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Diffstat (limited to 'src/gpu/effects/flash_cube_effect.cc')
-rw-r--r--src/gpu/effects/flash_cube_effect.cc104
1 files changed, 0 insertions, 104 deletions
diff --git a/src/gpu/effects/flash_cube_effect.cc b/src/gpu/effects/flash_cube_effect.cc
deleted file mode 100644
index 506f11c..0000000
--- a/src/gpu/effects/flash_cube_effect.cc
+++ /dev/null
@@ -1,104 +0,0 @@
-// This file is part of the 64k demo project.
-// It implements the FlashCubeEffect - a flashing background cube with Perlin
-// noise.
-
-#include "gpu/effects/flash_cube_effect.h"
-#include "generated/assets.h"
-#include "util/asset_manager_utils.h"
-#include <cmath>
-#include <iostream>
-
-FlashCubeEffect::FlashCubeEffect(const GpuContext& ctx) : Effect(ctx) {
-}
-
-void FlashCubeEffect::resize(int width, int height) {
- if (width == width_ && height == height_)
- return;
-
- Effect::resize(width, height);
-
- if (!initialized_)
- return;
-
- renderer_.resize(width_, height_);
-}
-
-void FlashCubeEffect::init(MainSequence* demo) {
- (void)demo;
- WGPUTextureFormat format = demo->gpu_ctx.format;
-
- renderer_.init(ctx_.device, ctx_.queue, ctx_.format);
- renderer_.resize(width_, height_);
- initialized_ = true;
-
- // Texture Manager
- texture_manager_.init(ctx_.device, ctx_.queue);
-
- // Load Perlin noise texture
- TextureAsset noise_tex = GetTextureAsset(AssetId::ASSET_NOISE_TEX);
- if (noise_tex.pixels && noise_tex.width == 256 && noise_tex.height == 256) {
- texture_manager_.create_texture("noise", noise_tex.width, noise_tex.height,
- noise_tex.pixels);
- renderer_.set_noise_texture(texture_manager_.get_texture_view("noise"));
- } else {
- std::cerr << "Failed to load NOISE_TEX asset for FlashCubeEffect."
- << std::endl;
- }
-
- // Create a very large background cube
- // Scale and distance ensure it's clearly behind foreground objects
- scene_.clear();
- Object3D cube(ObjectType::BOX);
- cube.position = vec3(0, 0, 0);
- cube.scale = vec3(100.0f, 100.0f, 100.0f); // Much larger cube
- cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
- scene_.add_object(cube);
-}
-
-void FlashCubeEffect::render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) {
- // Detect beat changes for flash trigger (using intensity as proxy for beat
- // hits) Intensity spikes on beats, so we can use it to trigger flashes
- if (uniforms.audio_intensity > 0.5f &&
- flash_intensity_ < 0.3f) { // High intensity + flash cooled down
- flash_intensity_ = 1.0f; // Trigger full flash
- }
-
- // Exponential decay of flash
- flash_intensity_ *= 0.90f; // Slower fade for more visible effect
-
- // Always have base brightness, add flash on top
- float base_brightness = 0.2f;
- float flash_boost =
- base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
-
- scene_.objects[0].color =
- vec4(0.4f * flash_boost, // Reddish tint
- 0.6f * flash_boost, // More green
- 1.0f * flash_boost, // Strong blue for background feel
- 1.0f);
-
- // Slowly rotate the cube for visual interest
- scene_.objects[0].rotation =
- quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.05f);
-
- // Position camera OUTSIDE the cube looking at it from a distance
- // This way we see the cube as a background element
- float cam_distance = 150.0f; // Much farther to ensure it's behind everything
- float orbit_angle = uniforms.time * 0.1f;
-
- camera_.set_look_at(
- vec3(std::sin(orbit_angle) * cam_distance,
- std::cos(orbit_angle * 0.3f) * 30.0f,
- std::cos(orbit_angle) * cam_distance), // Camera orbits around
- vec3(0, 0, 0), // Look at cube center
- vec3(0, 1, 0));
-
- camera_.aspect_ratio = uniforms.aspect_ratio;
- // Extend far plane to accommodate distant camera position (150 units + cube
- // size)
- camera_.far_plane = 300.0f;
-
- // Draw the cube
- renderer_.draw(pass, scene_, camera_, uniforms.time);
-}