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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(), {});
}