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// This file is part of the 64k demo project.
// It implements the FlashCubeEffect - a flashing background cube with Perlin noise.
#include "gpu/effects/flash_cube_effect.h"
#include "generated/assets.h"
#include "util/asset_manager.h"
#include <cmath>
#include <iostream>
FlashCubeEffect::FlashCubeEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: Effect(device, queue) {
(void)format;
}
void FlashCubeEffect::resize(int width, int height) {
width_ = width;
height_ = height;
renderer_.resize(width_, height_);
}
void FlashCubeEffect::init(MainSequence* demo) {
(void)demo;
WGPUTextureFormat format = demo->format;
renderer_.init(device_, queue_, format);
renderer_.resize(width_, height_);
// Texture Manager
texture_manager_.init(device_, queue_);
// Load Perlin noise texture
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 for FlashCubeEffect." << std::endl;
}
// Create a very large background cube
// Scale and distance ensure it's clearly behind foreground objects
scene_.clear();
Object3D cube(ObjectType::BOX);
cube.position = vec3(0, 0, 0);
cube.scale = vec3(100.0f, 100.0f, 100.0f); // Much larger cube
cube.color = vec4(0.3f, 0.3f, 0.5f, 1.0f); // Dark blue base color
scene_.add_object(cube);
}
void FlashCubeEffect::render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) {
// Detect beat changes for flash trigger (using intensity as proxy for beat hits)
// Intensity spikes on beats, so we can use it to trigger flashes
if (intensity > 0.5f && flash_intensity_ < 0.3f) { // High intensity + flash cooled down
flash_intensity_ = 1.0f; // Trigger full flash
}
// Exponential decay of flash
flash_intensity_ *= 0.90f; // Slower fade for more visible effect
// Always have base brightness, add flash on top
float base_brightness = 0.2f;
float flash_boost = base_brightness + flash_intensity_ * 0.8f; // 0.2 to 1.0 range
scene_.objects[0].color = vec4(
0.4f * flash_boost, // Reddish tint
0.6f * flash_boost, // More green
1.0f * flash_boost, // Strong blue for background feel
1.0f
);
// Slowly rotate the cube for visual interest
scene_.objects[0].rotation = quat::from_axis(vec3(0.3f, 1, 0.2f), time * 0.05f);
// Position camera OUTSIDE the cube looking at it from a distance
// This way we see the cube as a background element
float cam_distance = 150.0f; // Much farther to ensure it's behind everything
float orbit_angle = time * 0.1f;
camera_.set_look_at(
vec3(std::sin(orbit_angle) * cam_distance,
std::cos(orbit_angle * 0.3f) * 30.0f,
std::cos(orbit_angle) * cam_distance), // Camera orbits around
vec3(0, 0, 0), // Look at cube center
vec3(0, 1, 0)
);
camera_.aspect_ratio = aspect_ratio;
// Extend far plane to accommodate distant camera position (150 units + cube size)
camera_.far_plane = 300.0f;
// Draw the cube
renderer_.draw(pass, scene_, camera_, time);
}
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