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# To-Do List

This file tracks prioritized tasks with detailed attack plans.

## Recently Completed (February 3, 2026)
- [x] **Task #20: Platform & Code Hygiene**:
    - [x] **Header Consolidation:** Moved all `#ifdef` logic for WebGPU headers and platform-specific shims into `src/platform.h`.
    - [x] **Refactor platform_init:** Changed `void platform_init(PlatformState* state, ...)` to `PlatformState platform_init(...)` for cleaner value-based initialization.
    - [x] **Unified Poll:** Incorporated `time` and `aspect_ratio` updates into `platform_poll()`, abstracting away direct GLFW calls from main loop.
    - [x] **Standard Container Removal (AssetManager):** Replaced `std::map`, `std::string`, and `std::vector` in `AssetManager` and `procedural` generators with C-style alternatives (static arrays, raw pointers, malloc/free).

- [x] **Music System Bug Fixes & Rock Track Implementation**:
    - [x] **Fixed Critical Pool Exhaustion Bug**: Tracker pool slots were never freed, causing music to stop after 8 patterns. Implemented round-robin slot allocation with proper cleanup.
    - [x] **Fixed Note Name Parsing**: Added automatic note-name-to-frequency conversion (E2→82.4Hz, A4→440Hz, etc.) in `tracker_compiler.cc`. Bass and melody now play correctly.
    - [x] **Fixed Timing Mismatch**: Patterns are 4 beats (2 seconds at 120 BPM), but SCORE was triggering every 4 seconds. Updated to trigger every 2 seconds for continuous playback.
    - [x] **Implemented Dynamic Resource Sizing**: `tracker_compiler` now analyzes scores to determine optimal MAX_VOICES/MAX_SPECTROGRAMS values (max simultaneous patterns: 5, recommended: 10 each).
    - [x] **Created Rock Demo Track**: 11 patterns (drums, bass, melody, power chords) with 49 triggers over 25 seconds, using 14 drum samples + 10 procedural notes.

    **Known Issues**:
    - Audio playback quality could be improved (some artifacts/cuts remain)
    - Note synthesis parameters (duration, harmonics) use default values - need tuning for better sound
    - Pattern overlaps might cause voice exhaustion under heavy load
    - No dynamic volume/envelope control for melodic notes

## Recently Completed (Previous)
- [x] **Task #26: Shader Asset Testing & Validation**:
    - [x] **Attack Plan - `ShaderComposer` Unit Tests**: Add tests to `test_shader_composer.cc` to verify correct snippet registration, retrieval, and composition for various WGSL shader assets.
    - [x] **Attack Plan - Asset Content Validation**: Implement checks (e.g., in `test_assets.cc`) to ensure loaded WGSL shader assets are non-empty and contain expected entry points (`vs_main`, `fs_main`, `main` for compute shaders).
    - [x] **Attack Plan - Runtime Shader Validation**: Integrate basic validation steps into the rendering pipeline (e.g., in `gpu.cc`) to log warnings or errors if compiled shader modules are invalid, providing earlier feedback than WebGPU validation errors.
- [x] **Asset Pipeline Improvement**: Automated audio asset conversion with a new `gen_spectrograms.sh` script and added 13 new samples to the asset list.
- [x] **Build System Consolidation (Task #25)**: Modularized the build into subsystem libraries and implemented helper macros to simplify CMake maintenance.
- [x] **Asset System Robustness**: Fixed static initialization order issues by wrapping the asset table in a singleton-style getter (`GetAssetRecordTable()`).
- [x] **Shader Asset Integration (Task #24)**: Extracted hardcoded shaders to `.wgsl` assets, updated `asset_packer` for string safety, and refactored C++ code to use `GetAsset`.
- [x] **WebGPU Stability & macOS Fixes**: Resolved surface creation failures by adding `GLFW_EXPOSE_NATIVE_COCOA` and fixed validation errors in surface configuration and render pass attachments.

## Priority 1: 3D System Enhancements (Task #18)
**Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry.
- [ ] **Attack Plan - Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format.
- [ ] **Attack Plan - Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format.
- [ ] **Attack Plan - Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer.

## Phase 2: Size Optimization (Final Goal)

- [ ] **Full STL Removal**: Replace all remaining `std::vector`, `std::map`, and `std::string` usage with custom minimal containers or C-style arrays to allow for CRT replacement. (Minimal Priority - deferred to end).

- [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push.

- [ ] **Spectrogram Quantization (Task #28)**: research optimal frequency bin distribution.



## Future Goals