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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 17:27:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 17:27:57 +0100 |
| commit | 2036b60992bcd28d585d237fd0f57243f7675e5f (patch) | |
| tree | 4ad7d5e98f3f96f76b03c54065f0dcf24d75787b /src/gpu | |
| parent | 83b6c2aa92ee8aaff5a53901968bf6978664a342 (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')
| -rw-r--r-- | src/gpu/gpu.cc | 18 |
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; |
