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/theme_modulation_effect.cc | 87 ++++++++++++++++++++++++++++++ 1 file changed, 87 insertions(+) create mode 100644 src/gpu/effects/theme_modulation_effect.cc (limited to 'src/gpu/effects/theme_modulation_effect.cc') diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc new file mode 100644 index 0000000..4ddb1f4 --- /dev/null +++ b/src/gpu/effects/theme_modulation_effect.cc @@ -0,0 +1,87 @@ +// 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 + +ThemeModulationEffect::ThemeModulationEffect(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 { + theme_brightness: 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; + // Large triangle trick for fullscreen coverage + 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); + // Apply theme brightness modulation + return vec4(color.rgb * uniforms.theme_brightness, color.a); + } + )"; + + pipeline_ = create_post_process_pipeline(device, format, shader_code); + + // Create uniform buffer (4 floats: brightness + padding) + uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +} + +void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); +} + +void ThemeModulationEffect::render(WGPURenderPassEncoder pass, float time, + float beat, float intensity, + float aspect_ratio) { + (void)beat; + (void)intensity; + (void)aspect_ratio; + + // Alternate between bright and dark every 4 seconds (2 pattern changes) + // Music patterns change every 2 seconds at 120 BPM + float cycle_time = fmodf(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(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 uniform buffer + float uniforms[4] = {theme_brightness, 0.0f, 0.0f, 0.0f}; + wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, uniforms, sizeof(uniforms)); + + // Render + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} -- cgit v1.2.3