AUFGERAUMT: Root auf 10 sichtbare Elemente reduziert

Der Nutzer hat recht: Der Ordner war voller Entwicklungs-Muell.
Jetzt ist sauber getrennt:

ROOT (was der Nutzer sieht und braucht):
- run.py                     = das Programm
- hms_app/                   = der Anwendungscode
- HMS MediaEngine.app        = macOS Doppelklick-Starter
- HMS-Start.vbs              = Windows Doppelklick-Starter
- HMS-Install.vbs             = Windows Erst-Installation
- HMS-Mac-Install.command     = macOS Homebrew-Installation
- HMS-Portable-Install.command = macOS Portable-Installation (16GB-Fix)
- installer_gui.py           = grafischer Installer
- launcher.pyw + launcher_core.py = interne Start-Logik
- LIESMICH.txt               = 10-Zeilen-Kurzanleitung
- .gitignore

_entwicklung/ (alles andere, NICHT benoetigt):
- packages/ apps/ native/ plugins/ tools/ schemas/ tests/ docs/
  build/ fixture_profiles/
- PLAN.md STATUS.md ERRORS.md TEST_REPORT.md CHANGELOG.md README.md
- pyproject.toml uv.lock setup_*.sh/ps1 make_mac_app.py

Diese Trennung gilt ab sofort fuer alle Commits. Der Nutzer kann
_entwicklung/ loeschen wenn er Platz braucht - die App laeuft ohne.

Verifiziert: App startet nach Aufraeumen unveraendert (Health 200).
This commit is contained in:
HMS MediaEngine Agent
2026-09-11 23:44:06 +02:00
parent 696e8eb1b3
commit 362e089be0
338 changed files with 24 additions and 387 deletions
@@ -0,0 +1,184 @@
{
"schema_version": 1,
"id": "com.hms.generator.wave_bars",
"name": "Wave Bars",
"version": "1.0.0",
"api_version": 1,
"kind": "generator",
"vendor": "HMS",
"entrypoints": {
"d3d11": {
"type": "hlsl_singlepass",
"passes": [
{
"pixel_shader": "shaders/d3d11/wave_bars.hlsl"
}
]
},
"gl": {
"type": "glsl_singlepass",
"passes": [
{
"fragment": "shaders/gl/wave_bars.frag"
}
]
},
"gles": {
"type": "glsl_es_singlepass",
"passes": [
{
"fragment": "shaders/gles/wave_bars.frag"
}
]
}
},
"capabilities": {
"minimum_tier": "DESKTOP_LITE",
"requires_input_texture": false,
"supported_backends": [
"d3d11",
"gl",
"gles"
]
},
"adaptive_quality": {
"default": "auto",
"variants": [
{
"id": "low",
"internal_scale": 0.5,
"samples": 8
},
{
"id": "medium",
"internal_scale": 0.75,
"samples": 16
},
{
"id": "high",
"internal_scale": 1.0,
"samples": 32
}
],
"transition_ms": 180,
"semantic_parameters_unchanged": [
"count",
"phase"
]
},
"parameters": [
{
"id": "color_a",
"label": "Color A",
"type": "color",
"default": [
1.0,
0.6,
0.1,
1.0
],
"dmx_slots": [
1
]
},
{
"id": "color_b",
"label": "Color B",
"type": "color",
"default": [
0.1,
0.2,
1.0,
1.0
],
"dmx_slots": [
2
]
},
{
"id": "waveform",
"label": "Waveform",
"type": "enum",
"values": [
"sine",
"triangle",
"saw",
"square"
],
"default": "sine",
"dmx_slots": [
3
]
},
{
"id": "count",
"label": "Count",
"type": "int",
"minimum": 1,
"maximum": 64,
"default": 16,
"dmx_slots": [
4
],
"curve": "linear"
},
{
"id": "amplitude",
"label": "Amplitude",
"type": "float",
"minimum": 0.0,
"maximum": 1.0,
"default": 0.5,
"dmx_slots": [
5
],
"curve": "linear"
},
{
"id": "frequency",
"label": "Frequency",
"type": "float",
"minimum": 0.5,
"maximum": 8.0,
"default": 2.0,
"dmx_slots": [
6
],
"curve": "linear"
},
{
"id": "angle",
"label": "Angle",
"type": "float",
"minimum": 0.0,
"maximum": 6.2831853,
"default": 0.0,
"dmx_slots": [
7
],
"curve": "linear"
},
{
"id": "phase",
"label": "Phase",
"type": "float",
"minimum": 0.0,
"maximum": 6.2831853,
"default": 0.0,
"dmx_slots": [
8
],
"curve": "linear"
},
{
"id": "speed",
"label": "Speed",
"type": "float",
"minimum": 0.0,
"maximum": 4.0,
"default": 1.0,
"curve": "linear"
}
],
"failure_mode": "bypass"
}
@@ -0,0 +1,64 @@
// Wave Bars Generator
// HMS MediaEngine Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution; // xy = Auflösung in Pixeln
float u_time_seconds;
float u_delta_seconds;
float u_frame_index;
float u_layer_opacity;
float u_audio_rms;
float u_audio_peak;
float u_audio_bass;
float u_audio_mid;
float u_audio_treble;
float u_audio_beat;
float4 param_color_a;
float4 param_color_b;
float param_waveform;
float param_count;
float param_amplitude;
float param_frequency;
float param_angle;
float param_phase;
float param_speed;
float u_quality_samples; // AQ-Variante (Backend-Bindung)
float _pad0; // 16-Byte-Alignment
float _pad1; // 16-Byte-Alignment
};
float hash21(float2 p)
{
p = frac(p * float2(123.34, 456.21));
p += dot(p, p + 45.32);
return frac(p.x * p.y);
}
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float2 p = uv - 0.5;
float ca = cos(param_angle);
float sa = sin(param_angle);
p = float2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
float t = u_time_seconds * param_speed + param_phase;
float n = clamp(param_count, 1.0, 64.0);
float cell = 1.0 / n;
float fx = frac(p.x / cell);
float wave;
float wf = floor(param_waveform + 0.5);
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
float h = 0.5 + wave * param_amplitude * 0.5;
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, colIdx);
return float4(col * bar * u_layer_opacity, bar * u_layer_opacity);
}
@@ -0,0 +1,59 @@
// Wave Bars Generator
// HMS MediaEngine Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
#version 330 core
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float4 param_color_a;
uniform float4 param_color_b;
uniform float param_waveform;
uniform float param_count;
uniform float param_amplitude;
uniform float param_frequency;
uniform float param_angle;
uniform float param_phase;
uniform float param_speed;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
float hash21(vec2 p)
{
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
void main()
{
vec2 p = v_uv - 0.5;
float ca = cos(param_angle);
float sa = sin(param_angle);
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
float t = u_time_seconds * param_speed + param_phase;
float n = clamp(param_count, 1.0, 64.0);
float cell = 1.0 / n;
float fx = fract(p.x / cell);
float wave;
float wf = floor(param_waveform + 0.5);
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
float h = 0.5 + wave * param_amplitude * 0.5;
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, colIdx);
fragColor = vec4(col * bar * u_layer_opacity, bar * u_layer_opacity);
}
@@ -0,0 +1,59 @@
// Wave Bars Generator
// HMS MediaEngine Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
#version 100
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float4 param_color_a;
uniform float4 param_color_b;
uniform float param_waveform;
uniform float param_count;
uniform float param_amplitude;
uniform float param_frequency;
uniform float param_angle;
uniform float param_phase;
uniform float param_speed;
uniform float u_quality_samples;
varying vec2 v_uv;
float hash21(vec2 p)
{
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
void main()
{
vec2 p = v_uv - 0.5;
float ca = cos(param_angle);
float sa = sin(param_angle);
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
float t = u_time_seconds * param_speed + param_phase;
float n = clamp(param_count, 1.0, 64.0);
float cell = 1.0 / n;
float fx = fract(p.x / cell);
float wave;
float wf = floor(param_waveform + 0.5);
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
float h = 0.5 + wave * param_amplitude * 0.5;
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, colIdx);
gl_FragColor = vec4(col * bar * u_layer_opacity, bar * u_layer_opacity);
}