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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/hybrid_3d_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/hybrid_3d_effect.cc')
| -rw-r--r-- | src/gpu/effects/hybrid_3d_effect.cc | 57 |
1 files changed, 35 insertions, 22 deletions
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc index ee2dd57..0dbd786 100644 --- a/src/gpu/effects/hybrid_3d_effect.cc +++ b/src/gpu/effects/hybrid_3d_effect.cc @@ -101,31 +101,44 @@ void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; } - // Create erratic, eased time variables for camera motion + // Camera jumps every other pattern (2 seconds) for dramatic effect + int pattern_num = (int)(time / 2.0f); + int camera_preset = pattern_num % 4; // Cycle through 4 different angles - float erratic_time_radius = ease_in_out_cubic(fmodf(time * 0.2f, 1.0f)); + vec3 cam_pos, cam_target; - float erratic_time_height = ease_in_out_cubic(fmodf(time * 0.3f, 1.0f)); - - float erratic_time_orbit = ease_in_out_cubic(fmodf(time * 0.1f, 1.0f)); - - // Animate Camera - - float cam_radius = 10.0f + std::sin(erratic_time_radius * 6.28318f) * 4.0f; - - float cam_height = 5.0f + std::cos(erratic_time_height * 6.28318f) * 3.0f; - - camera_.set_look_at( - - vec3(std::sin(erratic_time_orbit * 6.28318f) * cam_radius, cam_height, - std::cos(erratic_time_orbit * 6.28318f) * cam_radius), - - vec3(0, 0, 0), - - vec3(0, 1, 0) - - ); + switch (camera_preset) { + case 0: // High angle, orbiting + { + float angle = time * 0.5f; + cam_pos = vec3(std::sin(angle) * 12.0f, 8.0f, std::cos(angle) * 12.0f); + cam_target = vec3(0, 0, 0); + } + break; + case 1: // Low angle, close-up + { + float angle = time * 0.3f + 1.57f; // Offset angle + cam_pos = vec3(std::sin(angle) * 6.0f, 2.0f, std::cos(angle) * 6.0f); + cam_target = vec3(0, 1, 0); + } + break; + case 2: // Side view, sweeping + { + float sweep = std::sin(time * 0.4f) * 10.0f; + cam_pos = vec3(sweep, 5.0f, 8.0f); + cam_target = vec3(0, 0, 0); + } + break; + case 3: // Top-down, rotating + { + float angle = time * 0.6f; + cam_pos = vec3(std::sin(angle) * 5.0f, 12.0f, std::cos(angle) * 5.0f); + cam_target = vec3(0, 0, 0); + } + break; + } + camera_.set_look_at(cam_pos, cam_target, vec3(0, 1, 0)); camera_.aspect_ratio = aspect_ratio; // Draw |
