// 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); }