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// This file is part of the 64k demo project.
// It declares RotatingCubeEffectV2 (simplified v2 port).
#pragma once
#include "gpu/effect_v2.h"
#include "gpu/gpu.h"
#include "gpu/uniform_helper.h"
#include "util/mini_math.h"
class RotatingCubeEffectV2 : public EffectV2 {
public:
RotatingCubeEffectV2(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs);
~RotatingCubeEffectV2() override;
void declare_nodes(NodeRegistry& registry) override;
void render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) override;
private:
struct Uniforms {
mat4 view_proj;
mat4 inv_view_proj;
vec4 camera_pos_time;
vec4 params;
vec2 resolution;
float aspect_ratio;
float _pad;
};
static_assert(sizeof(Uniforms) == 176, "Uniforms size mismatch");
struct ObjectData {
mat4 model;
mat4 inv_model;
vec4 color;
vec4 params;
};
static_assert(sizeof(ObjectData) == 160, "ObjectData size mismatch");
WGPURenderPipeline pipeline_ = nullptr;
WGPUBindGroup bind_group_ = nullptr;
GpuBuffer uniform_buffer_;
GpuBuffer object_buffer_;
float rotation_ = 0.0f;
std::string depth_node_;
};
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