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/main.cc | 30 +++++++++++++++++++++++++++--- 1 file changed, 27 insertions(+), 3 deletions(-) (limited to 'src/main.cc') diff --git a/src/main.cc b/src/main.cc index 2d630ac..42adf6b 100644 --- a/src/main.cc +++ b/src/main.cc @@ -12,6 +12,7 @@ #endif #include "generated/assets.h" // Include generated asset header #include "gpu/gpu.h" +#include "gpu/demo_effects.h" // For GetDemoDuration() #include "platform.h" #include "util/math.h" #include @@ -227,6 +228,9 @@ int main(int argc, char** argv) { int last_width = platform_state.width; int last_height = platform_state.height; + // Get demo duration from sequence file (or -1 if not specified) + const float demo_duration = GetDemoDuration(); + while (!platform_should_close(&platform_state)) { platform_poll(&platform_state); @@ -239,6 +243,14 @@ int main(int argc, char** argv) { double current_time = platform_state.time + seek_time; // Offset logic time + // Auto-exit when demo finishes (if duration is specified) + if (demo_duration > 0.0f && current_time >= demo_duration) { +#if !defined(STRIP_ALL) + printf("Demo finished at %.2f seconds. Exiting...\n", current_time); +#endif + break; + } + update_game_logic(current_time); float aspect_ratio = platform_state.aspect_ratio; @@ -247,9 +259,21 @@ int main(int argc, char** argv) { float raw_peak = synth_get_output_peak(); float visual_peak = fminf(raw_peak * 8.0f, 1.0f); - // float beat = fmodf((float)current_time * DEMO_BPM / 60.0f, 1.0f); // Use - // tracker BPM - float beat = fmodf((float)current_time * g_tracker_score.bpm / 60.0f, 1.0f); + // Calculate beat information for synchronization + float beat_time = (float)current_time * g_tracker_score.bpm / 60.0f; + int beat_number = (int)beat_time; + float beat = fmodf(beat_time, 1.0f); // Fractional part (0.0 to 1.0) + +#if !defined(STRIP_ALL) + // Print beat/time info periodically for identifying sync points + static float last_print_time = -1.0f; + if (current_time - last_print_time >= 0.5f) { // Print every 0.5 seconds + printf("[T=%.2f, Beat=%d, Frac=%.2f, Peak=%.2f]\n", + (float)current_time, beat_number, beat, visual_peak); + last_print_time = (float)current_time; + } +#endif /* !defined(STRIP_ALL) */ + gpu_draw(visual_peak, aspect_ratio, (float)current_time, beat); audio_update(); } -- cgit v1.2.3