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-rw-r--r--src/gpu/effects/flash_cube_effect.cc60
-rw-r--r--src/gpu/effects/hybrid_3d_effect.cc62
2 files changed, 61 insertions, 61 deletions
diff --git a/src/gpu/effects/flash_cube_effect.cc b/src/gpu/effects/flash_cube_effect.cc
index 44f6e2b..1c7b70c 100644
--- a/src/gpu/effects/flash_cube_effect.cc
+++ b/src/gpu/effects/flash_cube_effect.cc
@@ -1,5 +1,6 @@
// This file is part of the 64k demo project.
-// It implements the FlashCubeEffect - a flashing background cube with Perlin noise.
+// It implements the FlashCubeEffect - a flashing background cube with Perlin
+// noise.
#include "gpu/effects/flash_cube_effect.h"
#include "generated/assets.h"
@@ -30,13 +31,14 @@ void FlashCubeEffect::init(MainSequence* demo) {
texture_manager_.init(device_, queue_);
// Load Perlin noise texture
- 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);
+ TextureAsset noise_tex = GetTextureAsset(AssetId::ASSET_NOISE_TEX);
+ if (noise_tex.pixels && noise_tex.width == 256 && noise_tex.height == 256) {
+ texture_manager_.create_texture("noise", noise_tex.width, noise_tex.height,
+ noise_tex.pixels);
renderer_.set_noise_texture(texture_manager_.get_texture_view("noise"));
} else {
- std::cerr << "Failed to load NOISE_TEX asset for FlashCubeEffect." << std::endl;
+ std::cerr << "Failed to load NOISE_TEX asset for FlashCubeEffect."
+ << std::endl;
}
// Create a very large background cube
@@ -44,51 +46,53 @@ void FlashCubeEffect::init(MainSequence* demo) {
scene_.clear();
Object3D cube(ObjectType::BOX);
cube.position = vec3(0, 0, 0);
- cube.scale = vec3(100.0f, 100.0f, 100.0f); // Much larger cube
- cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
+ cube.scale = vec3(100.0f, 100.0f, 100.0f); // Much larger cube
+ cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
scene_.add_object(cube);
}
void FlashCubeEffect::render(WGPURenderPassEncoder pass, float time, float beat,
- float intensity, float aspect_ratio) {
- // Detect beat changes for flash trigger (using intensity as proxy for beat hits)
- // Intensity spikes on beats, so we can use it to trigger flashes
- if (intensity > 0.5f && flash_intensity_ < 0.3f) { // High intensity + flash cooled down
- flash_intensity_ = 1.0f; // Trigger full flash
+ float intensity, float aspect_ratio) {
+ // Detect beat changes for flash trigger (using intensity as proxy for beat
+ // hits) Intensity spikes on beats, so we can use it to trigger flashes
+ if (intensity > 0.5f &&
+ flash_intensity_ < 0.3f) { // High intensity + flash cooled down
+ flash_intensity_ = 1.0f; // Trigger full flash
}
// Exponential decay of flash
- flash_intensity_ *= 0.90f; // Slower fade for more visible effect
+ flash_intensity_ *= 0.90f; // Slower fade for more visible effect
// Always have base brightness, add flash on top
float base_brightness = 0.2f;
- float flash_boost = base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
+ float flash_boost =
+ base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
- scene_.objects[0].color = vec4(
- 0.4f * flash_boost, // Reddish tint
- 0.6f * flash_boost, // More green
- 1.0f * flash_boost, // Strong blue for background feel
- 1.0f
- );
+ scene_.objects[0].color =
+ vec4(0.4f * flash_boost, // Reddish tint
+ 0.6f * flash_boost, // More green
+ 1.0f * flash_boost, // Strong blue for background feel
+ 1.0f);
// Slowly rotate the cube for visual interest
- scene_.objects[0].rotation = quat::from_axis(vec3(0.3f, 1, 0.2f), time * 0.05f);
+ scene_.objects[0].rotation =
+ quat::from_axis(vec3(0.3f, 1, 0.2f), time * 0.05f);
// Position camera OUTSIDE the cube looking at it from a distance
// This way we see the cube as a background element
- float cam_distance = 150.0f; // Much farther to ensure it's behind everything
+ float cam_distance = 150.0f; // Much farther to ensure it's behind everything
float orbit_angle = time * 0.1f;
camera_.set_look_at(
vec3(std::sin(orbit_angle) * cam_distance,
std::cos(orbit_angle * 0.3f) * 30.0f,
- std::cos(orbit_angle) * cam_distance), // Camera orbits around
- vec3(0, 0, 0), // Look at cube center
- vec3(0, 1, 0)
- );
+ std::cos(orbit_angle) * cam_distance), // Camera orbits around
+ vec3(0, 0, 0), // Look at cube center
+ vec3(0, 1, 0));
camera_.aspect_ratio = aspect_ratio;
- // Extend far plane to accommodate distant camera position (150 units + cube size)
+ // Extend far plane to accommodate distant camera position (150 units + cube
+ // size)
camera_.far_plane = 300.0f;
// Draw the cube
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc
index 0dbd786..cb77fef 100644
--- a/src/gpu/effects/hybrid_3d_effect.cc
+++ b/src/gpu/effects/hybrid_3d_effect.cc
@@ -33,10 +33,10 @@ void Hybrid3DEffect::init(MainSequence* demo) {
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);
+ TextureAsset noise_tex = GetTextureAsset(AssetId::ASSET_NOISE_TEX);
+ if (noise_tex.pixels && noise_tex.width == 256 && noise_tex.height == 256) {
+ texture_manager_.create_texture("noise", noise_tex.width, noise_tex.height,
+ noise_tex.pixels);
renderer_.set_noise_texture(texture_manager_.get_texture_view("noise"));
} else {
std::cerr << "Failed to load NOISE_TEX asset." << std::endl;
@@ -103,39 +103,35 @@ void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat,
// Camera jumps every other pattern (2 seconds) for dramatic effect
int pattern_num = (int)(time / 2.0f);
- int camera_preset = pattern_num % 4; // Cycle through 4 different angles
+ int camera_preset = pattern_num % 4; // Cycle through 4 different angles
vec3 cam_pos, cam_target;
switch (camera_preset) {
- case 0: // High angle, orbiting
- {
- float angle = time * 0.5f;
- cam_pos = vec3(std::sin(angle) * 12.0f, 8.0f, std::cos(angle) * 12.0f);
- cam_target = vec3(0, 0, 0);
- }
- break;
- case 1: // Low angle, close-up
- {
- float angle = time * 0.3f + 1.57f; // Offset angle
- cam_pos = vec3(std::sin(angle) * 6.0f, 2.0f, std::cos(angle) * 6.0f);
- cam_target = vec3(0, 1, 0);
- }
- break;
- case 2: // Side view, sweeping
- {
- float sweep = std::sin(time * 0.4f) * 10.0f;
- cam_pos = vec3(sweep, 5.0f, 8.0f);
- cam_target = vec3(0, 0, 0);
- }
- break;
- case 3: // Top-down, rotating
- {
- float angle = time * 0.6f;
- cam_pos = vec3(std::sin(angle) * 5.0f, 12.0f, std::cos(angle) * 5.0f);
- cam_target = vec3(0, 0, 0);
- }
- break;
+ case 0: // High angle, orbiting
+ {
+ float angle = time * 0.5f;
+ cam_pos = vec3(std::sin(angle) * 12.0f, 8.0f, std::cos(angle) * 12.0f);
+ cam_target = vec3(0, 0, 0);
+ } break;
+ case 1: // Low angle, close-up
+ {
+ float angle = time * 0.3f + 1.57f; // Offset angle
+ cam_pos = vec3(std::sin(angle) * 6.0f, 2.0f, std::cos(angle) * 6.0f);
+ cam_target = vec3(0, 1, 0);
+ } break;
+ case 2: // Side view, sweeping
+ {
+ float sweep = std::sin(time * 0.4f) * 10.0f;
+ cam_pos = vec3(sweep, 5.0f, 8.0f);
+ cam_target = vec3(0, 0, 0);
+ } break;
+ case 3: // Top-down, rotating
+ {
+ float angle = time * 0.6f;
+ cam_pos = vec3(std::sin(angle) * 5.0f, 12.0f, std::cos(angle) * 5.0f);
+ cam_target = vec3(0, 0, 0);
+ } break;
}
camera_.set_look_at(cam_pos, cam_target, vec3(0, 1, 0));