// 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); }