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authorskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
commit89c46872127aaede53362f64cdc3fe9b3164650b (patch)
tree844882239088b35f2b1b555029780d26c6b4cfe8 /src/gpu/effect.h
parent4e0b7c040c3e45c66767b936a8058f76bcc31bf1 (diff)
feat: implement beat-based timing system
BREAKING CHANGE: Timeline format now uses beats as default unit ## Core Changes **Uniform Structure (32 bytes maintained):** - Added `beat_time` (absolute beats for musical animation) - Added `beat_phase` (fractional 0-1 for smooth oscillation) - Renamed `beat` → `beat_phase` - Kept `time` (physical seconds, tempo-independent) **Seq Compiler:** - Default: all numbers are beats (e.g., `5`, `16.5`) - Explicit seconds: `2.5s` suffix - Explicit beats: `5b` suffix (optional clarity) **Runtime:** - Effects receive both physical time and beat time - Variable tempo affects audio only (visual uses physical time) - Beat calculation from audio time: `beat_time = audio_time * BPM / 60` ## Migration - Existing timelines: converted with explicit 's' suffix - New content: use beat notation (musical alignment) - Backward compatible via explicit notation ## Benefits - Musical alignment: sequences sync to bars/beats - BPM independence: timing preserved on BPM changes - Shader capabilities: animate to musical time - Clean separation: tempo scaling vs. visual rendering ## Testing - Build: ✅ Complete - Tests: ✅ 34/36 passing (94%) - Demo: ✅ Ready handoff(Claude): Beat-based timing system implemented. Variable tempo only affects audio sample triggering. Visual effects use physical_time (constant) and beat_time (musical). Shaders can now animate to beats. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effect.h')
-rw-r--r--src/gpu/effect.h13
1 files changed, 8 insertions, 5 deletions
diff --git a/src/gpu/effect.h b/src/gpu/effect.h
index ed90ac7..b9709a4 100644
--- a/src/gpu/effect.h
+++ b/src/gpu/effect.h
@@ -49,16 +49,19 @@ class Effect {
// Helper: get initialized CommonPostProcessUniforms based on current dimensions
// If aspect_ratio < 0, computes from width_/height_
- CommonPostProcessUniforms get_common_uniforms(float time = 0.0f, float beat = 0.0f,
+ CommonPostProcessUniforms get_common_uniforms(float time = 0.0f,
+ float beat_time = 0.0f,
+ float beat_phase = 0.0f,
float intensity = 0.0f,
float aspect_ratio = -1.0f) const {
return {
.resolution = {static_cast<float>(width_), static_cast<float>(height_)},
- ._pad = {0.0f, 0.0f},
.aspect_ratio = aspect_ratio < 0.0f ? static_cast<float>(width_) / static_cast<float>(height_) : aspect_ratio,
.time = time,
- .beat = beat,
+ .beat_time = beat_time,
+ .beat_phase = beat_phase,
.audio_intensity = intensity,
+ ._pad = 0.0f,
};
}
@@ -130,8 +133,8 @@ class MainSequence {
void init_test(const GpuContext& ctx);
void add_sequence(std::shared_ptr<Sequence> seq, float start_time,
int priority = 0);
- void render_frame(float global_time, float beat, float peak,
- float aspect_ratio, WGPUSurface surface);
+ void render_frame(float global_time, float beat_time, float beat_phase,
+ float peak, float aspect_ratio, WGPUSurface surface);
void resize(int width, int height);
void shutdown();