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// This file is part of the 64k demo project.
// Scene1 effect - ShaderToy conversion (raymarching scene)
#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
Scene1Effect::Scene1Effect(const GpuContext& ctx) : Effect(ctx) {
ResourceBinding bindings[] = {{uniforms_.get(), WGPUBufferBindingType_Uniform}};
pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, scene1_shader_wgsl,
bindings, 1);
pass_.vertex_count = 3;
}
void Scene1Effect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
CommonPostProcessUniforms u = {
.resolution = {(float)width_, (float)height_},
._pad = {0.0f, 0.0f},
.aspect_ratio = a,
.time = t,
.beat = b,
.audio_intensity = i,
};
uniforms_.update(ctx_.queue, u);
wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
}
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