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authorskal <pascal.massimino@gmail.com>2026-02-06 17:27:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 17:27:57 +0100
commit2036b60992bcd28d585d237fd0f57243f7675e5f (patch)
tree4ad7d5e98f3f96f76b03c54065f0dcf24d75787b /src/gpu/gpu.cc
parent83b6c2aa92ee8aaff5a53901968bf6978664a342 (diff)
feat(particles): Implement transparent circular particles with alpha blending (Task #53)
## Visual Improvements - Particles now render as smooth fading circles instead of squares - Added UV coordinates to vertex shader output - Fragment shader applies circular falloff (smoothstep 1.0 to 0.5) - Lifetime-based fade: alpha multiplied by particle.pos.w (1.0 → 0.0) ## Pipeline Changes - Enabled alpha blending for particle shaders (auto-detected via strstr) - Blend mode: SrcAlpha + OneMinusSrcAlpha (standard alpha blending) - Alpha channel: One + OneMinusSrcAlpha for proper compositing ## Demo Integration - Added 5 ParticleSprayEffect instances at key moments (6b, 12b, 17b, 24b, 56b) - Increased particle presence throughout demo - Particles now more visually impactful with transparency ## Files Modified - assets/final/shaders/particle_render.wgsl: Circular fade logic - src/gpu/gpu.cc: Auto-enable blending for particle shaders - assets/demo.seq: Added ParticleSprayEffect at multiple sequences ## Testing - All 23 tests pass (100%) - Verified with demo64k visual inspection
Diffstat (limited to 'src/gpu/gpu.cc')
-rw-r--r--src/gpu/gpu.cc18
1 files changed, 16 insertions, 2 deletions
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index 1f71711..1d661c7 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -105,9 +105,23 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
WGPUColorTargetState color_target = {};
color_target.format = format; // Use passed format
color_target.writeMask = WGPUColorWriteMask_All;
- color_target.blend = nullptr;
- // Add additive blending for particles
+ // Enable alpha blending for transparent effects (particles)
+ // Check if shader contains "particle" to enable blending
+ WGPUBlendState blend_state = {};
+ blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.color.operation = WGPUBlendOperation_Add;
+ blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+ blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.alpha.operation = WGPUBlendOperation_Add;
+
+ // Enable blending for particle shaders
+ if (strstr(shader_code, "particle") != nullptr) {
+ color_target.blend = &blend_state;
+ } else {
+ color_target.blend = nullptr;
+ }
WGPUFragmentState fragment_state = {};
fragment_state.module = shader_module;