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authorskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
commitaf5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (patch)
treea76464ca40a43d6042ed5431547008cfbe746c34 /src/effects/fade_effect.cc
parent8eeadaf0d5653c21b948103e4d328f634b739a17 (diff)
feat(sequence): complete v2 migration with DAG-based routing
Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/fade_effect.cc')
-rw-r--r--src/effects/fade_effect.cc99
1 files changed, 0 insertions, 99 deletions
diff --git a/src/effects/fade_effect.cc b/src/effects/fade_effect.cc
deleted file mode 100644
index 1dff6bd..0000000
--- a/src/effects/fade_effect.cc
+++ /dev/null
@@ -1,99 +0,0 @@
-// This file is part of the 64k demo project.
-// It implements the FadeEffect - fades to/from black based on time.
-
-#include "effects/fade_effect.h"
-#include "gpu/post_process_helper.h"
-#include <cmath>
-
-struct FadeParams {
- float fade_amount;
- float _pad[3];
-};
-static_assert(sizeof(FadeParams) == 16,
- "FadeParams must be 16 bytes for WGSL alignment");
-
-FadeEffect::FadeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
- const char* shader_code = R"(
- struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
- };
-
- struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
- };
-
- struct FadeParams {
- fade_amount: f32,
- _pad0: f32,
- _pad1: f32,
- _pad2: f32,
- };
-
- @group(0) @binding(0) var inputSampler: sampler;
- @group(0) @binding(1) var inputTexture: texture_2d<f32>;
- @group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
- @group(0) @binding(3) var<uniform> params: FadeParams;
-
- @vertex
- fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
- var output: VertexOutput;
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);
- output.uv = pos[vertexIndex] * 0.5 + 0.5;
- return output;
- }
-
- @fragment
- fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
- let color = textureSample(inputTexture, inputSampler, input.uv);
- // Fade to black: 0.0 = black, 1.0 = full color
- return vec4<f32>(color.rgb * params.fade_amount, color.a);
- }
- )";
-
- pipeline_ =
- create_post_process_pipeline(ctx_.device, ctx_.format, shader_code);
- params_buffer_ = gpu_create_buffer(
- ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
-}
-
-void FadeEffect::update_bind_group(WGPUTextureView input_view) {
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- uniforms_.get(), params_buffer_);
-}
-
-void FadeEffect::render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) {
- uniforms_.update(ctx_.queue, uniforms);
-
- // Example fade pattern: fade in at start, fade out at end
- // Customize this based on your needs
- float fade_amount = 1.0f;
- if (uniforms.time < 2.0f) {
- // Fade in from black over first 2 seconds
- fade_amount = uniforms.time / 2.0f;
- } else if (uniforms.time > 36.0f) {
- // Fade out to black after 36 seconds
- fade_amount = 1.0f - ((uniforms.time - 36.0f) / 4.0f);
- fade_amount = fmaxf(fade_amount, 0.0f);
- }
-
- FadeParams params = {fade_amount, {0.0f, 0.0f, 0.0f}};
- wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, &params,
- sizeof(params));
-
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
-}