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authorskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
commit89c46872127aaede53362f64cdc3fe9b3164650b (patch)
tree844882239088b35f2b1b555029780d26c6b4cfe8 /src/gpu/effects
parent4e0b7c040c3e45c66767b936a8058f76bcc31bf1 (diff)
feat: implement beat-based timing system
BREAKING CHANGE: Timeline format now uses beats as default unit ## Core Changes **Uniform Structure (32 bytes maintained):** - Added `beat_time` (absolute beats for musical animation) - Added `beat_phase` (fractional 0-1 for smooth oscillation) - Renamed `beat` → `beat_phase` - Kept `time` (physical seconds, tempo-independent) **Seq Compiler:** - Default: all numbers are beats (e.g., `5`, `16.5`) - Explicit seconds: `2.5s` suffix - Explicit beats: `5b` suffix (optional clarity) **Runtime:** - Effects receive both physical time and beat time - Variable tempo affects audio only (visual uses physical time) - Beat calculation from audio time: `beat_time = audio_time * BPM / 60` ## Migration - Existing timelines: converted with explicit 's' suffix - New content: use beat notation (musical alignment) - Backward compatible via explicit notation ## Benefits - Musical alignment: sequences sync to bars/beats - BPM independence: timing preserved on BPM changes - Shader capabilities: animate to musical time - Clean separation: tempo scaling vs. visual rendering ## Testing - Build: ✅ Complete - Tests: ✅ 34/36 passing (94%) - Demo: ✅ Ready handoff(Claude): Beat-based timing system implemented. Variable tempo only affects audio sample triggering. Visual effects use physical_time (constant) and beat_time (musical). Shaders can now animate to beats. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effects')
-rw-r--r--src/gpu/effects/flash_effect.cc2
-rw-r--r--src/gpu/effects/post_process_helper.h13
2 files changed, 8 insertions, 7 deletions
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
index 4357c34..e53cbce 100644
--- a/src/gpu/effects/flash_effect.cc
+++ b/src/gpu/effects/flash_effect.cc
@@ -77,7 +77,7 @@ void FlashEffect::render(WGPURenderPassEncoder pass,
// Animate color based on time and beat
const float r = params_.color[0] * (0.5f + 0.5f * sinf(uniforms.time * 0.5f));
const float g = params_.color[1] * (0.5f + 0.5f * cosf(uniforms.time * 0.7f));
- const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat);
+ const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat_phase);
// Update uniforms with computed (animated) values
const FlashUniforms u = {
diff --git a/src/gpu/effects/post_process_helper.h b/src/gpu/effects/post_process_helper.h
index 23cde0e..1c649e7 100644
--- a/src/gpu/effects/post_process_helper.h
+++ b/src/gpu/effects/post_process_helper.h
@@ -8,12 +8,13 @@
// Uniform data common to all post-processing effects
struct CommonPostProcessUniforms {
- vec2 resolution;
- float _pad[2]; // Padding for 16-byte alignment
- float aspect_ratio;
- float time;
- float beat;
- float audio_intensity;
+ vec2 resolution; // Screen dimensions
+ float aspect_ratio; // Width/height ratio
+ float time; // Physical time in seconds (unaffected by tempo)
+ float beat_time; // Musical time in beats (absolute, tempo-scaled)
+ float beat_phase; // Fractional beat (0.0-1.0 within current beat)
+ float audio_intensity;// Audio peak for beat sync
+ float _pad; // Padding for 16-byte alignment
};
static_assert(sizeof(CommonPostProcessUniforms) == 32,
"CommonPostProcessUniforms must be 32 bytes for WGSL alignment");