// 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); }