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-rw-r--r--src/gpu/effects/chroma_aberration_effect.cc48
-rw-r--r--src/gpu/effects/flash_effect.cc4
-rw-r--r--src/gpu/effects/flash_effect.h19
-rw-r--r--src/gpu/effects/shaders.cc3
4 files changed, 48 insertions, 26 deletions
diff --git a/src/gpu/effects/chroma_aberration_effect.cc b/src/gpu/effects/chroma_aberration_effect.cc
index dc28ee5..3e953e3 100644
--- a/src/gpu/effects/chroma_aberration_effect.cc
+++ b/src/gpu/effects/chroma_aberration_effect.cc
@@ -1,26 +1,46 @@
// This file is part of the 64k demo project.
-// It implements the ChromaAberrationEffect.
+// It implements the ChromaAberrationEffect with parameterization.
#include "gpu/demo_effects.h"
+#include "gpu/effects/post_process_helper.h"
#include "gpu/gpu.h"
// --- ChromaAberrationEffect ---
+
+// Backward compatibility constructor (delegates to parameterized constructor)
ChromaAberrationEffect::ChromaAberrationEffect(const GpuContext& ctx)
- : PostProcessEffect(ctx) {
- uniforms_ =
- gpu_create_buffer(ctx_.device, sizeof(float) * 6,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ : ChromaAberrationEffect(ctx, ChromaAberrationParams{}) {
+}
+
+// Parameterized constructor
+ChromaAberrationEffect::ChromaAberrationEffect(
+ const GpuContext& ctx, const ChromaAberrationParams& params)
+ : PostProcessEffect(ctx), params_(params) {
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
chroma_aberration_shader_wgsl);
+ uniforms_.init(ctx_.device);
}
-void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t,
- float b, float i, float a) {
- struct {
- float t, b, i, a, w, h;
- } u = {t, b, i, a, (float)width_, (float)height_};
- wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
+
+void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float time,
+ float beat, float intensity,
+ float aspect_ratio) {
+ // Update uniforms with current state and parameters
+ const ChromaUniforms u = {.time = time,
+ .beat = beat,
+ .intensity = intensity,
+ .aspect_ratio = aspect_ratio,
+ .width = (float)width_,
+ .height = (float)height_,
+ .offset_scale = params_.offset_scale,
+ .angle = params_.angle};
+ uniforms_.update(ctx_.queue, u);
+
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
}
-void ChromaAberrationEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_);
+
+void ChromaAberrationEffect::update_bind_group(WGPUTextureView input_view) {
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
+ uniforms_.get());
}
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
index 1bb4d93..fdd1e1c 100644
--- a/src/gpu/effects/flash_effect.cc
+++ b/src/gpu/effects/flash_effect.cc
@@ -85,8 +85,8 @@ void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat,
const FlashUniforms u = {
.flash_intensity = flash_intensity_,
.intensity = intensity,
- ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
- .color = {r, g, b}, // Time-dependent, computed every frame
+ ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment
+ .color = {r, g, b}, // Time-dependent, computed every frame
._pad2 = 0.0f};
uniforms_.update(ctx_.queue, u);
diff --git a/src/gpu/effects/flash_effect.h b/src/gpu/effects/flash_effect.h
index 373b48b..71815d5 100644
--- a/src/gpu/effects/flash_effect.h
+++ b/src/gpu/effects/flash_effect.h
@@ -9,22 +9,23 @@
// Parameters for FlashEffect (set at construction time)
struct FlashEffectParams {
- float color[3] = {1.0f, 1.0f, 1.0f}; // Default: white
- float decay_rate = 0.98f; // Default: fast decay
- float trigger_threshold = 0.7f; // Default: trigger on strong beats
+ float color[3] = {1.0f, 1.0f, 1.0f}; // Default: white
+ float decay_rate = 0.98f; // Default: fast decay
+ float trigger_threshold = 0.7f; // Default: trigger on strong beats
};
// Uniform data sent to GPU shader
// IMPORTANT: Must match WGSL struct layout with proper alignment
// vec3<f32> in WGSL has 16-byte alignment, not 12-byte!
struct FlashUniforms {
- float flash_intensity; // offset 0
- float intensity; // offset 4
- float _pad1[2]; // offset 8-15 (padding for vec3 alignment)
- float color[3]; // offset 16-27 (vec3 aligned to 16 bytes)
- float _pad2; // offset 28-31
+ float flash_intensity; // offset 0
+ float intensity; // offset 4
+ float _pad1[2]; // offset 8-15 (padding for vec3 alignment)
+ float color[3]; // offset 16-27 (vec3 aligned to 16 bytes)
+ float _pad2; // offset 28-31
};
-static_assert(sizeof(FlashUniforms) == 32, "FlashUniforms must be 32 bytes for WGSL alignment");
+static_assert(sizeof(FlashUniforms) == 32,
+ "FlashUniforms must be 32 bytes for WGSL alignment");
class FlashEffect : public PostProcessEffect {
public:
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 51e6e41..380b5b4 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -33,7 +33,8 @@ void InitShaderComposer() {
register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
- register_if_exists("math/common_utils", AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
+ register_if_exists("math/common_utils",
+ AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
register_if_exists("render/scene_query_bvh",
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);