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 **interactivo** del motor 3D: el mundo voxel (M1-M4) dentro de un
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//! `View` vivo de Llimphi, manejado con el mouse.
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//!
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//! - **Arrastrar** (botón izquierdo): orbita la cámara (yaw/pitch).
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//! - **Rueda**: zoom (acerca/aleja).
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//! - Las 4 entidades de colores orbitan solas (animación por `spawn_periodic`).
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//!
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//! Es el cableado real a una app: el `VoxelRenderer` se compone dentro del
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//! árbol `View<Msg>` por `View::gpu_paint_with` (corre DESPUÉS de la pasada
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//! vello, con `LoadOp::Load`). El renderer se crea perezosamente en la primera
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//! llamada GPU (ahí recién hay `Device`/`Queue`) y se cachea en el Model tras
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//! un `Arc<Mutex<…>>`.
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//!
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//! `cargo run -p llimphi-3d --example voxel_interactivo --release -- [dim]`
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use std::sync::{Arc, Mutex};
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use std::time::Duration;
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use llimphi_3d::glam::Vec3;
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use llimphi_3d::{Camera3d, Entity3d, VoxelGrid, VoxelRenderer};
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use llimphi_ui::llimphi_hal::{wgpu, Hal};
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use llimphi_ui::llimphi_layout::taffy::prelude::{percent, Size, Style};
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use llimphi_ui::llimphi_layout::LayoutTree;
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use llimphi_ui::llimphi_raster::peniko::Color;
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use llimphi_ui::llimphi_raster::{vello, Renderer};
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use llimphi_ui::{mount, paint_gpu, App, DragPhase, Handle, Modifiers, View, WheelDelta};
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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#[derive(Clone)]
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enum Msg {
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Orbit(f32, f32),
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Zoom(f32),
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Tick,
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}
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struct Model {
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yaw: f32,
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pitch: f32,
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dist: f32,
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phase: f32,
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dim: u32,
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grid: Arc<VoxelGrid>,
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/// Renderer voxel, creado en la 1ª pintada GPU (necesita el Device).
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engine: Arc<Mutex<Option<VoxelRenderer>>>,
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}
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fn entities_at(phase: f32, dim: u32) -> Vec<Entity3d> {
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let d = dim as f32;
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let colors = [[235u8, 70, 70], [70, 220, 110], [90, 130, 250], [240, 200, 60]];
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(0..4)
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.map(|k| {
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let a = phase + k as f32 * std::f32::consts::FRAC_PI_2;
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let radius = d * 0.42;
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Entity3d {
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pos: [
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d * 0.5 + a.cos() * radius,
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d * (0.45 + 0.12 * (a * 1.3).sin()),
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d * 0.5 + a.sin() * radius,
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],
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half: [d * 0.05, d * 0.05, d * 0.05],
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color: colors[k],
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}
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})
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.collect()
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}
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struct VoxelApp;
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impl App for VoxelApp {
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type Model = Model;
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type Msg = Msg;
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fn title() -> &'static str {
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"llimphi-3d · motor voxel interactivo"
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}
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fn initial_size() -> (u32, u32) {
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(1000, 720)
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}
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fn init(handle: &Handle<Msg>) -> Model {
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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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// Anima las entidades a ~30 fps.
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handle.spawn_periodic(Duration::from_millis(33), || Msg::Tick);
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Model {
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yaw: 35_f32.to_radians(),
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pitch: 30_f32.to_radians(),
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dist: dim as f32 * 1.7,
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phase: 0.0,
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dim,
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grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
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engine: Arc::new(Mutex::new(None)),
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}
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}
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fn update(mut model: Model, msg: Msg, _handle: &Handle<Msg>) -> Model {
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match msg {
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Msg::Orbit(dx, dy) => {
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model.yaw -= dx * 0.008;
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model.pitch += dy * 0.008;
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}
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Msg::Zoom(dy) => {
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// Rueda hacia adelante = acercar (reduce la distancia). El signo
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// va invertido respecto del delta crudo para que sea natural.
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let f = (1.0 + dy * 0.1).clamp(0.5, 1.5);
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let d = model.dim as f32;
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model.dist = (model.dist * f).clamp(d * 0.5, d * 4.0);
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}
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Msg::Tick => {
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model.phase += 0.035;
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}
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}
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model
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}
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fn on_wheel(
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_model: &Model,
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delta: WheelDelta,
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_cursor: (f32, f32),
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_mods: Modifiers,
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) -> Option<Msg> {
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Some(Msg::Zoom(delta.y))
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}
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fn view(model: &Model) -> View<Msg> {
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let camera = Camera3d::orbit(Vec3::ZERO, model.yaw, model.pitch, model.dist);
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let entities = entities_at(model.phase, model.dim);
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let engine = model.engine.clone();
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let grid = model.grid.clone();
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let canvas = View::new(Style {
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size: Size {
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width: percent(1.0),
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height: percent(1.0),
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},
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..Default::default()
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})
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.gpu_paint_with(move |device, queue, encoder, target, _rect, vp| {
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let mut guard = engine.lock().unwrap();
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let er = guard.get_or_insert_with(|| VoxelRenderer::new(device, queue, FMT, &grid));
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er.entities = entities.clone();
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er.render(device, queue, encoder, target, vp, &camera);
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})
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.draggable(|phase, dx, dy| match phase {
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DragPhase::Move => Some(Msg::Orbit(dx, dy)),
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DragPhase::End => None,
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});
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View::new(Style {
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size: Size {
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width: percent(1.0),
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height: percent(1.0),
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},
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..Default::default()
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})
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.children(vec![canvas])
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}
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}
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fn main() {
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let args: Vec<String> = std::env::args().collect();
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// Modo verificación headless: monta el MISMO View por el compositor real
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// (mount → compute → paint_gpu) y vuelca un PNG, sin abrir ventana.
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if let Some(i) = args.iter().position(|a| a == "--shot") {
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let out = args
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.get(i + 1)
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.cloned()
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.unwrap_or_else(|| "/tmp/voxel_interactivo.png".to_string());
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shot(&out);
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return;
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}
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llimphi_ui::run::<VoxelApp>();
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}
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/// Render headless del árbol `View` de la app a través del compositor real.
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fn shot(out: &str) {
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const W: u32 = 1000;
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const H: u32 = 720;
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let dim = 64u32;
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let model = Model {
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yaw: 35_f32.to_radians(),
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pitch: 30_f32.to_radians(),
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dist: dim as f32 * 1.7,
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phase: 0.6,
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dim,
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grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
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engine: Arc::new(Mutex::new(None)),
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};
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// Árbol real de la app → mount + layout (igual que el runtime por frame).
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let view = VoxelApp::view(&model);
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let mut layout = LayoutTree::new();
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let mounted = mount(&mut layout, view);
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let computed = layout
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.compute(mounted.root, (W as f32, H as f32))
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.expect("layout");
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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 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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// Pasada vello base (fondo) — igual que el frame real.
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renderer
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.render_to_view(&hal, &vello::Scene::new(), &inter_view, W, H, Color::from_rgba8(18, 22, 32, 255))
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.expect("base");
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// Pasada GPU directo: dispara los gpu_painter del árbol (nuestro voxel).
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("gpu") });
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let any = paint_gpu(&mounted, &computed, &hal.device, &hal.queue, &mut enc, &inter_view, (W, H));
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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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assert!(any, "ningún gpu_painter corrió — el cableado no llegó al compositor");
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write_png(&hal, &inter, W, H, out);
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eprintln!("voxel_interactivo --shot: {out} ({W}x{H}) — gpu_painter del View ejecutado por el compositor");
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}
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fn write_png(hal: &Hal, target: &wgpu::Texture, w: u32, h: u32, path: &str) {
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use std::fs::File;
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use std::io::BufWriter;
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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 penc = png::Encoder::new(BufWriter::new(file), w, h);
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penc.set_color(png::ColorType::Rgba);
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penc.set_depth(png::BitDepth::Eight);
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let mut wr = penc.write_header().unwrap();
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wr.write_image_data(&pixels).unwrap();
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}
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