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// Scene1 effect implementation

#include "effects/scene1_effect.h"
#include "effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"

Scene1::Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
               const std::vector<std::string>& outputs, float start_time,
               float end_time)
    : Effect(ctx, inputs, outputs, start_time, end_time) {
  HEADLESS_RETURN_IF_NULL(ctx_.device);

  create_nearest_sampler();
  create_dummy_scene_texture();

  pipeline_.set(create_post_process_pipeline(
      ctx_.device, WGPUTextureFormat_RGBA8Unorm, scene1_shader_wgsl));
}

void Scene1::render(WGPUCommandEncoder encoder,
                    const UniformsSequenceParams& params,
                    NodeRegistry& nodes) {
  WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);

  pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
                       dummy_texture_view_.get(), uniforms_buffer_.get(),
                       {nullptr, 0});

  WGPURenderPassColorAttachment color_attachment = {};
  gpu_init_color_attachment(color_attachment, output_view);

  WGPURenderPassDescriptor pass_desc = {};
  pass_desc.colorAttachmentCount = 1;
  pass_desc.colorAttachments = &color_attachment;

  WGPURenderPassEncoder pass =
      wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
  wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
  wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
  wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle
  wgpuRenderPassEncoderEnd(pass);
  wgpuRenderPassEncoderRelease(pass);
}