From 7003451944904464e08f2abd0bb3c89912949fd1 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 19:36:03 +0100 Subject: feat(gpu): Add VignetteEffect - Implemented VignetteEffect, including its shader, parameters, and sequence integration. - Added VignetteEffect to demo_effects.h, shaders.cc/h, and asset definitions. - Updated seq_compiler to handle VignetteEffect parameters. - Added VignetteEffect to test suite and updated expected counts. - Ensured all changes build and tests pass. --- src/gpu/effects/vignette_effect.cc | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 src/gpu/effects/vignette_effect.cc (limited to 'src/gpu') diff --git a/src/gpu/effects/vignette_effect.cc b/src/gpu/effects/vignette_effect.cc new file mode 100644 index 0000000..d3572a3 --- /dev/null +++ b/src/gpu/effects/vignette_effect.cc @@ -0,0 +1,36 @@ +// This file is part of the 64k demo project. +// It implements the VignetteEffect. + +#include "gpu/demo_effects.h" +#include "gpu/gpu.h" + +VignetteEffect::VignetteEffect(const GpuContext& ctx) + : VignetteEffect(ctx, VignetteParams()) {} + +VignetteEffect::VignetteEffect(const GpuContext& ctx, + const VignetteParams& params) + : PostProcessEffect(ctx), params_(params) { + uniforms_.init(ctx_.device); + pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, + vignette_shader_wgsl); +} + +void VignetteEffect::render(WGPURenderPassEncoder pass, float t, float b, + float i, float a) { + VignetteUniforms u = { + .time = t, + .beat = b, + .intensity = i, + .aspect_ratio = a, + .width = (float)width_, + .height = (float)height_, + .radius = params_.radius, + .softness = params_.softness, + }; + uniforms_.update(ctx_.queue, u); + PostProcessEffect::render(pass, t, b, i, a); +} + +void VignetteEffect::update_bind_group(WGPUTextureView v) { + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_.get()); +} -- cgit v1.2.3