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// 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 <cmath>
Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& 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);
}
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