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| author | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
| commit | dd9d3013d260f27f86b268c203a290f91431d8e5 (patch) | |
| tree | 7ca8bb5e4c2eb2bff3736992e899e6ce676c6234 /src/gpu/effects/flash_effect.cc | |
| parent | 91933ce05ba157dc549d52ed6c00c71c457fca05 (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_effect.cc')
| -rw-r--r-- | src/gpu/effects/flash_effect.cc | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc new file mode 100644 index 0000000..de7be62 --- /dev/null +++ b/src/gpu/effects/flash_effect.cc @@ -0,0 +1,79 @@ +// This file is part of the 64k demo project. +// It implements the FlashEffect - brief white flash on beat hits. + +#include "gpu/effects/flash_effect.h" +#include "gpu/effects/post_process_helper.h" +#include <cmath> + +FlashEffect::FlashEffect(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 { + flash_intensity: 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); + // Add white flash: blend towards white based on flash intensity + let white = vec3<f32>(1.0, 1.0, 1.0); + let flashed = mix(color.rgb, white, uniforms.flash_intensity); + return vec4<f32>(flashed, color.a); + } + )"; + + pipeline_ = create_post_process_pipeline(device, format, shader_code); + uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +} + +void FlashEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); +} + +void FlashEffect::render(WGPURenderPassEncoder pass, float time, + float beat, float intensity, float aspect_ratio) { + (void)time; + (void)beat; + (void)aspect_ratio; + + // Trigger flash on strong beat hits + if (intensity > 0.7f && flash_intensity_ < 0.2f) { + flash_intensity_ = 0.8f; // Trigger flash + } + + // Exponential decay + flash_intensity_ *= 0.85f; + + float uniforms[4] = {flash_intensity_, 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); +} |
