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-rw-r--r--src/effects/heptagon_effect.cc81
1 files changed, 81 insertions, 0 deletions
diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc
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+++ b/src/effects/heptagon_effect.cc
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+// Heptagon effect v2 implementation
+
+#include "effects/heptagon_effect.h"
+#include "gpu/gpu.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
+
+HeptagonEffect::HeptagonEffect(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) {
+ // Init uniforms
+ uniforms_buffer_.init(ctx_.device);
+
+ // Create pipeline (standard v2 post-process, no depth)
+ pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
+ heptagon_v2_shader_wgsl);
+
+ // Create dummy sampler (scene effects don't use texture input)
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
+ sampler_desc.magFilter = WGPUFilterMode_Nearest;
+ sampler_desc.minFilter = WGPUFilterMode_Nearest;
+ sampler_desc.maxAnisotropy = 1;
+ sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
+
+ // Create 1×1 dummy texture
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.size = {1, 1, 1};
+ tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_desc.usage = WGPUTextureUsage_TextureBinding;
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.mipLevelCount = 1;
+ tex_desc.sampleCount = 1;
+ dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc);
+ dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr);
+}
+
+HeptagonEffect::~HeptagonEffect() {
+ if (bind_group_) wgpuBindGroupRelease(bind_group_);
+ if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
+ if (sampler_) wgpuSamplerRelease(sampler_);
+ if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_);
+ if (dummy_texture_) wgpuTextureRelease(dummy_texture_);
+}
+
+void HeptagonEffect::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Get output view (scene effects typically write to output, ignore input)
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ // Update uniforms
+ uniforms_buffer_.update(ctx_.queue, params);
+
+ // Create bind group (use dummy texture for scene effect)
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_,
+ uniforms_buffer_.get(), {nullptr, 0});
+
+ // Render pass
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
+ color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 21, 1, 0, 0); // 7 triangles * 3 vertices
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}