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authorskal <pascal.massimino@gmail.com>2026-02-04 22:08:56 +0100
committerskal <pascal.massimino@gmail.com>2026-02-04 22:08:56 +0100
commitdd9d3013d260f27f86b268c203a290f91431d8e5 (patch)
tree7ca8bb5e4c2eb2bff3736992e899e6ce676c6234 /src/gpu/effects/fade_effect.cc
parent91933ce05ba157dc549d52ed6c00c71c457fca05 (diff)
feat: Optional sequence end times and comprehensive effect documentation
This milestone implements several key enhancements to the sequencing system and developer documentation: ## Optional Sequence End Times (New Feature) - Added support for explicit sequence termination via [time] syntax - Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds - Updated seq_compiler.cc to parse optional [time] parameter with brackets - Added end_time_ field to Sequence class (default -1.0 = no explicit end) - Modified update_active_list() to check sequence end time and deactivate all effects when reached - Fully backward compatible - existing sequences work unchanged ## Comprehensive Effect Documentation (demo.seq) - Documented all effect constructor parameters (standard: device, queue, format) - Added runtime parameter documentation (time, beat, intensity, aspect_ratio) - Created detailed effect catalog with specific behaviors: * Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect * Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect, ThemeModulationEffect, FadeEffect, FlashEffect - Added examples section showing common usage patterns - Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x, flash triggers at intensity > 0.7, theme cycles every 8 seconds) ## Code Quality & Verification - Audited all hardcoded 1280x720 dimensions throughout codebase - Verified all shaders use uniforms.resolution and uniforms.aspect_ratio - Confirmed Effect::resize() properly updates width_/height_ members - No issues found - dimension handling is fully dynamic and robust ## Files Changed - tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls - src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time() - src/gpu/effect.cc: Check sequence end time in update_active_list() - assets/demo.seq: Comprehensive syntax and effect documentation - Generated files updated (timeline.cc, assets_data.cc, music_data.cc) This work establishes a more flexible sequencing system and provides developers with clear documentation for authoring demo timelines. handoff(Claude): Optional sequence end times implemented, effect documentation complete, dimension handling verified. Ready for next phase of development.
Diffstat (limited to 'src/gpu/effects/fade_effect.cc')
-rw-r--r--src/gpu/effects/fade_effect.cc81
1 files changed, 81 insertions, 0 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc
new file mode 100644
index 0000000..3b942c0
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+++ b/src/gpu/effects/fade_effect.cc
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+// This file is part of the 64k demo project.
+// It implements the FadeEffect - fades to/from black based on time.
+
+#include "gpu/effects/fade_effect.h"
+#include "gpu/effects/post_process_helper.h"
+#include <cmath>
+
+FadeEffect::FadeEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : PostProcessEffect(device, queue) {
+ const char* shader_code = R"(
+ struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+ };
+
+ struct Uniforms {
+ fade_amount: 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: 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);
+ // Fade to black: 0.0 = black, 1.0 = full color
+ return vec4<f32>(color.rgb * uniforms.fade_amount, color.a);
+ }
+ )";
+
+ pipeline_ = create_post_process_pipeline(device, format, shader_code);
+ uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+}
+
+void FadeEffect::update_bind_group(WGPUTextureView input_view) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_);
+}
+
+void FadeEffect::render(WGPURenderPassEncoder pass, float time,
+ float beat, float intensity, float aspect_ratio) {
+ (void)beat;
+ (void)intensity;
+ (void)aspect_ratio;
+
+ // 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) {
+ // Fade in from black over first 2 seconds
+ fade_amount = time / 2.0f;
+ } else if (time > 36.0f) {
+ // Fade out to black after 36 seconds
+ fade_amount = 1.0f - ((time - 36.0f) / 4.0f);
+ fade_amount = fmaxf(fade_amount, 0.0f);
+ }
+
+ float uniforms[4] = {fade_amount, 0.0f, 0.0f, 0.0f};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, uniforms, sizeof(uniforms));
+
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+}