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// This file is part of the 64k demo project.
// It implements the DistortEffect.
#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
// --- DistortEffect ---
DistortEffect::DistortEffect(const GpuContext& ctx)
: DistortEffect(ctx, DistortParams()) {}
DistortEffect::DistEffect(const GpuContext& ctx, const DistortParams& params)
: PostProcessEffect(ctx), params_(params) {
uniforms_ = gpu_create_buffer(ctx_.device, sizeof(DistortUniforms),
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
distort_shader_wgsl);
}
void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
DistortUniforms u = {
.time = t,
.beat = b,
.intensity = i,
.aspect_ratio = a,
.width = (float)width_,
.height = (float)height_,
.strength = params_.strength,
.speed = params_.speed,
};
wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u));
PostProcessEffect::render(pass, t, b, i, a);
}
void DistortEffect::update_bind_group(WGPUTextureView v) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_);
}
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