1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
// 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 <cassert>
#include <cmath>
#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(0.7f, 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;
}
// Create erratic, eased time variables for camera motion
float erratic_time_radius = ease_in_out_cubic(fmodf(time * 0.2f, 1.0f));
float erratic_time_height = ease_in_out_cubic(fmodf(time * 0.3f, 1.0f));
float erratic_time_orbit = ease_in_out_cubic(fmodf(time * 0.1f, 1.0f));
// Animate Camera
float cam_radius = 10.0f + std::sin(erratic_time_radius * 6.28318f) * 4.0f;
float cam_height = 5.0f + std::cos(erratic_time_height * 6.28318f) * 3.0f;
camera_.set_look_at(
vec3(std::sin(erratic_time_orbit * 6.28318f) * cam_radius, cam_height,
std::cos(erratic_time_orbit * 6.28318f) * cam_radius),
vec3(0, 0, 0),
vec3(0, 1, 0)
);
camera_.aspect_ratio = aspect_ratio;
// Draw
renderer_.draw(pass, scene_, camera_, time);
}
|