tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
feat(3d): cosechar efectos genéricos de supay + refrescar voxel/director
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 god_rays: 0.0,
57 };
58
59 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
60 label: Some("inter"),
61 size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
62 mip_level_count: 1,
63 sample_count: 1,
64 dimension: wgpu::TextureDimension::D2,
65 format: FMT,
66 usage: wgpu::TextureUsages::STORAGE_BINDING
67 | wgpu::TextureUsages::TEXTURE_BINDING
68 | wgpu::TextureUsages::RENDER_ATTACHMENT
69 | wgpu::TextureUsages::COPY_SRC,
70 view_formats: &[],
71 });
72 let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
73
74 let d = dim_xz as f32;
75 for (tag, yaw) in [("a", 35.0_f32), ("b", 120.0), ("c", 230.0)] {
76 // (1) Fondo vello (lo tapa la atmósfera del pase voxel, pero dejamos el
77 // mismo orden que el runtime: [vello base] → [GPU 3D]).
78 let base = vello::Scene::new();
79 renderer
80 .render_to_view(&hal, &base, &inter_view, W, H, Color::from_rgba8(0, 0, 0, 255))
81 .expect("render base");
82
83 // (2) Pase voxel. Órbita mirando un poco por encima del centro para que
84 // entre cielo en cuadro; pitch bajo = vista de paisaje.
85 let camera = Camera3d::orbit(
86 Vec3::new(0.0, dy as f32 * 0.12, 0.0),
87 yaw.to_radians(),
88 22_f32.to_radians(),
89 d * 1.45,
90 );
91 let mut enc = hal
92 .device
93 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
94 vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), &camera);
95 hal.queue.submit(std::iter::once(enc.finish()));
96 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
97
98 let out = format!("/tmp/m6_terrain_{tag}.png");
99 write_png(&hal, &inter, &out);
100 eprintln!("escrito {out} ({W}x{H}, yaw={yaw}°)");
101 }
102}
103
104fn write_png(hal: &Hal, target: &wgpu::Texture, path: &str) {
105 let unpadded = (W * 4) as usize;
106 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
107 let padded = unpadded.div_ceil(align) * align;
108 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
109 label: Some("readback"),
110 size: (padded * H as usize) as u64,
111 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
112 mapped_at_creation: false,
113 });
114 let mut enc = hal
115 .device
116 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
117 enc.copy_texture_to_buffer(
118 wgpu::TexelCopyTextureInfo {
119 texture: target,
120 mip_level: 0,
121 origin: wgpu::Origin3d::ZERO,
122 aspect: wgpu::TextureAspect::All,
123 },
124 wgpu::TexelCopyBufferInfo {
125 buffer: &buf,
126 layout: wgpu::TexelCopyBufferLayout {
127 offset: 0,
128 bytes_per_row: Some(padded as u32),
129 rows_per_image: Some(H),
130 },
131 },
132 wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
133 );
134 hal.queue.submit(std::iter::once(enc.finish()));
135 let slice = buf.slice(..);
136 let (tx, rx) = std::sync::mpsc::channel();
137 slice.map_async(wgpu::MapMode::Read, move |r| {
138 let _ = tx.send(r);
139 });
140 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
141 rx.recv().unwrap().unwrap();
142 let data = slice.get_mapped_range();
143 let mut pixels = Vec::with_capacity((W * H * 4) as usize);
144 for row in 0..H as usize {
145 let s = row * padded;
146 pixels.extend_from_slice(&data[s..s + unpadded]);
147 }
148 drop(data);
149 buf.unmap();
150 let file = File::create(path).expect("png");
151 let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
152 enc.set_color(png::ColorType::Rgba);
153 enc.set_depth(png::BitDepth::Eight);
154 let mut w = enc.write_header().unwrap();
155 w.write_image_data(&pixels).unwrap();
156}