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Diffstat (limited to 'src/gpu/effects/flash_effect.cc')
-rw-r--r--src/gpu/effects/flash_effect.cc54
1 files changed, 33 insertions, 21 deletions
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
index d0226e5..e02ea75 100644
--- a/src/gpu/effects/flash_effect.cc
+++ b/src/gpu/effects/flash_effect.cc
@@ -1,11 +1,19 @@
// This file is part of the 64k demo project.
-// It implements the FlashEffect - brief white flash on beat hits.
+// It implements the FlashEffect - brief flash on beat hits.
+// Now supports parameterized color with per-frame animation.
#include "gpu/effects/flash_effect.h"
#include "gpu/effects/post_process_helper.h"
#include <cmath>
-FlashEffect::FlashEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
+// 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>,
@@ -15,8 +23,8 @@ FlashEffect::FlashEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
struct Uniforms {
flash_intensity: f32,
intensity: f32,
- _pad1: f32,
- _pad2: f32,
+ flash_color: vec3<f32>, // Parameterized color
+ _pad: f32,
};
@group(0) @binding(0) var inputSampler: sampler;
@@ -39,43 +47,47 @@ FlashEffect::FlashEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let color = textureSample(inputTexture, inputSampler, input.uv);
- // Add white flash: blend towards white based on flash intensity
- let white = vec3<f32>(1.0, 1.0, 1.0);
- let green = vec3<f32>(0.0, 1.0, 0.0);
- var flashed = mix(color.rgb, green, uniforms.intensity);
- if (input.uv.y > .5) { flashed = mix(color.rgb, white, uniforms.flash_intensity); }
+ // 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);
- uniforms_ = gpu_create_buffer(
- ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ uniforms_.init(ctx_.device);
}
void FlashEffect::update_bind_group(WGPUTextureView input_view) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- uniforms_);
+ uniforms_.get());
}
void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) {
- (void)time;
- (void)beat;
(void)aspect_ratio;
- // Trigger flash on strong beat hits
- if (intensity > 0.7f && flash_intensity_ < 0.2f) {
+ // Trigger flash based on configured threshold
+ if (intensity > params_.trigger_threshold && flash_intensity_ < 0.2f) {
flash_intensity_ = 0.8f; // Trigger flash
}
- // Exponential decay
- flash_intensity_ *= 0.98f;
+ // 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(time * 0.5f));
+ const float g = params_.color[1] * (0.5f + 0.5f * cosf(time * 0.7f));
+ const float b = params_.color[2] * (1.0f + 0.3f * beat);
- float uniforms[4] = {flash_intensity_, intensity, 0.0f, 0.0f};
- wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, uniforms,
- sizeof(uniforms));
+ // Update uniforms with computed (animated) values
+ const FlashUniforms u = {
+ .flash_intensity = flash_intensity_,
+ .intensity = intensity,
+ .color = {r, g, b}, // Time-dependent, computed every frame
+ ._pad = 0.0f};
+ uniforms_.update(ctx_.queue, u);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);