// This file is part of the 64k demo project. // It implements the DistortEffect. #include "gpu/demo_effects.h" #include "gpu/gpu.h" // --- DistortEffect --- DistortEffect::DistortEffect(const GpuContext& ctx) : DistortEffect(ctx, DistortParams()) {} DistortEffect::DistEffect(const GpuContext& ctx, const DistortParams& params) : PostProcessEffect(ctx), params_(params) { uniforms_ = gpu_create_buffer(ctx_.device, sizeof(DistortUniforms), WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, distort_shader_wgsl); } void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { DistortUniforms u = { .time = t, .beat = b, .intensity = i, .aspect_ratio = a, .width = (float)width_, .height = (float)height_, .strength = params_.strength, .speed = params_.speed, }; wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u)); PostProcessEffect::render(pass, t, b, i, a); } void DistortEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_); }