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 del **LayoutBuilder** (Bloque 9 de PARIDAD-FLUTTER): el MISMO
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//! árbol declarativo, renderizado a dos anchos de viewport. Un panel central
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//! usa `View::layout_builder`: si su slot es **angosto** apila las tarjetas en
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//! **1 columna**; si es **ancho**, en **2 columnas**. La decisión depende del
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//! tamaño del slot (no de la ventana), resuelto en dos pasadas — exactamente lo
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//! que el runtime hace por frame.
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//!
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//! Emula el camino del runtime (`resolve_layout_builders`) con las funciones
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//! puras del compositor: `has_layout_builder` → mount pasada 1 → compute →
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//! `collect_builder_constraints` → `expand_layout_builders` → mount/paint.
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//!
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//! Vuelca dos PNGs (`<base>-angosto.png` y `<base>-ancho.png`).
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//! `cargo run -p llimphi-compositor --example layout_builder_demo -- [base]`
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use std::fs::File;
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use std::io::BufWriter;
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use llimphi_compositor::{
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collect_builder_constraints, expand_layout_builders, has_layout_builder, mount, paint,
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Constraints, View,
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};
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use llimphi_hal::{wgpu, Hal};
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use llimphi_layout::taffy::prelude::{length, percent, FlexDirection, Size, Style};
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use llimphi_layout::taffy::{AlignItems, JustifyContent, LengthPercentage, Rect};
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use llimphi_layout::LayoutTree;
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use llimphi_raster::peniko::Color;
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use llimphi_raster::{vello, Renderer};
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use llimphi_text::{Alignment, Typesetter};
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const H: u32 = 360;
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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/// Bajo este ancho de slot, el panel apila en 1 columna; por encima, 2.
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const BREAKPOINT: f32 = 360.0;
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fn rgb(r: u8, g: u8, b: u8) -> Color {
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Color::from_rgba8(r, g, b, 255)
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}
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/// Una tarjeta de muestra.
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fn card(label: &str) -> View<()> {
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View::<()>::new(Style {
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size: Size { width: percent(1.0), height: length(64.0) },
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align_items: Some(AlignItems::Center),
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justify_content: Some(JustifyContent::Center),
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..Default::default()
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})
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.fill(rgb(60, 72, 100))
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.radius(10.0)
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.children(vec![View::<()>::new(Style {
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size: Size { width: percent(1.0), height: length(20.0) },
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..Default::default()
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})
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.text_aligned(label.to_string(), 14.0, rgb(235, 238, 245), Alignment::Center)])
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}
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/// El subárbol que el builder produce según sus constraints: 1 columna si
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/// angosto, 2 si ancho. Cada columna es un flex column con tarjetas.
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fn responsive_panel(c: Constraints) -> View<()> {
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let dos_columnas = c.max_width >= BREAKPOINT;
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let etiqueta = if dos_columnas {
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format!("slot {:.0}px = 2 columnas", c.max_width)
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} else {
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format!("slot {:.0}px = 1 columna", c.max_width)
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};
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let header = View::<()>::new(Style {
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size: Size { width: percent(1.0), height: length(28.0) },
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..Default::default()
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})
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.text_aligned(etiqueta, 13.0, rgb(150, 200, 160), Alignment::Center);
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let col = |labels: &[&str]| {
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View::<()>::new(Style {
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size: Size { width: percent(1.0), height: percent(1.0) },
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flex_direction: FlexDirection::Column,
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gap: Size { width: length(0.0), height: length(10.0) },
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..Default::default()
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})
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.children(labels.iter().map(|l| card(l)).collect())
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};
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let cuerpo = if dos_columnas {
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View::<()>::new(Style {
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size: Size { width: percent(1.0), height: percent(1.0) },
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flex_direction: FlexDirection::Row,
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gap: Size { width: length(12.0), height: length(0.0) },
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..Default::default()
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})
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.children(vec![col(&["Uno", "Tres"]), col(&["Dos", "Cuatro"])])
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} else {
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col(&["Uno", "Dos", "Tres", "Cuatro"])
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};
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View::<()>::new(Style {
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size: Size { width: percent(1.0), height: percent(1.0) },
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flex_direction: FlexDirection::Column,
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gap: Size { width: length(0.0), height: length(8.0) },
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..Default::default()
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})
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.children(vec![header, cuerpo])
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}
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/// Árbol raíz: una sidebar fija + un panel central que es el `layout_builder`.
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/// El ancho del slot del panel = viewport − sidebar − paddings, así cambia con
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/// el viewport sin que el árbol "sepa" el tamaño al construirse.
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fn root() -> View<()> {
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let sidebar = View::<()>::new(Style {
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size: Size { width: length(160.0), height: percent(1.0) },
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..Default::default()
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})
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.fill(rgb(34, 40, 54))
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.radius(12.0)
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.children(vec![View::<()>::new(Style {
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size: Size { width: percent(1.0), height: length(20.0) },
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..Default::default()
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})
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.text_aligned("sidebar", 13.0, rgb(140, 150, 170), Alignment::Center)]);
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let panel = View::<()>::new(Style {
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flex_grow: 1.0,
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size: Size { width: percent(0.0), height: percent(1.0) },
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..Default::default()
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})
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.layout_builder(responsive_panel);
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View::<()>::new(Style {
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size: Size { width: percent(1.0), height: percent(1.0) },
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flex_direction: FlexDirection::Row,
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gap: Size { width: length(16.0), height: length(0.0) },
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padding: Rect {
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left: LengthPercentage::length(16.0),
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right: LengthPercentage::length(16.0),
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top: LengthPercentage::length(16.0),
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bottom: LengthPercentage::length(16.0),
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},
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..Default::default()
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})
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.fill(rgb(24, 28, 38))
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.children(vec![sidebar, panel])
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}
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/// Resuelve los builders (dos pasadas) y vuelca el árbol a un PNG a ese ancho.
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fn render_a(ancho: u32, ts: &mut Typesetter, hal: &Hal, renderer: &mut Renderer, path: &str) {
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let viewport = (ancho as f32, H as f32);
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// Pasada 1: montar (builders como hojas) + computar.
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let v1 = root();
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assert!(has_layout_builder(&v1), "el demo debe tener un layout_builder");
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let mut l1 = LayoutTree::new();
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let m1 = mount(&mut l1, v1);
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let c1 = l1.compute(m1.root, viewport).expect("layout p1");
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let cons = collect_builder_constraints(&m1, &c1);
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// Pasada 2: árbol fresco + expand con las constraints reales.
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let resolved = expand_layout_builders(root(), &cons);
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let mut l2 = LayoutTree::new();
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let m2 = mount(&mut l2, resolved);
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let c2 = l2.compute(m2.root, viewport).expect("layout p2");
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let mut scene = vello::Scene::new();
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paint(&mut scene, &m2, &c2, ts, None, None);
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let target = hal.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("dump-lb"),
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size: wgpu::Extent3d { width: ancho, height: H, depth_or_array_layers: 1 },
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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::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 view = target.create_view(&wgpu::TextureViewDescriptor::default());
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renderer
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.render_to_view(hal, &scene, &view, ancho, H, rgb(244, 245, 248))
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.expect("render_to_view");
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write_png(hal, &target, ancho, path);
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eprintln!("layout_builder_demo: escrito {path} ({ancho}x{H}) — slot panel {:.0}px", cons[0].max_width);
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}
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fn main() {
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let base = std::env::args().nth(1).unwrap_or_else(|| "lb".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 mut ts = Typesetter::new();
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// Angosto: viewport 460 → slot ~268px (<360) → 1 columna.
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render_a(460, &mut ts, &hal, &mut renderer, &format!("{base}-angosto.png"));
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// Ancho: viewport 760 → slot ~568px (≥360) → 2 columnas.
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render_a(760, &mut ts, &hal, &mut renderer, &format!("{base}-ancho.png"));
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}
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fn write_png(hal: &Hal, target: &wgpu::Texture, w: u32, 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 { width: w, height: H, depth_or_array_layers: 1 },
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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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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 wr = enc.write_header().unwrap();
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wr.write_image_data(&pixels).unwrap();
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}
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