diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 16:16:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 16:16:13 +0100 |
| commit | a3583f4c704bb14e02f49cade6996e215d0ee6b4 (patch) | |
| tree | 340258c6791ac56ce54bc144befe83af4b0c5fea /src/effects | |
| parent | 6ac4fa8fb8c045232575036f4a140b9a0ec1995a (diff) | |
feat: Add FlashEffect for audio/visual sync testing
- FlashEffect: Beat-synchronized white flash using ShaderComposer
- Loads shader from assets (flash.wgsl) with sequence_uniforms include
- Uses pow(1.0 - beat_phase, 4.0) for sharp flash at beat start
- Updated test_demo.seq to use FlashEffect (was HeptagonEffect)
- Added FlashEffect to test suite (test_demo_effects.cc)
- Made cnn_test conditional on main workspace (fixes build error)
- Flash intensity: 1.0 at beat start, fades to 0.0 by beat end
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/effects')
| -rw-r--r-- | src/effects/flash_effect.cc | 83 | ||||
| -rw-r--r-- | src/effects/flash_effect.h | 26 |
2 files changed, 109 insertions, 0 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc new file mode 100644 index 0000000..f0566bb --- /dev/null +++ b/src/effects/flash_effect.cc @@ -0,0 +1,83 @@ +// Flash effect for visual sync testing +// Pulses white based on beat timing + +#include "effects/flash_effect.h" +#include "gpu/post_process_helper.h" +#include "gpu/shaders.h" +#include "util/fatal_error.h" + +FlashEffect::FlashEffect(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs) + : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), + sampler_(nullptr), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { + HEADLESS_RETURN_IF_NULL(ctx_.device); + + uniforms_buffer_.init(ctx_.device); + pipeline_ = create_post_process_pipeline(ctx_.device, + WGPUTextureFormat_RGBA8Unorm, + flash_shader_wgsl); + + // Create dummy sampler (scene effects don't use texture input) + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.magFilter = WGPUFilterMode_Nearest; + sampler_desc.minFilter = WGPUFilterMode_Nearest; + sampler_desc.maxAnisotropy = 1; + sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); + + // Create 1×1 dummy texture + WGPUTextureDescriptor tex_desc = {}; + tex_desc.size = {1, 1, 1}; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.usage = WGPUTextureUsage_TextureBinding; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.mipLevelCount = 1; + tex_desc.sampleCount = 1; + dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc); + dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); +} + +FlashEffect::~FlashEffect() { + if (bind_group_) wgpuBindGroupRelease(bind_group_); + if (pipeline_) wgpuRenderPipelineRelease(pipeline_); + if (sampler_) wgpuSamplerRelease(sampler_); + if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); + if (dummy_texture_) wgpuTextureRelease(dummy_texture_); +} + +void FlashEffect::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { + // Get output view (scene effects typically write to output, ignore input) + WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); + + // Update uniforms + uniforms_buffer_.update(ctx_.queue, params); + + // Update bind group (use dummy texture for scene effect) + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_, + uniforms_buffer_.get(), {nullptr, 0}); + + // Render pass + WGPURenderPassColorAttachment color_attachment = {}; + color_attachment.view = output_view; +#if !defined(DEMO_CROSS_COMPILE_WIN32) + color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; +#endif + color_attachment.loadOp = WGPULoadOp_Clear; + color_attachment.storeOp = WGPUStoreOp_Store; + color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); +} diff --git a/src/effects/flash_effect.h b/src/effects/flash_effect.h new file mode 100644 index 0000000..b9bbff8 --- /dev/null +++ b/src/effects/flash_effect.h @@ -0,0 +1,26 @@ +// Flash effect for visual sync testing +// Pulses white based on beat timing + +#pragma once +#include "gpu/effect.h" +#include "gpu/uniform_helper.h" + +class FlashEffect : public Effect { + public: + FlashEffect(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs); + ~FlashEffect() override; + + void render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) override; + + private: + WGPURenderPipeline pipeline_; + WGPUBindGroup bind_group_; + WGPUSampler sampler_; + WGPUTexture dummy_texture_; + WGPUTextureView dummy_texture_view_; + UniformBuffer<UniformsSequenceParams> uniforms_buffer_; +}; |
