refresh: stack al día (vello 0.7 / wgpu 27 / parley 0.6) + motor 3D voxel
Re-sincroniza las fuentes desde el monorepo (estaba en vello 0.5/wgpu 24 y con la estructura vieja de eventloop) y suma el 3D: - bump del workspace a vello 0.7 / wgpu 27 / parley 0.6, + accesskit 0.24 / accesskit_winit 0.33 / vello_hybrid 0.0.9. - nuevos crates: llimphi-3d (voxels ray-march + mallas en un depth compartido, montable dentro de un View 2D vía set_viewport+scissor) y llimphi-voxel (world-gen, personajes, director de escenas) + shared/foreign-vox (puente .vox). - README: sección "Not just 2D — a 3D voxel engine" + GIF (docs/llimphi_voxel.gif). - excluido modules/allichay (arrastra deps fuera del alcance del front-door). - cargo check --workspace: verde. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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//! Demo headless de M3: **mutación incremental** de la grilla en GPU.
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//!
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//! Renderiza la escena, luego (a) agrega un bloque flotante en aire antes vacío
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//! y (b) carva un mordisco en la esfera — cada edición sube SÓLO su sub-caja vía
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//! `VoxelRenderer::sync` (no re-sube el grid ni remesha). Vuelca un PNG "antes"
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//! y uno "después", e imprime los bytes subidos vs el grid completo.
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//!
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//! El bloque flotante es el test clave del coarse map: si `sync` no actualizara
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//! la ocupación gruesa, el brick seguiría marcado vacío y el bloque sería
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//! invisible (lo saltaría el DDA grueso).
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//!
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//! `cargo run -p llimphi-3d --example voxel_dynamic_demo --release -- [dim]`
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use std::fs::File;
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use std::io::BufWriter;
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use llimphi_3d::glam::Vec3;
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use llimphi_3d::{Camera3d, VoxelGrid, VoxelRenderer};
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use llimphi_hal::{wgpu, Hal};
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use llimphi_raster::peniko::Color;
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use llimphi_raster::{vello, Renderer};
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const W: u32 = 720;
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const H: u32 = 480;
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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fn main() {
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let dim: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(64);
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let hal = pollster::block_on(Hal::new(None)).expect("hal");
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let mut renderer = Renderer::new(&hal).expect("renderer");
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let mut grid = VoxelGrid::demo_scene([dim, dim, dim]);
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let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
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let camera = Camera3d::orbit(Vec3::ZERO, 35_f32.to_radians(), 30_f32.to_radians(), dim as f32 * 1.7);
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// ── Frame ANTES ──────────────────────────────────────────────────────
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render_frame(&hal, &mut renderer, &mut vr, &camera, "/tmp/m3_antes.png");
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let full = dim * dim * dim * 4;
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// ── Edición (a): bloque flotante en aire vacío (arriba, a un costado) ──
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let bx = dim / 6;
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let by = dim * 4 / 5;
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let bz = dim / 6;
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for z in 0..8 {
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for y in 0..8 {
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for x in 0..8 {
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grid.set(bx + x, by + y, bz + z, [240, 150, 40]);
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}
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}
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}
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let n_a = vr.sync(&hal.queue, &mut grid);
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eprintln!("edición (a) bloque flotante: subidos {n_a} B ({:.3}% del grid completo)", n_a as f32 / full as f32 * 100.0);
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// ── Edición (b): mordisco cúbico en lo alto de la esfera ──────────────
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let cx = dim / 2;
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let cy = dim * 7 / 10;
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let cz = dim / 2;
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for z in 0..(dim / 4) {
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for y in 0..(dim / 4) {
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for x in 0..(dim / 4) {
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grid.clear(cx + x, cy + y, cz - dim / 8 + z);
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}
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}
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}
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let n_b = vr.sync(&hal.queue, &mut grid);
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eprintln!("edición (b) mordisco esfera: subidos {n_b} B ({:.3}% del grid completo)", n_b as f32 / full as f32 * 100.0);
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// ── Frame DESPUÉS ────────────────────────────────────────────────────
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render_frame(&hal, &mut renderer, &mut vr, &camera, "/tmp/m3_despues.png");
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eprintln!("voxel_dynamic_demo: /tmp/m3_antes.png + /tmp/m3_despues.png (dim={dim}³)");
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}
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fn render_frame(
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hal: &Hal,
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renderer: &mut Renderer,
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vr: &mut VoxelRenderer,
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camera: &Camera3d,
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out: &str,
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) {
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let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("inter"),
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size: wgpu::Extent3d {
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width: W,
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height: H,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: FMT,
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usage: wgpu::TextureUsages::STORAGE_BINDING
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| wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
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let base = vello::Scene::new();
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renderer
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.render_to_view(hal, &base, &inter_view, W, H, Color::from_rgba8(18, 22, 32, 255))
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.expect("render base");
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
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vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), camera);
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hal.queue.submit(std::iter::once(enc.finish()));
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let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
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write_png(hal, &inter, out);
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}
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fn write_png(hal: &Hal, target: &wgpu::Texture, path: &str) {
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let unpadded = (W * 4) as usize;
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let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
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let padded = unpadded.div_ceil(align) * align;
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let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("readback"),
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size: (padded * H as usize) as u64,
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usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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enc.copy_texture_to_buffer(
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wgpu::TexelCopyTextureInfo {
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texture: target,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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wgpu::TexelCopyBufferInfo {
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buffer: &buf,
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layout: wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(padded as u32),
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rows_per_image: Some(H),
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},
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},
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wgpu::Extent3d {
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width: W,
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height: H,
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depth_or_array_layers: 1,
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},
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);
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hal.queue.submit(std::iter::once(enc.finish()));
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let slice = buf.slice(..);
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let (tx, rx) = std::sync::mpsc::channel();
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slice.map_async(wgpu::MapMode::Read, move |r| {
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let _ = tx.send(r);
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});
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let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
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rx.recv().unwrap().unwrap();
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let data = slice.get_mapped_range();
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let mut pixels = Vec::with_capacity((W * H * 4) as usize);
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for row in 0..H as usize {
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let s = row * padded;
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pixels.extend_from_slice(&data[s..s + unpadded]);
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}
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drop(data);
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buf.unmap();
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let file = File::create(path).expect("png");
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let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
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enc.set_color(png::ColorType::Rgba);
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enc.set_depth(png::BitDepth::Eight);
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let mut w = enc.write_header().unwrap();
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w.write_image_data(&pixels).unwrap();
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}
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