//! Casita de voxels construida con los **materiales de casa**: muros de ladrillo, //! piso y puerta de madera, ventanas de **vidrio** (lustroso → glasean al sol), //! techo a dos aguas de teja y una chimenea de pizarra. Verifica la tanda de //! materiales de obra *en contexto* y el brillo de los materiales (no sólo minerales). //! //! `cargo run -p llimphi-voxel --example house_demo --release` → `/tmp/house.png` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, Scene3d, VoxelGrid, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::Material; const W: u32 = 1180; const H: u32 = 700; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; /// Coloca un voxel del material `m`, llevando su brillo en el alpha (los lustrosos /// como el vidrio glasean; los mate quedan en 255). fn put(g: &mut VoxelGrid, x: i32, y: i32, z: i32, m: Material) { if x < 0 || y < 0 || z < 0 { return; } let a = VoxelGrid::shine_to_alpha(m.brillo()); g.set_rgba(x as u32, y as u32, z as u32, m.color(), a); } fn main() { let dim = [56u32, 44, 52]; let mut g = VoxelGrid::new(dim); // Césped. let gh = 4i32; for x in 0..dim[0] as i32 { for z in 0..dim[2] as i32 { for y in 0..gh { let t = ((x * 5 + z * 7 + y) % 9) as i32 - 4; let base = Material::Grass.color(); let c = |v: u8| (v as i32 + t).clamp(0, 255) as u8; g.set(x as u32, y as u32, z as u32, [c(base[0]), c(base[1]), c(base[2])]); } } } // Footprint de la casa. let (x0, z0) = (12i32, 12i32); let (wd, dp) = (26i32, 22i32); // ancho (x), profundidad (z) let wh = 9i32; // alto de muros let (x1, z1) = (x0 + wd - 1, z0 + dp - 1); // Piso de madera. for x in x0..=x1 { for z in z0..=z1 { put(&mut g, x, gh, z, Material::Madera); } } // Muros de ladrillo (perímetro). for yy in 0..wh { let y = gh + 1 + yy; for x in x0..=x1 { put(&mut g, x, y, z0, Material::Ladrillo); put(&mut g, x, y, z1, Material::Ladrillo); } for z in z0..=z1 { put(&mut g, x0, y, z, Material::Ladrillo); put(&mut g, x1, y, z, Material::Ladrillo); } } // Vigas de acero en las esquinas (lustrosas). for yy in 0..wh { let y = gh + 1 + yy; for (cx, cz) in [(x0, z0), (x1, z0), (x0, z1), (x1, z1)] { put(&mut g, cx, y, cz, Material::Acero); } } // Puerta de madera (pared frontal z0, centrada). let dcx = x0 + wd / 2; for yy in 0..5 { for dx in -1..=1 { put(&mut g, dcx + dx, gh + 1 + yy, z0, Material::Madera); } } // Ventanas de vidrio (3×3) en las cuatro paredes. let ventana = |g: &mut VoxelGrid, cx: i32, cz: i32, along_x: bool| { for a in -1..=1 { for b in 0..3 { let y = gh + 3 + b; if along_x { put(g, cx + a, y, cz, Material::Vidrio); } else { put(g, cx, y, cz + a, Material::Vidrio); } } } }; // Frontal: dos ventanas flanqueando la puerta. ventana(&mut g, x0 + 4, z0, true); ventana(&mut g, x1 - 4, z0, true); // Trasera. ventana(&mut g, x0 + wd / 3, z1, true); ventana(&mut g, x1 - wd / 3, z1, true); // Laterales. ventana(&mut g, x0, z0 + dp / 2, false); ventana(&mut g, x1, z0 + dp / 2, false); // Techo a dos aguas de teja (cumbrera a lo largo de x), con alero de 1. let roof_base = gh + 1 + wh; let half = (dp + 1) / 2; for r in 0..half { let y = roof_base + r; let za = z0 - 1 + r; // agua norte let zb = z1 + 1 - r; // agua sur for x in (x0 - 1)..=(x1 + 1) { put(&mut g, x, y, za, Material::Teja); put(&mut g, x, y, zb, Material::Teja); } } // Chimenea de pizarra (sobresale del techo). let (chx, chz) = (x1 - 3, z0 + 3); for y in (gh + 1)..(roof_base + half + 2) { for dx in 0..2 { for dz in 0..2 { put(&mut g, chx + dx, y, chz + dz, Material::Pizarra); } } } // --- Render --- let hal = pollster::block_on(Hal::new(None)).expect("hal"); let mut renderer = Renderer::new(&hal).expect("renderer"); let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g); vr.sun_dir = [0.42, 0.66, 0.62]; // sol alto-frontal → las ventanas glasean vr.atmosphere = Atmosphere { sky_zenith: [96, 146, 208], sky_horizon: [206, 220, 232], fog_density: 0.0, god_rays: 0.0, }; let camera = Camera3d::orbit( Vec3::new(0.0, dim[1] as f32 * 0.06, 0.0), 34_f32.to_radians(), 20_f32.to_radians(), dim[0] as f32 * 1.15, ); let mut scene = Scene3d::new(); let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera); write_png(&pixels, "/tmp/house.png"); eprintln!("escrito /tmp/house.png — casita con materiales de obra (vidrio/acero lustrosos)"); } fn render( hal: &Hal, renderer: &mut Renderer, scene: &mut Scene3d, vr: &mut VoxelRenderer, camera: &Camera3d, ) -> Vec { let inter = hal.device.create_texture(&wgpu::TextureDescriptor { label: Some("inter"), size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: FMT, usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC, view_formats: &[], }); let view = inter.create_view(&wgpu::TextureViewDescriptor::default()); renderer .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255)) .expect("base"); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("house") }); scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); readback(hal, &inter) } fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec { let unpadded = (W * 4) as usize; let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize; let padded = unpadded.div_ceil(align) * align; let buf = hal.device.create_buffer(&wgpu::BufferDescriptor { label: Some("readback"), size: (padded * H as usize) as u64, usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); enc.copy_texture_to_buffer( wgpu::TexelCopyTextureInfo { texture: target, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All, }, wgpu::TexelCopyBufferInfo { buffer: &buf, layout: wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(padded as u32), rows_per_image: Some(H), }, }, wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 }, ); hal.queue.submit(std::iter::once(enc.finish())); let slice = buf.slice(..); let (tx, rx) = std::sync::mpsc::channel(); slice.map_async(wgpu::MapMode::Read, move |r| { let _ = tx.send(r); }); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); rx.recv().unwrap().unwrap(); let data = slice.get_mapped_range(); let mut pixels = Vec::with_capacity((W * H * 4) as usize); for row in 0..H as usize { let srow = row * padded; pixels.extend_from_slice(&data[srow..srow + unpadded]); } drop(data); buf.unmap(); pixels } fn write_png(pixels: &[u8], path: &str) { let file = File::create(path).expect("png"); let mut enc = png::Encoder::new(BufWriter::new(file), W, H); enc.set_color(png::ColorType::Rgba); enc.set_depth(png::BitDepth::Eight); let mut wtr = enc.write_header().unwrap(); wtr.write_image_data(pixels).unwrap(); }