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path: root/src/gpu/effects/hybrid_3d_effect.cc
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Diffstat (limited to 'src/gpu/effects/hybrid_3d_effect.cc')
-rw-r--r--src/gpu/effects/hybrid_3d_effect.cc62
1 files changed, 29 insertions, 33 deletions
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc
index 0dbd786..cb77fef 100644
--- a/src/gpu/effects/hybrid_3d_effect.cc
+++ b/src/gpu/effects/hybrid_3d_effect.cc
@@ -33,10 +33,10 @@ void Hybrid3DEffect::init(MainSequence* demo) {
texture_manager_.init(device_, queue_);
// Load Noise Asset
- 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);
+ 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;
@@ -103,39 +103,35 @@ void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat,
// Camera jumps every other pattern (2 seconds) for dramatic effect
int pattern_num = (int)(time / 2.0f);
- int camera_preset = pattern_num % 4; // Cycle through 4 different angles
+ 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 = 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 = 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(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 = 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;
+ case 0: // High angle, orbiting
+ {
+ float angle = 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 = 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(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 = 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));