//! Prueba de **sombras suaves** de una luz de interior: un piso con un par de //! objetos, iluminado por la lámpara como fuente de área (`PointLight.radius`) → //! penumbra que se abre con la distancia. `point_shadows` activo. //! //! `cargo run -p llimphi-voxel --example lit_demo --release` → `/tmp/lit.png` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, PointLight, Scene3d, VoxelGrid, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{stamp_mueble, Material, Mueble}; const W: u32 = 1100; const H: u32 = 640; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; fn main() { let radius: f32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(2.0); let dim = [56u32, 40, 48]; let mut g = VoxelGrid::new(dim); // Piso liso de cerámica. let floor_h = 2i32; for x in 0..dim[0] { for z in 0..dim[2] { for y in 0..floor_h as u32 { g.set(x, y, z, Material::Hormigon.color()); } } } // Objetos que proyecten sombra sobre un piso amplio. stamp_mueble(&mut g, Mueble::Silla, 26, floor_h as u32, 22, 2); stamp_mueble(&mut g, Mueble::Barril, 34, floor_h as u32, 26, 0); stamp_mueble(&mut g, Mueble::Ficus, 28, floor_h as u32, 32, 0); // Un par de postes finos y altos: sombras largas y limpias para leer la penumbra. for &px in &[18i32, 40] { for dy in 0..12 { g.set(px as u32, (floor_h + dy) as u32, 20, Material::Madera.color()); } } // La luz alta y a un lado (x bajo): sombras largas cruzando el piso hacia +x. let light_pos = [10.0f32, floor_h as f32 + 16.0, 20.0]; 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 = [0.3, 0.42, 0.4]; vr.atmosphere = Atmosphere { sky_zenith: [30, 34, 46], // ambiente tenue pero visible sky_horizon: [52, 50, 62], fog_density: 0.0, god_rays: 0.0, }; vr.point_shadows = true; vr.lights = vec![PointLight { pos: light_pos, color: [1.1, 0.92, 0.62], // cálida, sin reventar → el piso lit deja ver la sombra range: 60.0, radius, // fuente de área → penumbra }]; eprintln!("radius de área = {radius} (0 = sombra dura; >0 = penumbra)"); let camera = Camera3d::orbit( Vec3::new(2.0, floor_h as f32 * 0.4, 4.0), 20_f32.to_radians(), 26_f32.to_radians(), dim[0] as f32 * 0.98, ); let mut scene = Scene3d::new(); let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera); write_png(&pixels, "/tmp/lit.png"); eprintln!("escrito /tmp/lit.png"); } 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("lit") }); 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(); }