// Scene1 effect implementation #include "effects/scene1_effect.h" #include "effects/shaders.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" #include "util/mini_math.h" static CameraParams make_scene1_camera() { const float TAU = 6.283185307f; const vec3 ro(0.0f, 2.5f, 5.0f); const vec3 la(0.0f, 0.0f, 0.0f); const vec3 up(0.1f, 1.0f, 0.0f); CameraParams cam; cam.inv_view = mat4::look_at(ro, la, up).inverse(); cam.fov = TAU / 6.0f; // full vfov=60°; tan(fov/2)=tan(PI/6)=1/sqrt(3)=1/shader_fov cam.near_plane = 0.1f; cam.far_plane = 100.0f; cam.aspect_ratio = 1.0f; // aspect handled in fs_main return cam; } Scene1::Scene1(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); create_nearest_sampler(); create_dummy_scene_texture(); camera_params_.init(ctx_.device); camera_params_.update(ctx_.queue, make_scene1_camera()); pipeline_.set(create_post_process_pipeline( ctx_.device, WGPUTextureFormat_RGBA8Unorm, scene1_shader_wgsl)); } void Scene1::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), dummy_texture_view_.get(), uniforms_buffer_.get(), camera_params_.get()); 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); }