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// This file is part of the 64k demo project.
// It declares the concrete effects used in the demo.
#pragma once
#include "3d/camera.h"
#include "3d/renderer.h"
#include "3d/scene.h"
#include "effect.h"
#include "gpu/effects/flash_effect.h" // FlashEffect with params support
#include "gpu/effects/post_process_helper.h"
#include "gpu/effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/texture_manager.h"
#include "gpu/uniform_helper.h"
#include <memory>
static const int NUM_PARTICLES = 10000;
struct Particle {
float pos[4];
float vel[4];
float rot[4];
float color[4];
};
class HeptagonEffect : public Effect {
public:
HeptagonEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
RenderPass pass_;
};
class ParticlesEffect : public Effect {
public:
ParticlesEffect(const GpuContext& ctx);
void compute(WGPUCommandEncoder encoder, float time, float beat,
float intensity, float aspect_ratio) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
ComputePass compute_pass_;
RenderPass render_pass_;
GpuBuffer particles_buffer_;
};
class PassthroughEffect : public PostProcessEffect {
public:
PassthroughEffect(const GpuContext& ctx);
void update_bind_group(WGPUTextureView input_view) override;
};
class MovingEllipseEffect : public Effect {
public:
MovingEllipseEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
RenderPass pass_;
};
class ParticleSprayEffect : public Effect {
public:
ParticleSprayEffect(const GpuContext& ctx);
void compute(WGPUCommandEncoder encoder, float time, float beat,
float intensity, float aspect_ratio) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
ComputePass compute_pass_;
RenderPass render_pass_;
GpuBuffer particles_buffer_;
};
// Parameters for GaussianBlurEffect (set at construction time)
struct GaussianBlurParams {
float strength = 2.0f; // Default: 2.0 pixel blur radius
};
// Uniform data sent to GPU shader
struct GaussianBlurUniforms {
float time; // offset 0
float beat; // offset 4
float intensity; // offset 8
float aspect_ratio; // offset 12
float width; // offset 16
float height; // offset 20
float strength; // offset 24
float _pad; // offset 28
};
static_assert(sizeof(GaussianBlurUniforms) == 32,
"GaussianBlurUniforms must be 32 bytes for WGSL alignment");
class GaussianBlurEffect : public PostProcessEffect {
public:
// Backward compatibility constructor (uses default params)
GaussianBlurEffect(const GpuContext& ctx);
// New parameterized constructor
GaussianBlurEffect(const GpuContext& ctx, const GaussianBlurParams& params);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
GaussianBlurParams params_;
UniformBuffer<GaussianBlurUniforms> uniforms_;
};
class SolarizeEffect : public PostProcessEffect {
public:
SolarizeEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class DistortEffect : public PostProcessEffect {
public:
DistortEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
// Parameters for ChromaAberrationEffect (set at construction time)
struct ChromaAberrationParams {
float offset_scale = 0.02f; // Default: 2% screen offset
float angle = 0.0f; // Default: horizontal (0 radians)
};
// Uniform data sent to GPU shader
struct ChromaUniforms {
float time; // offset 0
float beat; // offset 4
float intensity; // offset 8
float aspect_ratio; // offset 12
float width; // offset 16
float height; // offset 20
float offset_scale; // offset 24
float angle; // offset 28
};
static_assert(sizeof(ChromaUniforms) == 32,
"ChromaUniforms must be 32 bytes for WGSL alignment");
class ChromaAberrationEffect : public PostProcessEffect {
public:
// Backward compatibility constructor (uses default params)
ChromaAberrationEffect(const GpuContext& ctx);
// New parameterized constructor
ChromaAberrationEffect(const GpuContext& ctx,
const ChromaAberrationParams& params);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
ChromaAberrationParams params_;
UniformBuffer<ChromaUniforms> uniforms_;
};
class Hybrid3DEffect : public Effect {
public:
Hybrid3DEffect(const GpuContext& ctx);
void init(MainSequence* demo) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
Renderer3D renderer_;
TextureManager texture_manager_;
Scene scene_;
Camera camera_;
int width_ = 1280;
int height_ = 720;
};
class FlashCubeEffect : public Effect {
public:
FlashCubeEffect(const GpuContext& ctx);
void init(MainSequence* demo) override;
void resize(int width, int height) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
Renderer3D renderer_;
TextureManager texture_manager_;
Scene scene_;
Camera camera_;
int width_ = 1280;
int height_ = 720;
float last_beat_;
float flash_intensity_;
};
class ThemeModulationEffect : public PostProcessEffect {
public:
ThemeModulationEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class FadeEffect : public PostProcessEffect {
public:
FadeEffect(const GpuContext& ctx);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
// FlashEffect now defined in gpu/effects/flash_effect.h (included above)
// Auto-generated functions
void LoadTimeline(MainSequence& main_seq, const GpuContext& ctx);
float GetDemoDuration(); // Returns demo end time in seconds, or -1 if not
// specified
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