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// This file is part of the 64k demo project.
// It implements the Hybrid3DEffect.
#include "gpu/effects/hybrid_3d_effect.h"
#include "util/asset_manager.h"
#include "generated/assets.h"
#include <cmath>
#include <cassert>
#include <iostream>
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);
}
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