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/theme_modulation_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/theme_modulation_effect.cc')
| -rw-r--r-- | src/effects/theme_modulation_effect.cc | 106 |
1 files changed, 0 insertions, 106 deletions
diff --git a/src/effects/theme_modulation_effect.cc b/src/effects/theme_modulation_effect.cc deleted file mode 100644 index 82bfeb8..0000000 --- a/src/effects/theme_modulation_effect.cc +++ /dev/null @@ -1,106 +0,0 @@ -// This file is part of the 64k demo project. -// It implements theme modulation (bright/dark alternation). - -#include "effects/theme_modulation_effect.h" -#include "gpu/post_process_helper.h" -#include "gpu/shaders.h" -#include <cmath> - -struct ThemeModulationParams { - float theme_brightness; - float _pad[3]; -}; -static_assert(sizeof(ThemeModulationParams) == 16, - "ThemeModulationParams must be 16 bytes for WGSL alignment"); - -ThemeModulationEffect::ThemeModulationEffect(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 ThemeModulationParams { - theme_brightness: 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: ThemeModulationParams; - - @vertex - fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { - var output: VertexOutput; - // Large triangle trick for fullscreen coverage - 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); - // Apply theme brightness modulation - return vec4<f32>(color.rgb * params.theme_brightness, 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 ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { - pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, - uniforms_.get(), params_buffer_); -} - -void ThemeModulationEffect::render(WGPURenderPassEncoder pass, - const CommonPostProcessUniforms& uniforms) { - uniforms_.update(ctx_.queue, uniforms); - - // Alternate between bright and dark every 4 seconds (2 pattern changes) - // Music patterns change every 2 seconds at 120 BPM - float cycle_time = fmodf(uniforms.time, 8.0f); // 8 second cycle (4 patterns) - bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half - - // Smooth transition between themes using a sine wave - float transition = - (std::sin(uniforms.time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 - float bright_value = 1.0f; - float dark_value = 0.35f; - float theme_brightness = - bright_value + (dark_value - bright_value) * transition; - - // Update params buffer - ThemeModulationParams params = {theme_brightness, {0.0f, 0.0f, 0.0f}}; - wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, ¶ms, - sizeof(params)); - - // Render - wgpuRenderPassEncoderSetPipeline(pass, pipeline_); - wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); -} |
