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Diffstat (limited to 'src/gpu/effects/theme_modulation_effect.cc')
| -rw-r--r-- | src/gpu/effects/theme_modulation_effect.cc | 105 |
1 files changed, 0 insertions, 105 deletions
diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc deleted file mode 100644 index aff6bce..0000000 --- a/src/gpu/effects/theme_modulation_effect.cc +++ /dev/null @@ -1,105 +0,0 @@ -// This file is part of the 64k demo project. -// It implements theme modulation (bright/dark alternation). - -#include "gpu/effects/theme_modulation_effect.h" -#include "gpu/effects/post_process_helper.h" -#include "gpu/effects/shaders.h" -#include <cmath> - -struct ThemeModulationParams { - float theme_brightness; - float _pad[3]; -}; -static_assert(sizeof(ThemeModulationParams) == 16, "ThemeModulationParams must be 16 bytes for WGSL alignment"); - -ThemeModulationEffect::ThemeModulationEffect(const GpuContext& ctx) - : PostProcessEffect(ctx) { - const char* shader_code = R"( - struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, - }; - - struct CommonUniforms { - resolution: vec2<f32>, - _pad0: f32, - _pad1: f32, - aspect_ratio: f32, - time: f32, - beat: f32, - audio_intensity: f32, - }; - - struct ThemeModulationParams { - theme_brightness: f32, - _pad0: f32, - _pad1: f32, - _pad2: f32, - }; - - @group(0) @binding(0) var inputSampler: sampler; - @group(0) @binding(1) var inputTexture: texture_2d<f32>; - @group(0) @binding(2) var<uniform> uniforms: CommonUniforms; - @group(0) @binding(3) var<uniform> params: ThemeModulationParams; - - @vertex - fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { - var output: VertexOutput; - // Large triangle trick for fullscreen coverage - 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); - // Apply theme brightness modulation - return vec4<f32>(color.rgb * params.theme_brightness, color.a); - } - )"; - - pipeline_ = - create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); - - params_buffer_ = gpu_create_buffer( - ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); -} - -void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { - pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, - uniforms_.get(), params_buffer_); -} - -void ThemeModulationEffect::render(WGPURenderPassEncoder pass, - const CommonPostProcessUniforms& uniforms) { - uniforms_.update(ctx_.queue, uniforms); - - // Alternate between bright and dark every 4 seconds (2 pattern changes) - // Music patterns change every 2 seconds at 120 BPM - float cycle_time = fmodf(uniforms.time, 8.0f); // 8 second cycle (4 patterns) - bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half - - // Smooth transition between themes using a sine wave - float transition = - (std::sin(uniforms.time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 - float bright_value = 1.0f; - float dark_value = 0.35f; - float theme_brightness = - bright_value + (dark_value - bright_value) * transition; - - // Update params buffer - ThemeModulationParams params = {theme_brightness, {0.0f, 0.0f, 0.0f}}; - wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, ¶ms, - sizeof(params)); - - // Render - wgpuRenderPassEncoderSetPipeline(pass, pipeline_); - wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); -} |
