// This file is part of the 64k demo project. // It implements the VignetteEffect. #include "gpu/demo_effects.h" #include "gpu/gpu.h" VignetteEffect::VignetteEffect(const GpuContext& ctx) : VignetteEffect(ctx, VignetteParams()) {} VignetteEffect::VignetteEffect(const GpuContext& ctx, const VignetteParams& params) : PostProcessEffect(ctx), params_(params) { uniforms_.init(ctx_.device); pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, vignette_shader_wgsl); } void VignetteEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { VignetteUniforms u = { .time = t, .beat = b, .intensity = i, .aspect_ratio = a, .width = (float)width_, .height = (float)height_, .radius = params_.radius, .softness = params_.softness, }; uniforms_.update(ctx_.queue, u); PostProcessEffect::render(pass, t, b, i, a); } void VignetteEffect::update_bind_group(WGPUTextureView v) { pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_.get()); }