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authorskal <pascal.massimino@gmail.com>2026-02-16 11:58:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 11:58:34 +0100
commit7a383635525c9f9617965f3c79a9f2d6c86550cd (patch)
tree84491cede72c416e2f0b8131854c849c4b1454a5 /doc/EFFECT_WORKFLOW.md
parentaf5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (diff)
docs(sequence): update and compact v2 documentation
Documentation Changes: - Rewrote SEQUENCE_v2.md: practical guide focused on actual implementation - Removed design philosophy, added concrete examples - Documented all implemented features and current limitations - Added effect creation templates (standard post-process, 3D with depth) - 130 lines → 222 lines (expanded with examples) - Updated EFFECT_WORKFLOW.md for v2 - Changed from v1 Effect/PostProcessEffect to EffectV2 - Updated all steps for v2 workflow (6 steps instead of 8) - Added complete templates with proper v2 signatures - Documented common issues and solutions - Removed v1-specific content - Archived v1 documentation - Moved doc/SEQUENCE.md → doc/archive/SEQUENCE_V1.md - V1 system removed, documentation preserved for reference Content Focus: - Quick start examples (simple chain, multi-output, ping-pong) - Timeline syntax reference with REQUIRED priority modifiers - Architecture overview (SequenceV2, EffectV2, Node system) - Compiler features (DAG validation, topological sort, ping-pong detection) - Practical templates (copy-paste ready) - Common issues section (build errors, runtime errors) Status Documentation: - ✅ Implemented: DAG validation, node aliasing, 7 effects ported - ❌ Missing: Flatten mode, BPM handling, GetDemoDuration calculation - TODO: Port remaining effects, implement flatten, update HTML editor Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md
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--- a/doc/EFFECT_WORKFLOW.md
+++ b/doc/EFFECT_WORKFLOW.md
@@ -1,248 +1,256 @@
-# Effect Creation Workflow
+# Effect Creation Workflow (v2)
**Target Audience:** AI coding agents and developers
-Automated checklist for adding new visual effects to the demo.
+Checklist for adding visual effects using Sequence v2 system.
---
## Quick Reference
-**For ShaderToy conversions:** Use `tools/shadertoy/convert_shadertoy.py` then follow steps 3-8 below.
-
-**For SDF/raymarching effects:** See `doc/SDF_EFFECT_GUIDE.md` for streamlined workflow using SDFEffect base class.
-
-**For custom effects:** Follow all steps 1-8.
+**ShaderToy:** `tools/shadertoy/convert_shadertoy.py` then follow steps below
+**SDF/Raymarching:** See `doc/SDF_EFFECT_GUIDE.md`
+**Custom v2 effects:** Follow all steps 1-6
---
-## Step-by-Step Workflow
+## Workflow
### 1. Create Effect Files
-**Description:** Each visual effect must have its own dedicated header (`.h`) and implementation (`.cc`) file pair.
-
-**Location:**
-- Header: `src/effects/<effect_name>_effect.h`
-- Implementation: `src/effects/<effect_name>_effect.cc`
-- Shader: `workspaces/main/shaders/<effect_name>.wgsl`
+**Files** (v2 naming):
+- Header: `src/effects/<name>_effect_v2.h`
+- Implementation: `src/effects/<name>_effect_v2.cc`
+- Shader: `workspaces/main/shaders/<name>_v2.wgsl`
-**Naming Convention:**
-- Class name: `<EffectName>Effect` (e.g., `TunnelEffect`, `PlasmaEffect`)
-- Files: `<effect_name>_effect.*` (snake_case)
+**Class name**: `<Name>EffectV2` (e.g., `TunnelEffectV2`)
-**Base Class:**
-- Post-process effects: inherit from `PostProcessEffect`
-- Scene effects: inherit from `Effect`
+**Base class**: `EffectV2` (all effects)
-**Render Signature:**
+**Constructor**:
```cpp
-void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
+MyEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
```
-**Uniforms Available:**
+**Required methods**:
```cpp
-uniforms.time; // Physical seconds (constant speed)
-uniforms.beat_time; // Musical beats (bar synchronization)
-uniforms.beat_phase; // Fractional beat 0.0-1.0 (smooth oscillation)
-uniforms.audio_intensity; // Audio peak for beat sync
-uniforms.resolution; // Screen dimensions
-uniforms.aspect_ratio; // Width/height ratio
+void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+// Optional: for effects needing temp nodes (depth buffers, intermediate textures)
+void declare_nodes(NodeRegistry& registry) override;
```
-**Template:** See `tools/shadertoy/template.*` or use `convert_shadertoy.py`
+**Uniforms**:
+```cpp
+params.time; // Physical seconds
+params.beat_time; // Musical beats
+params.beat_phase; // Fractional beat 0.0-1.0
+params.audio_intensity; // Audio peak
+params.resolution; // vec2(width, height)
+params.aspect_ratio; // width/height
+```
### 2. Add Shader to Assets
-**File:** `workspaces/main/assets.txt`
+**File**: `workspaces/main/assets.txt`
-**Format:**
```
-SHADER_<UPPER_SNAKE_NAME>, NONE, shaders/<effect_name>.wgsl, "Effect description"
+SHADER_<UPPER_NAME>, NONE, shaders/<name>_v2.wgsl, "Description"
```
-**Example:**
-```
-SHADER_TUNNEL, NONE, shaders/tunnel.wgsl, "Tunnel effect shader"
-```
-
-**Asset ID:** Will be `AssetId::ASSET_SHADER_<UPPER_SNAKE_NAME>` in C++
+Asset ID: `AssetId::ASSET_SHADER_<UPPER_NAME>`
### 3. Add to CMakeLists.txt
-**File:** `CMakeLists.txt`
+**File**: `CMakeLists.txt`
-**Action:** Add `src/effects/<effect_name>_effect.cc` to **BOTH** GPU_SOURCES sections:
-- Headless mode section (around line 141-167)
-- Normal mode section (around line 171-197)
-
-**Location:** After similar effects (post-process with post-process, scene with scene)
-
-**Example:**
-```cmake
-# In headless section (line ~152):
- src/effects/solarize_effect.cc
- src/effects/tunnel_effect.cc # <-- Add here
- src/effects/chroma_aberration_effect.cc
-
-# In normal section (line ~183):
- src/effects/solarize_effect.cc
- src/effects/tunnel.cc # <-- Add here
- src/effects/chroma_aberration_effect.cc
-```
+Add `src/effects/<name>_effect_v2.cc` to **BOTH** GPU_SOURCES sections:
+- Headless mode (around line 141-167)
+- Normal mode (around line 171-197)
### 4. Include in demo_effects.h
-**File:** `src/gpu/demo_effects.h`
+**File**: `src/gpu/demo_effects.h`
-**Action:** `src/gpu/demo_effects.h` now acts as a central include file. Add a single include directive for your new effect's header:
```cpp
-#include "effects/<effect_name>_effect.h"
+#include "effects/<name>_effect_v2.h"
```
-**Location:** Alphabetically with other effect includes
-
### 5. Add to Timeline
-**File:** `workspaces/main/timeline.seq`
-
-**Format:**
-```
-SEQUENCE <start_time> <priority>
- EFFECT <+|=|-> <EffectName>Effect <local_start> <local_end> [params...]
-```
-
-**Priority Modifiers (REQUIRED):**
-- `+` : Increment priority
-- `=` : Same priority as previous effect
-- `-` : Decrement priority (for backgrounds)
+**File**: `workspaces/main/timeline_v2.seq`
-**Example:**
```
-SEQUENCE 0.0 0
- EFFECT + TunnelEffect 0.0 10.0
+SEQUENCE <start> <priority> "name"
+ EFFECT + MyEffectV2 source -> sink 0.0 4.0
```
-**Common Mistake:** Missing priority modifier (`+`, `=`, `-`) after EFFECT keyword
+**Priority modifiers** (REQUIRED): `+` (increment), `=` (same), `-` (decrement)
-### 6. Update Tests
-
-**File:** `src/tests/gpu/test_demo_effects.cc`
-
-**Action:** Add effect to appropriate list:
-
-**Post-Process Effects (lines 80-93):**
-```cpp
-{"TunnelEffect", std::make_shared<TunnelEffect>(fixture.ctx())},
-```
-
-**Scene Effects (lines 125-137):**
-```cpp
-{"TunnelEffect", std::make_shared<TunnelEffect>(fixture.ctx())},
-```
-
-**3D Effects:** If requires Renderer3D, add to `requires_3d` check (line 148-151)
-
-### 7. Build and Test
+### 6. Regenerate and Build
```bash
-# Full build
-cmake --build build -j4
+# Regenerate timeline.cc
+python3 tools/seq_compiler_v2.py workspaces/main/timeline_v2.seq \
+ --output src/generated/timeline.cc
-# Run effect tests
-cmake -S . -B build -DDEMO_BUILD_TESTS=ON
-cmake --build build -j4 --target test_demo_effects
-cd build && ./test_demo_effects
+# Build
+cmake --build build -j4
-# Run all tests
-cd build && ctest
+# Test
+./build/demo64k
```
-### 8. Verify
+---
-**Checklist:**
-- [ ] Effect compiles without errors
-- [ ] Effect appears in timeline
-- [ ] test_demo_effects passes
-- [ ] Effect renders correctly: `./build/demo64k`
-- [ ] No shader compilation errors
-- [ ] Follows naming conventions
+## Templates
----
+### Standard Post-Process Effect
-## Common Issues
+```cpp
+// my_effect_v2.h
+#pragma once
+#include "gpu/effect_v2.h"
+#include "gpu/uniform_helper.h"
-### Build Error: "no member named 'ASSET_..._SHADER'"
+class MyEffectV2 : public EffectV2 {
+ public:
+ MyEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+ ~MyEffectV2() override;
-**Cause:** Shader not in assets.txt or wrong asset ID name
+ void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
-**Fix:**
-1. Check `workspaces/main/assets.txt` has shader entry
-2. Asset ID is `ASSET_` + uppercase entry name (e.g., `SHADER_TUNNEL` → `ASSET_SHADER_TUNNEL`)
+ private:
+ WGPURenderPipeline pipeline_;
+ WGPUBindGroup bind_group_;
+ UniformBuffer<UniformsSequenceParams> uniforms_buffer_;
+};
+```
-### Build Error: "undefined symbol for architecture"
+```cpp
+// my_effect_v2.cc
+#include "effects/my_effect_v2.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
-**Cause:** Effect not in CMakeLists.txt GPU_SOURCES
+MyEffectV2::MyEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
+ uniforms_buffer_.init(ctx_.device);
+ pipeline_ = create_post_process_pipeline(ctx_.device,
+ WGPUTextureFormat_RGBA8Unorm,
+ my_shader_v2_wgsl);
+}
-**Fix:** Add `.cc` file to BOTH sections (headless and normal mode)
+MyEffectV2::~MyEffectV2() {
+ if (bind_group_) wgpuBindGroupRelease(bind_group_);
+ if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
+}
-### Timeline Parse Error: "Expected '+', '=', or '-'"
+void MyEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
-**Cause:** Missing priority modifier after EFFECT keyword
+ uniforms_buffer_.update(ctx_.queue, params);
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
+ uniforms_buffer_.get(), {nullptr, 0});
-**Fix:** Use `EFFECT +`, `EFFECT =`, or `EFFECT -` (never just `EFFECT`)
+ WGPURenderPassColorAttachment color_attachment = {
+ .view = output_view,
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
+ .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
+#endif
+ .loadOp = WGPULoadOp_Clear,
+ .storeOp = WGPUStoreOp_Store,
+ .clearValue = {0.0, 0.0, 0.0, 1.0}
+ };
-### Test Failure: Effect not in test list
+ WGPURenderPassDescriptor pass_desc = {
+ .colorAttachmentCount = 1,
+ .colorAttachments = &color_attachment
+ };
-**Cause:** Effect not added to test_demo_effects.cc
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}
+```
-**Fix:** Add to `post_process_effects` or `scene_effects` list
+### 3D Effect with Depth
----
+```cpp
+class My3DEffectV2 : public EffectV2 {
+ std::string depth_node_;
-## Automation Script Example
+ My3DEffectV2(const GpuContext& ctx, ...)
+ : EffectV2(ctx, inputs, outputs),
+ depth_node_(outputs[0] + "_depth") {}
-```bash
-#!/bin/bash
-# Example automation for AI agents
+ void declare_nodes(NodeRegistry& registry) override {
+ registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1);
+ }
-EFFECT_NAME="$1" # CamelCase (e.g., "Tunnel")
-SNAKE_NAME=$(echo "$EFFECT_NAME" | sed 's/\([A-Z]\)/_\L\1/g' | sed 's/^_//')
-UPPER_NAME=$(echo "$SNAKE_NAME" | tr '[:lower:]' '[:upper:]')
+ void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override {
+ WGPUTextureView color_view = nodes.get_view(output_nodes_[0]);
+ WGPUTextureView depth_view = nodes.get_view(depth_node_);
-echo "Creating effect: $EFFECT_NAME"
-echo " Snake case: $SNAKE_NAME"
-echo " Upper case: $UPPER_NAME"
+ WGPURenderPassDepthStencilAttachment depth_attachment = {
+ .view = depth_view,
+ .depthLoadOp = WGPULoadOp_Clear,
+ .depthStoreOp = WGPUStoreOp_Discard,
+ .depthClearValue = 1.0f
+ };
-# 1. Generate files (if using ShaderToy)
-# ./tools/shadertoy/convert_shadertoy.py shader.txt "$EFFECT_NAME"
+ WGPURenderPassDescriptor pass_desc = {
+ .colorAttachmentCount = 1,
+ .colorAttachments = &color_attachment,
+ .depthStencilAttachment = &depth_attachment
+ };
+ // ... render 3D scene
+ }
+};
+```
-# 2. Add to assets.txt
-echo "SHADER_${UPPER_NAME}, NONE, shaders/${SNAKE_NAME}.wgsl, \"${EFFECT_NAME} effect\"" \
- >> workspaces/main/assets.txt
+---
-# 3. Add to CMakeLists.txt (both sections)
-# Use Edit tool to add to both GPU_SOURCES sections
+## Common Issues
-# 4. Add include to demo_effects.h
-# Use Edit tool to add #include line
+**Build Error: "no member named 'ASSET_..._SHADER'"**
+- Shader not in `assets.txt` or wrong name
+- Asset ID is `ASSET_` + uppercase entry name
-# 5. Add to timeline.seq
-# Use Edit tool to add EFFECT line with priority modifier
+**Build Error: "undefined symbol"**
+- Effect not in CMakeLists.txt GPU_SOURCES
+- Must add to BOTH sections (headless + normal)
-# 6. Add to test file
-# Use Edit tool to add to appropriate test list
+**Runtime Error: "Node not found"**
+- Forgot `declare_nodes()` for temp nodes
+- `init_effect_nodes()` not called (check generated timeline.cc)
-# 7. Build
-cmake --build build -j4
-```
+**Runtime Error: "invalid bind group"**
+- Pipeline format doesn't match framebuffer (use RGBA8Unorm)
+- Missing texture view or null resource
---
## See Also
-- `tools/shadertoy/README.md` - ShaderToy conversion guide
-- `doc/SEQUENCE.md` - Timeline format documentation
-- `doc/CONTRIBUTING.md` - General contribution guidelines
-- `src/effects/` - Existing effect examples
+- `doc/SEQUENCE_v2.md` - Timeline syntax and architecture
+- `tools/seq_compiler_v2.py` - Compiler implementation
+- `src/effects/*_v2.{h,cc}` - Example effects