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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);
}