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#pragma once
#include <webgpu/webgpu.hpp>
#include <vector>
#include <string>
struct Vertex {
float position[2];
float color[3];
};
class Waterfall {
public:
Waterfall(wgpu::Device device, float x, float y, float width, float height, const std::string& title);
~Waterfall();
bool initialize();
void update(float time);
void render(wgpu::RenderPassEncoder& pass,
wgpu::RenderPipeline linePipeline,
wgpu::RenderPipeline lineListPipeline,
int windowWidth, int windowHeight);
void toggleGrid();
private:
std::vector<Vertex> generateGridLines();
std::vector<Vertex> generateBorder();
wgpu::Device device_;
wgpu::Buffer vertexBuffer_;
float x_, y_, width_, height_;
std::string title_;
bool showGrid_;
std::vector<std::vector<Vertex>> lines_;
static constexpr int MAX_LINES = 50;
static constexpr int POINTS_PER_LINE = 100;
};
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