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path: root/src/effects/hybrid3_d_effect_v2.cc
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Diffstat (limited to 'src/effects/hybrid3_d_effect_v2.cc')
-rw-r--r--src/effects/hybrid3_d_effect_v2.cc52
1 files changed, 51 insertions, 1 deletions
diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect_v2.cc
index 5b44133..38e4e66 100644
--- a/src/effects/hybrid3_d_effect_v2.cc
+++ b/src/effects/hybrid3_d_effect_v2.cc
@@ -8,9 +8,51 @@
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") {
+ : EffectV2(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)
@@ -40,6 +82,14 @@ Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx,
}
}
+Hybrid3DEffectV2::~Hybrid3DEffectV2() {
+ if (dummy_texture_view_)
+ wgpuTextureViewRelease(dummy_texture_view_);
+ if (dummy_texture_)
+ wgpuTextureRelease(dummy_texture_);
+ renderer_.shutdown();
+}
+
void Hybrid3DEffectV2::declare_nodes(NodeRegistry& registry) {
// Declare depth buffer node
registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1);