diff options
Diffstat (limited to 'src/effects/hybrid3_d_effect.cc')
| -rw-r--r-- | src/effects/hybrid3_d_effect.cc | 70 |
1 files changed, 40 insertions, 30 deletions
diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc index 0e6ea35..5832b57 100644 --- a/src/effects/hybrid3_d_effect.cc +++ b/src/effects/hybrid3_d_effect.cc @@ -1,15 +1,17 @@ // This file is part of the 64k demo project. -// It implements Hybrid3DEffect (simplified v2 port). +// It implements Hybrid3D (simplified v2 port). // TODO: Full Renderer3D integration with texture manager, noise assets #include "util/fatal_error.h" #include "effects/hybrid3_d_effect.h" +#include "gpu/gpu.h" #include <cmath> -Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"), +Hybrid3D::Hybrid3D(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth"), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -32,24 +34,12 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, uint32_t white_pixel = 0xFFFFFFFF; #if defined(DEMO_CROSS_COMPILE_WIN32) WGPUImageCopyTexture dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTextureDataLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTextureDataLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #else WGPUTexelCopyTextureInfo dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTexelCopyBufferLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTexelCopyBufferLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #endif WGPUExtent3D size = {1, 1, 1}; wgpuQueueWriteTexture(ctx_.queue, &dst, &white_pixel, 4, &data_layout, &size); @@ -67,8 +57,9 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, 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; + ObjectType type = (i % 3 == 1) ? ObjectType::TORUS + : (i % 3 == 2) ? ObjectType::BOX + : ObjectType::SPHERE; Object3D obj(type); float angle = (i / 8.0f) * 6.28318f; @@ -86,7 +77,7 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, } } -Hybrid3DEffect::~Hybrid3DEffect() { +Hybrid3D::~Hybrid3D() { if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) @@ -94,14 +85,14 @@ Hybrid3DEffect::~Hybrid3DEffect() { renderer_.shutdown(); } -void Hybrid3DEffect::declare_nodes(NodeRegistry& registry) { +void Hybrid3D::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void Hybrid3DEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Hybrid3D::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); @@ -113,6 +104,25 @@ void Hybrid3DEffect::render(WGPUCommandEncoder encoder, 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); + // Render 3D scene using sequence encoder + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, color_view); + color_attachment.clearValue = {0.05f, 0.05f, 0.05f, 1.0f}; + + WGPURenderPassDepthStencilAttachment depth_attachment = {}; + depth_attachment.view = depth_view; + depth_attachment.depthLoadOp = WGPULoadOp_Clear; + depth_attachment.depthStoreOp = WGPUStoreOp_Store; + depth_attachment.depthClearValue = 1.0f; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + pass_desc.depthStencilAttachment = &depth_attachment; + + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + renderer_.draw(pass, scene_, camera_, params.time); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); } |
