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path: root/src/effects/hybrid3_d_effect.cc
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// 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 <cmath>

Hybrid3D::Hybrid3D(const GpuContext& ctx,
                   const std::vector<std::string>& inputs,
                   const std::vector<std::string>& 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);
}