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 los dos primitivos GPU nuevos de Llimphi:
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//!
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//! - **Primitivo A** — disco/círculo relleno con AA por SDF en el shader
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//! (`GpuBatch::add_disc` / `add_ring` en `llimphi-raster`). Esta demo
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//! pinta por GPU directo una grilla de *rects instanciados* + una grilla
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//! de *discos AA* sobre la misma pasada `GpuBatch::flush`.
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//! - **Primitivo B** — over-layer: una escena vello que se rasteriza
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//! DESPUÉS del pase GPU y se compone con alpha encima (un disco vello
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//! grande + el rótulo "OVER" que deben quedar SOBRE los rects/discos
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//! GPU). Replica exactamente el orden que el eventloop de `llimphi-ui`
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//! aplica para `View::paint_over`: `[vello base] → [GPU] → [vello over]`.
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//!
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//! No abre ventana: compone sobre una textura intermedia `Rgba8Unorm`
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//! (misma mecánica que el frame real) y vuelca el resultado a PNG.
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//!
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//! `cargo run -p llimphi-compositor --example gpu_primitivos_demo --release -- [out.png]`
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use std::fs::File;
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use std::io::BufWriter;
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use llimphi_hal::{wgpu, Hal, OverlayCompositor};
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use llimphi_raster::gpu::{GpuBatch, GpuPipelines};
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use llimphi_raster::peniko::{Color, Fill};
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use llimphi_raster::{vello, Renderer};
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use llimphi_text::{draw_block, TextBlock, Typesetter};
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use vello::kurbo::{Affine, Circle};
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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 out = std::env::args()
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.nth(1)
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.unwrap_or_else(|| "gpu_primitivos_demo.png".to_string());
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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 pipelines = GpuPipelines::new(&hal.device, FMT);
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let overlay = OverlayCompositor::new(&hal.device);
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// ── Textura intermedia (donde se compone todo) ──────────────────────
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let inter = make_tex(
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&hal.device,
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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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);
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let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
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// ── (1) vello base: fondo + rótulo "base vello" ─────────────────────
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// render_to_view limpia con base_color y escribe todos los píxeles.
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let mut base = vello::Scene::new();
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let mut ts = Typesetter::new();
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draw_label(
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&mut base,
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&mut ts,
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16.0,
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24.0,
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"base vello (fondo)",
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18.0,
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Color::from_rgba8(120, 130, 150, 255),
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);
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renderer
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.render_to_view(
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&hal,
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&base,
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&inter_view,
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W,
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H,
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Color::from_rgba8(16, 20, 30, 255),
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)
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.expect("render base");
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// ── (2) pase GPU directo: grilla de rects + grilla de discos AA ─────
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// Un solo GpuBatch → un flush con LoadOp::Load (preserva el fondo vello).
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let mut batch = GpuBatch::new(&pipelines);
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// Grilla de rects instanciados (mitad izquierda).
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for j in 0..6 {
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for i in 0..6 {
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let x = 40.0 + i as f32 * 46.0;
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let y = 70.0 + j as f32 * 46.0;
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let c = Color::from_rgba8(
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60 + (i * 30) as u8,
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90 + (j * 24) as u8,
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200,
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255,
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);
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batch.add_rect(x, y, 36.0, 36.0, c);
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}
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}
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// Grilla de discos AA (mitad derecha) — radios variables para ver el
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// suavizado del borde a distintas escalas.
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for j in 0..6 {
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for i in 0..6 {
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let cx = 400.0 + i as f32 * 46.0;
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let cy = 88.0 + j as f32 * 46.0;
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let r = 8.0 + (i + j) as f32 * 1.4;
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let c = Color::from_rgba8(
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240,
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120 + (i * 18) as u8,
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60 + (j * 24) as u8,
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255,
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);
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batch.add_disc(cx, cy, r, c);
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}
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}
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// Un anillo grande para ejercitar add_ring (borde interno + externo AA).
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batch.add_ring(180.0, 380.0, 46.0, 10.0, Color::from_rgba8(120, 240, 200, 255));
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-prim-pass"),
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});
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batch.flush(
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&hal.device,
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&hal.queue,
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&mut enc,
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&inter_view,
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(W as f32, H as f32),
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wgpu::LoadOp::Load,
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);
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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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// ── (3) over-layer vello: disco grande + rótulo "OVER" ──────────────
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// Se rasteriza en una scratch transparente y se compone con alpha
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// sobre la intermedia DESPUÉS del pase GPU → queda ENCIMA de los
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// rects/discos GPU. Espejo exacto del camino de redraw.rs.
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let scratch = make_tex(
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&hal.device,
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wgpu::TextureUsages::STORAGE_BINDING
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| wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::RENDER_ATTACHMENT,
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);
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let scratch_view = scratch.create_view(&wgpu::TextureViewDescriptor::default());
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let mut over = vello::Scene::new();
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// Disco vello grande y semitransparente que se monta SOBRE la grilla
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// GPU (su centro cae sobre rects y discos a la vez).
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over.fill(
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Fill::NonZero,
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Affine::IDENTITY,
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Color::from_rgba8(255, 60, 120, 200),
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None,
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&Circle::new((300.0, 230.0), 70.0),
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);
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draw_label(
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&mut over,
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&mut ts,
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232.0,
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222.0,
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"OVER",
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30.0,
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Color::from_rgba8(255, 255, 255, 255),
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);
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renderer
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.render_to_view(&hal, &over, &scratch_view, W, H, Color::TRANSPARENT)
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.expect("render over");
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let mut enc2 = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("over-composite"),
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});
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overlay.composite(&hal.device, &mut enc2, &inter_view, &scratch_view);
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hal.queue.submit(std::iter::once(enc2.finish()));
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let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
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// ── (4) readback → PNG ──────────────────────────────────────────────
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write_png(&hal, &inter, &out);
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eprintln!("gpu_primitivos_demo: escrito {out} ({W}x{H})");
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}
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fn make_tex(device: &wgpu::Device, usage: wgpu::TextureUsages) -> wgpu::Texture {
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device.create_texture(&wgpu::TextureDescriptor {
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label: Some("gpu-prim-tex"),
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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,
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view_formats: &[],
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})
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}
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fn draw_label(
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scene: &mut vello::Scene,
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ts: &mut Typesetter,
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x: f32,
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y: f32,
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text: &str,
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size: f32,
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color: Color,
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) {
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// Reusa el typesetter: layout de una línea y blit de glyphs a la escena.
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let block = TextBlock::simple(text, size, color, (x as f64, y as f64));
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draw_block(scene, ts, &block);
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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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