diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-11 11:34:08 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-11 11:34:08 +0100 |
| commit | d378da77eec4d506bc01e4c08c38644d72969cc7 (patch) | |
| tree | 5cc38517320ba3aefb46a2f9c939c9fdc8ed5fae /src/gpu/effects/fade_effect.cc | |
| parent | 4da0a3a5369142078fd7c681e3f0f1817bd6e2f3 (diff) | |
refactor: Simplify effect render API and fix uniform initialization
Root cause: Uniform buffers created but not initialized before bind group
creation, causing undefined UV coordinates in circle_mask_compute.wgsl.
Changes:
- Add get_common_uniforms() helper to Effect base class
- Refactor render()/compute() signatures: 5 params → CommonPostProcessUniforms&
- Fix uninitialized uniforms in CircleMaskEffect and CNNEffect
- Update all 19 effect implementations and headers
- Fix WGSL syntax error in FlashEffect (u.audio_intensity → audio_intensity)
- Update test files (test_sequence.cc)
Benefits:
- Cleaner API: construct uniforms once per frame, reuse across effects
- More maintainable: CommonPostProcessUniforms changes need no call site updates
- Fixes UV coordinate bug in circle_mask_compute.wgsl
All 36 tests passing (100%)
handoff(Claude): Effect API refactor complete
Diffstat (limited to 'src/gpu/effects/fade_effect.cc')
| -rw-r--r-- | src/gpu/effects/fade_effect.cc | 21 |
1 files changed, 7 insertions, 14 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc index 39b54e0..93684d8 100644 --- a/src/gpu/effects/fade_effect.cc +++ b/src/gpu/effects/fade_effect.cc @@ -72,26 +72,19 @@ void FadeEffect::update_bind_group(WGPUTextureView input_view) { uniforms_.get(), params_buffer_); } -void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat, - float intensity, float aspect_ratio) { - const CommonPostProcessUniforms u = { - .resolution = {(float)width_, (float)height_}, - .aspect_ratio = aspect_ratio, - .time = time, - .beat = beat, - .audio_intensity = intensity, - }; - uniforms_.update(ctx_.queue, u); +void FadeEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { + uniforms_.update(ctx_.queue, uniforms); // Example fade pattern: fade in at start, fade out at end // Customize this based on your needs float fade_amount = 1.0f; - if (time < 2.0f) { + if (uniforms.time < 2.0f) { // Fade in from black over first 2 seconds - fade_amount = time / 2.0f; - } else if (time > 36.0f) { + fade_amount = uniforms.time / 2.0f; + } else if (uniforms.time > 36.0f) { // Fade out to black after 36 seconds - fade_amount = 1.0f - ((time - 36.0f) / 4.0f); + fade_amount = 1.0f - ((uniforms.time - 36.0f) / 4.0f); fade_amount = fmaxf(fade_amount, 0.0f); } |
