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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 "effect.h"
#include "gpu/gpu.h"
#include "gpu/effects/post_process_helper.h"
#include "gpu/effects/shaders.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;
};

// Auto-generated function to populate the timeline
void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue,
                  WGPUTextureFormat format);