diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 16:16:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 16:16:13 +0100 |
| commit | a3583f4c704bb14e02f49cade6996e215d0ee6b4 (patch) | |
| tree | 340258c6791ac56ce54bc144befe83af4b0c5fea | |
| parent | 6ac4fa8fb8c045232575036f4a140b9a0ec1995a (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.cmake | 1 | ||||
| -rw-r--r-- | cmake/DemoTests.cmake | 4 | ||||
| -rw-r--r-- | src/effects/flash_effect.cc | 83 | ||||
| -rw-r--r-- | src/effects/flash_effect.h | 26 | ||||
| -rw-r--r-- | src/gpu/demo_effects.h | 1 | ||||
| -rw-r--r-- | src/gpu/shaders.cc | 42 | ||||
| -rw-r--r-- | src/gpu/shaders.h | 1 | ||||
| -rw-r--r-- | src/tests/gpu/test_demo_effects.cc | 4 | ||||
| -rw-r--r-- | tools/test_demo.seq | 2 | ||||
| -rw-r--r-- | workspaces/test/assets.txt | 1 | ||||
| -rw-r--r-- | workspaces/test/shaders/flash.wgsl | 27 | ||||
| -rw-r--r-- | workspaces/test/timeline.seq | 6 |
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 |
