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-rw-r--r--src/effects/hybrid3_d_effect_v2.cc64
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diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect_v2.cc
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+++ b/src/effects/hybrid3_d_effect_v2.cc
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+// 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);
+}