// Scratch effect - film scratch overlay post-process #include "effects/scratch_effect.h" #include "effects/shaders.h" #include "gpu/post_process_helper.h" #include "util/fatal_error.h" Scratch::Scratch(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_linear_sampler(); pipeline_.set(create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, scratch_shader_wgsl)); } void Scratch::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(), input_view, uniforms_buffer_.get(), {nullptr, 0}); 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); wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }