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// 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});

  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);
  wgpuRenderPassEncoderEnd(pass);
  wgpuRenderPassEncoderRelease(pass);
}