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-rw-r--r--src/gpu/effects/scene1_effect.cc28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/gpu/effects/scene1_effect.cc b/src/gpu/effects/scene1_effect.cc
new file mode 100644
index 0000000..a6733b7
--- /dev/null
+++ b/src/gpu/effects/scene1_effect.cc
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+// This file is part of the 64k demo project.
+// Scene1 effect - ShaderToy conversion (raymarching scene)
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+Scene1Effect::Scene1Effect(const GpuContext& ctx) : Effect(ctx) {
+ ResourceBinding bindings[] = {{uniforms_.get(), WGPUBufferBindingType_Uniform}};
+ pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, scene1_shader_wgsl,
+ bindings, 1);
+ pass_.vertex_count = 3;
+}
+
+void Scene1Effect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ CommonPostProcessUniforms u = {
+ .resolution = {(float)width_, (float)height_},
+ ._pad = {0.0f, 0.0f},
+ .aspect_ratio = a,
+ .time = t,
+ .beat = b,
+ .audio_intensity = i,
+ };
+ uniforms_.update(ctx_.queue, u);
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
+}