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authorskal <pascal.massimino@gmail.com>2026-02-02 14:52:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 14:52:04 +0100
commit9a57dabe1ae473fe35bafa2f80e2d7f1702c264b (patch)
tree52e70ce9b603e0a84cc65a258354eb0e37a8dc20 /src/gpu/effect.cc
parent43e257fab0ca544edbb36604a7871f96fd0142bf (diff)
feat(3d): Use procedural grid for floor and revert object noise
- Reverted test_3d_render to use the global 'noise' texture for floating objects, restoring their bump mapping. - Implemented a procedural grid directly in the fragment shader for rasterized objects (floor). - Inverted the grid color scheme (black lines on a lighter background) as requested. - This ensures accurate object bump mapping and clear shadow visibility on the floor without requiring multiple texture bindings.
Diffstat (limited to 'src/gpu/effect.cc')
-rw-r--r--src/gpu/effect.cc24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc
index b2e0c4e..f115ac5 100644
--- a/src/gpu/effect.cc
+++ b/src/gpu/effect.cc
@@ -19,6 +19,12 @@ void PostProcessEffect::render(WGPURenderPassEncoder pass, float, float, float,
}
// --- Sequence Implementation ---
+void Sequence::resize(int width, int height) {
+ for (SequenceItem& item : items_) {
+ item.effect->resize(width, height);
+ }
+}
+
void Sequence::init(MainSequence* demo) {
for (SequenceItem& item : items_) {
if (!item.effect->is_initialized) {
@@ -167,6 +173,24 @@ void MainSequence::add_sequence(std::shared_ptr<Sequence> seq, float start_time,
});
}
+void MainSequence::resize(int width, int height) {
+ // Release old resources
+ if (framebuffer_view_a_) wgpuTextureViewRelease(framebuffer_view_a_);
+ if (framebuffer_a_) wgpuTextureRelease(framebuffer_a_);
+ if (framebuffer_view_b_) wgpuTextureViewRelease(framebuffer_view_b_);
+ if (framebuffer_b_) wgpuTextureRelease(framebuffer_b_);
+ if (depth_view_) wgpuTextureViewRelease(depth_view_);
+ if (depth_texture_) wgpuTextureRelease(depth_texture_);
+
+ // Recreate with new size
+ create_framebuffers(width, height);
+
+ // Propagate to all sequences
+ for (ActiveSequence& entry : sequences_) {
+ entry.seq->resize(width, height);
+ }
+}
+
void MainSequence::render_frame(float global_time, float beat, float peak,
float aspect_ratio, WGPUSurface surface) {
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr);