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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/flash_cube_effect.h
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/flash_cube_effect.h')
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diff --git a/src/gpu/effects/flash_cube_effect.h b/src/gpu/effects/flash_cube_effect.h
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+++ b/src/gpu/effects/flash_cube_effect.h
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+// This file is part of the 64k demo project.
+// It implements a flashing cube effect with Perlin noise texture.
+// The cube is large and we're inside it, flashing in sync with the beat.
+
+#pragma once
+#include "3d/camera.h"
+#include "3d/renderer.h"
+#include "3d/scene.h"
+#include "gpu/effect.h"
+#include "gpu/texture_manager.h"
+
+class FlashCubeEffect : public Effect {
+ public:
+ FlashCubeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
+ void init(MainSequence* demo) override;
+ void resize(int width, int height) override;
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
+
+ private:
+ Renderer3D renderer_;
+ TextureManager texture_manager_;
+ Scene scene_;
+ Camera camera_;
+ int width_ = 1280;
+ int height_ = 720;
+ float last_beat_ = 0.0f;
+ float flash_intensity_ = 0.0f;
+};