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-rw-r--r--src/effects/flash_effect.cc94
1 files changed, 94 insertions, 0 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc
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--- /dev/null
+++ b/src/effects/flash_effect.cc
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+// 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);
+}