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authorskal <pascal.massimino@gmail.com>2026-01-31 17:08:52 +0100
committerskal <pascal.massimino@gmail.com>2026-01-31 17:08:52 +0100
commit7ec28a3f1d417cd5b5adead895a25e42035ef037 (patch)
treeb52fc297317e613883f6a882d1f7616c3f3dec38 /src/gpu/demo_effects.h
parenta958c6ca8dd48f642570037df127a4b23c984d82 (diff)
feat: Full implementation of post-processing pipeline and new effects
Completes the multi-pass rendering engine and implements all requested effects: MovingEllipse, ParticleSpray, GaussianBlur, Solarize, Distort, and ChromaAberration. Includes WGSL shaders for all effects and logic for time-varying parameters via uniforms.
Diffstat (limited to 'src/gpu/demo_effects.h')
-rw-r--r--src/gpu/demo_effects.h16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index 35ebe37..603c32e 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -86,38 +86,54 @@ class GaussianBlurEffect : public PostProcessEffect {
public:
GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
WGPUDevice device_;
+ WGPUQueue queue_;
+ GpuBuffer uniforms_;
};
class SolarizeEffect : public PostProcessEffect {
public:
SolarizeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
WGPUDevice device_;
+ WGPUQueue queue_;
+ GpuBuffer uniforms_;
};
class DistortEffect : public PostProcessEffect {
public:
DistortEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
WGPUDevice device_;
+ WGPUQueue queue_;
+ GpuBuffer uniforms_;
};
class ChromaAberrationEffect : public PostProcessEffect {
public:
ChromaAberrationEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
WGPUDevice device_;
+ WGPUQueue queue_;
+ GpuBuffer uniforms_;
};
// Auto-generated function to populate the timeline