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Diffstat (limited to 'src/effects/flash_effect.cc')
| -rw-r--r-- | src/effects/flash_effect.cc | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc new file mode 100644 index 0000000..235412d --- /dev/null +++ b/src/effects/flash_effect.cc @@ -0,0 +1,94 @@ +// This file is part of the 64k demo project. +// It implements the FlashEffect - brief flash on u.beat hits. +// Now supports parameterized color with per-frame animation. + +#include "effects/flash_effect.h" +#include "gpu/post_process_helper.h" +#include <cmath> + +// Backward compatibility constructor (delegates to parameterized constructor) +FlashEffect::FlashEffect(const GpuContext& ctx) + : FlashEffect(ctx, FlashEffectParams{}) { +} + +// Parameterized constructor +FlashEffect::FlashEffect(const GpuContext& ctx, const FlashEffectParams& params) + : PostProcessEffect(ctx), params_(params) { + const char* shader_code = R"( + struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, + }; + + struct Uniforms { + flash_intensity: f32, + audio_intensity: f32, + flash_color: vec3<f32>, // Parameterized color + _pad: f32, + }; + + @group(0) @binding(0) var inputSampler: sampler; + @group(0) @binding(1) var inputTexture: texture_2d<f32>; + @group(0) @binding(2) var<uniform> uniforms: Uniforms; + + @vertex + fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { + var output: VertexOutput; + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0); + output.uv = pos[vertexIndex] * 0.5 + 0.5; + return output; + } + + @fragment + fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { + let color = textureSample(inputTexture, inputSampler, input.uv); + // Use parameterized flash color instead of hardcoded white + var flashed = mix(color.rgb, uniforms.flash_color, uniforms.flash_intensity); + return vec4<f32>(flashed, color.a); + } + )"; + + pipeline_ = + create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); + flash_uniforms_.init(ctx_.device); +} + +void FlashEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, + flash_uniforms_.get(), {}); +} + +void FlashEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { + // Trigger flash based on configured threshold + if (uniforms.audio_intensity > params_.trigger_threshold && flash_intensity_ < 0.2f) { + flash_intensity_ = 0.8f; // Trigger flash + } + + // Decay based on configured rate + flash_intensity_ *= params_.decay_rate; + + // *** PER-FRAME PARAMETER COMPUTATION *** + // 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_phase); + + // Update uniforms with computed (animated) values + const FlashUniforms u = { + .flash_intensity = flash_intensity_, + .intensity = uniforms.audio_intensity, + ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment + .color = {r, g, b}, // Time-dependent, computed every frame + ._pad2 = 0.0f}; + flash_uniforms_.update(ctx_.queue, u); + + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} |
