// 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) { (void)format; // Passed to base, not directly used here. } void Hybrid3DEffect::resize(int width, int height) { width_ = width; height_ = height; renderer_.resize(width_, height_); } 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(0.7f, 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); } } // 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; } // Camera jumps every other pattern (2 seconds) for dramatic effect int pattern_num = (int)(time / 2.0f); int camera_preset = pattern_num % 4; // Cycle through 4 different angles vec3 cam_pos, cam_target; switch (camera_preset) { case 0: // High angle, orbiting { float angle = time * 0.5f; cam_pos = vec3(std::sin(angle) * 12.0f, 8.0f, std::cos(angle) * 12.0f); cam_target = vec3(0, 0, 0); } break; case 1: // Low angle, close-up { float angle = time * 0.3f + 1.57f; // Offset angle cam_pos = vec3(std::sin(angle) * 6.0f, 2.0f, std::cos(angle) * 6.0f); cam_target = vec3(0, 1, 0); } break; case 2: // Side view, sweeping { float sweep = std::sin(time * 0.4f) * 10.0f; cam_pos = vec3(sweep, 5.0f, 8.0f); cam_target = vec3(0, 0, 0); } break; case 3: // Top-down, rotating { float angle = time * 0.6f; cam_pos = vec3(std::sin(angle) * 5.0f, 12.0f, std::cos(angle) * 5.0f); cam_target = vec3(0, 0, 0); } break; } camera_.set_look_at(cam_pos, cam_target, vec3(0, 1, 0)); camera_.aspect_ratio = aspect_ratio; // Draw renderer_.draw(pass, scene_, camera_, time); }