// Heptagon effect implementation #include "effects/heptagon_effect.h" #include "effects/shaders.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" Heptagon::Heptagon(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time) : Effect(ctx, inputs, outputs, start_time, end_time) { HEADLESS_RETURN_IF_NULL(ctx_.device); init_uniforms_buffer(); create_nearest_sampler(); create_dummy_scene_texture(); pipeline_.set(create_post_process_pipeline( ctx_.device, WGPUTextureFormat_RGBA8Unorm, heptagon_shader_wgsl)); } void Heptagon::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Get output view (scene effects typically write to output, ignore input) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); // Update uniforms uniforms_buffer_.update(ctx_.queue, params); // Create bind group (use dummy texture for scene effect) pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), dummy_texture_view_.get(), uniforms_buffer_.get(), {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get()); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }