From 8c3c220ae0eb62488c28318b0394007170df0e1d Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 3 Feb 2026 11:00:50 +0100 Subject: docs: Finalize documentation and store project state Consolidated 'Recently Completed' sections in PROJECT_CONTEXT.md and TODO.md. Verified all recent tasks (Build System, Asset Pipeline, Shader Testing) are correctly recorded. Making a final commit to preserve current progress before moving to Platform Hygiene. --- PROJECT_CONTEXT.md | 29 +++++++++++++++-------------- 1 file changed, 15 insertions(+), 14 deletions(-) (limited to 'PROJECT_CONTEXT.md') diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 7fbc3a5..dea5a36 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -32,6 +32,18 @@ Style: - **Asset Pipeline Improvement**: Created a robust `gen_spectrograms.sh` script to automate the conversion of `.wav` and `.aif` files to `.spec` format, replacing the old, fragile script. Added 13 new drum and bass samples to the project. - **Build System Consolidation (Task #25)**: Modularized the build by creating subsystem libraries (audio, gpu, 3d, util, procedural) and implemented helper macros to reduce boilerplate in `CMakeLists.txt`. This improves build maintenance and prepares for future CRT replacement. - **Asset System Robustness**: Resolved "static initialization order fiasco" by wrapping the asset table in a "Construct On First Use" getter (`GetAssetRecordTable()`), ensuring assets are available during dynamic global initialization (e.g., shader strings). +- **Shader Asset Integration (Task #24)**: Extracted all hardcoded WGSL strings into `.wgsl` assets, registered them in `demo_assets.txt`, and updated `Renderer3D`, `VisualDebug`, and `Effects` to use `GetAsset` and `ShaderComposer`. +- **WebGPU Stabilization**: Resolved `WGPUSurface` creation failures on macOS by adding platform-specific `GLFW_EXPOSE_NATIVE_COCOA` definitions and fixed validation errors in the render pass configuration. +- **Final Build Stripping (Task #8)**: Implemented the `STRIP_ALL` macro to remove non-essential code (CLI parsing, debug labels, iostream) and refined size optimization flags (`-dead_strip`) for macOS. +- **Minimal Audio Tracker (Task 21.3)**: Finalized a pattern-based audio tracker supporting both procedural notes and asset-based spectrograms with a unified "one-voice-per-pattern" pasting strategy. +- **WGSL Library (Task 21.1)**: Implemented `ShaderComposer` for modular WGSL snippet management. +- **Tight Ray Bounds (Task 21.2)**: Implemented local-space ray-box intersection to optimize SDF raymarching. +- **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. +- **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. + +--- +## Next Up +- **Task #20: Platform & Code Hygiene** - [ ] Gather all cross-compile and platform-specific conditional code into `platform.h`. - [ ] Refactor `platform_init()` and `platform_poll()` for cleaner abstraction. - [ ] Consolidate WebGPU header inclusions. @@ -41,8 +53,8 @@ Style: - [ ] **Blender Exporter**: Create script to export scenes to internal binary format. - [ ] **Asset Pipeline**: Update `asset_packer` and runtime loader for 3D scenes. -### Future Goals -- **Task #26: Shader Asset Testing & Validation**: Develop comprehensive tests for `ShaderComposer` and WGSL asset loading/composition. +--- +## Future Goals - **Task #5: Implement Spectrogram Editor** - [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually. - **Task #21: Shader Optimization** @@ -54,17 +66,6 @@ Style: - [ ] Quantize spectrograms to logarithmic frequency and uint16_t. - [ ] CRT replacement investigation. -### Recently Completed -- **Asset System Robustness**: Resolved "static initialization order fiasco" by wrapping the asset table in a "Construct On First Use" getter (`GetAssetRecordTable()`), ensuring assets are available during dynamic global initialization (e.g., shader strings). -- **Shader Asset Integration (Task #24)**: Extracted all hardcoded WGSL strings into `.wgsl` assets, registered them in `demo_assets.txt`, and updated `Renderer3D`, `VisualDebug`, and `Effects` to use `GetAsset` and `ShaderComposer`. -- **WebGPU Stabilization**: Resolved `WGPUSurface` creation failures on macOS by adding platform-specific `GLFW_EXPOSE_NATIVE_COCOA` definitions and fixed validation errors in the render pass configuration. -- **Final Build Stripping (Task #8)**: Implemented the `STRIP_ALL` macro to remove non-essential code (CLI parsing, debug labels, iostream) and refined size optimization flags (`-dead_strip`) for macOS. -- **Minimal Audio Tracker (Task 21.3)**: Finalized a pattern-based audio tracker supporting both procedural notes and asset-based spectrograms with a unified "one-voice-per-pattern" pasting strategy. -- **WGSL Library (Task 21.1)**: Implemented `ShaderComposer` for modular WGSL snippet management. -- **Tight Ray Bounds (Task 21.2)**: Implemented local-space ray-box intersection to optimize SDF raymarching. -- **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. -- **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. - --- *For a detailed list of all completed tasks, see the git history.* @@ -90,4 +91,4 @@ Style: - **Synthesis**: Real-time additive synthesis from spectrograms via IDCT. - **Dynamic Updates**: Double-buffered spectrograms for live thread-safe updates. - **Procedural Library**: Melodies and spectral filters (noise, comb) generated at runtime. -- **Pattern and loop**: spectrograms grouped as pattern and loops, and modifiers can be applied to loops (randomize, accents, etc.) +- **Pattern and loop**: spectrograms grouped as pattern and loops, and modifiers can be applied to loops (randomize, accents, etc.) \ No newline at end of file -- cgit v1.2.3