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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_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_effect.cc')
-rw-r--r--src/effects/flash_effect.cc95
1 files changed, 0 insertions, 95 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc
deleted file mode 100644
index 00b5217..0000000
--- a/src/effects/flash_effect.cc
+++ /dev/null
@@ -1,95 +0,0 @@
-// This file is part of the 64k demo project.
-// It implements the FlashEffect - brief flash on u.beat hits.
-// Now supports parameterized color with per-frame animation.
-
-#include "effects/flash_effect.h"
-#include "gpu/post_process_helper.h"
-#include <cmath>
-
-// Backward compatibility constructor (delegates to parameterized constructor)
-FlashEffect::FlashEffect(const GpuContext& ctx)
- : FlashEffect(ctx, FlashEffectParams{}) {
-}
-
-// Parameterized constructor
-FlashEffect::FlashEffect(const GpuContext& ctx, const FlashEffectParams& params)
- : PostProcessEffect(ctx), params_(params) {
- const char* shader_code = R"(
- struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
- };
-
- struct Uniforms {
- flash_intensity: f32,
- audio_intensity: f32,
- flash_color: vec3<f32>, // Parameterized color
- _pad: f32,
- };
-
- @group(0) @binding(0) var inputSampler: sampler;
- @group(0) @binding(1) var inputTexture: texture_2d<f32>;
- @group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
- @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);
- // Use parameterized flash color instead of hardcoded white
- var flashed = mix(color.rgb, uniforms.flash_color, uniforms.flash_intensity);
- return vec4<f32>(flashed, color.a);
- }
- )";
-
- pipeline_ =
- create_post_process_pipeline(ctx_.device, ctx_.format, shader_code);
- flash_uniforms_.init(ctx_.device);
-}
-
-void FlashEffect::update_bind_group(WGPUTextureView input_view) {
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- flash_uniforms_.get(), {});
-}
-
-void FlashEffect::render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) {
- // Trigger flash based on configured threshold
- if (uniforms.audio_intensity > params_.trigger_threshold &&
- flash_intensity_ < 0.2f) {
- flash_intensity_ = 0.8f; // Trigger flash
- }
-
- // Decay based on configured rate
- flash_intensity_ *= params_.decay_rate;
-
- // *** PER-FRAME PARAMETER COMPUTATION ***
- // Animate color based on time and beat
- const float r = params_.color[0] * (0.5f + 0.5f * sinf(uniforms.time * 0.5f));
- const float g = params_.color[1] * (0.5f + 0.5f * cosf(uniforms.time * 0.7f));
- const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat_phase);
-
- // Update uniforms with computed (animated) values
- const FlashUniforms u = {
- .flash_intensity = flash_intensity_,
- .intensity = uniforms.audio_intensity,
- ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
- .color = {r, g, b}, // Time-dependent, computed every frame
- ._pad2 = 0.0f};
- flash_uniforms_.update(ctx_.queue, u);
-
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
-}