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Diffstat (limited to 'src/effects/fade_effect.cc')
| -rw-r--r-- | src/effects/fade_effect.cc | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/src/effects/fade_effect.cc b/src/effects/fade_effect.cc new file mode 100644 index 0000000..fd2af69 --- /dev/null +++ b/src/effects/fade_effect.cc @@ -0,0 +1,98 @@ +// This file is part of the 64k demo project. +// It implements the FadeEffect - fades to/from black based on time. + +#include "effects/fade_effect.h" +#include "gpu/post_process_helper.h" +#include <cmath> + +struct FadeParams { + float fade_amount; + float _pad[3]; +}; +static_assert(sizeof(FadeParams) == 16, "FadeParams must be 16 bytes for WGSL alignment"); + +FadeEffect::FadeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) { + const char* shader_code = R"( + struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, + }; + + struct CommonUniforms { + resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, + }; + + struct FadeParams { + fade_amount: f32, + _pad0: f32, + _pad1: f32, + _pad2: f32, + }; + + @group(0) @binding(0) var inputSampler: sampler; + @group(0) @binding(1) var inputTexture: texture_2d<f32>; + @group(0) @binding(2) var<uniform> uniforms: CommonUniforms; + @group(0) @binding(3) var<uniform> params: FadeParams; + + @vertex + fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { + var output: VertexOutput; + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0); + output.uv = pos[vertexIndex] * 0.5 + 0.5; + return output; + } + + @fragment + fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { + let color = textureSample(inputTexture, inputSampler, input.uv); + // Fade to black: 0.0 = black, 1.0 = full color + return vec4<f32>(color.rgb * params.fade_amount, color.a); + } + )"; + + pipeline_ = + create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); + params_buffer_ = gpu_create_buffer( + ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +} + +void FadeEffect::update_bind_group(WGPUTextureView input_view) { + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, + uniforms_.get(), params_buffer_); +} + +void FadeEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { + uniforms_.update(ctx_.queue, uniforms); + + // Example fade pattern: fade in at start, fade out at end + // Customize this based on your needs + float fade_amount = 1.0f; + if (uniforms.time < 2.0f) { + // Fade in from black over first 2 seconds + fade_amount = uniforms.time / 2.0f; + } else if (uniforms.time > 36.0f) { + // Fade out to black after 36 seconds + fade_amount = 1.0f - ((uniforms.time - 36.0f) / 4.0f); + fade_amount = fmaxf(fade_amount, 0.0f); + } + + FadeParams params = {fade_amount, {0.0f, 0.0f, 0.0f}}; + wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, ¶ms, + sizeof(params)); + + wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} |
