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authorskal <pascal.massimino@gmail.com>2026-02-06 17:27:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 17:27:57 +0100
commit2036b60992bcd28d585d237fd0f57243f7675e5f (patch)
tree4ad7d5e98f3f96f76b03c54065f0dcf24d75787b /src
parent83b6c2aa92ee8aaff5a53901968bf6978664a342 (diff)
feat(particles): Implement transparent circular particles with alpha blending (Task #53)
## Visual Improvements - Particles now render as smooth fading circles instead of squares - Added UV coordinates to vertex shader output - Fragment shader applies circular falloff (smoothstep 1.0 to 0.5) - Lifetime-based fade: alpha multiplied by particle.pos.w (1.0 → 0.0) ## Pipeline Changes - Enabled alpha blending for particle shaders (auto-detected via strstr) - Blend mode: SrcAlpha + OneMinusSrcAlpha (standard alpha blending) - Alpha channel: One + OneMinusSrcAlpha for proper compositing ## Demo Integration - Added 5 ParticleSprayEffect instances at key moments (6b, 12b, 17b, 24b, 56b) - Increased particle presence throughout demo - Particles now more visually impactful with transparency ## Files Modified - assets/final/shaders/particle_render.wgsl: Circular fade logic - src/gpu/gpu.cc: Auto-enable blending for particle shaders - assets/demo.seq: Added ParticleSprayEffect at multiple sequences ## Testing - All 23 tests pass (100%) - Verified with demo64k visual inspection
Diffstat (limited to 'src')
-rw-r--r--src/generated/assets_data.cc190
-rw-r--r--src/generated/timeline.cc33
-rw-r--r--src/gpu/gpu.cc18
3 files changed, 152 insertions, 89 deletions
diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc
index 3498e18..1ad54a9 100644
--- a/src/generated/assets_data.cc
+++ b/src/generated/assets_data.cc
@@ -370328,7 +370328,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_COMPUTE[] = {
0x20, 0x20, 0x20, 0x70, 0x61, 0x72, 0x74, 0x69, 0x63, 0x6c, 0x65, 0x73,
0x5b, 0x69, 0x5d, 0x20, 0x3d, 0x20, 0x70, 0x3b, 0x0a, 0x7d, 0x0a, 0x00
};
-const size_t ASSET_SIZE_SHADER_PARTICLE_RENDER = 1296;
+const size_t ASSET_SIZE_SHADER_PARTICLE_RENDER = 1825;
alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_RENDER[] = {
0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x50, 0x61, 0x72, 0x74, 0x69,
0x63, 0x6c, 0x65, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x70, 0x6f,
@@ -370364,81 +370364,125 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_RENDER[] = {
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+ 0x6c, 0x65, 0x5f, 0x61, 0x6c, 0x70, 0x68, 0x61, 0x29, 0x3b, 0x0a, 0x7d,
+ 0x0a, 0x00
};
const size_t ASSET_SIZE_SHADER_PASSTHROUGH = 665;
alignas(16) static const uint8_t ASSET_DATA_SHADER_PASSTHROUGH[] = {
diff --git a/src/generated/timeline.cc b/src/generated/timeline.cc
index 0b69b09..cd03b77 100644
--- a/src/generated/timeline.cc
+++ b/src/generated/timeline.cc
@@ -48,9 +48,10 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 0);
seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
- seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 8.000000f, 2);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 8.000000f, 3);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 4.000000f, 2);
+ seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 8.000000f, 3);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 8.000000f, 4);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 5);
main_seq.add_sequence(seq, 28.000000f, 0);
}
{
@@ -61,25 +62,28 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
}
{
auto seq = std::make_shared<Sequence>();
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 1);
main_seq.add_sequence(seq, 3.000000f, 1);
}
{
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 1);
- seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 10.000000f, 2);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 3);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 5.000000f, 4);
- seq->add_effect(std::make_shared<SolarizeEffect>(device, queue, format), 0.000000f, 5.000000f, 5);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 4.000000f, 2);
+ seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 10.000000f, 3);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 5.000000f, 5);
+ seq->add_effect(std::make_shared<SolarizeEffect>(device, queue, format), 0.000000f, 5.000000f, 6);
main_seq.add_sequence(seq, 12.000000f, 1);
}
{
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<FlashCubeEffect>(device, queue, format), .2f, 1.500000f, -1);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
main_seq.add_sequence(seq, 6.000000f, 2);
}
{
@@ -92,10 +96,11 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 1);
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
- seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 3);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 3.000000f, 4);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
+ seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 3);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 3.000000f, 5);
main_seq.add_sequence(seq, 8.500000f, 2);
}
{
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index 1f71711..1d661c7 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -105,9 +105,23 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
WGPUColorTargetState color_target = {};
color_target.format = format; // Use passed format
color_target.writeMask = WGPUColorWriteMask_All;
- color_target.blend = nullptr;
- // Add additive blending for particles
+ // Enable alpha blending for transparent effects (particles)
+ // Check if shader contains "particle" to enable blending
+ WGPUBlendState blend_state = {};
+ blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.color.operation = WGPUBlendOperation_Add;
+ blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+ blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.alpha.operation = WGPUBlendOperation_Add;
+
+ // Enable blending for particle shaders
+ if (strstr(shader_code, "particle") != nullptr) {
+ color_target.blend = &blend_state;
+ } else {
+ color_target.blend = nullptr;
+ }
WGPUFragmentState fragment_state = {};
fragment_state.module = shader_module;