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-rw-r--r--src/gpu/demo_effects.h1
-rw-r--r--src/gpu/effects/scene1_effect.cc28
-rw-r--r--src/gpu/effects/scene1_effect.h19
-rw-r--r--src/gpu/effects/shaders.cc4
-rw-r--r--src/gpu/effects/shaders.h1
5 files changed, 53 insertions, 0 deletions
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index 72b3f65..1ccf930 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -15,6 +15,7 @@
#include "gpu/effects/theme_modulation_effect.h" // ThemeModulationEffect with full definition
#include "gpu/effects/hybrid_3d_effect.h"
#include "gpu/effects/flash_cube_effect.h"
+#include "gpu/effects/scene1_effect.h"
#include "gpu/gpu.h"
#include "gpu/texture_manager.h"
#include "gpu/uniform_helper.h"
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
@@ -0,0 +1,28 @@
+// 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);
+}
diff --git a/src/gpu/effects/scene1_effect.h b/src/gpu/effects/scene1_effect.h
new file mode 100644
index 0000000..dc5c747
--- /dev/null
+++ b/src/gpu/effects/scene1_effect.h
@@ -0,0 +1,19 @@
+// This file is part of the 64k demo project.
+// Scene1 effect - ShaderToy conversion (raymarching scene)
+
+#ifndef SCENE1_EFFECT_H_
+#define SCENE1_EFFECT_H_
+
+#include "gpu/effect.h"
+
+class Scene1Effect : public Effect {
+ public:
+ Scene1Effect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
+
+ private:
+ RenderPass pass_;
+};
+
+#endif /* SCENE1_EFFECT_H_ */
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 6559bf5..5f78298 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -98,6 +98,10 @@ const char* solarize_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);
+const char* scene1_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
+
const char* distort_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_DISTORT);
diff --git a/src/gpu/effects/shaders.h b/src/gpu/effects/shaders.h
index 7acc2a6..03fa48c 100644
--- a/src/gpu/effects/shaders.h
+++ b/src/gpu/effects/shaders.h
@@ -15,6 +15,7 @@ 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* scene1_shader_wgsl;
extern const char* distort_shader_wgsl;
extern const char* chroma_aberration_shader_wgsl;
extern const char* vignette_shader_wgsl;