diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 23:33:53 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 23:33:53 +0100 |
| commit | 3b2bee705cfe5a250bb6049a90b5d734d3125f73 (patch) | |
| tree | f6c7151b6b9c6eecdf7a3a750c4c57e5c528cc0e /src/effects/hybrid3_d_effect.cc | |
| parent | 0585a596e2fc77239912bd6437ea76b1af5ad0d5 (diff) | |
fix: port Hybrid3D effect to sequence v2 architecture
Hybrid3D was calling Renderer3D::render() which creates its own command
encoder, bypassing the sequence system. Now uses renderer_.draw() with
the passed encoder.
Also adds texture blit support for RotatingCube compositing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/hybrid3_d_effect.cc')
| -rw-r--r-- | src/effects/hybrid3_d_effect.cc | 28 |
1 files changed, 26 insertions, 2 deletions
diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc index 0e44853..c13c1e9 100644 --- a/src/effects/hybrid3_d_effect.cc +++ b/src/effects/hybrid3_d_effect.cc @@ -4,6 +4,7 @@ #include "util/fatal_error.h" #include "effects/hybrid3_d_effect.h" +#include "gpu/gpu.h" #include <cmath> Hybrid3D::Hybrid3D(const GpuContext& ctx, @@ -113,6 +114,29 @@ void Hybrid3D::render(WGPUCommandEncoder encoder, WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); WGPUTextureView depth_view = nodes.get_view(depth_node_); - // Render 3D scene - renderer_.render(scene_, camera_, params.time, color_view, depth_view); + // Render 3D scene using sequence encoder + WGPURenderPassColorAttachment color_attachment = {}; +#if !defined(DEMO_CROSS_COMPILE_WIN32) + color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; +#endif + color_attachment.view = color_view; + color_attachment.loadOp = WGPULoadOp_Clear; + color_attachment.storeOp = WGPUStoreOp_Store; + color_attachment.clearValue = {0.05f, 0.05f, 0.05f, 1.0f}; + + WGPURenderPassDepthStencilAttachment depth_attachment = {}; + depth_attachment.view = depth_view; + depth_attachment.depthLoadOp = WGPULoadOp_Clear; + depth_attachment.depthStoreOp = WGPUStoreOp_Store; + depth_attachment.depthClearValue = 1.0f; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + pass_desc.depthStencilAttachment = &depth_attachment; + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + renderer_.draw(pass, scene_, camera_, params.time); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); } |
