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path: root/src/gpu/effects/scene1_effect.cc
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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);
}