tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
⎇ dba855e446ca2bd4e7d146bdc168fb232cad15a4
llimphi-voxel/examples/terrain_demo.rs
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refresh: stack al día (vello 0.7 / wgpu 27 / parley 0.6) + motor 3D voxel
1//! Demo headless de M6 (primera rebanada): **world-gen procedural + atmósfera**.
2//!
3//! Genera un paisaje voxel grande por ruido fractal ([`llimphi_3d::terrain`]) y
4//! lo ray-marchea con **cielo gradiente + niebla por distancia** ([`Atmosphere`])
5//! — lo que hace legible el borde lejano de un mundo grande (sin niebla, el
6//! horizonte del terreno se ve como un muro recortado). Imprime además el ahorro
7//! de memoria del brick pool sparse: un mundo es casi todo aire, así que el pool
8//! ocupa una fracción del grid denso.
9//!
10//! `cargo run -p llimphi-3d --example terrain_demo --release -- [dim_xz] [seed]`
11//! → escribe /tmp/m6_terrain_{a,b,c}.png (tres ángulos de órbita).
12
13use std::fs::File;
14use std::io::BufWriter;
15
16use llimphi_3d::glam::Vec3;
17use llimphi_3d::{Atmosphere, Camera3d, VoxelRenderer};
18use llimphi_hal::{wgpu, Hal};
19use llimphi_voxel::terrain;
20use llimphi_raster::peniko::Color;
21use llimphi_raster::{vello, Renderer};
22
23const W: u32 = 960;
24const H: u32 = 540;
25const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
26
27fn main() {
28 let dim_xz: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(192);
29 let seed: u32 = std::env::args().nth(2).and_then(|s| s.parse().ok()).unwrap_or(1337);
30 let dy: u32 = (dim_xz * 4 / 10).max(48); // mundo "ancho y bajo": continente, no torre.
31 let dim = [dim_xz, dy, dim_xz];
32
33 let hal = pollster::block_on(Hal::new(None)).expect("hal");
34 let mut renderer = Renderer::new(&hal).expect("renderer");
35
36 let grid = terrain(dim, seed);
37 let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
38 let (used, total) = vr.brick_usage();
39 let (pool, dense) = vr.memory_bytes();
40 eprintln!(
41 "terreno {}×{}×{} (seed {seed}) — brick pool {used}/{total} bricks ({:.1}%) → {} KiB vs denso {} KiB ({:.1}× menos)",
42 dim[0], dim[1], dim[2],
43 used as f32 / total as f32 * 100.0,
44 pool / 1024,
45 dense / 1024,
46 dense as f32 / pool.max(1) as f32,
47 );
48
49 // Atmósfera diurna: sol bajo (luz rasante = relieve marcado), niebla suave
50 // escalada al tamaño del mundo (lo lejano desvanece, lo cercano queda nítido).
51 vr.sun_dir = [0.55, 0.55, 0.35];
52 vr.atmosphere = Atmosphere {
53 sky_zenith: [64, 118, 196],
54 sky_horizon: [200, 216, 234],
55 fog_density: 0.5 / dim_xz as f32,
56 };
57
58 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
59 label: Some("inter"),
60 size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
61 mip_level_count: 1,
62 sample_count: 1,
63 dimension: wgpu::TextureDimension::D2,
64 format: FMT,
65 usage: wgpu::TextureUsages::STORAGE_BINDING
66 | wgpu::TextureUsages::TEXTURE_BINDING
67 | wgpu::TextureUsages::RENDER_ATTACHMENT
68 | wgpu::TextureUsages::COPY_SRC,
69 view_formats: &[],
70 });
71 let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
72
73 let d = dim_xz as f32;
74 for (tag, yaw) in [("a", 35.0_f32), ("b", 120.0), ("c", 230.0)] {
75 // (1) Fondo vello (lo tapa la atmósfera del pase voxel, pero dejamos el
76 // mismo orden que el runtime: [vello base] → [GPU 3D]).
77 let base = vello::Scene::new();
78 renderer
79 .render_to_view(&hal, &base, &inter_view, W, H, Color::from_rgba8(0, 0, 0, 255))
80 .expect("render base");
81
82 // (2) Pase voxel. Órbita mirando un poco por encima del centro para que
83 // entre cielo en cuadro; pitch bajo = vista de paisaje.
84 let camera = Camera3d::orbit(
85 Vec3::new(0.0, dy as f32 * 0.12, 0.0),
86 yaw.to_radians(),
87 22_f32.to_radians(),
88 d * 1.45,
89 );
90 let mut enc = hal
91 .device
92 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
93 vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), &camera);
94 hal.queue.submit(std::iter::once(enc.finish()));
95 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
96
97 let out = format!("/tmp/m6_terrain_{tag}.png");
98 write_png(&hal, &inter, &out);
99 eprintln!("escrito {out} ({W}x{H}, yaw={yaw}°)");
100 }
101}
102
103fn write_png(hal: &Hal, target: &wgpu::Texture, path: &str) {
104 let unpadded = (W * 4) as usize;
105 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
106 let padded = unpadded.div_ceil(align) * align;
107 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
108 label: Some("readback"),
109 size: (padded * H as usize) as u64,
110 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
111 mapped_at_creation: false,
112 });
113 let mut enc = hal
114 .device
115 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
116 enc.copy_texture_to_buffer(
117 wgpu::TexelCopyTextureInfo {
118 texture: target,
119 mip_level: 0,
120 origin: wgpu::Origin3d::ZERO,
121 aspect: wgpu::TextureAspect::All,
122 },
123 wgpu::TexelCopyBufferInfo {
124 buffer: &buf,
125 layout: wgpu::TexelCopyBufferLayout {
126 offset: 0,
127 bytes_per_row: Some(padded as u32),
128 rows_per_image: Some(H),
129 },
130 },
131 wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
132 );
133 hal.queue.submit(std::iter::once(enc.finish()));
134 let slice = buf.slice(..);
135 let (tx, rx) = std::sync::mpsc::channel();
136 slice.map_async(wgpu::MapMode::Read, move |r| {
137 let _ = tx.send(r);
138 });
139 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
140 rx.recv().unwrap().unwrap();
141 let data = slice.get_mapped_range();
142 let mut pixels = Vec::with_capacity((W * H * 4) as usize);
143 for row in 0..H as usize {
144 let s = row * padded;
145 pixels.extend_from_slice(&data[s..s + unpadded]);
146 }
147 drop(data);
148 buf.unmap();
149 let file = File::create(path).expect("png");
150 let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
151 enc.set_color(png::ColorType::Rgba);
152 enc.set_depth(png::BitDepth::Eight);
153 let mut w = enc.write_header().unwrap();
154 w.write_image_data(&pixels).unwrap();
155}