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// This file is part of the 64k demo project.
// It implements CircleMaskEffect for auxiliary texture masking demonstration.
// Generates circular mask and renders green background outside circle.
#include "gpu/effects/circle_mask_effect.h"
#include "generated/assets.h"
CircleMaskEffect::CircleMaskEffect(const GpuContext& ctx, float radius)
: Effect(ctx), radius_(radius) {}
CircleMaskEffect::~CircleMaskEffect() {
if (mask_sampler_) wgpuSamplerRelease(mask_sampler_);
if (render_bind_group_) wgpuBindGroupRelease(render_bind_group_);
if (render_pipeline_) wgpuRenderPipelineRelease(render_pipeline_);
if (compute_bind_group_) wgpuBindGroupRelease(compute_bind_group_);
if (compute_pipeline_) wgpuRenderPipelineRelease(compute_pipeline_);
}
void CircleMaskEffect::init(MainSequence* demo) {
demo_ = demo;
const uint32_t width = width_;
const uint32_t height = height_;
demo_->register_auxiliary_texture("circle_mask", width, height);
compute_uniforms_.init(ctx_.device);
render_uniforms_.init(ctx_.device);
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.maxAnisotropy = 1;
mask_sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
size_t compute_size, render_size;
const char* compute_shader = (const char*)GetAsset(
AssetId::ASSET_CIRCLE_MASK_COMPUTE_SHADER, &compute_size);
const char* render_shader = (const char*)GetAsset(
AssetId::ASSET_CIRCLE_MASK_RENDER_SHADER, &render_size);
WGPUShaderSourceWGSL compute_wgsl = {};
compute_wgsl.chain.sType = WGPUSType_ShaderSourceWGSL;
compute_wgsl.code = str_view(compute_shader);
WGPUShaderModuleDescriptor compute_desc = {};
compute_desc.nextInChain = &compute_wgsl.chain;
WGPUShaderModule compute_module = wgpuDeviceCreateShaderModule(ctx_.device, &compute_desc);
const WGPUColorTargetState compute_target = {
.format = WGPUTextureFormat_RGBA8Unorm,
.writeMask = WGPUColorWriteMask_All,
};
WGPUFragmentState compute_frag = {};
compute_frag.module = compute_module;
compute_frag.entryPoint = str_view("fs_main");
compute_frag.targetCount = 1;
compute_frag.targets = &compute_target;
WGPURenderPipelineDescriptor compute_pipeline_desc = {};
compute_pipeline_desc.vertex.module = compute_module;
compute_pipeline_desc.vertex.entryPoint = str_view("vs_main");
compute_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
compute_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
compute_pipeline_desc.multisample.count = 1;
compute_pipeline_desc.multisample.mask = 0xFFFFFFFF;
compute_pipeline_desc.fragment = &compute_frag;
compute_pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &compute_pipeline_desc);
wgpuShaderModuleRelease(compute_module);
const WGPUBindGroupEntry compute_entries[] = {
{.binding = 0, .buffer = compute_uniforms_.get().buffer,
.size = sizeof(ComputeUniforms)},
};
const WGPUBindGroupDescriptor compute_bg_desc = {
.layout = wgpuRenderPipelineGetBindGroupLayout(compute_pipeline_, 0),
.entryCount = 1,
.entries = compute_entries,
};
compute_bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &compute_bg_desc);
WGPUShaderSourceWGSL render_wgsl = {};
render_wgsl.chain.sType = WGPUSType_ShaderSourceWGSL;
render_wgsl.code = str_view(render_shader);
WGPUShaderModuleDescriptor render_desc = {};
render_desc.nextInChain = &render_wgsl.chain;
WGPUShaderModule render_module = wgpuDeviceCreateShaderModule(ctx_.device, &render_desc);
const WGPUColorTargetState render_target = {
.format = ctx_.format,
.writeMask = WGPUColorWriteMask_All,
};
WGPUFragmentState render_frag = {};
render_frag.module = render_module;
render_frag.entryPoint = str_view("fs_main");
render_frag.targetCount = 1;
render_frag.targets = &render_target;
WGPURenderPipelineDescriptor render_pipeline_desc = {};
render_pipeline_desc.vertex.module = render_module;
render_pipeline_desc.vertex.entryPoint = str_view("vs_main");
render_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
render_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
render_pipeline_desc.multisample.count = 1;
render_pipeline_desc.multisample.mask = 0xFFFFFFFF;
render_pipeline_desc.fragment = &render_frag;
render_pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &render_pipeline_desc);
wgpuShaderModuleRelease(render_module);
WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask");
const WGPUBindGroupEntry render_entries[] = {
{.binding = 0, .textureView = mask_view},
{.binding = 1, .sampler = mask_sampler_},
{.binding = 2, .buffer = render_uniforms_.get().buffer,
.size = sizeof(RenderUniforms)},
};
const WGPUBindGroupDescriptor render_bg_desc = {
.layout = wgpuRenderPipelineGetBindGroupLayout(render_pipeline_, 0),
.entryCount = 3,
.entries = render_entries,
};
render_bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &render_bg_desc);
}
void CircleMaskEffect::compute(WGPUCommandEncoder encoder, float time,
float beat, float intensity,
float aspect_ratio) {
const uint32_t width = width_;
const uint32_t height = height_;
const ComputeUniforms uniforms = {
.radius = radius_,
.aspect_ratio = aspect_ratio,
.width = static_cast<float>(width),
.height = static_cast<float>(height),
};
compute_uniforms_.update(ctx_.queue, uniforms);
WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask");
const WGPURenderPassColorAttachment color_attachment = {
.view = mask_view,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = {0.0, 0.0, 0.0, 1.0},
};
const WGPURenderPassDescriptor pass_desc = {
.colorAttachmentCount = 1,
.colorAttachments = &color_attachment,
};
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, compute_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, compute_bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
void CircleMaskEffect::render(WGPURenderPassEncoder pass, float time,
float beat, float intensity,
float aspect_ratio) {
const uint32_t width = width_;
const uint32_t height = height_;
const RenderUniforms uniforms = {
.width = static_cast<float>(width),
.height = static_cast<float>(height),
._pad1 = 0.0f,
._pad2 = 0.0f,
};
render_uniforms_.update(ctx_.queue, uniforms);
wgpuRenderPassEncoderSetPipeline(pass, render_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, render_bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
}
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