From 7790472dabfa0ecd06f3408d847860ec6072866e Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 18:51:54 +0100 Subject: feat: Implement workspace system (Task #77) 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 --- .../test/shaders/particle_spray_compute.wgsl | 35 ++++++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 workspaces/test/shaders/particle_spray_compute.wgsl (limited to 'workspaces/test/shaders/particle_spray_compute.wgsl') diff --git a/workspaces/test/shaders/particle_spray_compute.wgsl b/workspaces/test/shaders/particle_spray_compute.wgsl new file mode 100644 index 0000000..a4041f2 --- /dev/null +++ b/workspaces/test/shaders/particle_spray_compute.wgsl @@ -0,0 +1,35 @@ +struct Particle { + pos: vec4, + vel: vec4, + rot: vec4, + color: vec4, +}; + +#include "common_uniforms" + +@group(0) @binding(0) var particles: array; +@group(0) @binding(1) var uniforms: CommonUniforms; + +fn hash(p: f32) -> f32 { + return fract(sin(p) * 43758.5453); +} + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3) { + let i = id.x; + if (i >= arrayLength(&particles)) { + return; + } + var p = particles[i]; + if (p.pos.w <= 0.0) { + let r = hash(f32(i) + uniforms.time); + let angle = r * 6.28318; + p.pos = vec4(0.0, 0.0, 0.0, 1.0); + p.vel = vec4(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0); + p.color = vec4(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); + } + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat)); + p.vel.y = p.vel.y - 0.01; + particles[i] = p; +} -- cgit v1.2.3