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Diffstat (limited to 'src/effects/theme_modulation_effect.cc')
| -rw-r--r-- | src/effects/theme_modulation_effect.cc | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/src/effects/theme_modulation_effect.cc b/src/effects/theme_modulation_effect.cc new file mode 100644 index 0000000..1c81d79 --- /dev/null +++ b/src/effects/theme_modulation_effect.cc @@ -0,0 +1,105 @@ +// This file is part of the 64k demo project. +// It implements theme modulation (bright/dark alternation). + +#include "effects/theme_modulation_effect.h" +#include "gpu/post_process_helper.h" +#include "gpu/shaders.h" +#include <cmath> + +struct ThemeModulationParams { + float theme_brightness; + float _pad[3]; +}; +static_assert(sizeof(ThemeModulationParams) == 16, "ThemeModulationParams must be 16 bytes for WGSL alignment"); + +ThemeModulationEffect::ThemeModulationEffect(const GpuContext& ctx) + : PostProcessEffect(ctx) { + const char* shader_code = R"( + struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, + }; + + struct CommonUniforms { + resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, + }; + + struct ThemeModulationParams { + theme_brightness: f32, + _pad0: f32, + _pad1: f32, + _pad2: f32, + }; + + @group(0) @binding(0) var inputSampler: sampler; + @group(0) @binding(1) var inputTexture: texture_2d<f32>; + @group(0) @binding(2) var<uniform> uniforms: CommonUniforms; + @group(0) @binding(3) var<uniform> params: ThemeModulationParams; + + @vertex + fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { + var output: VertexOutput; + // Large triangle trick for fullscreen coverage + 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); + // Apply theme brightness modulation + return vec4<f32>(color.rgb * params.theme_brightness, color.a); + } + )"; + + pipeline_ = + create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); + + params_buffer_ = gpu_create_buffer( + ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +} + +void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, + uniforms_.get(), params_buffer_); +} + +void ThemeModulationEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { + uniforms_.update(ctx_.queue, uniforms); + + // Alternate between bright and dark every 4 seconds (2 pattern changes) + // Music patterns change every 2 seconds at 120 BPM + float cycle_time = fmodf(uniforms.time, 8.0f); // 8 second cycle (4 patterns) + bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half + + // Smooth transition between themes using a sine wave + float transition = + (std::sin(uniforms.time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 + float bright_value = 1.0f; + float dark_value = 0.35f; + float theme_brightness = + bright_value + (dark_value - bright_value) * transition; + + // Update params buffer + ThemeModulationParams params = {theme_brightness, {0.0f, 0.0f, 0.0f}}; + wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, ¶ms, + sizeof(params)); + + // Render + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} |
