// This file is part of the 64k demo project. // It implements the SDFTestEffect. #include "effects/sdf_test_effect.h" #include "gpu/gpu.h" #include "gpu/shaders.h" SDFTestEffect::SDFTestEffect(const GpuContext& ctx) : SDFEffect(ctx) { ResourceBinding bindings[] = { {uniforms_.get(), WGPUBufferBindingType_Uniform}, {camera_params_.get(), WGPUBufferBindingType_Uniform}}; pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, sdf_test_shader_wgsl, bindings, 2); pass_.vertex_count = 3; } void SDFTestEffect::render(WGPURenderPassEncoder pass, const CommonPostProcessUniforms& uniforms) { // Update common uniforms uniforms_.update(ctx_.queue, uniforms); // Update camera (simple orbiting camera) const float radius = 5.0f; const float speed = 0.3f; vec3 cam_pos(std::cos(uniforms.time * speed) * radius, 2.0f, std::sin(uniforms.time * speed) * radius); vec3 cam_target(0.0f, 0.0f, 0.0f); vec3 cam_up(0.0f, 1.0f, 0.0f); update_camera(cam_pos, cam_target, cam_up, 0.785398f, 0.1f, 100.0f, uniforms.aspect_ratio); // Render wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline); wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr); wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0); }