diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-01 18:56:47 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-01 18:56:47 +0100 |
| commit | e3ef115804b46e8bfc594987b04b1059aed5e002 (patch) | |
| tree | 3670f718ee23cf34e94984568900eac23022d1f0 /src/gpu | |
| parent | 7fab8880cca269621cd32610b22f2820567771f2 (diff) | |
feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assets
- Fixed test_sequence by restoring MainSequence::init_test for mocking.
- Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols.
- standardizing Effect constructor signature for seq_compiler compatibility.
- Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX.
- Updated MainSequence to support depth buffer for 3D elements.
- Formatted all source files with clang-format.
Diffstat (limited to 'src/gpu')
| -rw-r--r-- | src/gpu/demo_effects.h | 7 | ||||
| -rw-r--r-- | src/gpu/effect.cc | 16 | ||||
| -rw-r--r-- | src/gpu/effect.h | 3 | ||||
| -rw-r--r-- | src/gpu/effects/hybrid_3d_effect.cc | 83 | ||||
| -rw-r--r-- | src/gpu/effects/hybrid_3d_effect.h | 10 | ||||
| -rw-r--r-- | src/gpu/texture_manager.cc | 12 | ||||
| -rw-r--r-- | src/gpu/texture_manager.h | 5 |
7 files changed, 80 insertions, 56 deletions
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h index 0ff75b9..1f3c526 100644 --- a/src/gpu/demo_effects.h +++ b/src/gpu/demo_effects.h @@ -2,13 +2,13 @@ // It declares the concrete effects used in the demo. #pragma once +#include "3d/camera.h" +#include "3d/renderer.h" +#include "3d/scene.h" #include "effect.h" #include "gpu/effects/post_process_helper.h" #include "gpu/effects/shaders.h" #include "gpu/gpu.h" -#include "3d/renderer.h" -#include "3d/scene.h" -#include "3d/camera.h" #include "gpu/texture_manager.h" #include <memory> @@ -118,6 +118,7 @@ class Hybrid3DEffect : public Effect { void init(MainSequence* demo) override; void render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) override; + private: Renderer3D renderer_; TextureManager texture_manager_; diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc index fdc604c..b2e0c4e 100644 --- a/src/gpu/effect.cc +++ b/src/gpu/effect.cc @@ -131,6 +131,14 @@ void MainSequence::create_framebuffers(int width, int height) { depth_view_ = wgpuTextureCreateView(depth_texture_, &depth_view_desc); } +void MainSequence::init_test(WGPUDevice d, WGPUQueue q, WGPUTextureFormat f) { + device = d; + queue = q; + format = f; + // No framebuffers or passthrough effect created in test mode. + // Test effects should not rely on these being real. +} + void MainSequence::init(WGPUDevice d, WGPUQueue q, WGPUTextureFormat f, int width, int height) { device = d; @@ -197,7 +205,7 @@ void MainSequence::render_frame(float global_time, float beat, float peak, #if !defined(DEMO_CROSS_COMPILE_WIN32) scene_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; #endif /* !defined(DEMO_CROSS_COMPILE_WIN32) */ - + WGPURenderPassDepthStencilAttachment depth_attachment = {}; depth_attachment.view = depth_view_; depth_attachment.depthLoadOp = WGPULoadOp_Clear; @@ -206,7 +214,8 @@ void MainSequence::render_frame(float global_time, float beat, float peak, WGPURenderPassDescriptor scene_desc = {.colorAttachmentCount = 1, .colorAttachments = &scene_attachment, - .depthStencilAttachment = &depth_attachment}; + .depthStencilAttachment = + &depth_attachment}; WGPURenderPassEncoder scene_pass = wgpuCommandEncoderBeginRenderPass(encoder, &scene_desc); for (const SequenceItem* item : scene_effects) { @@ -224,7 +233,8 @@ void MainSequence::render_frame(float global_time, float beat, float peak, final_view = wgpuTextureCreateView(st.texture, nullptr); // Safely cast to PostProcessEffect to call update_bind_group - PostProcessEffect* pp_effect = (PostProcessEffect*)passthrough_effect_.get(); + PostProcessEffect* pp_effect = + (PostProcessEffect*)passthrough_effect_.get(); pp_effect->update_bind_group(framebuffer_view_a_); WGPURenderPassColorAttachment final_attachment = {}; diff --git a/src/gpu/effect.h b/src/gpu/effect.h index 5d6b666..29f8e85 100644 --- a/src/gpu/effect.h +++ b/src/gpu/effect.h @@ -100,6 +100,7 @@ class MainSequence { void init(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format, int width, int height); + void init_test(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format); void add_sequence(std::shared_ptr<Sequence> seq, float start_time, int priority = 0); void render_frame(float global_time, float beat, float peak, @@ -122,7 +123,7 @@ class MainSequence { WGPUTextureView framebuffer_view_a_ = nullptr; WGPUTexture framebuffer_b_ = nullptr; WGPUTextureView framebuffer_view_b_ = nullptr; - + WGPUTexture depth_texture_ = nullptr; WGPUTextureView depth_view_ = nullptr; diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc index 41ede0b..6af2bd4 100644 --- a/src/gpu/effects/hybrid_3d_effect.cc +++ b/src/gpu/effects/hybrid_3d_effect.cc @@ -2,34 +2,38 @@ // It implements the Hybrid3DEffect. #include "gpu/effects/hybrid_3d_effect.h" -#include "util/asset_manager.h" #include "generated/assets.h" -#include <cmath> +#include "util/asset_manager.h" #include <cassert> +#include <cmath> #include <iostream> -Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : Effect(device, queue), width_(1280), height_(720) { +Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, + WGPUTextureFormat format) + : Effect(device, queue), width_(1280), height_(720) { (void)format; // Passed to base, not directly used here. } void Hybrid3DEffect::init(MainSequence* demo) { - (void)demo; - WGPUTextureFormat format = demo->format; // Get current format from MainSequence (might be different than constructor if resized) - + (void)demo; + WGPUTextureFormat format = + demo->format; // Get current format from MainSequence (might be different + // than constructor if resized) + renderer_.init(device_, queue_, format); renderer_.resize(width_, height_); // Texture Manager texture_manager_.init(device_, queue_); - + // Load Noise Asset size_t size = 0; const uint8_t* noise_data = GetAsset(AssetId::ASSET_NOISE_TEX, &size); if (noise_data && size == 256 * 256 * 4) { - texture_manager_.create_texture("noise", 256, 256, noise_data); - renderer_.set_noise_texture(texture_manager_.get_texture_view("noise")); + texture_manager_.create_texture("noise", 256, 256, noise_data); + renderer_.set_noise_texture(texture_manager_.get_texture_view("noise")); } else { - std::cerr << "Failed to load NOISE_TEX asset." << std::endl; + std::cerr << "Failed to load NOISE_TEX asset." << std::endl; } // Setup Scene @@ -41,40 +45,45 @@ void Hybrid3DEffect::init(MainSequence* demo) { for (int i = 0; i < 8; ++i) { ObjectType type = ObjectType::SPHERE; - if (i % 3 == 1) type = ObjectType::TORUS; - if (i % 3 == 2) type = ObjectType::BOX; - + if (i % 3 == 1) + type = ObjectType::TORUS; + if (i % 3 == 2) + type = ObjectType::BOX; + Object3D obj(type); float angle = (i / 8.0f) * 6.28318f; obj.position = vec3(std::cos(angle) * 4.0f, 0, std::sin(angle) * 4.0f); obj.scale = vec3(0.5f, 0.5f, 0.5f); - - 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 obj.color = vec4(1, 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 + obj.color = vec4(1, 1, 0, 1); + scene_.add_object(obj); } } -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_.objects[i].rotation = quat::from_axis(vec3(0, 1, 0), time * 2.0f + i); - scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; - } - - // Animate Camera - float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f; - float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f; - camera_.set_look_at( - vec3(std::sin(time * 0.5f) * cam_radius, cam_height, std::cos(time * 0.5f) * cam_radius), - vec3(0, 0, 0), - vec3(0, 1, 0) - ); - - camera_.aspect_ratio = aspect_ratio; +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_.objects[i].rotation = + quat::from_axis(vec3(0, 1, 0), time * 2.0f + i); + scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f; + } + + // Animate Camera + float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f; + float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f; + camera_.set_look_at(vec3(std::sin(time * 0.5f) * cam_radius, cam_height, + std::cos(time * 0.5f) * cam_radius), + vec3(0, 0, 0), vec3(0, 1, 0)); + + camera_.aspect_ratio = aspect_ratio; - // Draw - renderer_.draw(pass, scene_, camera_, time); + // Draw + renderer_.draw(pass, scene_, camera_, time); } diff --git a/src/gpu/effects/hybrid_3d_effect.h b/src/gpu/effects/hybrid_3d_effect.h index 1b0eab7..ef62883 100644 --- a/src/gpu/effects/hybrid_3d_effect.h +++ b/src/gpu/effects/hybrid_3d_effect.h @@ -1,12 +1,13 @@ // This file is part of the 64k demo project. -// It defines the Hybrid3DEffect, integrating the 3D renderer into the demo timeline. +// It defines the Hybrid3DEffect, integrating the 3D renderer into the demo +// timeline. #pragma once -#include "gpu/effect.h" +#include "3d/camera.h" #include "3d/renderer.h" #include "3d/scene.h" -#include "3d/camera.h" +#include "gpu/effect.h" #include "gpu/texture_manager.h" class Hybrid3DEffect : public Effect { @@ -15,7 +16,8 @@ class Hybrid3DEffect : public Effect { virtual ~Hybrid3DEffect() override = default; void init(MainSequence* demo) override; - void render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) override; + void render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) override; private: Renderer3D renderer_; diff --git a/src/gpu/texture_manager.cc b/src/gpu/texture_manager.cc index f2d93ad..5da82c0 100644 --- a/src/gpu/texture_manager.cc +++ b/src/gpu/texture_manager.cc @@ -44,13 +44,13 @@ void TextureManager::create_procedural_texture( #endif } -void TextureManager::create_texture(const std::string& name, int width, int height, const uint8_t* data) { +void TextureManager::create_texture(const std::string& name, int width, + int height, const uint8_t* data) { WGPUExtent3D tex_size = {(uint32_t)width, (uint32_t)height, 1}; // 2. Create GPU Texture WGPUTextureDescriptor tex_desc = {}; - tex_desc.usage = - WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; + tex_desc.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size = tex_size; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; @@ -76,8 +76,8 @@ void TextureManager::create_texture(const std::string& name, int width, int heig source_layout.bytesPerRow = width * 4; source_layout.rowsPerImage = height; - wgpuQueueWriteTexture(queue_, &destination, data, - width * height * 4, &source_layout, &tex_size); + wgpuQueueWriteTexture(queue_, &destination, data, width * height * 4, + &source_layout, &tex_size); // 4. Create View WGPUTextureViewDescriptor view_desc = {}; @@ -97,7 +97,7 @@ void TextureManager::create_texture(const std::string& name, int width, int heig gpu_tex.view = view; gpu_tex.width = width; gpu_tex.height = height; - + textures_[name] = gpu_tex; } diff --git a/src/gpu/texture_manager.h b/src/gpu/texture_manager.h index 54dcfeb..b97e6a8 100644 --- a/src/gpu/texture_manager.h +++ b/src/gpu/texture_manager.h @@ -37,9 +37,10 @@ class TextureManager { // Registers and generates a texture immediately void create_procedural_texture(const std::string& name, const ProceduralTextureDef& def); - + // Creates a texture from existing data (RGBA8) - void create_texture(const std::string& name, int width, int height, const uint8_t* data); + void create_texture(const std::string& name, int width, int height, + const uint8_t* data); // Retrieves a texture view by name (returns nullptr if not found) WGPUTextureView get_texture_view(const std::string& name); |
