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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
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')
-rw-r--r--src/effects/hybrid3_d_effect_v2.cc64
-rw-r--r--src/effects/hybrid3_d_effect_v2.h30
2 files changed, 94 insertions, 0 deletions
diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect_v2.cc
new file mode 100644
index 0000000..5b44133
--- /dev/null
+++ b/src/effects/hybrid3_d_effect_v2.cc
@@ -0,0 +1,64 @@
+// This file is part of the 64k demo project.
+// It implements Hybrid3DEffectV2 (simplified v2 port).
+// TODO: Full Renderer3D integration with texture manager, noise assets
+
+#include "effects/hybrid3_d_effect_v2.h"
+#include <cmath>
+
+Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") {
+ // Initialize renderer (format is always RGBA8Unorm for v2)
+ renderer_.init(ctx_.device, ctx_.queue, WGPUTextureFormat_RGBA8Unorm);
+ initialized_ = true;
+
+ // Setup simple scene (1 center cube + 8 surrounding objects)
+ scene_.clear();
+ Object3D center(ObjectType::BOX);
+ center.position = vec3(0, 0, 0);
+ center.color = vec4(1, 0, 0, 1);
+ scene_.add_object(center);
+
+ for (int i = 0; i < 8; ++i) {
+ ObjectType type = (i % 3 == 1) ? ObjectType::TORUS :
+ (i % 3 == 2) ? ObjectType::BOX : ObjectType::SPHERE;
+
+ 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(0.7f, 0.7f, 0.7f);
+
+ if (type == ObjectType::SPHERE)
+ obj.color = vec4(0, 1, 0, 1);
+ else if (type == ObjectType::TORUS)
+ obj.color = vec4(0, 0.5f, 1, 1);
+ else
+ obj.color = vec4(1, 1, 0, 1);
+
+ scene_.add_object(obj);
+ }
+}
+
+void Hybrid3DEffectV2::declare_nodes(NodeRegistry& registry) {
+ // Declare depth buffer node
+ registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1);
+}
+
+void Hybrid3DEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Update camera (orbiting)
+ float angle = params.time * 0.3f;
+ vec3 cam_pos = vec3(std::cos(angle) * 10.0f, 5.0f, std::sin(angle) * 10.0f);
+ camera_.position = cam_pos;
+ camera_.target = vec3(0, 0, 0);
+ camera_.aspect_ratio = params.aspect_ratio;
+
+ // Get output views
+ 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);
+}
diff --git a/src/effects/hybrid3_d_effect_v2.h b/src/effects/hybrid3_d_effect_v2.h
new file mode 100644
index 0000000..078b047
--- /dev/null
+++ b/src/effects/hybrid3_d_effect_v2.h
@@ -0,0 +1,30 @@
+// 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_;
+};