From d378da77eec4d506bc01e4c08c38644d72969cc7 Mon Sep 17 00:00:00 2001 From: skal Date: Wed, 11 Feb 2026 11:34:08 +0100 Subject: refactor: Simplify effect render API and fix uniform initialization MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Root cause: Uniform buffers created but not initialized before bind group creation, causing undefined UV coordinates in circle_mask_compute.wgsl. Changes: - Add get_common_uniforms() helper to Effect base class - Refactor render()/compute() signatures: 5 params → CommonPostProcessUniforms& - Fix uninitialized uniforms in CircleMaskEffect and CNNEffect - Update all 19 effect implementations and headers - Fix WGSL syntax error in FlashEffect (u.audio_intensity → audio_intensity) - Update test files (test_sequence.cc) Benefits: - Cleaner API: construct uniforms once per frame, reuse across effects - More maintainable: CommonPostProcessUniforms changes need no call site updates - Fixes UV coordinate bug in circle_mask_compute.wgsl All 36 tests passing (100%) handoff(Claude): Effect API refactor complete --- src/gpu/effects/hybrid_3d_effect.cc | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) (limited to 'src/gpu/effects/hybrid_3d_effect.cc') diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc index 17fef25..d580471 100644 --- a/src/gpu/effects/hybrid_3d_effect.cc +++ b/src/gpu/effects/hybrid_3d_effect.cc @@ -87,19 +87,19 @@ static float ease_in_out_cubic(float t) { return 0.5f * (t * t * t + 2.0f); } -void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, - float intensity, float aspect_ratio) { +void Hybrid3DEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { // Animate Objects for (size_t i = 1; i < scene_.objects.size(); ++i) { scene_.objects[i].rotation = - quat::from_axis(vec3(0, 1, 0), time * 2.0f + i); + quat::from_axis(vec3(0, 1, 0), uniforms.time * 2.0f + i); - scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; + scene_.objects[i].position.y = std::sin(uniforms.time * 3.0f + i) * 1.5f; } // Camera jumps every other pattern (2 seconds) for dramatic effect - int pattern_num = (int)(time / 2.0f); + int pattern_num = (int)(uniforms.time / 2.0f); int camera_preset = pattern_num % 4; // Cycle through 4 different angles vec3 cam_pos, cam_target; @@ -107,34 +107,34 @@ void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, switch (camera_preset) { case 0: // High angle, orbiting { - float angle = time * 0.5f; + float angle = uniforms.time * 0.5f; cam_pos = vec3(std::sin(angle) * 12.0f, 8.0f, std::cos(angle) * 12.0f); cam_target = vec3(0, 0, 0); } break; case 1: // Low angle, close-up { - float angle = time * 0.3f + 1.57f; // Offset angle + float angle = uniforms.time * 0.3f + 1.57f; // Offset angle cam_pos = vec3(std::sin(angle) * 6.0f, 2.0f, std::cos(angle) * 6.0f); cam_target = vec3(0, 1, 0); } break; case 2: // Side view, sweeping { - float sweep = std::sin(time * 0.4f) * 10.0f; + float sweep = std::sin(uniforms.time * 0.4f) * 10.0f; cam_pos = vec3(sweep, 5.0f, 8.0f); cam_target = vec3(0, 0, 0); } break; case 3: // Top-down, rotating { - float angle = time * 0.6f; + float angle = uniforms.time * 0.6f; cam_pos = vec3(std::sin(angle) * 5.0f, 12.0f, std::cos(angle) * 5.0f); cam_target = vec3(0, 0, 0); } break; } camera_.set_look_at(cam_pos, cam_target, vec3(0, 1, 0)); - camera_.aspect_ratio = aspect_ratio; + camera_.aspect_ratio = uniforms.aspect_ratio; // Draw - renderer_.draw(pass, scene_, camera_, time); + renderer_.draw(pass, scene_, camera_, uniforms.time); } -- cgit v1.2.3