diff options
Diffstat (limited to 'src/gpu/effect.cc')
| -rw-r--r-- | src/gpu/effect.cc | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc index 58e011c..e0a9c24 100644 --- a/src/gpu/effect.cc +++ b/src/gpu/effect.cc @@ -226,7 +226,8 @@ void MainSequence::resize(int width, int height) { } } -void MainSequence::render_frame(float global_time, float beat, float peak, +void MainSequence::render_frame(float global_time, float beat_time, + float beat_phase, float peak, float aspect_ratio, WGPUSurface surface) { WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(gpu_ctx.device, nullptr); @@ -260,11 +261,12 @@ void MainSequence::render_frame(float global_time, float beat, float peak, // Construct common uniforms once (reused for all effects) CommonPostProcessUniforms base_uniforms = { .resolution = {static_cast<float>(width_), static_cast<float>(height_)}, - ._pad = {0.0f, 0.0f}, .aspect_ratio = aspect_ratio, .time = 0.0f, // Will be set per-effect - .beat = beat, + .beat_time = beat_time, + .beat_phase = beat_phase, .audio_intensity = peak, + ._pad = 0.0f, }; for (const SequenceItem* item : scene_effects) { @@ -564,7 +566,8 @@ void MainSequence::simulate_until(float target_time, float step_rate, for (float t = 0.0f; t < target_time; t += step_rate) { WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(gpu_ctx.device, nullptr); - float beat = fmodf(t * bpm / 60.0f, 1.0f); + float absolute_beat_time = t * bpm / 60.0f; + float beat_phase = fmodf(absolute_beat_time, 1.0f); std::vector<SequenceItem*> scene_effects, post_effects; for (ActiveSequence& entry : sequences_) { if (t >= entry.start_time) { @@ -575,11 +578,12 @@ void MainSequence::simulate_until(float target_time, float step_rate, for (const SequenceItem* item : scene_effects) { CommonPostProcessUniforms test_uniforms = { .resolution = {static_cast<float>(width_), static_cast<float>(height_)}, - ._pad = {0.0f, 0.0f}, .aspect_ratio = aspect_ratio, .time = t - item->start_time, - .beat = beat, + .beat_time = absolute_beat_time, + .beat_phase = beat_phase, .audio_intensity = 0.0f, + ._pad = 0.0f, }; item->effect->compute(encoder, test_uniforms); } |
