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-rw-r--r--src/effects/hybrid3_d_effect.cc114
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diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc
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+++ b/src/effects/hybrid3_d_effect.cc
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+// This file is part of the 64k demo project.
+// It implements Hybrid3DEffect (simplified v2 port).
+// TODO: Full Renderer3D integration with texture manager, noise assets
+
+#include "effects/hybrid3_d_effect.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"),
+ dummy_texture_(nullptr), dummy_texture_view_(nullptr) {
+ // Initialize renderer (format is always RGBA8Unorm for v2)
+ renderer_.init(ctx_.device, ctx_.queue, WGPUTextureFormat_RGBA8Unorm);
+
+ // Create 1×1 white dummy texture for noise/sky (Renderer3D requires these)
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.size = {1, 1, 1};
+ tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_desc.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst;
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.mipLevelCount = 1;
+ tex_desc.sampleCount = 1;
+ dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc);
+ dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr);
+
+ // Write white pixel
+ 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
+ };
+#else
+ WGPUTexelCopyTextureInfo dst = {
+ .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);
+
+ renderer_.set_noise_texture(dummy_texture_view_);
+ renderer_.set_sky_texture(dummy_texture_view_);
+
+ 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);
+ }
+}
+
+Hybrid3DEffect::~Hybrid3DEffect() {
+ if (dummy_texture_view_)
+ wgpuTextureViewRelease(dummy_texture_view_);
+ if (dummy_texture_)
+ wgpuTextureRelease(dummy_texture_);
+ renderer_.shutdown();
+}
+
+void Hybrid3DEffect::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) {
+ // 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);
+}