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-rw-r--r--src/effects/theme_modulation_effect.cc105
1 files changed, 105 insertions, 0 deletions
diff --git a/src/effects/theme_modulation_effect.cc b/src/effects/theme_modulation_effect.cc
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+++ b/src/effects/theme_modulation_effect.cc
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+// 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, &params,
+ sizeof(params));
+
+ // Render
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+}