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// This file is part of the 64k demo project.
// ShaderToy effect implementation - REPLACE THIS LINE
// TODO: Update description, rename class
#include "effects/shaders.h"
#include "effects/shadertoy_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
// TODO: Rename class
ShaderToyEffect::ShaderToyEffect(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs,
float start_time, float end_time)
: Effect(ctx, inputs, outputs, start_time, end_time) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
create_nearest_sampler();
create_dummy_scene_texture();
// TODO: Update shader name to match declaration in shaders.h
pipeline_.set(create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, shadertoy_shader_wgsl));
}
void ShaderToyEffect::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
// uniforms_buffer_ is auto-updated by base class dispatch_render()
pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
dummy_texture_view_.get(), uniforms_buffer_.get(),
{nullptr, 0});
WGPURenderPassColorAttachment color_attachment = {};
gpu_init_color_attachment(color_attachment, output_view);
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color_attachment;
WGPURenderPassEncoder pass =
wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_.get());
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_.get(), 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
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