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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/flash_cube_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/flash_cube_effect.cc')
-rw-r--r--src/effects/flash_cube_effect.cc104
1 files changed, 0 insertions, 104 deletions
diff --git a/src/effects/flash_cube_effect.cc b/src/effects/flash_cube_effect.cc
deleted file mode 100644
index c578776..0000000
--- a/src/effects/flash_cube_effect.cc
+++ /dev/null
@@ -1,104 +0,0 @@
-// This file is part of the 64k demo project.
-// It implements the FlashCubeEffect - a flashing background cube with Perlin
-// noise.
-
-#include "effects/flash_cube_effect.h"
-#include "generated/assets.h"
-#include "util/asset_manager_utils.h"
-#include <cmath>
-#include <iostream>
-
-FlashCubeEffect::FlashCubeEffect(const GpuContext& ctx) : Effect(ctx) {
-}
-
-void FlashCubeEffect::resize(int width, int height) {
- if (width == width_ && height == height_)
- return;
-
- Effect::resize(width, height);
-
- if (!initialized_)
- return;
-
- renderer_.resize(width_, height_);
-}
-
-void FlashCubeEffect::init(MainSequence* demo) {
- (void)demo;
- WGPUTextureFormat format = demo->gpu_ctx.format;
-
- renderer_.init(ctx_.device, ctx_.queue, ctx_.format);
- renderer_.resize(width_, height_);
- initialized_ = true;
-
- // Texture Manager
- texture_manager_.init(ctx_.device, ctx_.queue);
-
- // Load Perlin noise texture
- TextureAsset noise_tex = GetTextureAsset(AssetId::ASSET_NOISE_TEX);
- if (noise_tex.pixels && noise_tex.width == 256 && noise_tex.height == 256) {
- texture_manager_.create_texture("noise", noise_tex.width, noise_tex.height,
- noise_tex.pixels);
- renderer_.set_noise_texture(texture_manager_.get_texture_view("noise"));
- } else {
- std::cerr << "Failed to load NOISE_TEX asset for FlashCubeEffect."
- << std::endl;
- }
-
- // Create a very large background cube
- // Scale and distance ensure it's clearly behind foreground objects
- scene_.clear();
- Object3D cube(ObjectType::BOX);
- cube.position = vec3(0, 0, 0);
- cube.scale = vec3(30.0f, 30.0f, 30.0f); // Much larger cube
- cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
- scene_.add_object(cube);
-}
-
-void FlashCubeEffect::render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) {
- // Detect beat changes for flash trigger (using intensity as proxy for beat
- // hits) Intensity spikes on beats, so we can use it to trigger flashes
- if (uniforms.audio_intensity > 0.5f &&
- flash_intensity_ < 0.2f) { // High intensity + flash cooled down
- flash_intensity_ = 1.0f; // Trigger full flash
- }
-
- // Exponential decay of flash
- flash_intensity_ *= 0.95f; // Slower fade for more visible effect
-
- // Always have base brightness, add flash on top
- float base_brightness = 0.2f;
- float flash_boost =
- base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
-
- scene_.objects[0].color =
- vec4(0.4f * flash_boost, // Reddish tint
- 0.6f * flash_boost, // More green
- 1.0f * flash_boost, // Strong blue for background feel
- 1.0f);
-
- // Slowly rotate the cube for visual interest
- scene_.objects[0].rotation =
- quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.04f);
-
- // Position camera OUTSIDE the cube looking at it from a distance
- // This way we see the cube as a background element
- float cam_distance = 150.0f; // Much farther to ensure it's behind everything
- float orbit_angle = uniforms.time * 0.1f;
-
- camera_.set_look_at(
- vec3(std::sin(orbit_angle) * cam_distance,
- std::cos(orbit_angle * 0.3f) * 30.0f,
- std::cos(orbit_angle) * cam_distance), // Camera orbits around
- vec3(0, 0, 0), // Look at cube center
- vec3(0, 1, 0));
-
- camera_.aspect_ratio = uniforms.aspect_ratio;
- // Extend far plane to accommodate distant camera position (150 units + cube
- // size)
- camera_.far_plane = 300.0f;
-
- // Draw the cube
- renderer_.draw(pass, scene_, camera_, uniforms.time);
-}