// This file is part of the 64k demo project. // It implements the FadeEffect - fades to/from black based on time. #include "gpu/effects/fade_effect.h" #include "gpu/effects/post_process_helper.h" #include FadeEffect::FadeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : PostProcessEffect(device, queue) { const char* shader_code = R"( struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; struct Uniforms { fade_amount: f32, _pad0: f32, _pad1: f32, _pad2: f32, }; @group(0) @binding(0) var inputSampler: sampler; @group(0) @binding(1) var inputTexture: texture_2d; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { var output: VertexOutput; var pos = array, 3>( vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) ); output.position = vec4(pos[vertexIndex], 0.0, 1.0); output.uv = pos[vertexIndex] * 0.5 + 0.5; return output; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { let color = textureSample(inputTexture, inputSampler, input.uv); // Fade to black: 0.0 = black, 1.0 = full color return vec4(color.rgb * uniforms.fade_amount, color.a); } )"; pipeline_ = create_post_process_pipeline(device, format, shader_code); uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void FadeEffect::update_bind_group(WGPUTextureView input_view) { pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); } void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) { (void)beat; (void)intensity; (void)aspect_ratio; // Example fade pattern: fade in at start, fade out at end // Customize this based on your needs float fade_amount = 1.0f; if (time < 2.0f) { // Fade in from black over first 2 seconds fade_amount = time / 2.0f; } else if (time > 36.0f) { // Fade out to black after 36 seconds fade_amount = 1.0f - ((time - 36.0f) / 4.0f); fade_amount = fmaxf(fade_amount, 0.0f); } float uniforms[4] = {fade_amount, 0.0f, 0.0f, 0.0f}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, uniforms, sizeof(uniforms)); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); }