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-rw-r--r--src/effects/scene1_effect.cc10
-rw-r--r--workspaces/main/shaders/scene1.wgsl16
2 files changed, 10 insertions, 16 deletions
diff --git a/src/effects/scene1_effect.cc b/src/effects/scene1_effect.cc
index da2797c..71e25a4 100644
--- a/src/effects/scene1_effect.cc
+++ b/src/effects/scene1_effect.cc
@@ -7,11 +7,13 @@
#include "util/fatal_error.h"
#include "util/mini_math.h"
-static CameraParams make_scene1_camera() {
+static CameraParams make_scene1_camera(float time) {
const float TAU = 6.283185307f;
- const vec3 ro(0.0f, 2.5f, 5.0f);
+ const float R = 6.0f;
+ const vec3 ro(R * sin(time * .43), 2.5f, R * cos(time * .43));
const vec3 la(0.0f, 0.0f, 0.0f);
const vec3 up(0.1f, 1.0f, 0.0f);
+
CameraParams cam;
cam.inv_view = mat4::look_at(ro, la, up).inverse();
cam.fov = TAU / 6.0f; // full vfov=60°; tan(fov/2)=tan(PI/6)=1/sqrt(3)=1/shader_fov
@@ -31,7 +33,7 @@ Scene1::Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
create_dummy_scene_texture();
camera_params_.init(ctx_.device);
- camera_params_.update(ctx_.queue, make_scene1_camera());
+ camera_params_.update(ctx_.queue, make_scene1_camera(start_time));
pipeline_.set(create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, scene1_shader_wgsl));
@@ -40,6 +42,8 @@ Scene1::Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
void Scene1::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
+
+ camera_params_.update(ctx_.queue, make_scene1_camera(params.time));
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl
index e98fae6..a47413b 100644
--- a/workspaces/main/shaders/scene1.wgsl
+++ b/workspaces/main/shaders/scene1.wgsl
@@ -26,8 +26,6 @@ fn rayPlane(ray: Ray, plane: vec4<f32>) -> f32 {
return -(dot(ray.origin, plane.xyz) + plane.w) / dot(ray.direction, plane.xyz);
}
-var<private> g_rot0: mat2x2<f32>;
-
fn render0(ray: Ray) -> vec3<f32> {
var col = vec3<f32>(0.0);
let y = abs(ray.direction.y);
@@ -54,11 +52,7 @@ const OBJ_CUBE: f32 = 1.0;
const OBJ_SPHERE: f32 = 2.0;
const OBJ_PLANE: f32 = 3.0;
-fn df(p_in: vec3<f32>) -> f32 {
- var p = p_in;
- p.x = p_in.x * g_rot0[0][0] + p_in.z * g_rot0[0][1];
- p.z = p_in.x * g_rot0[1][0] + p_in.z * g_rot0[1][1];
-
+fn df(p: vec3<f32>) -> f32 {
// Cube
var pc = p - vec3<f32>(-1.9, 0.0, 0.0);
let dCube = sdBox(pc, vec3<f32>(1.6));
@@ -77,11 +71,7 @@ fn df(p_in: vec3<f32>) -> f32 {
return d;
}
-fn dfWithID(p_in: vec3<f32>) -> RayMarchResult {
- var p = p_in;
- p.x = p_in.x * g_rot0[0][0] + p_in.z * g_rot0[0][1];
- p.z = p_in.x * g_rot0[1][0] + p_in.z * g_rot0[1][1];
-
+fn dfWithID(p: vec3<f32>) -> RayMarchResult {
// Cube
var pc = p - vec3<f32>(-1.9, 0.0, 0.0);
let dCube = sdBox(pc, vec3<f32>(1.6));
@@ -177,7 +167,7 @@ fn render1(ray: Ray) -> vec3<f32> {
}
fn effect(p: vec2<f32>) -> vec3<f32> {
- g_rot0 = rot(-0.2 * uniforms.time);
+// g_rot0 = rot(-0.2 * uniforms.time);
let ray = getCameraRay(camera, p);
return render1(ray);
}