ) diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 9258e1e..650189a 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -48,7 +48,7 @@ Incoming tasks in no particular order: ### Build System: - **Production Pipeline**: Automated the entire assembly process via a `final` CMake target (`make final`). - **Automation**: This target builds the tools, runs the `gen_assets.sh` script to re-analyze audio and regenerate sources, and then performs final binary stripping and crunching (using `strip` and `gzexe` on macOS). -- **Scripts**: +- **Scripts**: - `scripts/gen_assets.sh`: Re-analyzes source audio files into `.spec` format and triggers the `asset_packer`. - `scripts/crunch_demo.sh`: Performs the final size optimization and compression. diff --git a/SESSION_NOTES.md b/SESSION_NOTES.md index 76aa782..5ba42f7 100644 --- a/SESSION_NOTES.md +++ b/SESSION_NOTES.md @@ -5484,7 +5484,7 @@ This instructs the final assembled file assets.h to have a code line: (or an enum instead of #define's) -so that we can call +so that we can call ``` #include "asset.h" const uint8_t* mysample = GetAsset(ASSET_SAMPLE_142); diff --git a/scripts/crunch_demo.sh b/scripts/crunch_demo.sh index d9c77a4..8584209 100755 --- a/scripts/crunch_demo.sh +++ b/scripts/crunch_demo.sh @@ -13,13 +13,13 @@ OS_NAME=$(uname -s) if [ "$OS_NAME" = "Darwin" ]; then echo "macOS detected. Using 'strip' and 'gzexe' (UPX is unreliable on macOS)." - + # Copy original to output to work on it cp "$SRC_BIN" "$OUT_BIN" - + echo "Stripping symbols..." strip -u -r "$OUT_BIN" - + if command -v gzexe >/dev/null 2>&1; then echo "Compressing with gzexe..." gzexe "$OUT_BIN" diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc index ec9922a..27c0772 100644 --- a/src/gpu/gpu.cc +++ b/src/gpu/gpu.cc @@ -286,7 +286,7 @@ struct Uniforms { fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4 { let PI = 3.14159265; let num_sides = 7.0; - + // Pulse scale based on audio peak let base_scale = 0.5; let pulse_scale = 0.3 * uniforms.audio_peak; @@ -298,14 +298,14 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4< if (sub_idx == 0u) { return vec4(0.0, 0.0, 0.0, 1.0); } - + // Apply rotation based on time let rotation = uniforms.time * 0.5; let i = tri_idx + f32(sub_idx - 1u); let angle = i * 2.0 * PI / num_sides + rotation; let x = scale * cos(angle) / uniforms.aspect_ratio; let y = scale * sin(angle); - + return vec4(x, y, 0.0, 1.0); } @@ -316,7 +316,7 @@ fn fs_main() -> @location(0) vec4 { let r = sin(h + 0.0) * 0.5 + 0.5; let g = sin(h + 2.0) * 0.9 + 0.3; let b = sin(h + 4.0) * 0.5 + 0.5; - + let boost = uniforms.audio_peak * 0.5; return vec4(r + boost, g + boost, b + boost, 0.5); // Alpha 0.5 for blending } @@ -347,26 +347,26 @@ fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3) { } var p = particles[index]; - + // Update Position p.pos.x = p.pos.x + p.vel.x * 0.016; p.pos.y = p.pos.y + p.vel.y * 0.016; p.pos.z = p.pos.z + p.vel.z * 0.016; - + // Gravity / Audio attraction p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0); - + // Rotate p.rot.x = p.rot.x + p.rot.y * 0.016; - + // Reset if out of bounds if (p.pos.y < -1.5) { p.pos.y = 1.5; - p.pos.x = (f32(index % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); + p.pos.x = (f32(index % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); p.vel.y = 0.0; p.vel.x = (f32(index % 10u) - 5.0) * 0.1; } - + particles[index] = p; } )"; @@ -396,10 +396,10 @@ struct VertexOutput { @vertex fn vs_main(@builtin(vertex_index) vertex_index : u32, @builtin(instance_index) instance_index : u32) -> VertexOutput { let p = particles[instance_index]; - + // Simple quad expansion let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; - + // Vertex ID 0..5 for 2 triangles (Quad) // 0 1 2, 2 1 3 (Strip-like order manually mapped) var offsets = array, 6>( @@ -410,18 +410,18 @@ fn vs_main(@builtin(vertex_index) vertex_index : u32, @builtin(instance_index) i vec2( 1.0, -1.0), vec2( 1.0, 1.0) ); - + let offset = offsets[vertex_index]; - + // Rotate let c = cos(p.rot.x); let s = sin(p.rot.x); let rot_x = offset.x * c - offset.y * s; let rot_y = offset.x * s + offset.y * c; - + let x = p.pos.x + rot_x * size / uniforms.aspect_ratio; let y = p.pos.y + rot_y * size; - + var output : VertexOutput; output.Position = vec4(x, y, 0.0, 1.0); output.Color = p.color * (0.5 + 0.5 * uniforms.audio_peak); diff --git a/tools/editor/index.html b/tools/editor/index.html index 7c977e3..82a11ce 100644 --- a/tools/editor/index.html +++ b/tools/editor/index.html @@ -8,7 +8,7 @@

Spectrogram Editor

- + -- cgit v1.2.3