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// This file is part of the 64k demo project.
// It declares the concrete effects used in the demo.
#pragma once
#include "3d/camera.h"
#include "3d/renderer.h"
#include "3d/scene.h"
#include "effect.h"
#include "gpu/effects/post_process_helper.h"
#include "gpu/effects/shaders.h"
#include "gpu/gpu.h"
#include "gpu/texture_manager.h"
#include <memory>
static const int NUM_PARTICLES = 10000;
struct Particle {
float pos[4];
float vel[4];
float rot[4];
float color[4];
};
class HeptagonEffect : public Effect {
public:
HeptagonEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
RenderPass pass_;
};
class ParticlesEffect : public Effect {
public:
ParticlesEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void compute(WGPUCommandEncoder encoder, float time, float beat,
float intensity, float aspect_ratio) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
ComputePass compute_pass_;
RenderPass render_pass_;
GpuBuffer particles_buffer_;
};
class PassthroughEffect : public PostProcessEffect {
public:
PassthroughEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void update_bind_group(WGPUTextureView input_view) override;
};
class MovingEllipseEffect : public Effect {
public:
MovingEllipseEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
RenderPass pass_;
};
class ParticleSprayEffect : public Effect {
public:
ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void compute(WGPUCommandEncoder encoder, float time, float beat,
float intensity, float aspect_ratio) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
ComputePass compute_pass_;
RenderPass render_pass_;
GpuBuffer particles_buffer_;
};
class GaussianBlurEffect : public PostProcessEffect {
public:
GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class SolarizeEffect : public PostProcessEffect {
public:
SolarizeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class DistortEffect : public PostProcessEffect {
public:
DistortEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class ChromaAberrationEffect : public PostProcessEffect {
public:
ChromaAberrationEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class Hybrid3DEffect : public Effect {
public:
Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void init(MainSequence* demo) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
Renderer3D renderer_;
TextureManager texture_manager_;
Scene scene_;
Camera camera_;
int width_ = 1280;
int height_ = 720;
};
class FlashCubeEffect : public Effect {
public:
FlashCubeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void init(MainSequence* demo) override;
void resize(int width, int height) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
Renderer3D renderer_;
TextureManager texture_manager_;
Scene scene_;
Camera camera_;
int width_ = 1280;
int height_ = 720;
float last_beat_;
float flash_intensity_;
};
class ThemeModulationEffect : public PostProcessEffect {
public:
ThemeModulationEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class FadeEffect : public PostProcessEffect {
public:
FadeEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
};
class FlashEffect : public PostProcessEffect {
public:
FlashEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
void update_bind_group(WGPUTextureView input_view) override;
private:
float flash_intensity_ = 0.0f;
};
// Auto-generated functions
void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format);
float GetDemoDuration(); // Returns demo end time in seconds, or -1 if not specified
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