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Diffstat (limited to 'src/effects/hybrid_3d_effect.cc')
| -rw-r--r-- | src/effects/hybrid_3d_effect.cc | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/src/effects/hybrid_3d_effect.cc b/src/effects/hybrid_3d_effect.cc new file mode 100644 index 0000000..1cd773d --- /dev/null +++ b/src/effects/hybrid_3d_effect.cc @@ -0,0 +1,147 @@ +// This file is part of the 64k demo project. +// It implements the Hybrid3DEffect. + +#include "effects/hybrid_3d_effect.h" +#include "generated/assets.h" +#include "util/asset_manager_utils.h" +#include <cassert> +#include <cmath> +#include <iostream> + +Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx) : Effect(ctx) { +} + +void Hybrid3DEffect::resize(int width, int height) { + if (width == width_ && height == height_) + return; + + Effect::resize(width, height); + + if (!initialized_) + return; + + renderer_.resize(width_, height_); +} + +void Hybrid3DEffect::init(MainSequence* demo) { + (void)demo; + WGPUTextureFormat format = + demo->gpu_ctx.format; // Get current format from MainSequence (might be + // different than constructor if resized) + + renderer_.init(ctx_.device, ctx_.queue, ctx_.format); + renderer_.resize(width_, height_); + initialized_ = true; + + // Texture Manager + texture_manager_.init(ctx_.device, ctx_.queue); + + // Load Noise Asset + 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; + } + + // Setup Scene + scene_.clear(); + Object3D center(ObjectType::BOX); // Use BOX for bumps + 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 = ObjectType::SPHERE; + if (i % 3 == 1) + type = ObjectType::TORUS; + if (i % 3 == 2) + type = ObjectType::BOX; + + 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); // Increased scale by 40% + + if (type == ObjectType::SPHERE) + obj.color = vec4(0, 1, 0, 1); + + else if (type == ObjectType::TORUS) + obj.color = vec4(0, 0.5, 1, 1); + else + obj.color = vec4(1, 1, 0, 1); + + scene_.add_object(obj); + } +} + +// Cubic ease-in/out function for non-linear motion + +static float ease_in_out_cubic(float t) { + t *= 2.0f; + + if (t < 1.0f) { + return 0.5f * t * t * t; + } + + t -= 2.0f; + + return 0.5f * (t * t * t + 2.0f); +} + +void Hybrid3DEffect::render(WGPURenderPassEncoder pass, + const CommonPostProcessUniforms& uniforms) { + // Animate Objects + + for (size_t i = 1; i < scene_.objects.size(); ++i) { + scene_.objects[i].rotation = + quat::from_axis(vec3(0, 1, 0), uniforms.time * 2.0f + i); + + scene_.objects[i].position.y = std::sin(uniforms.time * 3.0f + i) * 1.5f; + } + + // Camera jumps every other pattern (2 seconds) for dramatic effect + int pattern_num = (int)(uniforms.time / 2.0f); + 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 = uniforms.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 = uniforms.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(uniforms.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 = uniforms.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)); + camera_.aspect_ratio = uniforms.aspect_ratio; + + // Draw + + renderer_.draw(pass, scene_, camera_, uniforms.time); +} |
