# To-Do List This file tracks prioritized tasks with detailed attack plans. ## Priority 1: Final Build Stripping (Task #8) **Goal:** Reduce binary size by removing all non-essential code under the `STRIP_ALL` macro. - [ ] **Attack Plan - Rules:** Document stripping rules in `doc/STRIPPING.md`. - [ ] **Attack Plan - Error Strings:** Wrap all non-critical `printf`, `std::cerr`, and error strings in `STRIP_ALL`. - [ ] **Attack Plan - CLI Parsing:** Disable all non-essential CLI arguments (seek, resolution, debug) in `STRIP_ALL`. - [ ] **Attack Plan - Struct Hygiene:** Remove debug-only fields (like `label` or `name`) from core structs. ## Priority 2: Platform & Code Hygiene (Task #20) **Goal:** Clean up the codebase for easier cross-platform maintenance and CRT replacement. - [ ] **Attack Plan - Header Consolidation:** Move all `#ifdef` logic for WebGPU headers and platform-specific shims into `src/platform.h`. - [ ] **Attack Plan - Refactor platform_init:** Change `void platform_init(PlatformState* state, ...)` to `PlatformState platform_init(...)`. - [ ] **Attack Plan - Unified Poll:** Incorporate `platform_get_time()` and `platform_get_aspect_ratio()` updates into `platform_poll()`. - [ ] **Attack Plan - Standard Container Removal:** Replace `std::map`, `std::string`, and `std::vector` in performance-critical or size-sensitive paths with simpler C-style alternatives. ## Priority 3: Shader Optimization (Task #21) **Goal:** Improve GPU performance and reduce shader source bloat. - [ ] **Attack Plan - Normal Factorization:** Create a standard WGSL helper for normal calculation to avoid duplicate code in every effect. - [ ] **Attack Plan - Ray Bounds:** Derive `t_min` and `t_max` for ray-marching from the proxy hull entry/exit points to minimize iterations. - [ ] **Attack Plan - SDF Macros:** Use `#define` macros in WGSL to simplify sampling and bump mapping logic. ## Future Goals - [ ] **Task #5: Spectrogram Editor**: Web-based visual tool for extreme audio compression. - [ ] **Task #18: 3D System Enhancements**: Blender exporter and GPU-based BVH for complex scenes. - [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push. ## Recently Completed - [x] **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. - [x] **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. - [x] **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes. - [x] **Procedural Textures**: Restored floor grid and SDF bump mapping. - [x] **Code Hygiene**: Completed a project-wide code formatting pass with `clang-format`.