// This file is part of the 64k demo project. // It implements the FlashEffect - brief flash on beat hits. // Now supports parameterized color with per-frame animation. #include "gpu/effects/flash_effect.h" #include "gpu/effects/post_process_helper.h" #include // Backward compatibility constructor (delegates to parameterized constructor) FlashEffect::FlashEffect(const GpuContext& ctx) : FlashEffect(ctx, FlashEffectParams{}) { } // Parameterized constructor FlashEffect::FlashEffect(const GpuContext& ctx, const FlashEffectParams& params) : PostProcessEffect(ctx), params_(params) { const char* shader_code = R"( struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; struct Uniforms { flash_intensity: f32, intensity: f32, flash_color: vec3, // Parameterized color _pad: 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); // Use parameterized flash color instead of hardcoded white var flashed = mix(color.rgb, uniforms.flash_color, uniforms.flash_intensity); return vec4(flashed, color.a); } )"; pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); uniforms_.init(ctx_.device); } void FlashEffect::update_bind_group(WGPUTextureView input_view) { pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_.get()); } void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) { (void)aspect_ratio; // Trigger flash based on configured threshold if (intensity > params_.trigger_threshold && flash_intensity_ < 0.2f) { flash_intensity_ = 0.8f; // Trigger flash } // Decay based on configured rate flash_intensity_ *= params_.decay_rate; // *** PER-FRAME PARAMETER COMPUTATION *** // Animate color based on time and beat const float r = params_.color[0] * (0.5f + 0.5f * sinf(time * 0.5f)); const float g = params_.color[1] * (0.5f + 0.5f * cosf(time * 0.7f)); const float b = params_.color[2] * (1.0f + 0.3f * beat); // Update uniforms with computed (animated) values const FlashUniforms u = { .flash_intensity = flash_intensity_, .intensity = intensity, ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment .color = {r, g, b}, // Time-dependent, computed every frame ._pad2 = 0.0f}; uniforms_.update(ctx_.queue, u); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); }