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-rw-r--r--src/gpu/effects/hybrid_3d_effect.cc116
1 files changed, 87 insertions, 29 deletions
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc
index 6af2bd4..c3e9190 100644
--- a/src/gpu/effects/hybrid_3d_effect.cc
+++ b/src/gpu/effects/hybrid_3d_effect.cc
@@ -50,40 +50,98 @@ void Hybrid3DEffect::init(MainSequence* demo) {
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(0.5f, 0.5f, 0.5f);
+ Object3D obj(type);
- if (type == ObjectType::SPHERE)
- obj.color = vec4(0, 1, 0, 1);
- else if (type == ObjectType::TORUS)
- obj.color = vec4(0, 0.5, 1, 1);
+ 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);
- }
-}
+ scene_.add_object(obj);
-void Hybrid3DEffect::render(WGPURenderPassEncoder pass, float time, float beat,
- float intensity, float aspect_ratio) {
- // Animate Objects
- for (size_t i = 1; i < scene_.objects.size(); ++i) {
- scene_.objects[i].rotation =
- quat::from_axis(vec3(0, 1, 0), time * 2.0f + i);
- scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f;
- }
+ }
- // Animate Camera
- float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f;
- float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f;
- camera_.set_look_at(vec3(std::sin(time * 0.5f) * cam_radius, cam_height,
- std::cos(time * 0.5f) * cam_radius),
- vec3(0, 0, 0), vec3(0, 1, 0));
+ }
- camera_.aspect_ratio = aspect_ratio;
+
- // Draw
- renderer_.draw(pass, scene_, camera_, time);
-}
+ // 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, float time, float beat, float intensity, float aspect_ratio) {
+
+ // Animate Objects
+
+ for (size_t i = 1; i < scene_.objects.size(); ++i) {
+
+ scene_.objects[i].rotation = quat::from_axis(vec3(0, 1, 0), time * 2.0f + i);
+
+ scene_.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f;
+
+ }
+
+
+
+ // Create erratic, eased time variables for camera motion
+
+ float erratic_time_radius = ease_in_out_cubic(fmodf(time * 0.2f, 1.0f));
+
+ float erratic_time_height = ease_in_out_cubic(fmodf(time * 0.3f, 1.0f));
+
+ float erratic_time_orbit = ease_in_out_cubic(fmodf(time * 0.1f, 1.0f));
+
+
+
+ // Animate Camera
+
+ float cam_radius = 10.0f + std::sin(erratic_time_radius * 6.28318f) * 4.0f;
+
+ float cam_height = 5.0f + std::cos(erratic_time_height * 6.28318f) * 3.0f;
+
+ camera_.set_look_at(
+
+ vec3(std::sin(erratic_time_orbit * 6.28318f) * cam_radius, cam_height, std::cos(erratic_time_orbit * 6.28318f) * cam_radius),
+
+ vec3(0, 0, 0),
+
+ vec3(0, 1, 0)
+
+ );
+
+
+
+ camera_.aspect_ratio = aspect_ratio;
+
+
+
+ // Draw
+
+ renderer_.draw(pass, scene_, camera_, time);
+
+ }