diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 11:54:46 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 11:54:46 +0100 |
| commit | af5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (patch) | |
| tree | a76464ca40a43d6042ed5431547008cfbe746c34 /src/effects/flash_effect.cc | |
| parent | 8eeadaf0d5653c21b948103e4d328f634b739a17 (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.cc | 95 |
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); -} |
