From dd9d3013d260f27f86b268c203a290f91431d8e5 Mon Sep 17 00:00:00 2001 From: skal Date: Wed, 4 Feb 2026 22:08:56 +0100 Subject: feat: Optional sequence end times and comprehensive effect documentation This milestone implements several key enhancements to the sequencing system and developer documentation: ## Optional Sequence End Times (New Feature) - Added support for explicit sequence termination via [time] syntax - Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds - Updated seq_compiler.cc to parse optional [time] parameter with brackets - Added end_time_ field to Sequence class (default -1.0 = no explicit end) - Modified update_active_list() to check sequence end time and deactivate all effects when reached - Fully backward compatible - existing sequences work unchanged ## Comprehensive Effect Documentation (demo.seq) - Documented all effect constructor parameters (standard: device, queue, format) - Added runtime parameter documentation (time, beat, intensity, aspect_ratio) - Created detailed effect catalog with specific behaviors: * Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect * Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect, ThemeModulationEffect, FadeEffect, FlashEffect - Added examples section showing common usage patterns - Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x, flash triggers at intensity > 0.7, theme cycles every 8 seconds) ## Code Quality & Verification - Audited all hardcoded 1280x720 dimensions throughout codebase - Verified all shaders use uniforms.resolution and uniforms.aspect_ratio - Confirmed Effect::resize() properly updates width_/height_ members - No issues found - dimension handling is fully dynamic and robust ## Files Changed - tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls - src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time() - src/gpu/effect.cc: Check sequence end time in update_active_list() - assets/demo.seq: Comprehensive syntax and effect documentation - Generated files updated (timeline.cc, assets_data.cc, music_data.cc) This work establishes a more flexible sequencing system and provides developers with clear documentation for authoring demo timelines. handoff(Claude): Optional sequence end times implemented, effect documentation complete, dimension handling verified. Ready for next phase of development. --- assets/final/shaders/gaussian_blur.wgsl | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'assets/final/shaders/gaussian_blur.wgsl') diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl index fd083ff..7d39ac4 100644 --- a/assets/final/shaders/gaussian_blur.wgsl +++ b/assets/final/shaders/gaussian_blur.wgsl @@ -23,7 +23,12 @@ struct Uniforms { @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; var res = vec4(0.0); - let size = 5.0 * uniforms.intensity; + + // Reduced base size + dramatic beat pulsation + let base_size = 2.0; + let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat + let size = base_size * pulse; + for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { res += textureSample(txt, smplr, uv + vec2(x, y) * size / uniforms.resolution.x); -- cgit v1.2.3