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# Architectural Overview
Detailed system architecture for the 64k demo project.
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## Hybrid 3D Renderer
**Core Idea**: Uses standard rasterization to draw proxy hulls (boxes), then raymarches inside the fragment shader to find the exact SDF surface.
**Transforms**: Uses `inv_model` matrices to perform all raymarching in local object space, handling rotation and non-uniform scaling correctly.
**Shadows**: Instance-based shadow casting with self-shadowing prevention (`skip_idx`).
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## Sequence & Effect System
**Effect**: Abstract base for visual elements. Supports `compute` and `render` phases.
**Sequence**: Timeline of effects with start/end times.
**MainSequence**: Top-level coordinator and framebuffer manager.
**seq_compiler**: Transpiles `assets/demo.seq` into C++ `timeline.cc`.
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## Asset & Build System
**asset_packer**: Embeds binary assets (like `.spec` files) into C++ arrays.
**Runtime Manager**: O(1) retrieval with lazy procedural generation support.
**Automation**: `gen_assets.sh`, `build_win.sh`, and `check_all.sh` for multi-platform validation.
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## Audio Engine
### Synthesis
Real-time additive synthesis from spectrograms via FFT-based IDCT (O(N log N)). Stereo output (32kHz, 16-bit, interleaved L/R). Uses orthonormal DCT-II/DCT-III transforms with Numerical Recipes reordering method.
### Variable Tempo
Music time abstraction with configurable tempo_scale. Tempo changes don't affect pitch.
### Event-Based Tracker
Individual TrackerEvents trigger as separate voices with dynamic beat calculation. Notes within patterns respect tempo scaling.
### Backend Abstraction
`AudioBackend` interface with `MiniaudioBackend` (production), `MockAudioBackend` (testing), and `WavDumpBackend` (offline rendering).
### Dynamic Updates
Double-buffered spectrograms for live thread-safe updates.
### Procedural Library
Melodies and spectral filters (noise, comb) generated at runtime.
### Pattern System
TrackerPatterns contain lists of TrackerEvents (beat, sample_id, volume, pan). Events trigger individually based on elapsed music time.
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