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// This file is part of the 64k demo project.
// It implements the VignetteEffect.
#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
VignetteEffect::VignetteEffect(const GpuContext& ctx)
: VignetteEffect(ctx, VignetteParams()) {}
VignetteEffect::VignetteEffect(const GpuContext& ctx,
const VignetteParams& params)
: PostProcessEffect(ctx), params_(params) {
uniforms_.init(ctx_.device);
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
vignette_shader_wgsl);
}
void VignetteEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
VignetteUniforms u = {
.time = t,
.beat = b,
.intensity = i,
.aspect_ratio = a,
.width = (float)width_,
.height = (float)height_,
.radius = params_.radius,
.softness = params_.softness,
};
uniforms_.update(ctx_.queue, u);
PostProcessEffect::render(pass, t, b, i, a);
}
void VignetteEffect::update_bind_group(WGPUTextureView v) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_.get());
}
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