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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//! Filmstrip headless del **ripple/InkWell** (Bloque 8 de PARIDAD-FLUTTER):
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//! una fila de botones, cada uno con una salpicadura Material disparada en el
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//! mismo punto (arriba-izquierda) pero **observada a un progreso creciente** —
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//! de la onda recién nacida (izquierda) a casi extinta (derecha). Muestra el
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//! círculo expandiéndose desde el tap, recortado al contorno redondeado del
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//! botón, y atenuándose con el fade.
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//!
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//! Prueba el camino `View::ripple` → `RippleRegistry::trigger`/`paint` →
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//! `node_rrect` (clip) → píxeles, sin runtime ni winit. El press real lo
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//! sintetiza el runtime (`llimphi-ui`); acá lo emulamos llamando `trigger`.
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//!
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//! `cargo run -p llimphi-compositor --example ripple_demo -- [out.png]`
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use std::fs::File;
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use std::io::BufWriter;
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use std::time::{Duration, Instant};
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use llimphi_compositor::{mount, paint, RippleRegistry, View};
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use llimphi_hal::{wgpu, Hal};
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use llimphi_layout::taffy::prelude::{length, 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 W: u32 = 1180;
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const H: u32 = 240;
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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const FRAMES: usize = 6;
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const DUR: Duration = Duration::from_millis(500);
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/// Punto del tap relativo al rect de cada botón (arriba-izquierda) — la onda
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/// crece desde ahí hacia el rincón opuesto, bien visible en el filmstrip.
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const TAP: (f32, f32) = (38.0, 36.0);
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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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fn main() {
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let out = std::env::args().nth(1).unwrap_or_else(|| "ripple.png".to_string());
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let fg = rgb(235, 238, 245);
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let surface = rgb(44, 52, 70);
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let ink = Color::from_rgba8(255, 255, 255, 90); // onda blanca semitransparente
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// Una fila de FRAMES botones con ripple (key = columna). Layout real con
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// gap/padding → cada botón tiene su propio rect computado (sin transform,
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// que el paint del ripple no contempla en v1).
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let botones: Vec<View<()>> = (0..FRAMES)
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.map(|i| {
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let pct = (i as f32 / (FRAMES as f32 - 1.0) * 100.0).round() as i32;
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View::<()>::new(Style {
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size: Size { width: length(150.0), height: length(140.0) },
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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(surface)
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.radius(20.0)
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.ripple(i as u64, ink)
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.children(vec![View::<()>::new(Style {
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size: Size { width: length(130.0), height: length(20.0) },
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..Default::default()
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})
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.text_aligned(format!("{pct}%"), 14.0, fg, Alignment::Center)])
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})
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.collect();
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let root = View::<()>::new(Style {
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size: Size { width: length(W as f32), height: length(H as f32) },
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flex_direction: FlexDirection::Row,
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align_items: Some(AlignItems::Center),
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justify_content: Some(JustifyContent::Center),
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gap: Size { width: length(20.0), height: length(0.0) },
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padding: Rect {
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left: LengthPercentage::length(20.0),
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right: LengthPercentage::length(20.0),
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top: LengthPercentage::length(0.0),
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bottom: LengthPercentage::length(0.0),
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},
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..Default::default()
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})
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.children(botones);
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let mut layout = LayoutTree::new();
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let mounted = mount(&mut layout, root);
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let computed = layout.compute(mounted.root, (W as f32, H as f32)).expect("layout");
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// Pintá los botones, luego superponé una salpicadura por columna observada
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// a un progreso creciente (cada registro disparó en t0, se observa a
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// t0 + paso·i). Todas escriben en la misma escena.
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let mut ts = Typesetter::new();
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let mut scene = vello::Scene::new();
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paint(&mut scene, &mounted, &computed, &mut ts, None, None);
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let t0 = Instant::now();
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let step = DUR / (FRAMES as u32 - 1);
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for i in 0..FRAMES {
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let mut reg = RippleRegistry::new();
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reg.trigger(i as u64, TAP.0, TAP.1, ink, DUR, t0);
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let now = t0 + step * i as u32;
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reg.paint(&mut scene, &mounted, &computed, now);
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}
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// Volcado a PNG.
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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 target = hal.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("dump-ripple"),
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size: wgpu::Extent3d { width: W, 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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let bg = rgb(244, 245, 248);
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renderer.render_to_view(&hal, &scene, &view, W, H, bg).expect("render_to_view");
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write_png(&hal, &target, &out);
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eprintln!(
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"ripple_demo: escrito {out} ({W}x{H}) — {FRAMES} botones, la misma onda \
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de {}ms observada a 0→100% (crece desde el tap y se desvanece)",
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DUR.as_millis()
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);
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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 { 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 w = enc.write_header().unwrap();
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w.write_image_data(&pixels).unwrap();
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}
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