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authorskal <pascal.massimino@gmail.com>2026-02-11 11:34:08 +0100
committerskal <pascal.massimino@gmail.com>2026-02-11 11:34:08 +0100
commitd378da77eec4d506bc01e4c08c38644d72969cc7 (patch)
tree5cc38517320ba3aefb46a2f9c939c9fdc8ed5fae /src/gpu/effects/theme_modulation_effect.cc
parent4da0a3a5369142078fd7c681e3f0f1817bd6e2f3 (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/theme_modulation_effect.cc')
-rw-r--r--src/gpu/effects/theme_modulation_effect.cc18
1 files changed, 5 insertions, 13 deletions
diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc
index b1eff90..aff6bce 100644
--- a/src/gpu/effects/theme_modulation_effect.cc
+++ b/src/gpu/effects/theme_modulation_effect.cc
@@ -76,26 +76,18 @@ void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) {
uniforms_.get(), params_buffer_);
}
-void ThemeModulationEffect::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 ThemeModulationEffect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ uniforms_.update(ctx_.queue, uniforms);
// Alternate between bright and dark every 4 seconds (2 pattern changes)
// Music patterns change every 2 seconds at 120 BPM
- float cycle_time = fmodf(time, 8.0f); // 8 second cycle (4 patterns)
+ float cycle_time = fmodf(uniforms.time, 8.0f); // 8 second cycle (4 patterns)
bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half
// Smooth transition between themes using a sine wave
float transition =
- (std::sin(time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0
+ (std::sin(uniforms.time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0
float bright_value = 1.0f;
float dark_value = 0.35f;
float theme_brightness =