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Diffstat (limited to 'src/gpu/effects/theme_modulation_effect.cc')
-rw-r--r--src/gpu/effects/theme_modulation_effect.cc44
1 files changed, 29 insertions, 15 deletions
diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc
index 6ec5bb9..fc52b62 100644
--- a/src/gpu/effects/theme_modulation_effect.cc
+++ b/src/gpu/effects/theme_modulation_effect.cc
@@ -14,16 +14,25 @@ ThemeModulationEffect::ThemeModulationEffect(const GpuContext& ctx)
@location(0) uv: vec2<f32>,
};
- struct Uniforms {
- theme_brightness: f32,
+ struct CommonUniforms {
+ resolution: vec2<f32>,
_pad0: f32,
_pad1: f32,
- _pad2: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+ };
+
+ struct EffectParams {
+ theme_brightness: f32,
+ _pad: vec3<f32>,
};
@group(0) @binding(0) var inputSampler: sampler;
@group(0) @binding(1) var inputTexture: texture_2d<f32>;
- @group(0) @binding(2) var<uniform> uniforms: Uniforms;
+ @group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+ @group(0) @binding(3) var<uniform> params: EffectParams;
@vertex
fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
@@ -43,29 +52,34 @@ ThemeModulationEffect::ThemeModulationEffect(const GpuContext& ctx)
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let color = textureSample(inputTexture, inputSampler, input.uv);
// Apply theme brightness modulation
- return vec4<f32>(color.rgb * uniforms.theme_brightness, color.a);
+ return vec4<f32>(color.rgb * params.theme_brightness, color.a);
}
)";
pipeline_ =
create_post_process_pipeline(ctx_.device, ctx_.format, shader_code);
- // Create uniform buffer (4 floats: brightness + padding)
- uniforms_ = gpu_create_buffer(
+ uniforms_.init(ctx_.device);
+ params_buffer_ = gpu_create_buffer(
ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
}
void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- uniforms_);
+ uniforms_.get(), params_buffer_);
}
void ThemeModulationEffect::render(WGPURenderPassEncoder pass, float time,
float beat, float intensity,
float aspect_ratio) {
- (void)beat;
- (void)intensity;
- (void)aspect_ratio;
+ const CommonPostProcessUniforms u = {
+ .resolution = {(float)width_, (float)height_},
+ .aspect_ratio = aspect_ratio,
+ .time = time,
+ .beat = beat,
+ .audio_intensity = intensity,
+ };
+ uniforms_.update(ctx_.queue, u);
// Alternate between bright and dark every 4 seconds (2 pattern changes)
// Music patterns change every 2 seconds at 120 BPM
@@ -80,10 +94,10 @@ void ThemeModulationEffect::render(WGPURenderPassEncoder pass, float time,
float theme_brightness =
bright_value + (dark_value - bright_value) * transition;
- // Update uniform buffer
- float uniforms[4] = {theme_brightness, 0.0f, 0.0f, 0.0f};
- wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, uniforms,
- sizeof(uniforms));
+ // Update params buffer
+ float params[4] = {theme_brightness, 0.0f, 0.0f, 0.0f};
+ wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, params,
+ sizeof(params));
// Render
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);