tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
1//! Prueba de **sombras suaves** de una luz de interior: un piso con un par de
2//! objetos, iluminado por la lámpara como fuente de área (`PointLight.radius`) →
3//! penumbra que se abre con la distancia. `point_shadows` activo.
4//!
5//! `cargo run -p llimphi-voxel --example lit_demo --release` → `/tmp/lit.png`
6
7use std::fs::File;
8use std::io::BufWriter;
9
10use llimphi_3d::glam::Vec3;
11use llimphi_3d::{Atmosphere, Camera3d, PointLight, Scene3d, VoxelGrid, VoxelRenderer};
12use llimphi_hal::{wgpu, Hal};
13use llimphi_raster::peniko::Color;
14use llimphi_raster::{vello, Renderer};
15use llimphi_voxel::{stamp_mueble, Material, Mueble};
16
17const W: u32 = 1100;
18const H: u32 = 640;
19const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
20
21fn main() {
22 let radius: f32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(2.0);
23 let dim = [56u32, 40, 48];
24 let mut g = VoxelGrid::new(dim);
25
26 // Piso liso de cerámica.
27 let floor_h = 2i32;
28 for x in 0..dim[0] {
29 for z in 0..dim[2] {
30 for y in 0..floor_h as u32 {
31 g.set(x, y, z, Material::Hormigon.color());
32 }
33 }
34 }
35
36 // Objetos que proyecten sombra sobre un piso amplio.
37 stamp_mueble(&mut g, Mueble::Silla, 26, floor_h as u32, 22, 2);
38 stamp_mueble(&mut g, Mueble::Barril, 34, floor_h as u32, 26, 0);
39 stamp_mueble(&mut g, Mueble::Ficus, 28, floor_h as u32, 32, 0);
40 // Un par de postes finos y altos: sombras largas y limpias para leer la penumbra.
41 for &px in &[18i32, 40] {
42 for dy in 0..12 {
43 g.set(px as u32, (floor_h + dy) as u32, 20, Material::Madera.color());
44 }
45 }
46 // La luz alta y a un lado (x bajo): sombras largas cruzando el piso hacia +x.
47 let light_pos = [10.0f32, floor_h as f32 + 16.0, 20.0];
48
49 let hal = pollster::block_on(Hal::new(None)).expect("hal");
50 let mut renderer = Renderer::new(&hal).expect("renderer");
51 let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g);
52 vr.sun_dir = [0.3, 0.42, 0.4];
53 vr.atmosphere = Atmosphere {
54 sky_zenith: [30, 34, 46], // ambiente tenue pero visible
55 sky_horizon: [52, 50, 62],
56 fog_density: 0.0,
57 god_rays: 0.0,
58 };
59 vr.point_shadows = true;
60 vr.lights = vec![PointLight {
61 pos: light_pos,
62 color: [1.1, 0.92, 0.62], // cálida, sin reventar → el piso lit deja ver la sombra
63 range: 60.0,
64 radius, // fuente de área → penumbra
65 }];
66 eprintln!("radius de área = {radius} (0 = sombra dura; >0 = penumbra)");
67
68 let camera = Camera3d::orbit(
69 Vec3::new(2.0, floor_h as f32 * 0.4, 4.0),
70 20_f32.to_radians(),
71 26_f32.to_radians(),
72 dim[0] as f32 * 0.98,
73 );
74 let mut scene = Scene3d::new();
75 let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
76 write_png(&pixels, "/tmp/lit.png");
77 eprintln!("escrito /tmp/lit.png");
78}
79
80fn render(
81 hal: &Hal,
82 renderer: &mut Renderer,
83 scene: &mut Scene3d,
84 vr: &mut VoxelRenderer,
85 camera: &Camera3d,
86) -> Vec<u8> {
87 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
88 label: Some("inter"),
89 size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
90 mip_level_count: 1,
91 sample_count: 1,
92 dimension: wgpu::TextureDimension::D2,
93 format: FMT,
94 usage: wgpu::TextureUsages::STORAGE_BINDING
95 | wgpu::TextureUsages::TEXTURE_BINDING
96 | wgpu::TextureUsages::RENDER_ATTACHMENT
97 | wgpu::TextureUsages::COPY_SRC,
98 view_formats: &[],
99 });
100 let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
101 renderer
102 .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
103 .expect("base");
104 let mut enc = hal
105 .device
106 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("lit") });
107 scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]);
108 hal.queue.submit(std::iter::once(enc.finish()));
109 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
110 readback(hal, &inter)
111}
112
113fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
114 let unpadded = (W * 4) as usize;
115 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
116 let padded = unpadded.div_ceil(align) * align;
117 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
118 label: Some("readback"),
119 size: (padded * H as usize) as u64,
120 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
121 mapped_at_creation: false,
122 });
123 let mut enc = hal
124 .device
125 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
126 enc.copy_texture_to_buffer(
127 wgpu::TexelCopyTextureInfo {
128 texture: target,
129 mip_level: 0,
130 origin: wgpu::Origin3d::ZERO,
131 aspect: wgpu::TextureAspect::All,
132 },
133 wgpu::TexelCopyBufferInfo {
134 buffer: &buf,
135 layout: wgpu::TexelCopyBufferLayout {
136 offset: 0,
137 bytes_per_row: Some(padded as u32),
138 rows_per_image: Some(H),
139 },
140 },
141 wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
142 );
143 hal.queue.submit(std::iter::once(enc.finish()));
144 let slice = buf.slice(..);
145 let (tx, rx) = std::sync::mpsc::channel();
146 slice.map_async(wgpu::MapMode::Read, move |r| {
147 let _ = tx.send(r);
148 });
149 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
150 rx.recv().unwrap().unwrap();
151 let data = slice.get_mapped_range();
152 let mut pixels = Vec::with_capacity((W * H * 4) as usize);
153 for row in 0..H as usize {
154 let srow = row * padded;
155 pixels.extend_from_slice(&data[srow..srow + unpadded]);
156 }
157 drop(data);
158 buf.unmap();
159 pixels
160}
161
162fn write_png(pixels: &[u8], path: &str) {
163 let file = File::create(path).expect("png");
164 let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
165 enc.set_color(png::ColorType::Rgba);
166 enc.set_depth(png::BitDepth::Eight);
167 let mut wtr = enc.write_header().unwrap();
168 wtr.write_image_data(pixels).unwrap();
169}