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Diffstat (limited to 'src/gpu/effects/circle_mask_effect.cc')
| -rw-r--r-- | src/gpu/effects/circle_mask_effect.cc | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/src/gpu/effects/circle_mask_effect.cc b/src/gpu/effects/circle_mask_effect.cc new file mode 100644 index 0000000..55bcb90 --- /dev/null +++ b/src/gpu/effects/circle_mask_effect.cc @@ -0,0 +1,178 @@ +// This file is part of the 64k demo project. +// It implements CircleMaskEffect for auxiliary texture masking demonstration. +// Generates circular mask and renders green background outside circle. + +#include "gpu/effects/circle_mask_effect.h" +#include "generated/assets.h" + +CircleMaskEffect::CircleMaskEffect(const GpuContext& ctx, float radius) + : Effect(ctx), radius_(radius) {} + +CircleMaskEffect::~CircleMaskEffect() { + if (mask_sampler_) wgpuSamplerRelease(mask_sampler_); + if (render_bind_group_) wgpuBindGroupRelease(render_bind_group_); + if (render_pipeline_) wgpuRenderPipelineRelease(render_pipeline_); + if (compute_bind_group_) wgpuBindGroupRelease(compute_bind_group_); + if (compute_pipeline_) wgpuRenderPipelineRelease(compute_pipeline_); +} + +void CircleMaskEffect::init(MainSequence* demo) { + demo_ = demo; + + const uint32_t width = width_; + const uint32_t height = height_; + + demo_->register_auxiliary_texture("circle_mask", width, height); + + compute_uniforms_.init(ctx_.device); + render_uniforms_.init(ctx_.device); + + 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.mipmapFilter = WGPUMipmapFilterMode_Linear; + sampler_desc.maxAnisotropy = 1; + mask_sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); + + size_t compute_size, render_size; + const char* compute_shader = (const char*)GetAsset( + AssetId::ASSET_CIRCLE_MASK_COMPUTE_SHADER, &compute_size); + const char* render_shader = (const char*)GetAsset( + AssetId::ASSET_CIRCLE_MASK_RENDER_SHADER, &render_size); + + WGPUShaderSourceWGSL compute_wgsl = {}; + compute_wgsl.chain.sType = WGPUSType_ShaderSourceWGSL; + compute_wgsl.code = str_view(compute_shader); + + WGPUShaderModuleDescriptor compute_desc = {}; + compute_desc.nextInChain = &compute_wgsl.chain; + WGPUShaderModule compute_module = wgpuDeviceCreateShaderModule(ctx_.device, &compute_desc); + + const WGPUColorTargetState compute_target = { + .format = WGPUTextureFormat_RGBA8Unorm, + .writeMask = WGPUColorWriteMask_All, + }; + WGPUFragmentState compute_frag = {}; + compute_frag.module = compute_module; + compute_frag.entryPoint = str_view("fs_main"); + compute_frag.targetCount = 1; + compute_frag.targets = &compute_target; + WGPURenderPipelineDescriptor compute_pipeline_desc = {}; + compute_pipeline_desc.vertex.module = compute_module; + compute_pipeline_desc.vertex.entryPoint = str_view("vs_main"); + compute_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + compute_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + compute_pipeline_desc.multisample.count = 1; + compute_pipeline_desc.multisample.mask = 0xFFFFFFFF; + compute_pipeline_desc.fragment = &compute_frag; + compute_pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &compute_pipeline_desc); + wgpuShaderModuleRelease(compute_module); + + const WGPUBindGroupEntry compute_entries[] = { + {.binding = 0, .buffer = compute_uniforms_.get().buffer, + .size = sizeof(ComputeUniforms)}, + }; + const WGPUBindGroupDescriptor compute_bg_desc = { + .layout = wgpuRenderPipelineGetBindGroupLayout(compute_pipeline_, 0), + .entryCount = 1, + .entries = compute_entries, + }; + compute_bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &compute_bg_desc); + + WGPUShaderSourceWGSL render_wgsl = {}; + render_wgsl.chain.sType = WGPUSType_ShaderSourceWGSL; + render_wgsl.code = str_view(render_shader); + + WGPUShaderModuleDescriptor render_desc = {}; + render_desc.nextInChain = &render_wgsl.chain; + WGPUShaderModule render_module = wgpuDeviceCreateShaderModule(ctx_.device, &render_desc); + + const WGPUColorTargetState render_target = { + .format = ctx_.format, + .writeMask = WGPUColorWriteMask_All, + }; + WGPUFragmentState render_frag = {}; + render_frag.module = render_module; + render_frag.entryPoint = str_view("fs_main"); + render_frag.targetCount = 1; + render_frag.targets = &render_target; + WGPURenderPipelineDescriptor render_pipeline_desc = {}; + render_pipeline_desc.vertex.module = render_module; + render_pipeline_desc.vertex.entryPoint = str_view("vs_main"); + render_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + render_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + render_pipeline_desc.multisample.count = 1; + render_pipeline_desc.multisample.mask = 0xFFFFFFFF; + render_pipeline_desc.fragment = &render_frag; + render_pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &render_pipeline_desc); + wgpuShaderModuleRelease(render_module); + + WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask"); + const WGPUBindGroupEntry render_entries[] = { + {.binding = 0, .textureView = mask_view}, + {.binding = 1, .sampler = mask_sampler_}, + {.binding = 2, .buffer = render_uniforms_.get().buffer, + .size = sizeof(RenderUniforms)}, + }; + const WGPUBindGroupDescriptor render_bg_desc = { + .layout = wgpuRenderPipelineGetBindGroupLayout(render_pipeline_, 0), + .entryCount = 3, + .entries = render_entries, + }; + render_bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &render_bg_desc); +} + +void CircleMaskEffect::compute(WGPUCommandEncoder encoder, float time, + float beat, float intensity, + float aspect_ratio) { + const uint32_t width = width_; + const uint32_t height = height_; + + const ComputeUniforms uniforms = { + .radius = radius_, + .aspect_ratio = aspect_ratio, + .width = static_cast<float>(width), + .height = static_cast<float>(height), + }; + compute_uniforms_.update(ctx_.queue, uniforms); + + WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask"); + const WGPURenderPassColorAttachment color_attachment = { + .view = mask_view, + .loadOp = WGPULoadOp_Clear, + .storeOp = WGPUStoreOp_Store, + .clearValue = {0.0, 0.0, 0.0, 1.0}, + }; + const WGPURenderPassDescriptor pass_desc = { + .colorAttachmentCount = 1, + .colorAttachments = &color_attachment, + }; + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + wgpuRenderPassEncoderSetPipeline(pass, compute_pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, compute_bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); +} + +void CircleMaskEffect::render(WGPURenderPassEncoder pass, float time, + float beat, float intensity, + float aspect_ratio) { + const uint32_t width = width_; + const uint32_t height = height_; + + const RenderUniforms uniforms = { + .width = static_cast<float>(width), + .height = static_cast<float>(height), + ._pad1 = 0.0f, + ._pad2 = 0.0f, + }; + render_uniforms_.update(ctx_.queue, uniforms); + + wgpuRenderPassEncoderSetPipeline(pass, render_pipeline_); + wgpuRenderPassEncoderSetBindGroup(pass, 0, render_bind_group_, 0, nullptr); + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); +} |
