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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"
#include "util/mini_math.h"
static CameraParams make_scene1_camera(float time) {
const float TAU = 6.283185307f;
const float R = 6.0f;
const vec3 ro(R * sin(time * .43), 2.5f, R * cos(time * .43));
const vec3 la(0.0f, 0.0f, 0.0f);
const vec3 up(0.1f, 1.0f, 0.0f);
CameraParams cam;
cam.inv_view = mat4::look_at(ro, la, up).inverse();
cam.fov =
TAU / 6.0f; // full vfov=60°; tan(fov/2)=tan(PI/6)=1/sqrt(3)=1/shader_fov
cam.near_plane = 0.1f;
cam.far_plane = 100.0f;
cam.aspect_ratio = 1.0f; // aspect handled in fs_main
return cam;
}
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();
camera_params_.init(ctx_.device);
camera_params_.update(ctx_.queue, make_scene1_camera(start_time));
pipeline_.set(create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, scene1_shader_wgsl));
}
void Scene1::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params, NodeRegistry& nodes) {
camera_params_.update(ctx_.queue, make_scene1_camera(params.time));
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(),
camera_params_.get());
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);
}
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