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authorskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
committerskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
commit95802739b8ccaf9112fe4fe6e496ba7ae4158aae (patch)
treea9ddce18aa8dab14ee216c207d2699c34f7bef68 /src/effects/scratch_effect.cc
parent65054e545d4748a04cd29dd1589740809a68c792 (diff)
feat(effects): add Scratch post-process effect with reusable scratch_lines snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/scratch_effect.cc')
-rw-r--r--src/effects/scratch_effect.cc44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/effects/scratch_effect.cc b/src/effects/scratch_effect.cc
new file mode 100644
index 0000000..f49e601
--- /dev/null
+++ b/src/effects/scratch_effect.cc
@@ -0,0 +1,44 @@
+// Scratch effect - film scratch overlay post-process
+
+#include "effects/scratch_effect.h"
+#include "effects/shaders.h"
+#include "gpu/post_process_helper.h"
+#include "util/fatal_error.h"
+
+Scratch::Scratch(const GpuContext& ctx, const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs, float start_time,
+ float end_time)
+ : Effect(ctx, inputs, outputs, start_time, end_time) {
+ HEADLESS_RETURN_IF_NULL(ctx_.device);
+
+ create_linear_sampler();
+
+ pipeline_.set(create_post_process_pipeline(ctx_.device,
+ WGPUTextureFormat_RGBA8Unorm,
+ scratch_shader_wgsl));
+}
+
+void Scratch::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
+ input_view, uniforms_buffer_.get(), {nullptr, 0});
+
+ WGPURenderPassColorAttachment color_attachment = {};
+ gpu_init_color_attachment(color_attachment, output_view);
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass =
+ wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}