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// This file is part of the 64k demo project.
// It implements the PassthroughEffect.
#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
// --- PassthroughEffect ---
PassthroughEffect::PassthroughEffect(const GpuContext& ctx)
: PostProcessEffect(ctx) {
uniforms_.init(ctx_.device);
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
passthrough_shader_wgsl);
}
void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
const CommonPostProcessUniforms u = {
.resolution = {(float)width_, (float)height_},
.aspect_ratio = 1.0f,
.time = 0.0f,
.beat = 0.0f,
.audio_intensity = 0.0f,
};
uniforms_.update(ctx_.queue, u);
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
uniforms_.get(), {});
}
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