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-rw-r--r--src/gpu/effects/fade_effect.cc98
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, &params,
- sizeof(params));
-
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
-}