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authorskal <pascal.massimino@gmail.com>2026-02-02 12:24:29 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 12:24:29 +0100
commite7fc9b3adeb37cb10726718e512b0da8dc49bc11 (patch)
treed46b2877cc17692515c9dfe90c67417c6639e4ae /src/gpu/effects
parent053b29d162e7b157cecbfcd214005a961103ad67 (diff)
fix(build): Add compatibility for older wgpu-native headers
- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build. - This resolves the build failures in the Windows CI/check script.
Diffstat (limited to 'src/gpu/effects')
-rw-r--r--src/gpu/effects/hybrid_3d_effect.cc109
1 files changed, 45 insertions, 64 deletions
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc
index c3e9190..51dec52 100644
--- a/src/gpu/effects/hybrid_3d_effect.cc
+++ b/src/gpu/effects/hybrid_3d_effect.cc
@@ -50,98 +50,79 @@ void Hybrid3DEffect::init(MainSequence* demo) {
if (i % 3 == 2)
type = ObjectType::BOX;
- Object3D obj(type);
+ Object3D obj(type);
- float angle = (i / 8.0f) * 6.28318f;
+ float angle = (i / 8.0f) * 6.28318f;
- obj.position = vec3(std::cos(angle) * 4.0f, 0, std::sin(angle) * 4.0f);
+ obj.position = vec3(std::cos(angle) * 4.0f, 0, std::sin(angle) * 4.0f);
- obj.scale = vec3(0.7f, 0.7f, 0.7f); // Increased scale by 40%
+ obj.scale = vec3(0.7f, 0.7f, 0.7f); // Increased scale by 40%
-
+ if (type == ObjectType::SPHERE)
+ obj.color = vec4(0, 1, 0, 1);
- if (type == ObjectType::SPHERE) obj.color = vec4(0, 1, 0, 1);
-
- else if (type == ObjectType::TORUS) obj.color = vec4(0, 0.5, 1, 1);
+ else if (type == ObjectType::TORUS)
+ obj.color = vec4(0, 0.5, 1, 1);
else
obj.color = vec4(1, 1, 0, 1);
- scene_.add_object(obj);
-
- }
-
- }
-
-
-
- // Cubic ease-in/out function for non-linear motion
-
- static float ease_in_out_cubic(float t) {
-
- t *= 2.0f;
-
- if (t < 1.0f) {
-
- return 0.5f * t * t * t;
-
- }
-
- t -= 2.0f;
-
- return 0.5f * (t * t * t + 2.0f);
-
- }
-
-
-
- void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) {
-
- // Animate Objects
-
- for (size_t i = 1; i < scene_.objects.size(); ++i) {
+ scene_.add_object(obj);
+ }
+}
- scene_.objects[i].rotation = quat::from_axis(vec3(0, 1, 0), time * 2.0f + i);
+// Cubic ease-in/out function for non-linear motion
- scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f;
+static float ease_in_out_cubic(float t) {
+ t *= 2.0f;
- }
+ if (t < 1.0f) {
+ return 0.5f * t * t * t;
+ }
-
+ t -= 2.0f;
- // Create erratic, eased time variables for camera motion
+ return 0.5f * (t * t * t + 2.0f);
+}
- float erratic_time_radius = ease_in_out_cubic(fmodf(time * 0.2f, 1.0f));
+void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) {
+ // Animate Objects
- float erratic_time_height = ease_in_out_cubic(fmodf(time * 0.3f, 1.0f));
+ for (size_t i = 1; i < scene_.objects.size(); ++i) {
+ scene_.objects[i].rotation =
+ quat::from_axis(vec3(0, 1, 0), time * 2.0f + i);
- float erratic_time_orbit = ease_in_out_cubic(fmodf(time * 0.1f, 1.0f));
+ scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f;
+ }
-
+ // Create erratic, eased time variables for camera motion
- // Animate Camera
+ float erratic_time_radius = ease_in_out_cubic(fmodf(time * 0.2f, 1.0f));
- float cam_radius = 10.0f + std::sin(erratic_time_radius * 6.28318f) * 4.0f;
+ float erratic_time_height = ease_in_out_cubic(fmodf(time * 0.3f, 1.0f));
- float cam_height = 5.0f + std::cos(erratic_time_height * 6.28318f) * 3.0f;
+ float erratic_time_orbit = ease_in_out_cubic(fmodf(time * 0.1f, 1.0f));
- camera_.set_look_at(
+ // Animate Camera
- vec3(std::sin(erratic_time_orbit * 6.28318f) * cam_radius, cam_height, std::cos(erratic_time_orbit * 6.28318f) * cam_radius),
+ float cam_radius = 10.0f + std::sin(erratic_time_radius * 6.28318f) * 4.0f;
- vec3(0, 0, 0),
+ float cam_height = 5.0f + std::cos(erratic_time_height * 6.28318f) * 3.0f;
- vec3(0, 1, 0)
+ camera_.set_look_at(
- );
+ vec3(std::sin(erratic_time_orbit * 6.28318f) * cam_radius, cam_height,
+ std::cos(erratic_time_orbit * 6.28318f) * cam_radius),
-
+ vec3(0, 0, 0),
- camera_.aspect_ratio = aspect_ratio;
+ vec3(0, 1, 0)
-
+ );
- // Draw
+ camera_.aspect_ratio = aspect_ratio;
- renderer_.draw(pass, scene_, camera_, time);
+ // Draw
- }
+ renderer_.draw(pass, scene_, camera_, time);
+}