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-rw-r--r--doc/EFFECT_WORKFLOW.md68
1 files changed, 34 insertions, 34 deletions
diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md
index bdec2b6..c4010db 100644
--- a/doc/EFFECT_WORKFLOW.md
+++ b/doc/EFFECT_WORKFLOW.md
@@ -1,8 +1,8 @@
-# Effect Creation Workflow (v2)
+# Effect Creation Workflow
**Target Audience:** AI coding agents and developers
-Checklist for adding visual effects using Sequence v2 system.
+Checklist for adding visual effects.
---
@@ -10,7 +10,7 @@ Checklist for adding visual effects using Sequence v2 system.
**ShaderToy:** `tools/shadertoy/convert_shadertoy.py` then follow steps below
**SDF/Raymarching:** See `doc/SDF_EFFECT_GUIDE.md`
-**Custom v2 effects:** Follow all steps 1-6
+**Custom effects:** Follow all steps 1-6
---
@@ -18,18 +18,18 @@ Checklist for adding visual effects using Sequence v2 system.
### 1. Create Effect Files
-**Files** (v2 naming):
-- Header: `src/effects/<name>_effect_v2.h`
-- Implementation: `src/effects/<name>_effect_v2.cc`
-- Shader: `workspaces/main/shaders/<name>_v2.wgsl`
+**Files**:
+- Header: `src/effects/<name>_effect.h`
+- Implementation: `src/effects/<name>_effect.cc`
+- Shader: `workspaces/main/shaders/<name>.wgsl`
-**Class name**: `<Name>EffectV2` (e.g., `TunnelEffectV2`)
+**Class name**: `<Name>Effect` (e.g., `TunnelEffect`)
-**Base class**: `EffectV2` (all effects)
+**Base class**: `Effect` (all effects)
**Constructor**:
```cpp
-MyEffectV2(const GpuContext& ctx,
+MyEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs);
```
@@ -59,7 +59,7 @@ params.aspect_ratio; // width/height
**File**: `workspaces/main/assets.txt`
```
-SHADER_<UPPER_NAME>, NONE, shaders/<name>_v2.wgsl, "Description"
+SHADER_<UPPER_NAME>, NONE, shaders/<name>.wgsl, "Description"
```
Asset ID: `AssetId::ASSET_SHADER_<UPPER_NAME>`
@@ -68,7 +68,7 @@ Asset ID: `AssetId::ASSET_SHADER_<UPPER_NAME>`
**File**: `CMakeLists.txt`
-Add `src/effects/<name>_effect_v2.cc` to **BOTH** GPU_SOURCES sections:
+Add `src/effects/<name>_effect.cc` to **BOTH** GPU_SOURCES sections:
- Headless mode (around line 141-167)
- Normal mode (around line 171-197)
@@ -77,16 +77,16 @@ Add `src/effects/<name>_effect_v2.cc` to **BOTH** GPU_SOURCES sections:
**File**: `src/gpu/demo_effects.h`
```cpp
-#include "effects/<name>_effect_v2.h"
+#include "effects/<name>_effect.h"
```
### 5. Add to Timeline
-**File**: `workspaces/main/timeline_v2.seq`
+**File**: `workspaces/main/timeline.seq`
```
SEQUENCE <start> <priority> "name"
- EFFECT + MyEffectV2 source -> sink 0.0 4.0
+ EFFECT + MyEffect source -> sink 0.0 4.0
```
**Priority modifiers** (REQUIRED): `+` (increment), `=` (same), `-` (decrement)
@@ -95,7 +95,7 @@ SEQUENCE <start> <priority> "name"
```bash
# Regenerate timeline.cc
-python3 tools/seq_compiler_v2.py workspaces/main/timeline_v2.seq \
+python3 tools/seq_compiler.py workspaces/main/timeline.seq \
--output src/generated/timeline.cc
# Build
@@ -112,17 +112,17 @@ cmake --build build -j4
### Standard Post-Process Effect
```cpp
-// my_effect_v2.h
+// my_effect.h
#pragma once
-#include "gpu/effect_v2.h"
+#include "gpu/effect.h"
#include "gpu/uniform_helper.h"
-class MyEffectV2 : public EffectV2 {
+class MyEffect : public Effect {
public:
- MyEffectV2(const GpuContext& ctx,
+ MyEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs);
- ~MyEffectV2() override;
+ ~MyEffect() override;
void render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
@@ -136,27 +136,27 @@ class MyEffectV2 : public EffectV2 {
```
```cpp
-// my_effect_v2.cc
-#include "effects/my_effect_v2.h"
+// my_effect.cc
+#include "effects/my_effect.h"
#include "gpu/post_process_helper.h"
#include "gpu/shaders.h"
-MyEffectV2::MyEffectV2(const GpuContext& ctx,
+MyEffect::MyEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs)
- : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
+ : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
uniforms_buffer_.init(ctx_.device);
pipeline_ = create_post_process_pipeline(ctx_.device,
WGPUTextureFormat_RGBA8Unorm,
- my_shader_v2_wgsl);
+ my_shader_wgsl);
}
-MyEffectV2::~MyEffectV2() {
+MyEffect::~MyEffect() {
if (bind_group_) wgpuBindGroupRelease(bind_group_);
if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
}
-void MyEffectV2::render(WGPUCommandEncoder encoder,
+void MyEffect::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
@@ -193,11 +193,11 @@ void MyEffectV2::render(WGPUCommandEncoder encoder,
### 3D Effect with Depth
```cpp
-class My3DEffectV2 : public EffectV2 {
+class My3DEffect : public Effect {
std::string depth_node_;
- My3DEffectV2(const GpuContext& ctx, ...)
- : EffectV2(ctx, inputs, outputs),
+ My3DEffect(const GpuContext& ctx, ...)
+ : Effect(ctx, inputs, outputs),
depth_node_(outputs[0] + "_depth") {}
void declare_nodes(NodeRegistry& registry) override {
@@ -251,6 +251,6 @@ class My3DEffectV2 : public EffectV2 {
## See Also
-- `doc/SEQUENCE_v2.md` - Timeline syntax and architecture
-- `tools/seq_compiler_v2.py` - Compiler implementation
-- `src/effects/*_v2.{h,cc}` - Example effects
+- `doc/SEQUENCE.md` - Timeline syntax and architecture
+- `tools/seq_compiler.py` - Compiler implementation
+- `src/effects/*.{h,cc}` - Example effects