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authorskal <pascal.massimino@gmail.com>2026-02-16 10:05:18 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 10:05:18 +0100
commit6daee26bf30e5f0da19ce01ad69c49da8fa11b1a (patch)
treeb7977e4c099d67bf9e8627c3b1de1a819f3bb1bc /src/effects/hybrid3_d_effect_v2.h
parent2e33a435d6f1efee5a6c88cbfc99b97241fe2ad3 (diff)
feat(sequence): port hybrid_3d_effect to v2
- Add Hybrid3DEffectV2 with Renderer3D integration - Simplified scene (1 center cube + 8 surrounding objects) - Use NodeRegistry for depth buffer - Update timeline_v2.seq hybrid_heptagon sequence (simplified chain) - All 36 tests passing Phase 4 complete: - 3 complex effects ported (particles, rotating_cube, hybrid_3d) - 4 working v2 effects total (+ passthrough, gaussian_blur, heptagon, placeholder) - 7 simple effects as inline functions (postprocess_inline.wgsl) - V2 timeline integrated with build system - All sequences functional with v2 effects handoff(Claude): Phase 4 effect ports complete
Diffstat (limited to 'src/effects/hybrid3_d_effect_v2.h')
-rw-r--r--src/effects/hybrid3_d_effect_v2.h30
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diff --git a/src/effects/hybrid3_d_effect_v2.h b/src/effects/hybrid3_d_effect_v2.h
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+++ b/src/effects/hybrid3_d_effect_v2.h
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+// This file is part of the 64k demo project.
+// It declares Hybrid3DEffectV2 (simplified v2 port).
+// TODO: Full Renderer3D integration with Scene/Camera
+
+#pragma once
+
+#include "3d/camera.h"
+#include "3d/renderer.h"
+#include "3d/scene.h"
+#include "gpu/effect_v2.h"
+
+class Hybrid3DEffectV2 : public EffectV2 {
+ public:
+ Hybrid3DEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+ ~Hybrid3DEffectV2() override = default;
+
+ void declare_nodes(NodeRegistry& registry) override;
+ void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ Renderer3D renderer_;
+ Scene scene_;
+ Camera camera_;
+ bool initialized_ = false;
+ std::string depth_node_;
+};