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-rw-r--r--tools/shadertoy/template.cc140
1 files changed, 35 insertions, 105 deletions
diff --git a/tools/shadertoy/template.cc b/tools/shadertoy/template.cc
index fdc4f70..81c39ba 100644
--- a/tools/shadertoy/template.cc
+++ b/tools/shadertoy/template.cc
@@ -3,118 +3,48 @@
// TODO: Update description, rename class
#include "effects/shadertoy_effect.h"
-#include "generated/assets.h"
-#include "gpu/shader_composer.h"
+#include "effects/shaders.h"
+#include "gpu/gpu.h"
+#include "gpu/post_process_helper.h"
+#include "util/fatal_error.h"
-// TODO: Rename class and adjust constructor parameters
-ShaderToyEffect::ShaderToyEffect(const GpuContext& ctx) : Effect(ctx) {
-}
+// TODO: Rename class
+ShaderToyEffect::ShaderToyEffect(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs,
+ float start_time, float end_time)
+ : Effect(ctx, inputs, outputs, start_time, end_time) {
+ HEADLESS_RETURN_IF_NULL(ctx_.device);
+ create_nearest_sampler();
+ create_dummy_scene_texture();
-ShaderToyEffect::~ShaderToyEffect() {
- if (sampler_)
- wgpuSamplerRelease(sampler_);
- if (bind_group_)
- wgpuBindGroupRelease(bind_group_);
- if (pipeline_)
- wgpuRenderPipelineRelease(pipeline_);
+ // TODO: Update shader name to match declaration in shaders.h
+ pipeline_.set(create_post_process_pipeline(
+ ctx_.device, WGPUTextureFormat_RGBA8Unorm, shadertoy_shader_wgsl));
}
-void ShaderToyEffect::init(MainSequence* demo) {
- demo_ = demo;
- params_.init(ctx_.device);
-
- WGPUSamplerDescriptor sampler_desc = {};
- sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
- sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
- sampler_desc.magFilter = WGPUFilterMode_Linear;
- sampler_desc.minFilter = WGPUFilterMode_Linear;
- sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
- sampler_desc.maxAnisotropy = 1;
- sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
-
- // TODO: Update asset name to match your shader file
- size_t shader_size;
- const char* shader_code =
- (const char*)GetAsset(AssetId::ASSET_SHADERTOY_SHADER, &shader_size);
-
- std::string composed = ShaderComposer::Get().Compose({}, shader_code);
-
- WGPUShaderSourceWGSL wgsl = {};
- wgsl.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl.code = str_view(composed.c_str());
-
- WGPUShaderModuleDescriptor desc = {};
- desc.nextInChain = &wgsl.chain;
- WGPUShaderModule module = wgpuDeviceCreateShaderModule(ctx_.device, &desc);
+void ShaderToyEffect::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
- const WGPUColorTargetState target = {
- .format = ctx_.format,
- .writeMask = WGPUColorWriteMask_All,
- };
- WGPUFragmentState frag = {};
- frag.module = module;
- frag.entryPoint = str_view("fs_main");
- frag.targetCount = 1;
- frag.targets = &target;
-
- const WGPUDepthStencilState depth_stencil = {
- .format = WGPUTextureFormat_Depth24Plus,
- .depthWriteEnabled = WGPUOptionalBool_False,
- .depthCompare = WGPUCompareFunction_Always,
- };
-
- WGPURenderPipelineDescriptor pipeline_desc = {};
- pipeline_desc.label = label_view("ShaderToyEffect");
- pipeline_desc.vertex.module = module;
- pipeline_desc.vertex.entryPoint = str_view("vs_main");
- pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
- pipeline_desc.primitive.cullMode = WGPUCullMode_None;
- pipeline_desc.depthStencil = &depth_stencil;
- pipeline_desc.multisample.count = 1;
- pipeline_desc.multisample.mask = 0xFFFFFFFF;
- pipeline_desc.fragment = &frag;
-
- pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &pipeline_desc);
- wgpuShaderModuleRelease(module);
-
- WGPUTextureView prev_view = demo_->get_prev_texture_view();
- const WGPUBindGroupEntry entries[] = {
- {.binding = 0, .sampler = sampler_},
- {.binding = 1, .textureView = prev_view},
- {.binding = 2,
- .buffer = uniforms_.get().buffer,
- .size = sizeof(UniformsSequenceParams)},
- {.binding = 3,
- .buffer = params_.get().buffer,
- .size = sizeof(ShaderToyParams)},
- };
- const WGPUBindGroupDescriptor bg_desc = {
- .layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0),
- .entryCount = 4,
- .entries = entries,
- };
- bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
-}
+ // uniforms_buffer_ is auto-updated by base class dispatch_render()
+ pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
+ dummy_texture_view_.get(), uniforms_buffer_.get(),
+ {nullptr, 0});
-void ShaderToyEffect::render(WGPURenderPassEncoder pass, float time, float beat,
- float intensity, float aspect_ratio) {
- const UniformsSequenceParams uniforms = {
- .resolution = {(float)(width_), (float)(height_)},
- .aspect_ratio = aspect_ratio,
- .time = time,
- .beat = beat,
- .audio_intensity = intensity,
- };
- uniforms_.update(ctx_.queue, uniforms);
+ WGPURenderPassColorAttachment color_attachment = {};
+ gpu_init_color_attachment(color_attachment, output_view);
- // TODO: Update parameters based on your effect
- const ShaderToyParams params = {
- .param1 = 1.0f,
- .param2 = beat,
- };
- params_.update(ctx_.queue, params);
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ WGPURenderPassEncoder pass =
+ wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
}