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authorskal <pascal.massimino@gmail.com>2026-02-16 16:16:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 16:16:13 +0100
commita3583f4c704bb14e02f49cade6996e215d0ee6b4 (patch)
tree340258c6791ac56ce54bc144befe83af4b0c5fea
parent6ac4fa8fb8c045232575036f4a140b9a0ec1995a (diff)
feat: Add FlashEffect for audio/visual sync testing
- FlashEffect: Beat-synchronized white flash using ShaderComposer - Loads shader from assets (flash.wgsl) with sequence_uniforms include - Uses pow(1.0 - beat_phase, 4.0) for sharp flash at beat start - Updated test_demo.seq to use FlashEffect (was HeptagonEffect) - Added FlashEffect to test suite (test_demo_effects.cc) - Made cnn_test conditional on main workspace (fixes build error) - Flash intensity: 1.0 at beat start, fades to 0.0 by beat end Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
-rw-r--r--cmake/DemoSourceLists.cmake1
-rw-r--r--cmake/DemoTests.cmake4
-rw-r--r--src/effects/flash_effect.cc83
-rw-r--r--src/effects/flash_effect.h26
-rw-r--r--src/gpu/demo_effects.h1
-rw-r--r--src/gpu/shaders.cc42
-rw-r--r--src/gpu/shaders.h1
-rw-r--r--src/tests/gpu/test_demo_effects.cc4
-rw-r--r--tools/test_demo.seq2
-rw-r--r--workspaces/test/assets.txt1
-rw-r--r--workspaces/test/shaders/flash.wgsl27
-rw-r--r--workspaces/test/timeline.seq6
12 files changed, 169 insertions, 29 deletions
diff --git a/cmake/DemoSourceLists.cmake b/cmake/DemoSourceLists.cmake
index 65f3518..a532a9a 100644
--- a/cmake/DemoSourceLists.cmake
+++ b/cmake/DemoSourceLists.cmake
@@ -37,6 +37,7 @@ set(COMMON_GPU_EFFECTS
src/effects/particles_effect.cc
src/effects/rotating_cube_effect.cc
src/effects/hybrid3_d_effect.cc
+ src/effects/flash_effect.cc
# TODO: Port CNN effects to v2 (complex v1 dependencies)
# cnn_v1/src/cnn_v1_effect.cc
# cnn_v2/src/cnn_v2_effect.cc
diff --git a/cmake/DemoTests.cmake b/cmake/DemoTests.cmake
index b24d9e2..dc88973 100644
--- a/cmake/DemoTests.cmake
+++ b/cmake/DemoTests.cmake
@@ -197,8 +197,8 @@ add_demo_test(test_gpu_procedural GpuProceduralTest gpu
target_link_libraries(test_gpu_procedural PRIVATE 3d gpu audio procedural util ${DEMO_LIBS})
demo_add_asset_deps(test_gpu_procedural shaders)
-# CNN shader testing tool (only when STRIP_ALL is OFF)
-if(NOT DEMO_STRIP_ALL)
+# CNN shader testing tool (only when STRIP_ALL is OFF and workspace is main)
+if(NOT DEMO_STRIP_ALL AND DEMO_WORKSPACE STREQUAL "main")
add_executable(cnn_test
tools/cnn_test.cc
src/tests/common/webgpu_test_fixture.cc
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc
new file mode 100644
index 0000000..f0566bb
--- /dev/null
+++ b/src/effects/flash_effect.cc
@@ -0,0 +1,83 @@
+// Flash effect for visual sync testing
+// Pulses white based on beat timing
+
+#include "effects/flash_effect.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
+#include "util/fatal_error.h"
+
+FlashEffect::FlashEffect(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
+ sampler_(nullptr), dummy_texture_(nullptr), dummy_texture_view_(nullptr) {
+ HEADLESS_RETURN_IF_NULL(ctx_.device);
+
+ uniforms_buffer_.init(ctx_.device);
+ pipeline_ = create_post_process_pipeline(ctx_.device,
+ WGPUTextureFormat_RGBA8Unorm,
+ flash_shader_wgsl);
+
+ // Create dummy sampler (scene effects don't use texture input)
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
+ sampler_desc.magFilter = WGPUFilterMode_Nearest;
+ sampler_desc.minFilter = WGPUFilterMode_Nearest;
+ sampler_desc.maxAnisotropy = 1;
+ sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
+
+ // Create 1×1 dummy texture
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.size = {1, 1, 1};
+ tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_desc.usage = WGPUTextureUsage_TextureBinding;
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.mipLevelCount = 1;
+ tex_desc.sampleCount = 1;
+ dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc);
+ dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr);
+}
+
+FlashEffect::~FlashEffect() {
+ if (bind_group_) wgpuBindGroupRelease(bind_group_);
+ if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
+ if (sampler_) wgpuSamplerRelease(sampler_);
+ if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_);
+ if (dummy_texture_) wgpuTextureRelease(dummy_texture_);
+}
+
+void FlashEffect::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Get output view (scene effects typically write to output, ignore input)
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ // Update uniforms
+ uniforms_buffer_.update(ctx_.queue, params);
+
+ // Update bind group (use dummy texture for scene effect)
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_,
+ uniforms_buffer_.get(), {nullptr, 0});
+
+ // Render pass
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
+ color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}
diff --git a/src/effects/flash_effect.h b/src/effects/flash_effect.h
new file mode 100644
index 0000000..b9bbff8
--- /dev/null
+++ b/src/effects/flash_effect.h
@@ -0,0 +1,26 @@
+// Flash effect for visual sync testing
+// Pulses white based on beat timing
+
+#pragma once
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+class FlashEffect : public Effect {
+ public:
+ FlashEffect(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+ ~FlashEffect() override;
+
+ void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ WGPURenderPipeline pipeline_;
+ WGPUBindGroup bind_group_;
+ WGPUSampler sampler_;
+ WGPUTexture dummy_texture_;
+ WGPUTextureView dummy_texture_view_;
+ UniformBuffer<UniformsSequenceParams> uniforms_buffer_;
+};
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index b837ffe..0151b80 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -24,6 +24,7 @@
#include "effects/passthrough_effect.h"
#include "effects/placeholder_effect.h"
#include "effects/rotating_cube_effect.h"
+#include "effects/flash_effect.h"
// TODO: Port CNN effects to v2
// #include "../../cnn_v1/src/cnn_v1_effect.h"
// #include "../../cnn_v2/src/cnn_v2_effect.h"
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc
index 7bbc093..d4c13ba 100644
--- a/src/gpu/shaders.cc
+++ b/src/gpu/shaders.cc
@@ -35,7 +35,7 @@ void InitShaderComposer() {
AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS);
register_if_exists("postprocess_inline",
AssetId::ASSET_SHADER_POSTPROCESS_INLINE);
- register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON);
+ // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
register_if_exists("math/common_utils",
@@ -64,13 +64,14 @@ void InitShaderComposer() {
register_if_exists("render/raymarching",
AssetId::ASSET_SHADER_RENDER_RAYMARCHING);
- register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
- register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
- register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
- register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
- register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
- register_if_exists("cnn_weights_generated",
- AssetId::ASSET_SHADER_CNN_WEIGHTS);
+ // CNN shaders (workspace-specific)
+ // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
+ // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
+ // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
+ // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
+ // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
+ // register_if_exists("cnn_weights_generated",
+ // AssetId::ASSET_SHADER_CNN_WEIGHTS);
#if !defined(STRIP_ALL)
sc.VerifyIncludes();
@@ -115,13 +116,11 @@ const char* solarize_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);
-const char* scene1_shader_wgsl =
+// const char* scene1_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
- SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
-
-const char* sdf_test_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST);
+// const char* sdf_test_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST);
const char* distort_shader_wgsl =
@@ -131,9 +130,8 @@ const char* chroma_aberration_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);
-const char* cnn_layer_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
+// const char* cnn_layer_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
const char* gen_noise_compute_wgsl =
@@ -175,13 +173,11 @@ const char* heptagon_v2_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2);
const char* particle_compute_v2_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE_V2);
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
const char* particle_render_v2_wgsl =
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER_V2);
-
-const char* rotating_cube_v2_wgsl =
+const char* rotating_cube_v2_wgsl = "";
- SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2);
+const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH);
diff --git a/src/gpu/shaders.h b/src/gpu/shaders.h
index ab5ddf2..4fee863 100644
--- a/src/gpu/shaders.h
+++ b/src/gpu/shaders.h
@@ -36,3 +36,4 @@ extern const char* heptagon_v2_shader_wgsl;
extern const char* particle_compute_v2_wgsl;
extern const char* particle_render_v2_wgsl;
extern const char* rotating_cube_v2_wgsl;
+extern const char* flash_shader_wgsl;
diff --git a/src/tests/gpu/test_demo_effects.cc b/src/tests/gpu/test_demo_effects.cc
index 7bba831..0c461b5 100644
--- a/src/tests/gpu/test_demo_effects.cc
+++ b/src/tests/gpu/test_demo_effects.cc
@@ -65,6 +65,10 @@ static void test_effects() {
std::make_shared<Hybrid3DEffect>(
fixture.ctx(), std::vector<std::string>{"source"},
std::vector<std::string>{"sink"})},
+ {"FlashEffect",
+ std::make_shared<FlashEffect>(
+ fixture.ctx(), std::vector<std::string>{"source"},
+ std::vector<std::string>{"sink"})},
};
int passed = 0;
diff --git a/tools/test_demo.seq b/tools/test_demo.seq
index da5d064..b1d17c8 100644
--- a/tools/test_demo.seq
+++ b/tools/test_demo.seq
@@ -2,4 +2,4 @@
# BPM 120 (set in test_demo.track)
SEQUENCE 0.0 0 "test_loop"
- EFFECT + HeptagonEffect source -> sink 0.0 16.0
+ EFFECT + FlashEffect source -> sink 0.0 16.0
diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt
index 0f065d3..68d0ab3 100644
--- a/workspaces/test/assets.txt
+++ b/workspaces/test/assets.txt
@@ -74,6 +74,7 @@ SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, "
SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader"
SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon.wgsl, "Heptagon Shader"
+SHADER_FLASH, NONE, shaders/flash.wgsl, "Flash Shader"
# --- Test Assets (for test_assets.cc) ---
TEST_ASSET_1, NONE, test_assets/test_asset_1.txt, "Test static asset"
diff --git a/workspaces/test/shaders/flash.wgsl b/workspaces/test/shaders/flash.wgsl
new file mode 100644
index 0000000..8f8c64c
--- /dev/null
+++ b/workspaces/test/shaders/flash.wgsl
@@ -0,0 +1,27 @@
+// Flash shader for visual sync testing
+// Pulses white on beat
+#include "sequence_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
+ var out: VertexOutput;
+ let x = f32((vid & 1u) << 1u);
+ let y = f32((vid & 2u));
+ out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
+ out.uv = vec2<f32>(x, y);
+ return out;
+}
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ // Strong flash on beat, fades quickly
+ let intensity = pow(1.0 - uniforms.beat_phase, 4.0);
+ // Add audio intensity for extra punch
+ let final_intensity = intensity * (1.0 + uniforms.audio_intensity * 0.5);
+ return vec4<f32>(final_intensity, final_intensity, final_intensity, 1.0);
+}
diff --git a/workspaces/test/timeline.seq b/workspaces/test/timeline.seq
index 3cbfb93..8907014 100644
--- a/workspaces/test/timeline.seq
+++ b/workspaces/test/timeline.seq
@@ -2,7 +2,7 @@
# Minimal timeline for audio/visual sync testing
# BPM 120 (set in test_demo.track)
-SEQUENCE 0.0s 0 "Main Loop"
-EFFECT + FlashEffect 0.0s 16.0s
+SEQUENCE 0.0 0 "MainLoop"
+EFFECT + FlashEffect source -> sink 0.0 16.0
-END_DEMO 32b
+END_DEMO 32.0