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. --- src/gpu/effects/flash_effect.cc | 79 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 79 insertions(+) create mode 100644 src/gpu/effects/flash_effect.cc (limited to 'src/gpu/effects/flash_effect.cc') diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc new file mode 100644 index 0000000..de7be62 --- /dev/null +++ b/src/gpu/effects/flash_effect.cc @@ -0,0 +1,79 @@ +// This file is part of the 64k demo project. +// It implements the FlashEffect - brief white flash on beat hits. + +#include "gpu/effects/flash_effect.h" +#include "gpu/effects/post_process_helper.h" +#include + +FlashEffect::FlashEffect(WGPUDevice device, WGPUQueue queue, + WGPUTextureFormat format) + : PostProcessEffect(device, queue) { + const char* shader_code = R"( + struct VertexOutput { + @builtin(position) position: vec4, + @location(0) uv: vec2, + }; + + struct Uniforms { + flash_intensity: f32, + _pad0: f32, + _pad1: f32, + _pad2: f32, + }; + + @group(0) @binding(0) var inputSampler: sampler; + @group(0) @binding(1) var inputTexture: texture_2d; + @group(0) @binding(2) var uniforms: Uniforms; + + @vertex + fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { + var output: VertexOutput; + var pos = array, 3>( + vec2(-1.0, -1.0), + vec2(3.0, -1.0), + vec2(-1.0, 3.0) + ); + output.position = vec4(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 { + let color = textureSample(inputTexture, inputSampler, input.uv); + // Add white flash: blend towards white based on flash intensity + let white = vec3(1.0, 1.0, 1.0); + let flashed = mix(color.rgb, white, uniforms.flash_intensity); + return vec4(flashed, color.a); + } + )"; + + pipeline_ = create_post_process_pipeline(device, format, shader_code); + uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +} + +void FlashEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); +} + +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) { + flash_intensity_ = 0.8f; // Trigger flash + } + + // Exponential decay + flash_intensity_ *= 0.85f; + + float uniforms[4] = {flash_intensity_, 0.0f, 0.0f, 0.0f}; + wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, uniforms, sizeof(uniforms)); + + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} -- cgit v1.2.3