diff options
Diffstat (limited to 'src/effects')
| -rw-r--r-- | src/effects/flash_effect.cc | 70 | ||||
| -rw-r--r-- | src/effects/flash_effect.h | 21 | ||||
| -rw-r--r-- | src/effects/gaussian_blur_effect.cc | 54 | ||||
| -rw-r--r-- | src/effects/gaussian_blur_effect.h | 13 | ||||
| -rw-r--r-- | src/effects/heptagon_effect.cc | 80 | ||||
| -rw-r--r-- | src/effects/heptagon_effect.h | 18 | ||||
| -rw-r--r-- | src/effects/hybrid3_d_effect.cc | 70 | ||||
| -rw-r--r-- | src/effects/hybrid3_d_effect.h | 13 | ||||
| -rw-r--r-- | src/effects/particles_effect.cc | 67 | ||||
| -rw-r--r-- | src/effects/particles_effect.h | 13 | ||||
| -rw-r--r-- | src/effects/passthrough_effect.cc | 69 | ||||
| -rw-r--r-- | src/effects/passthrough_effect.h | 14 | ||||
| -rw-r--r-- | src/effects/peak_meter_effect.cc | 38 | ||||
| -rw-r--r-- | src/effects/peak_meter_effect.h | 14 | ||||
| -rw-r--r-- | src/effects/placeholder_effect.cc | 57 | ||||
| -rw-r--r-- | src/effects/placeholder_effect.h | 11 | ||||
| -rw-r--r-- | src/effects/rotating_cube_effect.cc | 68 | ||||
| -rw-r--r-- | src/effects/rotating_cube_effect.h | 13 | ||||
| -rw-r--r-- | src/effects/shaders.cc | 108 | ||||
| -rw-r--r-- | src/effects/shaders.h | 25 |
20 files changed, 437 insertions, 399 deletions
diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc index 1d0e629..93ff4dd 100644 --- a/src/effects/flash_effect.cc +++ b/src/effects/flash_effect.cc @@ -2,54 +2,26 @@ // Pulses white based on beat timing #include "effects/flash_effect.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" #include "util/fatal_error.h" -FlashEffect::FlashEffect(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), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { +Flash::Flash(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - uniforms_buffer_.init(ctx_.device); - pipeline_ = create_post_process_pipeline(ctx_.device, - WGPUTextureFormat_RGBA8Unorm, - flash_shader_wgsl); + init_uniforms_buffer(); + create_nearest_sampler(); + create_dummy_scene_texture(); - // 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); -} - -FlashEffect::~FlashEffect() { - 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_); + pipeline_.set(create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, flash_shader_wgsl)); } -void FlashEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Flash::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]); @@ -57,24 +29,22 @@ void FlashEffect::render(WGPUCommandEncoder encoder, uniforms_buffer_.update(ctx_.queue, params); // Update 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}); + pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), + dummy_texture_view_.get(), uniforms_buffer_.get(), + {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); 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); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get()); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); diff --git a/src/effects/flash_effect.h b/src/effects/flash_effect.h index b9bbff8..052957d 100644 --- a/src/effects/flash_effect.h +++ b/src/effects/flash_effect.h @@ -4,23 +4,18 @@ #pragma once #include "gpu/effect.h" #include "gpu/uniform_helper.h" +#include "gpu/wgpu_resource.h" -class FlashEffect : public Effect { +class Flash : public Effect { public: - FlashEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~FlashEffect() override; + Flash(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: - WGPURenderPipeline pipeline_; - WGPUBindGroup bind_group_; - WGPUSampler sampler_; - WGPUTexture dummy_texture_; - WGPUTextureView dummy_texture_view_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; + RenderPipeline pipeline_; + BindGroup bind_group_; }; diff --git a/src/effects/gaussian_blur_effect.cc b/src/effects/gaussian_blur_effect.cc index adb094c..0548b4a 100644 --- a/src/effects/gaussian_blur_effect.cc +++ b/src/effects/gaussian_blur_effect.cc @@ -1,39 +1,28 @@ -// Gaussian blur effect v2 implementation +// Gaussian blur effect implementation #include "effects/gaussian_blur_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -GaussianBlurEffect::GaussianBlurEffect(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) { - // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) +GaussianBlur::GaussianBlur(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), bind_group_(nullptr) { HEADLESS_RETURN_IF_NULL(ctx_.device); - // Create pipeline - pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - gaussian_blur_v2_shader_wgsl); - - // Create sampler - WGPUSamplerDescriptor sampler_desc = {}; - sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; - sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; - sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.minFilter = WGPUFilterMode_Linear; - sampler_desc.maxAnisotropy = 1; - sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); - - // Init uniform buffers + init_uniforms_buffer(); + create_linear_sampler(); params_buffer_.init(ctx_.device); - uniforms_buffer_.init(ctx_.device); + + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, gaussian_blur_shader_wgsl); } -void GaussianBlurEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void GaussianBlur::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Get input/output views WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -45,7 +34,7 @@ void GaussianBlurEffect::render(WGPUCommandEncoder encoder, // Update bind group WGPUBindGroupEntry entries[4] = {}; entries[0].binding = PP_BINDING_SAMPLER; - entries[0].sampler = sampler_; + entries[0].sampler = sampler_.get(); entries[1].binding = PP_BINDING_TEXTURE; entries[1].textureView = input_view; entries[2].binding = PP_BINDING_UNIFORMS; @@ -67,17 +56,14 @@ void GaussianBlurEffect::render(WGPUCommandEncoder encoder, // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/gaussian_blur_effect.h b/src/effects/gaussian_blur_effect.h index 8bf34dc..f4b8fcf 100644 --- a/src/effects/gaussian_blur_effect.h +++ b/src/effects/gaussian_blur_effect.h @@ -6,7 +6,7 @@ #include "gpu/uniform_helper.h" struct GaussianBlurParams { - float strength = 1.0f; + float strength = 8.0f; float strength_audio = 0.5f; float stretch = 1.0f; float _pad = 0.0f; @@ -14,11 +14,11 @@ struct GaussianBlurParams { static_assert(sizeof(GaussianBlurParams) == 16, "GaussianBlurParams must be 16 bytes"); -class GaussianBlurEffect : public Effect { +class GaussianBlur : public Effect { public: - GaussianBlurEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); + GaussianBlur(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -26,9 +26,6 @@ class GaussianBlurEffect : public Effect { private: WGPURenderPipeline pipeline_; WGPUBindGroup bind_group_; - WGPUSampler sampler_; GaussianBlurParams blur_params_; UniformBuffer<GaussianBlurParams> params_buffer_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; - diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc index 303ab2a..c9ec17c 100644 --- a/src/effects/heptagon_effect.cc +++ b/src/effects/heptagon_effect.cc @@ -1,57 +1,29 @@ -// Heptagon effect v2 implementation +// Heptagon effect implementation #include "effects/heptagon_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.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) { - // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) +Heptagon::Heptagon(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - // 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); -} + init_uniforms_buffer(); + create_nearest_sampler(); + create_dummy_scene_texture(); -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_); + pipeline_.set(create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, heptagon_shader_wgsl)); } -void HeptagonEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Heptagon::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]); @@ -59,25 +31,23 @@ void HeptagonEffect::render(WGPUCommandEncoder encoder, 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}); + pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), + dummy_texture_view_.get(), uniforms_buffer_.get(), + {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); 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 + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get()); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/heptagon_effect.h b/src/effects/heptagon_effect.h index 9f148a1..4563e47 100644 --- a/src/effects/heptagon_effect.h +++ b/src/effects/heptagon_effect.h @@ -4,22 +4,18 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" +#include "gpu/wgpu_resource.h" -class HeptagonEffect : public Effect { +class Heptagon : public Effect { public: - HeptagonEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~HeptagonEffect(); + Heptagon(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: - WGPURenderPipeline pipeline_; - WGPUBindGroup bind_group_; - WGPUSampler sampler_; - WGPUTexture dummy_texture_; - WGPUTextureView dummy_texture_view_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; + RenderPipeline pipeline_; + BindGroup bind_group_; }; - diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc index 0e6ea35..5832b57 100644 --- a/src/effects/hybrid3_d_effect.cc +++ b/src/effects/hybrid3_d_effect.cc @@ -1,15 +1,17 @@ // This file is part of the 64k demo project. -// It implements Hybrid3DEffect (simplified v2 port). +// It implements Hybrid3D (simplified v2 port). // TODO: Full Renderer3D integration with texture manager, noise assets #include "util/fatal_error.h" #include "effects/hybrid3_d_effect.h" +#include "gpu/gpu.h" #include <cmath> -Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"), +Hybrid3D::Hybrid3D(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth"), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -32,24 +34,12 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, uint32_t white_pixel = 0xFFFFFFFF; #if defined(DEMO_CROSS_COMPILE_WIN32) WGPUImageCopyTexture dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTextureDataLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTextureDataLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #else WGPUTexelCopyTextureInfo dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTexelCopyBufferLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTexelCopyBufferLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #endif WGPUExtent3D size = {1, 1, 1}; wgpuQueueWriteTexture(ctx_.queue, &dst, &white_pixel, 4, &data_layout, &size); @@ -67,8 +57,9 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, scene_.add_object(center); for (int i = 0; i < 8; ++i) { - ObjectType type = (i % 3 == 1) ? ObjectType::TORUS : - (i % 3 == 2) ? ObjectType::BOX : ObjectType::SPHERE; + ObjectType type = (i % 3 == 1) ? ObjectType::TORUS + : (i % 3 == 2) ? ObjectType::BOX + : ObjectType::SPHERE; Object3D obj(type); float angle = (i / 8.0f) * 6.28318f; @@ -86,7 +77,7 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, } } -Hybrid3DEffect::~Hybrid3DEffect() { +Hybrid3D::~Hybrid3D() { if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) @@ -94,14 +85,14 @@ Hybrid3DEffect::~Hybrid3DEffect() { renderer_.shutdown(); } -void Hybrid3DEffect::declare_nodes(NodeRegistry& registry) { +void Hybrid3D::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void Hybrid3DEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Hybrid3D::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Update camera (orbiting) float angle = params.time * 0.3f; vec3 cam_pos = vec3(std::cos(angle) * 10.0f, 5.0f, std::sin(angle) * 10.0f); @@ -113,6 +104,25 @@ void Hybrid3DEffect::render(WGPUCommandEncoder encoder, WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); WGPUTextureView depth_view = nodes.get_view(depth_node_); - // Render 3D scene - renderer_.render(scene_, camera_, params.time, color_view, depth_view); + // Render 3D scene using sequence encoder + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, color_view); + color_attachment.clearValue = {0.05f, 0.05f, 0.05f, 1.0f}; + + WGPURenderPassDepthStencilAttachment depth_attachment = {}; + depth_attachment.view = depth_view; + depth_attachment.depthLoadOp = WGPULoadOp_Clear; + depth_attachment.depthStoreOp = WGPUStoreOp_Store; + depth_attachment.depthClearValue = 1.0f; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + pass_desc.depthStencilAttachment = &depth_attachment; + + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + renderer_.draw(pass, scene_, camera_, params.time); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/hybrid3_d_effect.h b/src/effects/hybrid3_d_effect.h index e6e0f49..e0aa6da 100644 --- a/src/effects/hybrid3_d_effect.h +++ b/src/effects/hybrid3_d_effect.h @@ -9,16 +9,15 @@ #include "3d/scene.h" #include "gpu/effect.h" -class Hybrid3DEffect : public Effect { +class Hybrid3D : public Effect { public: - Hybrid3DEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~Hybrid3DEffect() override; + Hybrid3D(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~Hybrid3D() override; void declare_nodes(NodeRegistry& registry) override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc index b9e2b9c..3c9feb7 100644 --- a/src/effects/particles_effect.cc +++ b/src/effects/particles_effect.cc @@ -1,21 +1,20 @@ // This file is part of the 64k demo project. -// It implements the ParticlesEffect. +// It implements the Particles. -#include "util/fatal_error.h" #include "effects/particles_effect.h" +#include "effects/shaders.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" #include <vector> -ParticlesEffect::ParticlesEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs) { - // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) +Particles::Particles(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - // Initialize uniforms - uniforms_.init(ctx_.device); + init_uniforms_buffer(); // Initialize particles buffer std::vector<Particle> init_p(NUM_PARTICLES); @@ -48,51 +47,53 @@ ParticlesEffect::ParticlesEffect(const GpuContext& ctx, // Create compute shader (particle simulation) ResourceBinding compute_bindings[] = { {particles_buffer_, WGPUBufferBindingType_Storage}, - {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_v2_wgsl, + {uniforms_buffer_.get(), WGPUBufferBindingType_Uniform}}; + compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_wgsl, compute_bindings, 2); compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; // Create render shader (particle rendering) ResourceBinding render_bindings[] = { {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, - {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - render_pass_ = gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - particle_render_v2_wgsl, render_bindings, 2); + {uniforms_buffer_.get(), WGPUBufferBindingType_Uniform}}; + render_pass_ = + gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, + particle_render_wgsl, render_bindings, 2); render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } -void ParticlesEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Particles::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Update uniforms - uniforms_.update(ctx_.queue, params); + uniforms_buffer_.update(ctx_.queue, params); // Run compute pass (particle simulation) - WGPUComputePassEncoder compute = wgpuCommandEncoderBeginComputePass(encoder, nullptr); + WGPUComputePassEncoder compute = + wgpuCommandEncoderBeginComputePass(encoder, nullptr); wgpuComputePassEncoderSetPipeline(compute, compute_pass_.pipeline); - wgpuComputePassEncoderSetBindGroup(compute, 0, compute_pass_.bind_group, 0, nullptr); - wgpuComputePassEncoderDispatchWorkgroups(compute, compute_pass_.workgroup_size_x, 1, 1); + wgpuComputePassEncoderSetBindGroup(compute, 0, compute_pass_.bind_group, 0, + nullptr); + wgpuComputePassEncoderDispatchWorkgroups( + compute, compute_pass_.workgroup_size_x, 1, 1); wgpuComputePassEncoderEnd(compute); // Run render pass (draw particles to output) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0}}; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor render_desc = { - .colorAttachmentCount = 1, - .colorAttachments = &color_attachment}; + .colorAttachmentCount = 1, .colorAttachments = &color_attachment}; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &render_desc); wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline); - wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count, render_pass_.instance_count, 0, 0); + wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, + nullptr); + wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count, + render_pass_.instance_count, 0, 0); wgpuRenderPassEncoderEnd(pass); } diff --git a/src/effects/particles_effect.h b/src/effects/particles_effect.h index 76c2ef4..e855b7b 100644 --- a/src/effects/particles_effect.h +++ b/src/effects/particles_effect.h @@ -18,19 +18,16 @@ struct Particle { float color[4]; }; -class ParticlesEffect : public Effect { +class Particles : public Effect { public: - ParticlesEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + Particles(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: ComputePass compute_pass_; RenderPass render_pass_; GpuBuffer particles_buffer_; - UniformBuffer<UniformsSequenceParams> uniforms_; }; - diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc index 56e3711..24eefca 100644 --- a/src/effects/passthrough_effect.cc +++ b/src/effects/passthrough_effect.cc @@ -1,39 +1,27 @@ -// Passthrough effect v2 implementation +// Passthrough effect implementation #include "effects/passthrough_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -PassthroughEffect::PassthroughEffect(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) { - // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) +Passthrough::Passthrough(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, + float start_time, float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); - // Init uniform buffer - uniforms_buffer_.init(ctx_.device); - // Create pipeline (simple version without effect params) - pipeline_ = create_post_process_pipeline_simple(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + init_uniforms_buffer(); + create_linear_sampler(); - // Create sampler - WGPUSamplerDescriptor sampler_desc = {}; - sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; - sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; - sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; - sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.minFilter = WGPUFilterMode_Linear; - sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; - sampler_desc.maxAnisotropy = 1; - sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); + pipeline_.set(create_post_process_pipeline_simple( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl)); } -void PassthroughEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Passthrough::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Get input/output views WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -44,7 +32,7 @@ void PassthroughEffect::render(WGPUCommandEncoder encoder, // Manually create bind group with only 3 entries (no effect params needed) WGPUBindGroupEntry entries[3] = {}; entries[0].binding = PP_BINDING_SAMPLER; - entries[0].sampler = sampler_; + entries[0].sampler = sampler_.get(); entries[1].binding = PP_BINDING_TEXTURE; entries[1].textureView = input_view; entries[2].binding = PP_BINDING_UNIFORMS; @@ -52,32 +40,25 @@ void PassthroughEffect::render(WGPUCommandEncoder encoder, entries[2].size = sizeof(UniformsSequenceParams); WGPUBindGroupDescriptor bg_desc = {}; - bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); + bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_.get(), 0); bg_desc.entryCount = 3; bg_desc.entries = entries; - if (bind_group_) { - wgpuBindGroupRelease(bind_group_); - } - bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc); + bind_group_.replace(wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc)); // Render pass - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0} - }; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); 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, 3, 1, 0, 0); // Fullscreen triangle + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get()); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/passthrough_effect.h b/src/effects/passthrough_effect.h index 125ac5a..1c60e02 100644 --- a/src/effects/passthrough_effect.h +++ b/src/effects/passthrough_effect.h @@ -4,18 +4,18 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" +#include "gpu/wgpu_resource.h" -class PassthroughEffect : public Effect { +class Passthrough : public Effect { public: - PassthroughEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); + Passthrough(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: - WGPURenderPipeline pipeline_; - WGPUBindGroup bind_group_; - WGPUSampler sampler_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; + RenderPipeline pipeline_; + BindGroup bind_group_; }; diff --git a/src/effects/peak_meter_effect.cc b/src/effects/peak_meter_effect.cc index 692d851..d077302 100644 --- a/src/effects/peak_meter_effect.cc +++ b/src/effects/peak_meter_effect.cc @@ -5,13 +5,14 @@ #include "gpu/shader_composer.h" #include "util/fatal_error.h" -PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) { +PeakMeter::PeakMeter(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), bind_group_(nullptr) { HEADLESS_RETURN_IF_NULL(ctx_.device); - uniforms_buffer_.init(ctx_.device); + init_uniforms_buffer(); const char* shader_main = R"( struct VertexOutput { @@ -58,19 +59,20 @@ PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx, std::string shader_code = ShaderComposer::Get().Compose({"common_uniforms"}, shader_main); - pipeline_ = create_post_process_pipeline(ctx_.device, - WGPUTextureFormat_RGBA8Unorm, - shader_code.c_str()); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, shader_code.c_str()); } -PeakMeterEffect::~PeakMeterEffect() { - if (bind_group_) wgpuBindGroupRelease(bind_group_); - if (pipeline_) wgpuRenderPipelineRelease(pipeline_); +PeakMeter::~PeakMeter() { + if (bind_group_) + wgpuBindGroupRelease(bind_group_); + if (pipeline_) + wgpuRenderPipelineRelease(pipeline_); } -void PeakMeterEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void PeakMeter::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -79,17 +81,15 @@ void PeakMeterEffect::render(WGPUCommandEncoder encoder, uniforms_buffer_.get(), {nullptr, 0}); WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + gpu_init_color_attachment(color_attachment, output_view); color_attachment.loadOp = WGPULoadOp_Load; - 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); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/peak_meter_effect.h b/src/effects/peak_meter_effect.h index 905bcda..1786522 100644 --- a/src/effects/peak_meter_effect.h +++ b/src/effects/peak_meter_effect.h @@ -5,19 +5,17 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PeakMeterEffect : public Effect { +class PeakMeter : public Effect { public: - PeakMeterEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~PeakMeterEffect() override; + PeakMeter(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~PeakMeter() override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: WGPURenderPipeline pipeline_; WGPUBindGroup bind_group_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; diff --git a/src/effects/placeholder_effect.cc b/src/effects/placeholder_effect.cc index d8852da..e024a6b 100644 --- a/src/effects/placeholder_effect.cc +++ b/src/effects/placeholder_effect.cc @@ -1,41 +1,32 @@ -// Placeholder effect v2 implementation - logs TODO warning once +// Placeholder effect implementation - logs TODO warning once #include "effects/placeholder_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" #include <cstdio> -PlaceholderEffect::PlaceholderEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs, - const char* placeholder_name) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), - sampler_(nullptr), name_(placeholder_name) { - // Log once on construction - fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); +Placeholder::Placeholder(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, + float start_time, float end_time, + const char* placeholder_name) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), + bind_group_(nullptr), name_(placeholder_name) { + fprintf(stderr, "TODO: %s not yet implemented, using passthrough\n", name_); - // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); - uniforms_buffer_.init(ctx_.device); - pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + init_uniforms_buffer(); + create_linear_sampler(); - WGPUSamplerDescriptor sampler_desc = {}; - sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; - sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; - sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; - sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.minFilter = WGPUFilterMode_Linear; - sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; - sampler_desc.maxAnisotropy = 1; - sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl); } -void PlaceholderEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Placeholder::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -44,19 +35,15 @@ void PlaceholderEffect::render(WGPUCommandEncoder encoder, pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_buffer_.get(), {nullptr, 0}); - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0} - }; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/placeholder_effect.h b/src/effects/placeholder_effect.h index f7917ab..72b156f 100644 --- a/src/effects/placeholder_effect.h +++ b/src/effects/placeholder_effect.h @@ -6,11 +6,11 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PlaceholderEffect : public Effect { +class Placeholder : public Effect { public: - PlaceholderEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs, - const char* placeholder_name = "UnknownEffect"); + Placeholder(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time, const char* placeholder_name = "UnknownEffect"); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -18,8 +18,5 @@ class PlaceholderEffect : public Effect { private: WGPURenderPipeline pipeline_; WGPUBindGroup bind_group_; - WGPUSampler sampler_; - UniformBuffer<UniformsSequenceParams> uniforms_buffer_; const char* name_; }; - diff --git a/src/effects/rotating_cube_effect.cc b/src/effects/rotating_cube_effect.cc index 57f0a83..6c350a7 100644 --- a/src/effects/rotating_cube_effect.cc +++ b/src/effects/rotating_cube_effect.cc @@ -1,16 +1,17 @@ // This file is part of the 64k demo project. -// It implements RotatingCubeEffect (simplified v2 port). +// It implements RotatingCube. -#include "util/fatal_error.h" #include "effects/rotating_cube_effect.h" +#include "effects/shaders.h" #include "gpu/bind_group_builder.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { +RotatingCube::RotatingCube(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth") { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -39,10 +40,10 @@ RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, WGPUPipelineLayout pipeline_layout = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc); - // Load shader (TODO: create rotating_cube_v2.wgsl) + // Load shader WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_src.code = str_view(rotating_cube_v2_wgsl); + wgsl_src.code = str_view(rotating_cube_wgsl); WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = &wgsl_src.chain; @@ -100,21 +101,21 @@ RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, wgpuBindGroupLayoutRelease(bgl); } -RotatingCubeEffect::~RotatingCubeEffect() { +RotatingCube::~RotatingCube() { if (bind_group_) wgpuBindGroupRelease(bind_group_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); } -void RotatingCubeEffect::declare_nodes(NodeRegistry& registry) { +void RotatingCube::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void RotatingCubeEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void RotatingCube::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { rotation_ += 0.016f * 1.5f; // Camera setup @@ -138,7 +139,8 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, const Uniforms uniforms = { .view_proj = view_proj, .inv_view_proj = view_proj.inverse(), - .camera_pos_time = vec4(camera_pos.x, camera_pos.y, camera_pos.z, params.time), + .camera_pos_time = + vec4(camera_pos.x, camera_pos.y, camera_pos.z, params.time), .params = vec4(1.0f, 0.0f, 0.0f, 0.0f), .resolution = params.resolution, .aspect_ratio = params.aspect_ratio, @@ -156,6 +158,22 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, wgpuQueueWriteBuffer(ctx_.queue, object_buffer_.buffer, 0, &obj_data, sizeof(ObjectData)); + // Blit input to output if compositing (not reading from source) + if (!input_nodes_.empty() && input_nodes_[0] != "source") { + WGPUTexture input_tex = nodes.get_texture(input_nodes_[0]); + WGPUTexture output_tex = nodes.get_texture(output_nodes_[0]); + if (input_tex && output_tex) { + GpuTextureCopyInfo src = { + .texture = input_tex, .mipLevel = 0, .aspect = WGPUTextureAspect_All}; + GpuTextureCopyInfo dst = {.texture = output_tex, + .mipLevel = 0, + .aspect = WGPUTextureAspect_All}; + WGPUExtent3D copy_size = {(uint32_t)params.resolution.x, + (uint32_t)params.resolution.y, 1}; + wgpuCommandEncoderCopyTextureToTexture(encoder, &src, &dst, ©_size); + } + } + // Get output views WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); WGPUTextureView depth_view = nodes.get_view(depth_node_); @@ -163,10 +181,13 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, // Render pass with depth WGPURenderPassColorAttachment color_attachment = { .view = color_view, + #if !defined(DEMO_CROSS_COMPILE_WIN32) .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, +#endif + // .loadOp = WGPULoadOp_Clear, + .loadOp = WGPULoadOp_Load, .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0}}; + .clearValue = {0.0, 0.0, 0.0, 0.0}}; WGPURenderPassDepthStencilAttachment depth_attachment = { .view = depth_view, @@ -174,15 +195,16 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, .depthStoreOp = WGPUStoreOp_Discard, .depthClearValue = 1.0f}; - WGPURenderPassDescriptor pass_desc = { - .colorAttachmentCount = 1, - .colorAttachments = &color_attachment, - .depthStencilAttachment = &depth_attachment}; + WGPURenderPassDescriptor pass_desc = {.colorAttachmentCount = 1, + .colorAttachments = &color_attachment, + .depthStencilAttachment = + &depth_attachment}; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0); // 36 vertices for cube + wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0); // 36 vertices for cube wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/rotating_cube_effect.h b/src/effects/rotating_cube_effect.h index 1c0155a..e773025 100644 --- a/src/effects/rotating_cube_effect.h +++ b/src/effects/rotating_cube_effect.h @@ -8,16 +8,15 @@ #include "gpu/uniform_helper.h" #include "util/mini_math.h" -class RotatingCubeEffect : public Effect { +class RotatingCube : public Effect { public: - RotatingCubeEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~RotatingCubeEffect() override; + RotatingCube(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~RotatingCube() override; void declare_nodes(NodeRegistry& registry) override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc new file mode 100644 index 0000000..d181632 --- /dev/null +++ b/src/effects/shaders.cc @@ -0,0 +1,108 @@ +// This file is part of the 64k demo project. +// It defines WGSL shader code for various effects. + +#include "effects/shaders.h" +#include "gpu/shader_composer.h" +#include "util/asset_manager.h" + +#if defined(USE_TEST_ASSETS) +#include "test_assets.h" +#else +#include "generated/assets.h" +#endif + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + auto register_if_exists = [&](const char* name, AssetId id) { + size_t size; + + const char* data = (const char*)GetAsset(id, &size); + + if (data) { + sc.RegisterSnippet(name, std::string(data, size)); + } + }; + + register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); + register_if_exists("sequence_uniforms", + AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS); + register_if_exists("postprocess_inline", + AssetId::ASSET_SHADER_POSTPROCESS_INLINE); + // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); + register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); + register_if_exists("math/common_utils", + AssetId::ASSET_SHADER_MATH_COMMON_UTILS); + register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); + register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); + register_if_exists("render/scene_query_bvh", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); + register_if_exists("render/scene_query_linear", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); + register_if_exists("render/lighting_utils", + AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); + + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); + + register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); + + register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); + register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); + + register_if_exists("render/fullscreen_vs", + AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); + register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR); + register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); + register_if_exists("render/raymarching", + AssetId::ASSET_SHADER_RENDER_RAYMARCHING); + + // CNN shaders (workspace-specific) + // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); + // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); + // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); + // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); + // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); + // register_if_exists("cnn_weights_generated", + // AssetId::ASSET_SHADER_CNN_WEIGHTS); + +#if !defined(STRIP_ALL) + sc.VerifyIncludes(); +#endif +} + +// Helper to get asset string or empty string +static const char* SafeGetAsset(AssetId id) { + const uint8_t* data = GetAsset(id); + return data ? (const char*)data : ""; +} + +// Effect shaders +const char* passthrough_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); +const char* gaussian_blur_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); +const char* heptagon_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); +const char* particle_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); +const char* particle_render_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); +const char* rotating_cube_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); +const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); + +// Compute shaders +const char* gen_noise_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); +const char* gen_perlin_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); +const char* gen_grid_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); +#if !defined(STRIP_GPU_COMPOSITE) +const char* gen_blend_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); +const char* gen_mask_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); +#endif diff --git a/src/effects/shaders.h b/src/effects/shaders.h new file mode 100644 index 0000000..b8700f5 --- /dev/null +++ b/src/effects/shaders.h @@ -0,0 +1,25 @@ +// This file is part of the 64k demo project. +// It declares the WGSL shader strings and initialization function. + +#pragma once + +// Initializes the ShaderComposer with snippet assets. +void InitShaderComposer(); + +// Effect shaders +extern const char* passthrough_shader_wgsl; +extern const char* gaussian_blur_shader_wgsl; +extern const char* heptagon_shader_wgsl; +extern const char* particle_compute_wgsl; +extern const char* particle_render_wgsl; +extern const char* rotating_cube_wgsl; +extern const char* flash_shader_wgsl; + +// Compute shaders +extern const char* gen_noise_compute_wgsl; +extern const char* gen_perlin_compute_wgsl; +extern const char* gen_grid_compute_wgsl; +#if !defined(STRIP_GPU_COMPOSITE) +extern const char* gen_blend_compute_wgsl; +extern const char* gen_mask_compute_wgsl; +#endif |
