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// This file is part of the 64k demo project.
// It implements the SDFTestEffect.
#include "effects/sdf_test_effect.h"
#include "gpu/gpu.h"
#include "gpu/shaders.h"
SDFTestEffect::SDFTestEffect(const GpuContext& ctx) : SDFEffect(ctx) {
ResourceBinding bindings[] = {
{uniforms_.get(), WGPUBufferBindingType_Uniform},
{camera_params_.get(), WGPUBufferBindingType_Uniform}};
pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, sdf_test_shader_wgsl,
bindings, 2);
pass_.vertex_count = 3;
}
void SDFTestEffect::render(WGPURenderPassEncoder pass,
const CommonPostProcessUniforms& uniforms) {
// Update common uniforms
uniforms_.update(ctx_.queue, uniforms);
// Update camera (simple orbiting camera)
const float radius = 5.0f;
const float speed = 0.3f;
vec3 cam_pos(std::cos(uniforms.time * speed) * radius, 2.0f,
std::sin(uniforms.time * speed) * radius);
vec3 cam_target(0.0f, 0.0f, 0.0f);
vec3 cam_up(0.0f, 1.0f, 0.0f);
update_camera(cam_pos, cam_target, cam_up, 0.785398f, 0.1f, 100.0f,
uniforms.aspect_ratio);
// Render
wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
}
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