diff options
Diffstat (limited to 'src/gpu/demo_effects.cc')
| -rw-r--r-- | src/gpu/demo_effects.cc | 329 |
1 files changed, 241 insertions, 88 deletions
diff --git a/src/gpu/demo_effects.cc b/src/gpu/demo_effects.cc index 45a1bea..5d7419d 100644 --- a/src/gpu/demo_effects.cc +++ b/src/gpu/demo_effects.cc @@ -20,16 +20,20 @@ create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format, WGPUShaderModule shader_module = wgpuDeviceCreateShaderModule(device, &shader_desc); - WGPUBindGroupLayoutEntry bgl_entries[2] = {}; + WGPUBindGroupLayoutEntry bgl_entries[3] = {}; bgl_entries[0].binding = 0; bgl_entries[0].visibility = WGPUShaderStage_Fragment; bgl_entries[0].sampler.type = WGPUSamplerBindingType_Filtering; bgl_entries[1].binding = 1; bgl_entries[1].visibility = WGPUShaderStage_Fragment; bgl_entries[1].texture.sampleType = WGPUTextureSampleType_Float; + bgl_entries[1].texture.viewDimension = WGPUTextureViewDimension_2D; + bgl_entries[2].binding = 2; + bgl_entries[2].visibility = WGPUShaderStage_Fragment; + bgl_entries[2].buffer.type = WGPUBufferBindingType_Uniform; WGPUBindGroupLayoutDescriptor bgl_desc = {}; - bgl_desc.entryCount = 2; + bgl_desc.entryCount = 3; bgl_desc.entries = bgl_entries; WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device, &bgl_desc); @@ -58,6 +62,8 @@ create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format, return wgpuDeviceCreateRenderPipeline(device, &pipeline_desc); } +// --- SHADERS --- + const char *main_shader_wgsl = R"( struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, }; @group(0) @binding(0) var<uniform> uniforms: Uniforms; @@ -73,9 +79,48 @@ struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, }; let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0; let r = sin(h)*0.5+0.5; let g = sin(h+2.0)*0.9+0.3; let b = sin(h+4.0)*0.5+0.5; let boost = uniforms.audio_peak * 0.5; - return vec4<f32>(r+boost,g+boost,b+boost, 0.5); + return vec4<f32>(r+boost,g+boost,b+boost, 1.0); +})"; + +const char *particle_compute_wgsl = R"( +struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, }; +struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; +@group(0) @binding(0) var<storage, read_write> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + let i = id.x; if (i >= arrayLength(&particles)) { return; } + var p = particles[i]; + p.pos.xyz = p.pos.xyz + p.vel.xyz * 0.016; + p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0); + p.rot.x = p.rot.x + p.rot.y * 0.016; + if (p.pos.y < -1.5) { + p.pos.y = 1.5; + p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); + p.vel.y = 0.0; + } + particles[i] = p; })"; +const char *particle_render_wgsl = R"( +struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, }; +struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; +@group(0) @binding(0) var<storage, read> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: Uniforms; +struct VSOut { @builtin(position) pos: vec4<f32>, @location(0) color: vec4<f32>, }; +@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { + let p = particles[ii]; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; + var offsets = array<vec2<f32>, 6>(vec2<f32>(-1,-1), vec2<f32>(1,-1), vec2<f32>(-1,1), vec2<f32>(-1,1), vec2<f32>(1,-1), vec2<f32>(1,1)); + let offset = offsets[vi]; + let c = cos(p.rot.x); let s = sin(p.rot.x); + let rotated_offset = vec2<f32>(offset.x*c-offset.y*s, offset.x*s+offset.y*c); + let pos = vec2<f32>(p.pos.x + rotated_offset.x*size/uniforms.aspect_ratio, p.pos.y + rotated_offset.y*size); + return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak)); +} +@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> { return color; } +)"; + const char *passthrough_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; @@ -84,66 +129,128 @@ const char *passthrough_shader_wgsl = R"( return vec4<f32>(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); // FIXME: Resolution + return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); +})"; + +const char *ellipse_shader_wgsl = R"( +struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; +@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>(vec2<f32>(-1.0, -1.0), vec2<f32>( 3.0, -1.0), vec2<f32>(-1.0, 3.0)); + return vec4<f32>(pos[i], 0.0, 1.0); +} +fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { + var p_abs = abs(p); if (p_abs.x > p_abs.y) { p_abs = vec2<f32>(p_abs.y, p_abs.x); } + let l = ab.y*ab.y - ab.x*ab.x; let m = ab.x*p_abs.x/l; let n = ab.y*p_abs.y/l; + let m2 = m*m; let n2 = n*n; let c = (m2+n2-1.0)/3.0; let c3 = c*c*c; + let d = c3 + m2*n2; let g = m + m*n2; var co: f32; + if (d < 0.0) { let h = acos((c3 + m2*n2*2.0)/c3)/3.0; let s = cos(h); let t = sin(h)*sqrt(3.0); co = (sqrt(-c*(s+t*2.0)+m2) + sign(l)*sqrt(-c*(s-t*2.0)+m2) + abs(g)/(sqrt(-c*(s+t*2.0)+m2)*sqrt(-c*(s-t*2.0)+m2)) - m) / 2.0; } + else { let h = 2.0*m*n*sqrt(d); let s = sign(c3+m2*n2+h)*pow(abs(c3+m2*n2+h), 1.0/3.0); let u = sign(c3+m2*n2-h)*pow(abs(c3+m2*n2-h), 1.0/3.0); let rx = -s-u + m2*2.0; let ry = (s-u)*sqrt(3.0); co = (ry/sqrt(sqrt(rx*rx+ry*ry)-rx) + 2.0*g/sqrt(rx*rx+ry*ry) - m) / 2.0; } + let si = sqrt(max(0.0, 1.0-co*co)); return length(p_abs-vec2<f32>(ab.x*co, ab.y*si)) * sign(p_abs.y*ab.x*co-p_abs.x*ab.y*si); +} +@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { + let uv = (p.xy / vec2<f32>(1280.0, 720.0) - 0.5) * 2.0; + let movement = vec2<f32>(sin(uniforms.time*0.7), cos(uniforms.time*0.5)); + let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat*0.2)); + return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d)); +})"; + +const char *particle_spray_compute_wgsl = R"( +struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, }; +struct Uniforms { intensity: f32, aspect_ratio: f32, time: f32, beat: f32, }; +@group(0) @binding(0) var<storage, read_write> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: Uniforms; +fn hash(p: f32) -> f32 { return fract(sin(p)*43758.5453); } +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + let i = id.x; if (i >= arrayLength(&particles)) { return; } + var p = particles[i]; + if (p.pos.w <= 0.0) { + let r = hash(f32(i) + uniforms.time); let angle = r * 6.28318; + p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0); + p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r)*0.5) * (1.0 + uniforms.intensity * 2.0); + p.color = vec4<f32>(hash(r+0.1), hash(r+0.2), 1.0, 1.0); + } + p.pos.xyz = p.pos.xyz + p.vel.xyz * 0.016; p.vel.y = p.vel.y - 0.01; p.pos.w = p.pos.w - 0.01 * (1.0 + uniforms.beat); + particles[i] = p; })"; const char *gaussian_blur_shader_wgsl = R"( -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; +@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; +struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; +@group(0) @binding(2) var<uniform> uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3)); return vec4<f32>(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); + let uv = p.xy / vec2<f32>(1280.0, 720.0); var res = vec4<f32>(0.0); + let size = 5.0 * uniforms.intensity; + for(var x: f32 = -2.0; x <= 2.0; x += 1.0) { + for(var y: f32 = -2.0; y <= 2.0; y += 1.0) { + res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / 1280.0); + } + } + return res / 25.0; })"; const char *solarize_shader_wgsl = R"( -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; +@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; +struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; +@group(0) @binding(2) var<uniform> uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3)); return vec4<f32>(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); + let uv = p.xy / vec2<f32>(1280.0, 720.0); var col = textureSample(txt, smplr, uv); + let thr = 0.5 + 0.3 * sin(uniforms.time); + if(col.r < thr) { col.r = 1.0 - col.r; } + if(col.g < thr) { col.g = 1.0 - col.g; } + if(col.b < thr) { col.b = 1.0 - col.b; } + return col; })"; const char *distort_shader_wgsl = R"( -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; +@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; +struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; +@group(0) @binding(2) var<uniform> uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3)); return vec4<f32>(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); + let uv = p.xy / vec2<f32>(1280.0, 720.0); + let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0); + return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0)); })"; const char *chroma_aberration_shader_wgsl = R"( -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; +@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; +struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, }; +@group(0) @binding(2) var<uniform> uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3)); return vec4<f32>(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0)); + let uv = p.xy / vec2<f32>(1280.0, 720.0); + let off = 0.02 * uniforms.intensity; + let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r; + let g = textureSample(txt, smplr, uv).g; + let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b; + return vec4<f32>(r, g, b, 1.0); })"; // --- HeptagonEffect --- -HeptagonEffect::HeptagonEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : queue_(queue) { - uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, - WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); +HeptagonEffect::HeptagonEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}}; pass_ = gpu_create_render_pass(device, format, main_shader_wgsl, bindings, 1); pass_.vertex_count = 21; } -void HeptagonEffect::render(WGPURenderPassEncoder pass, float time, float beat, - float intensity, float aspect_ratio) { - struct { float p, a, t, d; } u = {intensity, aspect_ratio, time, 0.0f}; +void HeptagonEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float p, a, t, d; } u = {i, a, t, 0.0f}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline); wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr); @@ -151,95 +258,141 @@ void HeptagonEffect::render(WGPURenderPassEncoder pass, float time, float beat, } // --- ParticlesEffect --- -ParticlesEffect::ParticlesEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : queue_(queue) { - // TODO: Restore real implementation +ParticlesEffect::ParticlesEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + std::vector<Particle> init_p(NUM_PARTICLES); + particles_buffer_ = gpu_create_buffer(device, sizeof(Particle) * NUM_PARTICLES, WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data()); + ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage}, {uniforms_, WGPUBufferBindingType_Uniform}}; + compute_pass_ = gpu_create_compute_pass(device, particle_compute_wgsl, cb, 2); + compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; + ResourceBinding rb[] = {{particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_, WGPUBufferBindingType_Uniform}}; + render_pass_ = gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2); + render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } -void ParticlesEffect::compute(WGPUCommandEncoder encoder, float time, - float beat, float intensity, float aspect_ratio) { - (void)encoder; (void)time; (void)beat; (void)intensity; (void)aspect_ratio; +void ParticlesEffect::compute(WGPUCommandEncoder e, float t, float b, float i, float a) { + struct { float p, a, t, d; } u = {i, a, t, 0.0f}; + wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr); + wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline); + wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0, nullptr); + wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x, 1, 1); + wgpuComputePassEncoderEnd(pass); } -void ParticlesEffect::render(WGPURenderPassEncoder pass, float time, float beat, - float intensity, float aspect_ratio) { - (void)pass; (void)time; (void)beat; (void)intensity; (void)aspect_ratio; +void ParticlesEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + 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); } // --- PassthroughEffect --- -PassthroughEffect::PassthroughEffect(WGPUDevice device, - WGPUTextureFormat format) - : device_(device) { +PassthroughEffect::PassthroughEffect(WGPUDevice device, WGPUTextureFormat format) : device_(device) { pipeline_ = create_post_process_pipeline(device, format, passthrough_shader_wgsl); } void PassthroughEffect::update_bind_group(WGPUTextureView input_view) { if (bind_group_) wgpuBindGroupRelease(bind_group_); WGPUBindGroupLayout bgl = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); - WGPUSamplerDescriptor sd = {}; - WGPUSampler sampler = wgpuDeviceCreateSampler(device_, &sd); - WGPUBindGroupEntry bge[2] = {}; - bge[0].binding = 0; bge[0].sampler = sampler; - bge[1].binding = 1; bge[1].textureView = input_view; + WGPUSamplerDescriptor sd = {}; WGPUSampler sampler = wgpuDeviceCreateSampler(device_, &sd); + WGPUBindGroupEntry bge[2] = {}; bge[0].binding = 0; bge[0].sampler = sampler; bge[1].binding = 1; bge[1].textureView = input_view; WGPUBindGroupDescriptor bgd = {.layout = bgl, .entryCount = 2, .entries = bge}; bind_group_ = wgpuDeviceCreateBindGroup(device_, &bgd); } -// --- Stubs for others --- -MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : queue_(queue) {} -void MovingEllipseEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, - float aspect_ratio) {} +// --- MovingEllipseEffect --- +MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}}; + pass_ = gpu_create_render_pass(device, format, ellipse_shader_wgsl, bindings, 1); + pass_.vertex_count = 3; +} +void MovingEllipseEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float t, b, i, a; } u = {t, b, i, a}; + wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline); + wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} -ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : queue_(queue) {} -void ParticleSprayEffect::compute(WGPUCommandEncoder encoder, float time, - float beat, float intensity, - float aspect_ratio) {} -void ParticleSprayEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, - float aspect_ratio) {} +// --- ParticleSprayEffect --- +ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + std::vector<Particle> init_p(NUM_PARTICLES); for (auto &p : init_p) p.pos[3] = 0.0f; + particles_buffer_ = gpu_create_buffer(device, sizeof(Particle) * NUM_PARTICLES, WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data()); + ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage}, {uniforms_, WGPUBufferBindingType_Uniform}}; + compute_pass_ = gpu_create_compute_pass(device, particle_spray_compute_wgsl, cb, 2); + compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; + ResourceBinding rb[] = {{particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_, WGPUBufferBindingType_Uniform}}; + render_pass_ = gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2); + render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; +} +void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b, float i, float a) { + struct { float i, a, t, b; } u = {i, a, t, b}; + wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr); + wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline); + wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0, nullptr); + wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x, 1, 1); + wgpuComputePassEncoderEnd(pass); +} +void ParticleSprayEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline); + wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 6, NUM_PARTICLES, 0, 0); +} -GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : device_(device) { - (void)queue; - pipeline_ = - create_post_process_pipeline(device, format, gaussian_blur_shader_wgsl); +// --- PostProcess Implementation Helper --- +static void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline, WGPUBindGroup *bind_group, WGPUTextureView input_view, GpuBuffer uniforms) { + if (*bind_group) wgpuBindGroupRelease(*bind_group); + WGPUBindGroupLayout bgl = wgpuRenderPipelineGetBindGroupLayout(pipeline, 0); + WGPUSamplerDescriptor sd = {}; sd.magFilter = WGPUFilterMode_Linear; sd.minFilter = WGPUFilterMode_Linear; + WGPUSampler sampler = wgpuDeviceCreateSampler(device, &sd); + WGPUBindGroupEntry bge[3] = {}; + bge[0].binding = 0; bge[0].sampler = sampler; + bge[1].binding = 1; bge[1].textureView = input_view; + bge[2].binding = 2; bge[2].buffer = uniforms.buffer; bge[2].size = uniforms.size; + WGPUBindGroupDescriptor bgd = {.layout = bgl, .entryCount = 3, .entries = bge}; + *bind_group = wgpuDeviceCreateBindGroup(device, &bgd); } -void GaussianBlurEffect::update_bind_group(WGPUTextureView input_view) { - (void)input_view; + +// --- GaussianBlurEffect --- +GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : device_(device), queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + pipeline_ = create_post_process_pipeline(device, format, gaussian_blur_shader_wgsl); } +void GaussianBlurEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float t, b, i, a; } u = {t, b, i, a}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + PostProcessEffect::render(pass, t, b, i, a); +} +void GaussianBlurEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_); } -SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : device_(device) { - (void)queue; +// --- SolarizeEffect --- +SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : device_(device), queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); pipeline_ = create_post_process_pipeline(device, format, solarize_shader_wgsl); } -void SolarizeEffect::update_bind_group(WGPUTextureView input_view) { - (void)input_view; +void SolarizeEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float t, b, i, a; } u = {t, b, i, a}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + PostProcessEffect::render(pass, t, b, i, a); } +void SolarizeEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_); } -DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue, - WGPUTextureFormat format) - : device_(device) { - (void)queue; +// --- DistortEffect --- +DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : device_(device), queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); pipeline_ = create_post_process_pipeline(device, format, distort_shader_wgsl); } -void DistortEffect::update_bind_group(WGPUTextureView input_view) { - (void)input_view; +void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float t, b, i, a; } u = {t, b, i, a}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + PostProcessEffect::render(pass, t, b, i, a); } +void DistortEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_); } -ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device, - WGPUQueue queue, - WGPUTextureFormat format) - : device_(device) { - (void)queue; - pipeline_ = - create_post_process_pipeline(device, format, chroma_aberration_shader_wgsl); +// --- ChromaAberrationEffect --- +ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : device_(device), queue_(queue) { + uniforms_ = gpu_create_buffer(device, sizeof(float) * 4, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + pipeline_ = create_post_process_pipeline(device, format, chroma_aberration_shader_wgsl); +} +void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { + struct { float t, b, i, a; } u = {t, b, i, a}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); + PostProcessEffect::render(pass, t, b, i, a); } -void ChromaAberrationEffect::update_bind_group(WGPUTextureView input_view) { - (void)input_view; -}
\ No newline at end of file +void ChromaAberrationEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_); } |
