From 6daee26bf30e5f0da19ce01ad69c49da8fa11b1a Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 10:05:18 +0100 Subject: feat(sequence): port hybrid_3d_effect to v2 - Add Hybrid3DEffectV2 with Renderer3D integration - Simplified scene (1 center cube + 8 surrounding objects) - Use NodeRegistry for depth buffer - Update timeline_v2.seq hybrid_heptagon sequence (simplified chain) - All 36 tests passing Phase 4 complete: - 3 complex effects ported (particles, rotating_cube, hybrid_3d) - 4 working v2 effects total (+ passthrough, gaussian_blur, heptagon, placeholder) - 7 simple effects as inline functions (postprocess_inline.wgsl) - V2 timeline integrated with build system - All sequences functional with v2 effects handoff(Claude): Phase 4 effect ports complete --- src/effects/hybrid3_d_effect_v2.cc | 64 ++++++++++++++++++++++++++++++++++++++ src/effects/hybrid3_d_effect_v2.h | 30 ++++++++++++++++++ 2 files changed, 94 insertions(+) create mode 100644 src/effects/hybrid3_d_effect_v2.cc create mode 100644 src/effects/hybrid3_d_effect_v2.h (limited to 'src') diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect_v2.cc new file mode 100644 index 0000000..5b44133 --- /dev/null +++ b/src/effects/hybrid3_d_effect_v2.cc @@ -0,0 +1,64 @@ +// This file is part of the 64k demo project. +// It implements Hybrid3DEffectV2 (simplified v2 port). +// TODO: Full Renderer3D integration with texture manager, noise assets + +#include "effects/hybrid3_d_effect_v2.h" +#include + +Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx, + const std::vector& inputs, + const std::vector& outputs) + : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { + // Initialize renderer (format is always RGBA8Unorm for v2) + renderer_.init(ctx_.device, ctx_.queue, WGPUTextureFormat_RGBA8Unorm); + initialized_ = true; + + // Setup simple scene (1 center cube + 8 surrounding objects) + scene_.clear(); + Object3D center(ObjectType::BOX); + 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 = (i % 3 == 1) ? ObjectType::TORUS : + (i % 3 == 2) ? ObjectType::BOX : ObjectType::SPHERE; + + 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); + + if (type == ObjectType::SPHERE) + obj.color = vec4(0, 1, 0, 1); + else if (type == ObjectType::TORUS) + obj.color = vec4(0, 0.5f, 1, 1); + else + obj.color = vec4(1, 1, 0, 1); + + scene_.add_object(obj); + } +} + +void Hybrid3DEffectV2::declare_nodes(NodeRegistry& registry) { + // Declare depth buffer node + registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); +} + +void Hybrid3DEffectV2::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { + // Update camera (orbiting) + float angle = params.time * 0.3f; + vec3 cam_pos = vec3(std::cos(angle) * 10.0f, 5.0f, std::sin(angle) * 10.0f); + camera_.position = cam_pos; + camera_.target = vec3(0, 0, 0); + camera_.aspect_ratio = params.aspect_ratio; + + // Get output views + WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); + WGPUTextureView depth_view = nodes.get_view(depth_node_); + + // Render 3D scene + renderer_.render(scene_, camera_, params.time, color_view, depth_view); +} diff --git a/src/effects/hybrid3_d_effect_v2.h b/src/effects/hybrid3_d_effect_v2.h new file mode 100644 index 0000000..078b047 --- /dev/null +++ b/src/effects/hybrid3_d_effect_v2.h @@ -0,0 +1,30 @@ +// This file is part of the 64k demo project. +// It declares Hybrid3DEffectV2 (simplified v2 port). +// TODO: Full Renderer3D integration with Scene/Camera + +#pragma once + +#include "3d/camera.h" +#include "3d/renderer.h" +#include "3d/scene.h" +#include "gpu/effect_v2.h" + +class Hybrid3DEffectV2 : public EffectV2 { + public: + Hybrid3DEffectV2(const GpuContext& ctx, + const std::vector& inputs, + const std::vector& outputs); + ~Hybrid3DEffectV2() override = default; + + void declare_nodes(NodeRegistry& registry) override; + void render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) override; + + private: + Renderer3D renderer_; + Scene scene_; + Camera camera_; + bool initialized_ = false; + std::string depth_node_; +}; -- cgit v1.2.3