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| author | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
| commit | 8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch) | |
| tree | 28918defcd64001105f8f631a3c0494abd580026 /src/util/asset_manager.cc | |
| parent | b85635ea92ace57e4d94288031a3a61a96fcbd2a (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/util/asset_manager.cc')
| -rw-r--r-- | src/util/asset_manager.cc | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc index 2a41876..a0e2a97 100644 --- a/src/util/asset_manager.cc +++ b/src/util/asset_manager.cc @@ -86,11 +86,11 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { } CHECK_RETURN_BEGIN(proc_gen_func_ptr == nullptr, nullptr) - if (out_size) - *out_size = 0; - ERROR_MSG("Unknown procedural function at runtime: %s", - source_record.proc_func_name_str); - return nullptr; + if (out_size) + *out_size = 0; + ERROR_MSG("Unknown procedural function at runtime: %s", + source_record.proc_func_name_str); + return nullptr; CHECK_RETURN_END // For this demo, assuming procedural textures are RGBA8 256x256 (for @@ -101,10 +101,10 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { size_t data_size = header_size + (size_t)width * height * 4; // RGBA8 uint8_t* generated_data = new (std::nothrow) uint8_t[data_size]; CHECK_RETURN_BEGIN(!generated_data, nullptr) - if (out_size) - *out_size = 0; - ERROR_MSG("Failed to allocate memory for procedural asset"); - return nullptr; + if (out_size) + *out_size = 0; + ERROR_MSG("Failed to allocate memory for procedural asset"); + return nullptr; CHECK_RETURN_END // Write header @@ -114,15 +114,15 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { // Generate data after header CHECK_RETURN_BEGIN(!proc_gen_func_ptr(generated_data + header_size, width, - height, source_record.proc_params, - source_record.num_proc_params), + height, source_record.proc_params, + source_record.num_proc_params), nullptr) - delete[] generated_data; - if (out_size) - *out_size = 0; - ERROR_MSG("Procedural generation failed for asset: %s", - source_record.proc_func_name_str); - return nullptr; + delete[] generated_data; + if (out_size) + *out_size = 0; + ERROR_MSG("Procedural generation failed for asset: %s", + source_record.proc_func_name_str); + return nullptr; CHECK_RETURN_END cached_record.data = generated_data; |
