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-rw-r--r--src/gpu/demo_effects.cc700
-rw-r--r--src/gpu/demo_effects.h4
-rw-r--r--src/gpu/effects/chroma_aberration_effect.cc28
-rw-r--r--src/gpu/effects/distort_effect.cc26
-rw-r--r--src/gpu/effects/gaussian_blur_effect.cc27
-rw-r--r--src/gpu/effects/heptagon_effect.cc27
-rw-r--r--src/gpu/effects/moving_ellipse_effect.cc28
-rw-r--r--src/gpu/effects/particle_spray_effect.cc54
-rw-r--r--src/gpu/effects/particles_effect.cc52
-rw-r--r--src/gpu/effects/passthrough_effect.cc19
-rw-r--r--src/gpu/effects/post_process_helper.cc88
-rw-r--r--src/gpu/effects/post_process_helper.h16
-rw-r--r--src/gpu/effects/shaders.cc367
-rw-r--r--src/gpu/effects/shaders.h16
-rw-r--r--src/gpu/effects/solarize_effect.cc27
15 files changed, 786 insertions, 693 deletions
diff --git a/src/gpu/demo_effects.cc b/src/gpu/demo_effects.cc
index 1dec0ac..d92d4e9 100644
--- a/src/gpu/demo_effects.cc
+++ b/src/gpu/demo_effects.cc
@@ -1,697 +1,13 @@
// This file is part of the 64k demo project.
-// It implements the concrete effects used in the demo.
+// This file previously contained implementations of demo effects and shaders.
+// Its content has been split into individual effect files and helper files.
#include "gpu/demo_effects.h"
-#include "gpu/gpu.h"
-#include <cmath>
-#include <cstdlib>
-#include <cstring>
-#include <vector>
-// Helper to create a standard post-processing pipeline
-static WGPURenderPipeline
-create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format,
- const char* shader_code) {
- WGPUShaderModuleDescriptor shader_desc = {};
- WGPUShaderSourceWGSL wgsl_src = {};
- wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_src.code = str_view(shader_code);
- shader_desc.nextInChain = &wgsl_src.chain;
- WGPUShaderModule shader_module =
- wgpuDeviceCreateShaderModule(device, &shader_desc);
-
- WGPUBindGroupLayoutEntry bgl_entries[3] = {};
- bgl_entries[0].binding = 0;
- bgl_entries[0].visibility = WGPUShaderStage_Fragment;
- bgl_entries[0].sampler.type = WGPUSamplerBindingType_Filtering;
- bgl_entries[1].binding = 1;
- bgl_entries[1].visibility = WGPUShaderStage_Fragment;
- bgl_entries[1].texture.sampleType = WGPUTextureSampleType_Float;
- bgl_entries[1].texture.viewDimension = WGPUTextureViewDimension_2D;
- bgl_entries[2].binding = 2;
- bgl_entries[2].visibility = WGPUShaderStage_Fragment;
- bgl_entries[2].buffer.type = WGPUBufferBindingType_Uniform;
-
- WGPUBindGroupLayoutDescriptor bgl_desc = {};
- bgl_desc.entryCount = 3;
- bgl_desc.entries = bgl_entries;
- WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device, &bgl_desc);
-
- WGPUPipelineLayoutDescriptor pl_desc = {};
- pl_desc.bindGroupLayoutCount = 1;
- pl_desc.bindGroupLayouts = &bgl;
- WGPUPipelineLayout pl = wgpuDeviceCreatePipelineLayout(device, &pl_desc);
-
- WGPUColorTargetState color_target = {};
- color_target.format = format;
- color_target.writeMask = WGPUColorWriteMask_All;
-
- WGPUFragmentState fragment_state = {};
- fragment_state.module = shader_module;
- fragment_state.entryPoint = str_view("fs_main");
- fragment_state.targetCount = 1;
- fragment_state.targets = &color_target;
-
- WGPURenderPipelineDescriptor pipeline_desc = {};
- pipeline_desc.layout = pl;
- pipeline_desc.vertex.module = shader_module;
- pipeline_desc.vertex.entryPoint = str_view("vs_main");
- pipeline_desc.fragment = &fragment_state;
- pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
- pipeline_desc.multisample.count = 1;
- pipeline_desc.multisample.mask = 0xFFFFFFFF;
-
- return wgpuDeviceCreateRenderPipeline(device, &pipeline_desc);
-}
-
-// --- SHADERS ---
-
-const char* main_shader_wgsl = R"(
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- let PI = 3.14159265;
- let num_sides = 7.0;
- let scale = 0.5 + 0.3 * uniforms.audio_peak;
- let tri_idx = f32(i / 3u);
- let sub_idx = i % 3u;
- if (sub_idx == 0u) {
- return vec4<f32>(0.0, 0.0, 0.0, 1.0);
- }
- let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
- return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
-}
-
-@fragment fn fs_main() -> @location(0) vec4<f32> {
- let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
- let r = sin(h) * 0.5 + 0.5;
- let g = sin(h + 2.0) * 0.9 + 0.3;
- let b = sin(h + 4.0) * 0.5 + 0.5;
- let boost = uniforms.audio_peak * 0.5;
- return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
-})";
-
-const char* particle_compute_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w);
- p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0);
- p.rot.x = p.rot.x + p.rot.y * 0.016;
- if (p.pos.y < -1.5) {
- p.pos.y = 1.5;
- p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5);
- p.vel.y = 0.0;
- }
- particles[i] = p;
-})";
-
-const char* particle_render_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) color: vec4<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
- let p = particles[ii];
- let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02;
- var offsets = array<vec2<f32>, 6>(
- vec2<f32>(-1, -1),
- vec2<f32>(1, -1),
- vec2<f32>(-1, 1),
- vec2<f32>(-1, 1),
- vec2<f32>(1, -1),
- vec2<f32>(1, 1)
- );
- let offset = offsets[vi];
- let c = cos(p.rot.x);
- let s = sin(p.rot.x);
- let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
- let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
- return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
-}
-
-@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
- return color;
-}
-)";
-
-const char* passthrough_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0));
-})";
-
-const char* ellipse_shader_wgsl = R"(
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = (p.xy / vec2<f32>(1280.0, 720.0) - 0.5) * 2.0;
- let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
- return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
-})";
-
-const char* particle_spray_compute_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- intensity: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-fn hash(p: f32) -> f32 {
- return fract(sin(p) * 43758.5453);
-}
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- if (p.pos.w <= 0.0) {
- let r = hash(f32(i) + uniforms.time);
- let angle = r * 6.28318;
- p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
- p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0);
- p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
- }
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
- p.vel.y = p.vel.y - 0.01;
- particles[i] = p;
-})";
-
-const char* gaussian_blur_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
- var res = vec4<f32>(0.0);
- let size = 5.0 * uniforms.intensity;
- for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
- for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
- res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / 1280.0);
- }
- }
- return res / 25.0;
-})";
-
-const char* solarize_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
- var col = textureSample(txt, smplr, uv);
- let thr = 0.5 + 0.3 * sin(uniforms.time);
- if (col.r < thr) {
- col.r = 1.0 - col.r;
- }
- if (col.g < thr) {
- col.g = 1.0 - col.g;
- }
- if (col.b < thr) {
- col.b = 1.0 - col.b;
- }
- return col;
-})";
-
-const char* distort_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
- let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
- return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
-})";
-
-const char* chroma_aberration_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
- let off = 0.02 * uniforms.intensity;
- let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
- let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
- return vec4<f32>(r, g, b, 1.0);
-})";
-
-// --- HeptagonEffect ---
-HeptagonEffect::HeptagonEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}};
- pass_ = gpu_create_render_pass(device, format, main_shader_wgsl, bindings, 1);
- pass_.vertex_count = 21;
-}
-void HeptagonEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- struct {
- float p, a, t, d;
- } u = {i, a, t, 0.0f};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
-}
-
-// --- ParticlesEffect ---
-ParticlesEffect::ParticlesEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- std::vector<Particle> init_p(NUM_PARTICLES);
- particles_buffer_ = gpu_create_buffer(
- device, sizeof(Particle) * NUM_PARTICLES,
- WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
- ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
- {uniforms_, WGPUBufferBindingType_Uniform}};
- compute_pass_ = gpu_create_compute_pass(device, particle_compute_wgsl, cb, 2);
- compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
- ResourceBinding rb[] = {
- {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
- {uniforms_, WGPUBufferBindingType_Uniform}};
- render_pass_ =
- gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2);
- render_pass_.vertex_count = 6;
- render_pass_.instance_count = NUM_PARTICLES;
-}
-void ParticlesEffect::compute(WGPUCommandEncoder e, float t, float b, float i,
- float a) {
- struct {
- float p, a, t, d;
- } u = {i, a, t, 0.0f};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
- wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
- wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0,
- nullptr);
- wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x,
- 1, 1);
- wgpuComputePassEncoderEnd(pass);
-}
-void ParticlesEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
- nullptr);
- wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count,
- render_pass_.instance_count, 0, 0);
-}
-
-// --- PostProcess Implementation Helper ---
-static void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline,
- WGPUBindGroup* bind_group,
- WGPUTextureView input_view,
- GpuBuffer uniforms) {
- if (*bind_group)
- wgpuBindGroupRelease(*bind_group);
- WGPUBindGroupLayout bgl = wgpuRenderPipelineGetBindGroupLayout(pipeline, 0);
- WGPUSamplerDescriptor sd = {};
- sd.magFilter = WGPUFilterMode_Linear;
- sd.minFilter = WGPUFilterMode_Linear;
- sd.maxAnisotropy = 1;
- WGPUSampler sampler = wgpuDeviceCreateSampler(device, &sd);
- WGPUBindGroupEntry bge[3] = {};
- bge[0].binding = 0;
- bge[0].sampler = sampler;
- bge[1].binding = 1;
- bge[1].textureView = input_view;
- bge[2].binding = 2;
- bge[2].buffer = uniforms.buffer;
- bge[2].size = uniforms.size;
- WGPUBindGroupDescriptor bgd = {
- .layout = bgl, .entryCount = 3, .entries = bge};
- *bind_group = wgpuDeviceCreateBindGroup(device, &bgd);
-}
-
-// --- PassthroughEffect ---
-PassthroughEffect::PassthroughEffect(WGPUDevice device,
- WGPUTextureFormat format)
- : device_(device) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- pipeline_ =
- create_post_process_pipeline(device, format, passthrough_shader_wgsl);
-}
-void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
- pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_);
-}
-
-// --- MovingEllipseEffect ---
-MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}};
- pass_ =
- gpu_create_render_pass(device, format, ellipse_shader_wgsl, bindings, 1);
- pass_.vertex_count = 3;
-}
-void MovingEllipseEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- struct {
- float t, b, i, a;
- } u = {t, b, i, a};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
-}
-
-// --- ParticleSprayEffect ---
-ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- std::vector<Particle> init_p(NUM_PARTICLES);
- for (Particle& p : init_p)
- p.pos[3] = 0.0f;
- particles_buffer_ = gpu_create_buffer(
- device, sizeof(Particle) * NUM_PARTICLES,
- WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
- ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
- {uniforms_, WGPUBufferBindingType_Uniform}};
- compute_pass_ =
- gpu_create_compute_pass(device, particle_spray_compute_wgsl, cb, 2);
- compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
- ResourceBinding rb[] = {
- {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
- {uniforms_, WGPUBufferBindingType_Uniform}};
- render_pass_ =
- gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2);
- render_pass_.vertex_count = 6;
- render_pass_.instance_count = NUM_PARTICLES;
-}
-void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b,
- float i, float a) {
- struct {
- float i, a, t, b;
- } u = {i, a, t, b};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
- wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
- wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0,
- nullptr);
- wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x,
- 1, 1);
- wgpuComputePassEncoderEnd(pass);
-}
-void ParticleSprayEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
- nullptr);
- wgpuRenderPassEncoderDraw(pass, 6, NUM_PARTICLES, 0, 0);
-}
-
-// --- GaussianBlurEffect ---
-GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : device_(device), queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- pipeline_ =
- create_post_process_pipeline(device, format, gaussian_blur_shader_wgsl);
-}
-void GaussianBlurEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- struct {
- float t, b, i, a;
- } u = {t, b, i, a};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
-}
-void GaussianBlurEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
-}
-
-// --- SolarizeEffect ---
-SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : device_(device), queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- pipeline_ =
- create_post_process_pipeline(device, format, solarize_shader_wgsl);
-}
-void SolarizeEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- struct {
- float t, b, i, a;
- } u = {t, b, i, a};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
-}
-void SolarizeEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
-}
-
-// --- DistortEffect ---
-DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format)
- : device_(device), queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- pipeline_ = create_post_process_pipeline(device, format, distort_shader_wgsl);
-}
-void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- struct {
- float t, b, i, a;
- } u = {t, b, i, a};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
-}
-void DistortEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
-}
-
-// --- ChromaAberrationEffect ---
-ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device,
- WGPUQueue queue,
- WGPUTextureFormat format)
- : device_(device), queue_(queue) {
- uniforms_ =
- gpu_create_buffer(device, sizeof(float) * 4,
- WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
- pipeline_ = create_post_process_pipeline(device, format,
- chroma_aberration_shader_wgsl);
-}
-void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t,
- float b, float i, float a) {
- struct {
- float t, b, i, a;
- } u = {t, b, i, a};
- wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
- PostProcessEffect::render(pass, t, b, i, a);
-}
-void ChromaAberrationEffect::update_bind_group(WGPUTextureView v) {
- pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
+// Auto-generated function to populate the timeline
+void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format) {
+ // This function is defined in src/generated/timeline.cc
+ // and its definition should not be here.
+ // This file is now essentially a placeholder that includes the main effects header.
}
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index 160ce65..e94f015 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -4,6 +4,8 @@
#pragma once
#include "effect.h"
#include "gpu/gpu.h"
+#include "gpu/effects/post_process_helper.h"
+#include "gpu/effects/shaders.h"
#include <memory>
static const int NUM_PARTICLES = 10000;
@@ -139,4 +141,4 @@ class ChromaAberrationEffect : public PostProcessEffect {
// Auto-generated function to populate the timeline
void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue,
- WGPUTextureFormat format);
+ WGPUTextureFormat format); \ No newline at end of file
diff --git a/src/gpu/effects/chroma_aberration_effect.cc b/src/gpu/effects/chroma_aberration_effect.cc
new file mode 100644
index 0000000..5acc1f4
--- /dev/null
+++ b/src/gpu/effects/chroma_aberration_effect.cc
@@ -0,0 +1,28 @@
+// This file is part of the 64k demo project.
+// It implements the ChromaAberrationEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- ChromaAberrationEffect ---
+ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device,
+ WGPUQueue queue,
+ WGPUTextureFormat format)
+ : device_(device), queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ pipeline_ = create_post_process_pipeline(device, format,
+ chroma_aberration_shader_wgsl);
+}
+void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t,
+ float b, float i, float a) {
+ struct {
+ float t, b, i, a;
+ } u = {t, b, i, a};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ PostProcessEffect::render(pass, t, b, i, a);
+}
+void ChromaAberrationEffect::update_bind_group(WGPUTextureView v) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
+}
diff --git a/src/gpu/effects/distort_effect.cc b/src/gpu/effects/distort_effect.cc
new file mode 100644
index 0000000..994ee34
--- /dev/null
+++ b/src/gpu/effects/distort_effect.cc
@@ -0,0 +1,26 @@
+// This file is part of the 64k demo project.
+// It implements the DistortEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- DistortEffect ---
+DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : device_(device), queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ pipeline_ = create_post_process_pipeline(device, format, distort_shader_wgsl);
+}
+void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ struct {
+ float t, b, i, a;
+ } u = {t, b, i, a};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ PostProcessEffect::render(pass, t, b, i, a);
+}
+void DistortEffect::update_bind_group(WGPUTextureView v) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
+}
diff --git a/src/gpu/effects/gaussian_blur_effect.cc b/src/gpu/effects/gaussian_blur_effect.cc
new file mode 100644
index 0000000..0b55bb0
--- /dev/null
+++ b/src/gpu/effects/gaussian_blur_effect.cc
@@ -0,0 +1,27 @@
+// This file is part of the 64k demo project.
+// It implements the GaussianBlurEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- GaussianBlurEffect ---
+GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : device_(device), queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ pipeline_ =
+ create_post_process_pipeline(device, format, gaussian_blur_shader_wgsl);
+}
+void GaussianBlurEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ struct {
+ float t, b, i, a;
+ } u = {t, b, i, a};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ PostProcessEffect::render(pass, t, b, i, a);
+}
+void GaussianBlurEffect::update_bind_group(WGPUTextureView v) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
+}
diff --git a/src/gpu/effects/heptagon_effect.cc b/src/gpu/effects/heptagon_effect.cc
new file mode 100644
index 0000000..321b9d1
--- /dev/null
+++ b/src/gpu/effects/heptagon_effect.cc
@@ -0,0 +1,27 @@
+// This file is part of the 64k demo project.
+// It implements the HeptagonEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- HeptagonEffect ---
+HeptagonEffect::HeptagonEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}};
+ pass_ = gpu_create_render_pass(device, format, main_shader_wgsl, bindings, 1);
+ pass_.vertex_count = 21;
+}
+void HeptagonEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ struct {
+ float p, a, t, d;
+ } u = {i, a, t, 0.0f};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
+}
diff --git a/src/gpu/effects/moving_ellipse_effect.cc b/src/gpu/effects/moving_ellipse_effect.cc
new file mode 100644
index 0000000..60fc825
--- /dev/null
+++ b/src/gpu/effects/moving_ellipse_effect.cc
@@ -0,0 +1,28 @@
+// This file is part of the 64k demo project.
+// It implements the MovingEllipseEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- MovingEllipseEffect ---
+MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}};
+ pass_ =
+ gpu_create_render_pass(device, format, ellipse_shader_wgsl, bindings, 1);
+ pass_.vertex_count = 3;
+}
+void MovingEllipseEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ struct {
+ float t, b, i, a;
+ } u = {t, b, i, a};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+}
diff --git a/src/gpu/effects/particle_spray_effect.cc b/src/gpu/effects/particle_spray_effect.cc
new file mode 100644
index 0000000..a5e4292
--- /dev/null
+++ b/src/gpu/effects/particle_spray_effect.cc
@@ -0,0 +1,54 @@
+// This file is part of the 64k demo project.
+// It implements the ParticleSprayEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+#include <vector>
+
+// --- ParticleSprayEffect ---
+ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ std::vector<Particle> init_p(NUM_PARTICLES);
+ for (Particle& p : init_p)
+ p.pos[3] = 0.0f;
+ particles_buffer_ = gpu_create_buffer(
+ device, sizeof(Particle) * NUM_PARTICLES,
+ WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
+ ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
+ {uniforms_, WGPUBufferBindingType_Uniform}};
+ compute_pass_ =
+ gpu_create_compute_pass(device, particle_spray_compute_wgsl, cb, 2);
+ compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
+ ResourceBinding rb[] = {
+ {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
+ {uniforms_, WGPUBufferBindingType_Uniform}};
+ render_pass_ =
+ gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2);
+ render_pass_.vertex_count = 6;
+ render_pass_.instance_count = NUM_PARTICLES;
+}
+void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b,
+ float i, float a) {
+ struct {
+ float i, a, t, b;
+ } u = {i, a, t, b};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
+ wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
+ wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0,
+ nullptr);
+ wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x,
+ 1, 1);
+ wgpuComputePassEncoderEnd(pass);
+}
+void ParticleSprayEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
+ nullptr);
+ wgpuRenderPassEncoderDraw(pass, 6, NUM_PARTICLES, 0, 0);
+}
diff --git a/src/gpu/effects/particles_effect.cc b/src/gpu/effects/particles_effect.cc
new file mode 100644
index 0000000..545fdfb
--- /dev/null
+++ b/src/gpu/effects/particles_effect.cc
@@ -0,0 +1,52 @@
+// This file is part of the 64k demo project.
+// It implements the ParticlesEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+#include <vector>
+
+// --- ParticlesEffect ---
+ParticlesEffect::ParticlesEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ std::vector<Particle> init_p(NUM_PARTICLES);
+ particles_buffer_ = gpu_create_buffer(
+ device, sizeof(Particle) * NUM_PARTICLES,
+ WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
+ ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
+ {uniforms_, WGPUBufferBindingType_Uniform}};
+ compute_pass_ = gpu_create_compute_pass(device, particle_compute_wgsl, cb, 2);
+ compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
+ ResourceBinding rb[] = {
+ {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
+ {uniforms_, WGPUBufferBindingType_Uniform}};
+ render_pass_ =
+ gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2);
+ render_pass_.vertex_count = 6;
+ render_pass_.instance_count = NUM_PARTICLES;
+}
+void ParticlesEffect::compute(WGPUCommandEncoder e, float t, float b, float i,
+ float a) {
+ struct {
+ float p, a, t, d;
+ } u = {i, a, t, 0.0f};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
+ wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
+ wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0,
+ nullptr);
+ wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x,
+ 1, 1);
+ wgpuComputePassEncoderEnd(pass);
+}
+void ParticlesEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
+ nullptr);
+ wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count,
+ render_pass_.instance_count, 0, 0);
+}
diff --git a/src/gpu/effects/passthrough_effect.cc b/src/gpu/effects/passthrough_effect.cc
new file mode 100644
index 0000000..a00f661
--- /dev/null
+++ b/src/gpu/effects/passthrough_effect.cc
@@ -0,0 +1,19 @@
+// This file is part of the 64k demo project.
+// It implements the PassthroughEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- PassthroughEffect ---
+PassthroughEffect::PassthroughEffect(WGPUDevice device,
+ WGPUTextureFormat format)
+ : device_(device) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ pipeline_ =
+ create_post_process_pipeline(device, format, passthrough_shader_wgsl);
+}
+void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_);
+}
diff --git a/src/gpu/effects/post_process_helper.cc b/src/gpu/effects/post_process_helper.cc
new file mode 100644
index 0000000..7c64844
--- /dev/null
+++ b/src/gpu/effects/post_process_helper.cc
@@ -0,0 +1,88 @@
+// This file is part of the 64k demo project.
+// It implements helper functions for post-processing effects.
+
+#include "../demo_effects.h"
+#include "gpu/gpu.h"
+#include <cstring>
+
+// Helper to create a standard post-processing pipeline
+WGPURenderPipeline
+create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format,
+ const char* shader_code) {
+ WGPUShaderModuleDescriptor shader_desc = {};
+ WGPUShaderSourceWGSL wgsl_src = {};
+ wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
+ wgsl_src.code = str_view(shader_code);
+ shader_desc.nextInChain = &wgsl_src.chain;
+ WGPUShaderModule shader_module =
+ wgpuDeviceCreateShaderModule(device, &shader_desc);
+
+ WGPUBindGroupLayoutEntry bgl_entries[3] = {};
+ bgl_entries[0].binding = 0;
+ bgl_entries[0].visibility = WGPUShaderStage_Fragment;
+ bgl_entries[0].sampler.type = WGPUSamplerBindingType_Filtering;
+ bgl_entries[1].binding = 1;
+ bgl_entries[1].visibility = WGPUShaderStage_Fragment;
+ bgl_entries[1].texture.sampleType = WGPUTextureSampleType_Float;
+ bgl_entries[1].texture.viewDimension = WGPUTextureViewDimension_2D;
+ bgl_entries[2].binding = 2;
+ bgl_entries[2].visibility = WGPUShaderStage_Fragment;
+ bgl_entries[2].buffer.type = WGPUBufferBindingType_Uniform;
+
+ WGPUBindGroupLayoutDescriptor bgl_desc = {};
+ bgl_desc.entryCount = 3;
+ bgl_desc.entries = bgl_entries;
+ WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device, &bgl_desc);
+
+ WGPUPipelineLayoutDescriptor pl_desc = {};
+ pl_desc.bindGroupLayoutCount = 1;
+ pl_desc.bindGroupLayouts = &bgl;
+ WGPUPipelineLayout pl = wgpuDeviceCreatePipelineLayout(device, &pl_desc);
+
+ WGPUColorTargetState color_target = {};
+ color_target.format = format;
+ color_target.writeMask = WGPUColorWriteMask_All;
+
+ WGPUFragmentState fragment_state = {};
+ fragment_state.module = shader_module;
+ fragment_state.entryPoint = str_view("fs_main");
+ fragment_state.targetCount = 1;
+ fragment_state.targets = &color_target;
+
+ WGPURenderPipelineDescriptor pipeline_desc = {};
+ pipeline_desc.layout = pl;
+ pipeline_desc.vertex.module = shader_module;
+ pipeline_desc.vertex.entryPoint = str_view("vs_main");
+ pipeline_desc.fragment = &fragment_state;
+ pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ pipeline_desc.multisample.count = 1;
+ pipeline_desc.multisample.mask = 0xFFFFFFFF;
+
+ return wgpuDeviceCreateRenderPipeline(device, &pipeline_desc);
+}
+
+// --- PostProcess Implementation Helper ---
+void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline,
+ WGPUBindGroup* bind_group,
+ WGPUTextureView input_view,
+ GpuBuffer uniforms) {
+ if (*bind_group)
+ wgpuBindGroupRelease(*bind_group);
+ WGPUBindGroupLayout bgl = wgpuRenderPipelineGetBindGroupLayout(pipeline, 0);
+ WGPUSamplerDescriptor sd = {};
+ sd.magFilter = WGPUFilterMode_Linear;
+ sd.minFilter = WGPUFilterMode_Linear;
+ sd.maxAnisotropy = 1;
+ WGPUSampler sampler = wgpuDeviceCreateSampler(device, &sd);
+ WGPUBindGroupEntry bge[3] = {};
+ bge[0].binding = 0;
+ bge[0].sampler = sampler;
+ bge[1].binding = 1;
+ bge[1].textureView = input_view;
+ bge[2].binding = 2;
+ bge[2].buffer = uniforms.buffer;
+ bge[2].size = uniforms.size;
+ WGPUBindGroupDescriptor bgd = {
+ .layout = bgl, .entryCount = 3, .entries = bge};
+ *bind_group = wgpuDeviceCreateBindGroup(device, &bgd);
+}
diff --git a/src/gpu/effects/post_process_helper.h b/src/gpu/effects/post_process_helper.h
new file mode 100644
index 0000000..098687b
--- /dev/null
+++ b/src/gpu/effects/post_process_helper.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It declares helper functions for post-processing effects.
+
+#pragma once
+
+#include "gpu/gpu.h"
+#include <webgpu.h>
+
+// Helper to create a standard post-processing pipeline
+WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format,
+ const char* shader_code);
+
+// Helper to update bind group for post-processing effects
+void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline,
+ WGPUBindGroup* bind_group, WGPUTextureView input_view,
+ GpuBuffer uniforms);
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
new file mode 100644
index 0000000..0e80230
--- /dev/null
+++ b/src/gpu/effects/shaders.cc
@@ -0,0 +1,367 @@
+// This file is part of the 64k demo project.
+// It defines WGSL shader code for various effects.
+
+#include "../demo_effects.h"
+
+const char* main_shader_wgsl = R"(
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ let PI = 3.14159265;
+ let num_sides = 7.0;
+ let scale = 0.5 + 0.3 * uniforms.audio_peak;
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
+}
+
+@fragment fn fs_main() -> @location(0) vec4<f32> {
+ let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
+ let boost = uniforms.audio_peak * 0.5;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+})";
+
+const char* particle_compute_wgsl = R"(
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+})";
+
+const char* particle_render_wgsl = R"(
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
+ return color;
+}
+)";
+
+const char* passthrough_shader_wgsl = R"(
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0));
+})";
+
+const char* ellipse_shader_wgsl = R"(
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
+ var p_abs = abs(p);
+ if (p_abs.x > p_abs.y) {
+ p_abs = vec2<f32>(p_abs.y, p_abs.x);
+ }
+ let l = ab.y * ab.y - ab.x * ab.x;
+ let m = ab.x * p_abs.x / l;
+ let n = ab.y * p_abs.y / l;
+ let m2 = m * m;
+ let n2 = n * n;
+ let c = (m2 + n2 - 1.0) / 3.0;
+ let c3 = c * c * c;
+ let d = c3 + m2 * n2;
+ let g = m + m * n2;
+ var co: f32;
+ if (d < 0.0) {
+ let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
+ let s = cos(h);
+ let t = sin(h) * sqrt(3.0);
+ co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
+ } else {
+ let h = 2.0 * m * n * sqrt(d);
+ let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
+ let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
+ let rx = -s - u + m2 * 2.0;
+ let ry = (s - u) * sqrt(3.0);
+ co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
+ }
+ let si = sqrt(max(0.0, 1.0 - co * co));
+ return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = (p.xy / vec2<f32>(1280.0, 720.0) - 0.5) * 2.0;
+ let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
+})";
+
+const char* particle_spray_compute_wgsl = R"(
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ intensity: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+fn hash(p: f32) -> f32 {
+ return fract(sin(p) * 43758.5453);
+}
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ if (p.pos.w <= 0.0) {
+ let r = hash(f32(i) + uniforms.time);
+ let angle = r * 6.28318;
+ p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0);
+ p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
+ }
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.vel.y = p.vel.y - 0.01;
+ particles[i] = p;
+})";
+
+const char* gaussian_blur_shader_wgsl = R"(
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ var res = vec4<f32>(0.0);
+ let size = 5.0 * uniforms.intensity;
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / 1280.0);
+ }
+ }
+ return res / 25.0;
+})";
+
+const char* solarize_shader_wgsl = R"(
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ var col = textureSample(txt, smplr, uv);
+ let thr = 0.5 + 0.3 * sin(uniforms.time);
+ if (col.r < thr) {
+ col.r = 1.0 - col.r;
+ }
+ if (col.g < thr) {
+ col.g = 1.0 - col.g;
+ }
+ if (col.b < thr) {
+ col.b = 1.0 - col.b;
+ }
+ return col;
+})";
+
+const char* distort_shader_wgsl = R"(
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
+ return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
+})";
+
+const char* chroma_aberration_shader_wgsl = R"(
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let off = 0.02 * uniforms.intensity;
+ let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
+ let g = textureSample(txt, smplr, uv).g;
+ let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
+ return vec4<f32>(r, g, b, 1.0);
+})";
diff --git a/src/gpu/effects/shaders.h b/src/gpu/effects/shaders.h
new file mode 100644
index 0000000..a23c41c
--- /dev/null
+++ b/src/gpu/effects/shaders.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It declares the WGSL shader strings.
+
+#pragma once
+
+// Shader declarations (defined in shaders.cc)
+extern const char* main_shader_wgsl;
+extern const char* particle_compute_wgsl;
+extern const char* particle_render_wgsl;
+extern const char* passthrough_shader_wgsl;
+extern const char* ellipse_shader_wgsl;
+extern const char* particle_spray_compute_wgsl;
+extern const char* gaussian_blur_shader_wgsl;
+extern const char* solarize_shader_wgsl;
+extern const char* distort_shader_wgsl;
+extern const char* chroma_aberration_shader_wgsl;
diff --git a/src/gpu/effects/solarize_effect.cc b/src/gpu/effects/solarize_effect.cc
new file mode 100644
index 0000000..f7c09de
--- /dev/null
+++ b/src/gpu/effects/solarize_effect.cc
@@ -0,0 +1,27 @@
+// This file is part of the 64k demo project.
+// It implements the SolarizeEffect.
+
+#include "gpu/demo_effects.h"
+#include "gpu/gpu.h"
+
+// --- SolarizeEffect ---
+SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : device_(device), queue_(queue) {
+ uniforms_ =
+ gpu_create_buffer(device, sizeof(float) * 4,
+ WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
+ pipeline_ =
+ create_post_process_pipeline(device, format, solarize_shader_wgsl);
+}
+void SolarizeEffect::render(WGPURenderPassEncoder pass, float t, float b,
+ float i, float a) {
+ struct {
+ float t, b, i, a;
+ } u = {t, b, i, a};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
+ PostProcessEffect::render(pass, t, b, i, a);
+}
+void SolarizeEffect::update_bind_group(WGPUTextureView v) {
+ pp_update_bind_group(device_, pipeline_, &bind_group_, v, uniforms_);
+}