// This file is part of the 64k demo project. // It implements Hybrid3D (simplified v2 port). // TODO: Full Renderer3D integration with texture manager, noise assets #include "util/fatal_error.h" #include "effects/hybrid3_d_effect.h" #include "gpu/gpu.h" #include Hybrid3D::Hybrid3D(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time) : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth"), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); // Initialize renderer (format is always RGBA8Unorm for v2) renderer_.init(ctx_.device, ctx_.queue, WGPUTextureFormat_RGBA8Unorm); // Create 1×1 white dummy texture for noise/sky (Renderer3D requires these) WGPUTextureDescriptor tex_desc = {}; tex_desc.size = {1, 1, 1}; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.mipLevelCount = 1; tex_desc.sampleCount = 1; dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc); dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); // Write white pixel uint32_t white_pixel = 0xFFFFFFFF; #if defined(DEMO_CROSS_COMPILE_WIN32) WGPUImageCopyTexture dst = { .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; WGPUTextureDataLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #else WGPUTexelCopyTextureInfo dst = { .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; WGPUTexelCopyBufferLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #endif WGPUExtent3D size = {1, 1, 1}; wgpuQueueWriteTexture(ctx_.queue, &dst, &white_pixel, 4, &data_layout, &size); renderer_.set_noise_texture(dummy_texture_view_); renderer_.set_sky_texture(dummy_texture_view_); 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); } } Hybrid3D::~Hybrid3D() { if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) wgpuTextureRelease(dummy_texture_); renderer_.shutdown(); } void Hybrid3D::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } void Hybrid3D::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 using sequence encoder WGPURenderPassColorAttachment color_attachment = {}; gpu_init_color_attachment(color_attachment, color_view); color_attachment.clearValue = {0.05f, 0.05f, 0.05f, 1.0f}; WGPURenderPassDepthStencilAttachment depth_attachment = {}; depth_attachment.view = depth_view; depth_attachment.depthLoadOp = WGPULoadOp_Clear; depth_attachment.depthStoreOp = WGPUStoreOp_Store; depth_attachment.depthClearValue = 1.0f; WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; pass_desc.depthStencilAttachment = &depth_attachment; WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); renderer_.draw(pass, scene_, camera_, params.time); wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); }