// This file is part of the 64k demo project. // Scene1 effect - ShaderToy conversion (raymarching scene) #include "gpu/demo_effects.h" #include "gpu/gpu.h" Scene1Effect::Scene1Effect(const GpuContext& ctx) : Effect(ctx) { ResourceBinding bindings[] = {{uniforms_.get(), WGPUBufferBindingType_Uniform}}; pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, scene1_shader_wgsl, bindings, 1); pass_.vertex_count = 3; } void Scene1Effect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { CommonPostProcessUniforms u = { .resolution = {(float)width_, (float)height_}, ._pad = {0.0f, 0.0f}, .aspect_ratio = a, .time = t, .beat = b, .audio_intensity = i, }; uniforms_.update(ctx_.queue, u); wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline); wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr); wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0); }