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-rw-r--r--src/gpu/effects/flash_cube_effect.cc96
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diff --git a/src/gpu/effects/flash_cube_effect.cc b/src/gpu/effects/flash_cube_effect.cc
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+++ b/src/gpu/effects/flash_cube_effect.cc
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+// This file is part of the 64k demo project.
+// It implements the FlashCubeEffect - a flashing background cube with Perlin noise.
+
+#include "gpu/effects/flash_cube_effect.h"
+#include "generated/assets.h"
+#include "util/asset_manager.h"
+#include <cmath>
+#include <iostream>
+
+FlashCubeEffect::FlashCubeEffect(WGPUDevice device, WGPUQueue queue,
+ WGPUTextureFormat format)
+ : Effect(device, queue) {
+ (void)format;
+}
+
+void FlashCubeEffect::resize(int width, int height) {
+ width_ = width;
+ height_ = height;
+ renderer_.resize(width_, height_);
+}
+
+void FlashCubeEffect::init(MainSequence* demo) {
+ (void)demo;
+ WGPUTextureFormat format = demo->format;
+
+ renderer_.init(device_, queue_, format);
+ renderer_.resize(width_, height_);
+
+ // Texture Manager
+ texture_manager_.init(device_, queue_);
+
+ // Load Perlin noise texture
+ size_t size = 0;
+ const uint8_t* noise_data = GetAsset(AssetId::ASSET_NOISE_TEX, &size);
+ if (noise_data && size == 256 * 256 * 4) {
+ texture_manager_.create_texture("noise", 256, 256, noise_data);
+ renderer_.set_noise_texture(texture_manager_.get_texture_view("noise"));
+ } else {
+ std::cerr << "Failed to load NOISE_TEX asset for FlashCubeEffect." << std::endl;
+ }
+
+ // Create a very large background cube
+ // Scale and distance ensure it's clearly behind foreground objects
+ scene_.clear();
+ Object3D cube(ObjectType::BOX);
+ cube.position = vec3(0, 0, 0);
+ cube.scale = vec3(100.0f, 100.0f, 100.0f); // Much larger cube
+ cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
+ scene_.add_object(cube);
+}
+
+void FlashCubeEffect::render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) {
+ // Detect beat changes for flash trigger (using intensity as proxy for beat hits)
+ // Intensity spikes on beats, so we can use it to trigger flashes
+ if (intensity > 0.5f && flash_intensity_ < 0.3f) { // High intensity + flash cooled down
+ flash_intensity_ = 1.0f; // Trigger full flash
+ }
+
+ // Exponential decay of flash
+ flash_intensity_ *= 0.90f; // Slower fade for more visible effect
+
+ // Always have base brightness, add flash on top
+ float base_brightness = 0.2f;
+ float flash_boost = base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
+
+ scene_.objects[0].color = vec4(
+ 0.4f * flash_boost, // Reddish tint
+ 0.6f * flash_boost, // More green
+ 1.0f * flash_boost, // Strong blue for background feel
+ 1.0f
+ );
+
+ // Slowly rotate the cube for visual interest
+ scene_.objects[0].rotation = quat::from_axis(vec3(0.3f, 1, 0.2f), time * 0.05f);
+
+ // Position camera OUTSIDE the cube looking at it from a distance
+ // This way we see the cube as a background element
+ float cam_distance = 150.0f; // Much farther to ensure it's behind everything
+ float orbit_angle = time * 0.1f;
+
+ camera_.set_look_at(
+ vec3(std::sin(orbit_angle) * cam_distance,
+ std::cos(orbit_angle * 0.3f) * 30.0f,
+ std::cos(orbit_angle) * cam_distance), // Camera orbits around
+ vec3(0, 0, 0), // Look at cube center
+ vec3(0, 1, 0)
+ );
+
+ camera_.aspect_ratio = aspect_ratio;
+ // Extend far plane to accommodate distant camera position (150 units + cube size)
+ camera_.far_plane = 300.0f;
+
+ // Draw the cube
+ renderer_.draw(pass, scene_, camera_, time);
+}