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// This file is part of the 64k demo project.
// It declares helper functions for post-processing effects.
#pragma once
#include "gpu/gpu.h"
#include "util/mini_math.h"
// Uniform data common to all post-processing effects
struct CommonPostProcessUniforms {
vec2 resolution; // Screen dimensions
float aspect_ratio; // Width/height ratio
float time; // Physical time in seconds (unaffected by tempo)
float beat_time; // Musical time in beats (absolute, tempo-scaled)
float beat_phase; // Fractional beat (0.0-1.0 within current beat)
float audio_intensity;// Audio peak for beat sync
float _pad; // Padding for 16-byte alignment
};
static_assert(sizeof(CommonPostProcessUniforms) == 32,
"CommonPostProcessUniforms must be 32 bytes for WGSL alignment");
// Standard post-process bind group layout (group 0):
#define PP_BINDING_SAMPLER 0 // Sampler for input texture
#define PP_BINDING_TEXTURE 1 // Input texture (previous render pass)
#define PP_BINDING_UNIFORMS 2 // Custom uniforms buffer
#define PP_BINDING_EFFECT_PARAMS 3 // Effect-specific parameters
// Helper to create a standard post-processing pipeline
// Uniforms are accessible to both vertex and fragment shaders
WGPURenderPipeline create_post_process_pipeline(WGPUDevice device,
WGPUTextureFormat format,
const char* shader_code);
// Helper to update bind group for post-processing effects
void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline,
WGPUBindGroup* bind_group, WGPUTextureView input_view,
GpuBuffer uniforms, GpuBuffer effect_params);
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