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Diffstat (limited to 'src/gpu/effects/fade_effect.cc')
| -rw-r--r-- | src/gpu/effects/fade_effect.cc | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc deleted file mode 100644 index 93684d8..0000000 --- a/src/gpu/effects/fade_effect.cc +++ /dev/null @@ -1,98 +0,0 @@ -// This file is part of the 64k demo project. -// It implements the FadeEffect - fades to/from black based on time. - -#include "gpu/effects/fade_effect.h" -#include "gpu/effects/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); -} |
