// This file is part of the 64k demo project. // It implements the Hybrid3DEffect. #include "gpu/effects/hybrid_3d_effect.h" #include "generated/assets.h" #include "util/asset_manager.h" #include #include #include Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : Effect(device, queue), width_(1280), height_(720) { (void)format; // Passed to base, not directly used here. } void Hybrid3DEffect::init(MainSequence* demo) { (void)demo; WGPUTextureFormat format = demo->format; // Get current format from MainSequence (might be different // than constructor if resized) renderer_.init(device_, queue_, format); renderer_.resize(width_, height_); // Texture Manager 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); renderer_.set_noise_texture(texture_manager_.get_texture_view("noise")); } else { std::cerr << "Failed to load NOISE_TEX asset." << std::endl; } // Setup Scene scene_.clear(); Object3D center(ObjectType::BOX); // Use BOX for bumps 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 = ObjectType::SPHERE; if (i % 3 == 1) type = ObjectType::TORUS; 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); 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); } } 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); }