summaryrefslogtreecommitdiff
path: root/src/effects/scene2_effect.cc
blob: 92e5ecdbd5481f5d5c2f8a6bf004c6b74e346cdb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
// This file is part of the 64k demo project.
// Scene2 effect - ShaderToy conversion (scene)
// Generated by convert_shadertoy.py

#include "effects/scene2_effect.h"
#include "effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"

Scene2Effect::Scene2Effect(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, scene2_shader_wgsl));
}

void Scene2Effect::render(WGPUCommandEncoder encoder,
                          const UniformsSequenceParams& params,
                          NodeRegistry& nodes) {
  WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);

  // uniforms_buffer_ auto-updated by base class dispatch_render()
  pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
                       dummy_texture_view_.get(), uniforms_buffer_.get(),
                       {nullptr, 0});

  run_fullscreen_pass(encoder, pipeline_.get(), bind_group_.get(), output_view);
}