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Diffstat (limited to 'src/gpu/effects/flash_effect.cc')
| -rw-r--r-- | src/gpu/effects/flash_effect.cc | 94 |
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); -} |
