tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
1//! **Skyline**: los edificios grandes en fila con elementos de calle adelante —
2//! una cuadra de ciudad. `cargo run -p llimphi-voxel --example city_demo --release`
3//! → `/tmp/city.png`
4
5use std::fs::File;
6use std::io::BufWriter;
7
8use llimphi_3d::glam::Vec3;
9use llimphi_3d::{Atmosphere, Camera3d, PointLight, Scene3d, VoxelGrid, VoxelRenderer};
10use llimphi_hal::{wgpu, Hal};
11use llimphi_raster::peniko::Color;
12use llimphi_raster::{vello, Renderer};
13use llimphi_voxel::{stamp_mueble, Material, Mueble};
14
15const W: u32 = 1280;
16const H: u32 = 620;
17const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
18
19fn main() {
20 let dim = [140u32, 34, 70];
21 let mut g = VoxelGrid::new(dim);
22 let gh = 2u32;
23
24 // Calle + vereda.
25 for x in 0..dim[0] {
26 for z in 0..dim[2] {
27 let vereda = z < 30;
28 let base = if vereda { Material::Hormigon.color() } else { [60, 60, 66] };
29 for y in 0..gh {
30 g.set(x, y, z, base);
31 }
32 }
33 }
34
35 // Skyline al fondo (z chico).
36 let edificios = [
37 (Mueble::Rascacielos, 18i32),
38 (Mueble::Edificio, 34),
39 (Mueble::Torre, 48),
40 (Mueble::Iglesia, 62),
41 (Mueble::Fabrica, 80),
42 (Mueble::Galpon, 100),
43 (Mueble::Silo, 118),
44 ];
45 for &(m, x) in &edificios {
46 stamp_mueble(&mut g, m, x as u32, gh, 12, 0);
47 }
48 stamp_mueble(&mut g, Mueble::Estacionamiento, 128, gh, 20, 0);
49 stamp_mueble(&mut g, Mueble::Grua, 92, gh, 22, 0);
50
51 // Elementos de calle adelante (z grande).
52 let calle = [
53 (Mueble::Farola, 20i32),
54 (Mueble::Semaforo, 34),
55 (Mueble::Banco, 46),
56 (Mueble::Fuente, 60),
57 (Mueble::Estatua, 74),
58 (Mueble::Hidrante, 86),
59 (Mueble::Buzon, 96),
60 (Mueble::Parada, 110),
61 (Mueble::Farola, 124),
62 ];
63 for &(m, x) in &calle {
64 stamp_mueble(&mut g, m, x as u32, gh, 42, 0);
65 }
66 stamp_mueble(&mut g, Mueble::Auto, 52, gh, 50, 1);
67 stamp_mueble(&mut g, Mueble::Auto, 100, gh, 50, 1);
68
69 let hal = pollster::block_on(Hal::new(None)).expect("hal");
70 let mut renderer = Renderer::new(&hal).expect("renderer");
71 let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g);
72 vr.sun_dir = [0.42, 0.62, 0.5];
73 vr.atmosphere = Atmosphere {
74 sky_zenith: [92, 140, 208],
75 sky_horizon: [210, 224, 238],
76 fog_density: 0.35 / dim[0] as f32, // bruma de ciudad
77 god_rays: 0.0,
78 };
79 vr.point_shadows = true;
80 // Las farolas encienden.
81 let half = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32) * 0.5;
82 vr.lights = vec![
83 PointLight { pos: [20.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 },
84 PointLight { pos: [124.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 },
85 ];
86
87 // Cámara baja, en 3/4, para leer el skyline.
88 let look = Vec3::new(dim[0] as f32 * 0.5, 8.0, 26.0) - half;
89 let camera = Camera3d::orbit(look, 16_f32.to_radians(), 12_f32.to_radians(), dim[0] as f32 * 0.82);
90
91 let mut scene = Scene3d::new();
92 let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
93 write_png(&pixels, "/tmp/city.png");
94 eprintln!("escrito /tmp/city.png — skyline de edificios grandes + calle");
95}
96
97fn render(
98 hal: &Hal,
99 renderer: &mut Renderer,
100 scene: &mut Scene3d,
101 vr: &mut VoxelRenderer,
102 camera: &Camera3d,
103) -> Vec<u8> {
104 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
105 label: Some("inter"),
106 size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
107 mip_level_count: 1,
108 sample_count: 1,
109 dimension: wgpu::TextureDimension::D2,
110 format: FMT,
111 usage: wgpu::TextureUsages::STORAGE_BINDING
112 | wgpu::TextureUsages::TEXTURE_BINDING
113 | wgpu::TextureUsages::RENDER_ATTACHMENT
114 | wgpu::TextureUsages::COPY_SRC,
115 view_formats: &[],
116 });
117 let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
118 renderer
119 .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
120 .expect("base");
121 let mut enc = hal
122 .device
123 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("city") });
124 scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]);
125 hal.queue.submit(std::iter::once(enc.finish()));
126 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
127 readback(hal, &inter)
128}
129
130fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
131 let unpadded = (W * 4) as usize;
132 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
133 let padded = unpadded.div_ceil(align) * align;
134 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
135 label: Some("readback"),
136 size: (padded * H as usize) as u64,
137 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
138 mapped_at_creation: false,
139 });
140 let mut enc = hal
141 .device
142 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
143 enc.copy_texture_to_buffer(
144 wgpu::TexelCopyTextureInfo {
145 texture: target,
146 mip_level: 0,
147 origin: wgpu::Origin3d::ZERO,
148 aspect: wgpu::TextureAspect::All,
149 },
150 wgpu::TexelCopyBufferInfo {
151 buffer: &buf,
152 layout: wgpu::TexelCopyBufferLayout {
153 offset: 0,
154 bytes_per_row: Some(padded as u32),
155 rows_per_image: Some(H),
156 },
157 },
158 wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
159 );
160 hal.queue.submit(std::iter::once(enc.finish()));
161 let slice = buf.slice(..);
162 let (tx, rx) = std::sync::mpsc::channel();
163 slice.map_async(wgpu::MapMode::Read, move |r| {
164 let _ = tx.send(r);
165 });
166 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
167 rx.recv().unwrap().unwrap();
168 let data = slice.get_mapped_range();
169 let mut pixels = Vec::with_capacity((W * H * 4) as usize);
170 for row in 0..H as usize {
171 let s = row * padded;
172 pixels.extend_from_slice(&data[s..s + unpadded]);
173 }
174 drop(data);
175 buf.unmap();
176 pixels
177}
178
179fn write_png(pixels: &[u8], path: &str) {
180 let file = File::create(path).expect("png");
181 let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
182 enc.set_color(png::ColorType::Rgba);
183 enc.set_depth(png::BitDepth::Eight);
184 let mut wtr = enc.write_header().unwrap();
185 wtr.write_image_data(pixels).unwrap();
186}