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authorskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
commit8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch)
tree28918defcd64001105f8f631a3c0494abd580026 /src/gpu
parentb85635ea92ace57e4d94288031a3a61a96fcbd2a (diff)
feat(gpu): Add parameter-driven ChromaAberrationEffect
Implements Task #73 - Extends shader parametrization system to ChromaAberrationEffect following the FlashEffect pattern. Changes: - Added ChromaAberrationParams struct (offset_scale, angle) - Added ChromaUniforms with proper WGSL alignment (32 bytes) - Updated shader to compute offset direction from angle parameter - Extended seq_compiler to parse offset/angle parameters - Updated demo.seq with 2 parameterized instances: * Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger) * Line 76: offset=0.01 angle=1.57 (90° vertical, subtle) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<ChromaUniforms> - Shader computes direction: vec2(cos(angle), sin(angle)) - Generated code creates ChromaAberrationParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Binary size: 5.6M stripped (~200-300 bytes impact) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu')
-rw-r--r--src/gpu/demo_effects.h31
-rw-r--r--src/gpu/effects/chroma_aberration_effect.cc48
-rw-r--r--src/gpu/effects/flash_effect.cc4
-rw-r--r--src/gpu/effects/flash_effect.h19
-rw-r--r--src/gpu/effects/shaders.cc3
-rw-r--r--src/gpu/uniform_helper.h7
6 files changed, 81 insertions, 31 deletions
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index d9487fa..36be118 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -6,11 +6,12 @@
#include "3d/renderer.h"
#include "3d/scene.h"
#include "effect.h"
-#include "gpu/effects/flash_effect.h" // FlashEffect with params support
+#include "gpu/effects/flash_effect.h" // FlashEffect with params support
#include "gpu/effects/post_process_helper.h"
#include "gpu/effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/texture_manager.h"
+#include "gpu/uniform_helper.h"
#include <memory>
static const int NUM_PARTICLES = 10000;
@@ -100,12 +101,40 @@ class DistortEffect : public PostProcessEffect {
void update_bind_group(WGPUTextureView input_view) override;
};
+// Parameters for ChromaAberrationEffect (set at construction time)
+struct ChromaAberrationParams {
+ float offset_scale = 0.02f; // Default: 2% screen offset
+ float angle = 0.0f; // Default: horizontal (0 radians)
+};
+
+// Uniform data sent to GPU shader
+struct ChromaUniforms {
+ float time; // offset 0
+ float beat; // offset 4
+ float intensity; // offset 8
+ float aspect_ratio; // offset 12
+ float width; // offset 16
+ float height; // offset 20
+ float offset_scale; // offset 24
+ float angle; // offset 28
+};
+static_assert(sizeof(ChromaUniforms) == 32,
+ "ChromaUniforms must be 32 bytes for WGSL alignment");
+
class ChromaAberrationEffect : public PostProcessEffect {
public:
+ // Backward compatibility constructor (uses default params)
ChromaAberrationEffect(const GpuContext& ctx);
+ // New parameterized constructor
+ ChromaAberrationEffect(const GpuContext& ctx,
+ const ChromaAberrationParams& params);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+ ChromaAberrationParams params_;
+ UniformBuffer<ChromaUniforms> uniforms_;
};
class Hybrid3DEffect : public Effect {
diff --git a/src/gpu/effects/chroma_aberration_effect.cc b/src/gpu/effects/chroma_aberration_effect.cc
index dc28ee5..3e953e3 100644
--- a/src/gpu/effects/chroma_aberration_effect.cc
+++ b/src/gpu/effects/chroma_aberration_effect.cc
@@ -1,26 +1,46 @@
// This file is part of the 64k demo project.
-// It implements the ChromaAberrationEffect.
+// It implements the ChromaAberrationEffect with parameterization.
#include "gpu/demo_effects.h"
+#include "gpu/effects/post_process_helper.h"
#include "gpu/gpu.h"
// --- ChromaAberrationEffect ---
+
+// Backward compatibility constructor (delegates to parameterized constructor)
ChromaAberrationEffect::ChromaAberrationEffect(const GpuContext& ctx)
- : PostProcessEffect(ctx) {
- uniforms_ =
- gpu_create_buffer(ctx_.device, sizeof(float) * 6,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ : ChromaAberrationEffect(ctx, ChromaAberrationParams{}) {
+}
+
+// Parameterized constructor
+ChromaAberrationEffect::ChromaAberrationEffect(
+ const GpuContext& ctx, const ChromaAberrationParams& params)
+ : PostProcessEffect(ctx), params_(params) {
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
chroma_aberration_shader_wgsl);
+ uniforms_.init(ctx_.device);
}
-void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t,
- float b, float i, float a) {
- struct {
- float t, b, i, a, w, h;
- } u = {t, b, i, a, (float)width_, (float)height_};
- wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
+
+void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float time,
+ float beat, float intensity,
+ float aspect_ratio) {
+ // Update uniforms with current state and parameters
+ const ChromaUniforms u = {.time = time,
+ .beat = beat,
+ .intensity = intensity,
+ .aspect_ratio = aspect_ratio,
+ .width = (float)width_,
+ .height = (float)height_,
+ .offset_scale = params_.offset_scale,
+ .angle = params_.angle};
+ uniforms_.update(ctx_.queue, u);
+
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
}
-void ChromaAberrationEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_);
+
+void ChromaAberrationEffect::update_bind_group(WGPUTextureView input_view) {
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
+ uniforms_.get());
}
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
index 1bb4d93..fdd1e1c 100644
--- a/src/gpu/effects/flash_effect.cc
+++ b/src/gpu/effects/flash_effect.cc
@@ -85,8 +85,8 @@ void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat,
const FlashUniforms u = {
.flash_intensity = flash_intensity_,
.intensity = intensity,
- ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
- .color = {r, g, b}, // Time-dependent, computed every frame
+ ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
+ .color = {r, g, b}, // Time-dependent, computed every frame
._pad2 = 0.0f};
uniforms_.update(ctx_.queue, u);
diff --git a/src/gpu/effects/flash_effect.h b/src/gpu/effects/flash_effect.h
index 373b48b..71815d5 100644
--- a/src/gpu/effects/flash_effect.h
+++ b/src/gpu/effects/flash_effect.h
@@ -9,22 +9,23 @@
// Parameters for FlashEffect (set at construction time)
struct FlashEffectParams {
- float color[3] = {1.0f, 1.0f, 1.0f}; // Default: white
- float decay_rate = 0.98f; // Default: fast decay
- float trigger_threshold = 0.7f; // Default: trigger on strong beats
+ float color[3] = {1.0f, 1.0f, 1.0f}; // Default: white
+ float decay_rate = 0.98f; // Default: fast decay
+ float trigger_threshold = 0.7f; // Default: trigger on strong beats
};
// Uniform data sent to GPU shader
// IMPORTANT: Must match WGSL struct layout with proper alignment
// vec3<f32> in WGSL has 16-byte alignment, not 12-byte!
struct FlashUniforms {
- float flash_intensity; // offset 0
- float intensity; // offset 4
- float _pad1[2]; // offset 8-15 (padding for vec3 alignment)
- float color[3]; // offset 16-27 (vec3 aligned to 16 bytes)
- float _pad2; // offset 28-31
+ float flash_intensity; // offset 0
+ float intensity; // offset 4
+ float _pad1[2]; // offset 8-15 (padding for vec3 alignment)
+ float color[3]; // offset 16-27 (vec3 aligned to 16 bytes)
+ float _pad2; // offset 28-31
};
-static_assert(sizeof(FlashUniforms) == 32, "FlashUniforms must be 32 bytes for WGSL alignment");
+static_assert(sizeof(FlashUniforms) == 32,
+ "FlashUniforms must be 32 bytes for WGSL alignment");
class FlashEffect : public PostProcessEffect {
public:
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 51e6e41..380b5b4 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -33,7 +33,8 @@ void InitShaderComposer() {
register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
- register_if_exists("math/common_utils", AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
+ register_if_exists("math/common_utils",
+ AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
register_if_exists("render/scene_query_bvh",
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);
diff --git a/src/gpu/uniform_helper.h b/src/gpu/uniform_helper.h
index afc4a4b..151153f 100644
--- a/src/gpu/uniform_helper.h
+++ b/src/gpu/uniform_helper.h
@@ -12,15 +12,14 @@
// UniformBuffer<MyUniforms> uniforms_;
// uniforms_.init(device);
// uniforms_.update(queue, my_data);
-template <typename T>
-class UniformBuffer {
+template <typename T> class UniformBuffer {
public:
UniformBuffer() = default;
// Initialize the uniform buffer with the device
void init(WGPUDevice device) {
- buffer_ = gpu_create_buffer(device, sizeof(T),
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ buffer_ = gpu_create_buffer(
+ device, sizeof(T), WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
}
// Update the uniform buffer with new data