summaryrefslogtreecommitdiff
path: root/src/gpu/effects/flash_effect.cc
diff options
context:
space:
mode:
Diffstat (limited to 'src/gpu/effects/flash_effect.cc')
-rw-r--r--src/gpu/effects/flash_effect.cc94
1 files changed, 0 insertions, 94 deletions
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
deleted file mode 100644
index e53cbce..0000000
--- a/src/gpu/effects/flash_effect.cc
+++ /dev/null
@@ -1,94 +0,0 @@
-// This file is part of the 64k demo project.
-// It implements the FlashEffect - brief flash on u.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>
-
-// 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>,
- @location(0) uv: vec2<f32>,
- };
-
- struct Uniforms {
- flash_intensity: f32,
- audio_intensity: f32,
- flash_color: vec3<f32>, // Parameterized color
- _pad: f32,
- };
-
- @group(0) @binding(0) var inputSampler: sampler;
- @group(0) @binding(1) var inputTexture: texture_2d<f32>;
- @group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
- @vertex
- fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
- var output: VertexOutput;
- 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);
- // 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);
- flash_uniforms_.init(ctx_.device);
-}
-
-void FlashEffect::update_bind_group(WGPUTextureView input_view) {
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- flash_uniforms_.get(), {});
-}
-
-void FlashEffect::render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) {
- // Trigger flash based on configured threshold
- if (uniforms.audio_intensity > params_.trigger_threshold && flash_intensity_ < 0.2f) {
- flash_intensity_ = 0.8f; // Trigger flash
- }
-
- // 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(uniforms.time * 0.5f));
- const float g = params_.color[1] * (0.5f + 0.5f * cosf(uniforms.time * 0.7f));
- const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat_phase);
-
- // Update uniforms with computed (animated) values
- const FlashUniforms u = {
- .flash_intensity = flash_intensity_,
- .intensity = uniforms.audio_intensity,
- ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
- .color = {r, g, b}, // Time-dependent, computed every frame
- ._pad2 = 0.0f};
- flash_uniforms_.update(ctx_.queue, u);
-
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
-}