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>
This commit is contained in:
Sergio
2026-06-18 14:40:00 +00:00
parent e74800d9da
commit ccab39f140
202 changed files with 44034 additions and 1811 deletions
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//! Demo headless de M6 (primera rebanada): **world-gen procedural + atmósfera**.
//!
//! Genera un paisaje voxel grande por ruido fractal ([`llimphi_3d::terrain`]) y
//! lo ray-marchea con **cielo gradiente + niebla por distancia** ([`Atmosphere`])
//! — lo que hace legible el borde lejano de un mundo grande (sin niebla, el
//! horizonte del terreno se ve como un muro recortado). Imprime además el ahorro
//! de memoria del brick pool sparse: un mundo es casi todo aire, así que el pool
//! ocupa una fracción del grid denso.
//!
//! `cargo run -p llimphi-3d --example terrain_demo --release -- [dim_xz] [seed]`
//! → escribe /tmp/m6_terrain_{a,b,c}.png (tres ángulos de órbita).
use std::fs::File;
use std::io::BufWriter;
use llimphi_3d::glam::Vec3;
use llimphi_3d::{Atmosphere, Camera3d, VoxelRenderer};
use llimphi_hal::{wgpu, Hal};
use llimphi_voxel::terrain;
use llimphi_raster::peniko::Color;
use llimphi_raster::{vello, Renderer};
const W: u32 = 960;
const H: u32 = 540;
const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
fn main() {
let dim_xz: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(192);
let seed: u32 = std::env::args().nth(2).and_then(|s| s.parse().ok()).unwrap_or(1337);
let dy: u32 = (dim_xz * 4 / 10).max(48); // mundo "ancho y bajo": continente, no torre.
let dim = [dim_xz, dy, dim_xz];
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let mut renderer = Renderer::new(&hal).expect("renderer");
let grid = terrain(dim, seed);
let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
let (used, total) = vr.brick_usage();
let (pool, dense) = vr.memory_bytes();
eprintln!(
"terreno {}×{}×{} (seed {seed}) — brick pool {used}/{total} bricks ({:.1}%) → {} KiB vs denso {} KiB ({:.1}× menos)",
dim[0], dim[1], dim[2],
used as f32 / total as f32 * 100.0,
pool / 1024,
dense / 1024,
dense as f32 / pool.max(1) as f32,
);
// Atmósfera diurna: sol bajo (luz rasante = relieve marcado), niebla suave
// escalada al tamaño del mundo (lo lejano desvanece, lo cercano queda nítido).
vr.sun_dir = [0.55, 0.55, 0.35];
vr.atmosphere = Atmosphere {
sky_zenith: [64, 118, 196],
sky_horizon: [200, 216, 234],
fog_density: 0.5 / dim_xz as f32,
};
let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
label: Some("inter"),
size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: FMT,
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
let d = dim_xz as f32;
for (tag, yaw) in [("a", 35.0_f32), ("b", 120.0), ("c", 230.0)] {
// (1) Fondo vello (lo tapa la atmósfera del pase voxel, pero dejamos el
// mismo orden que el runtime: [vello base] → [GPU 3D]).
let base = vello::Scene::new();
renderer
.render_to_view(&hal, &base, &inter_view, W, H, Color::from_rgba8(0, 0, 0, 255))
.expect("render base");
// (2) Pase voxel. Órbita mirando un poco por encima del centro para que
// entre cielo en cuadro; pitch bajo = vista de paisaje.
let camera = Camera3d::orbit(
Vec3::new(0.0, dy as f32 * 0.12, 0.0),
yaw.to_radians(),
22_f32.to_radians(),
d * 1.45,
);
let mut enc = hal
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), &camera);
hal.queue.submit(std::iter::once(enc.finish()));
let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
let out = format!("/tmp/m6_terrain_{tag}.png");
write_png(&hal, &inter, &out);
eprintln!("escrito {out} ({W}x{H}, yaw={yaw}°)");
}
}
fn write_png(hal: &Hal, target: &wgpu::Texture, path: &str) {
let unpadded = (W * 4) as usize;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
let padded = unpadded.div_ceil(align) * align;
let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("readback"),
size: (padded * H as usize) as u64,
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let mut enc = hal
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
enc.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: target,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &buf,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded as u32),
rows_per_image: Some(H),
},
},
wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
);
hal.queue.submit(std::iter::once(enc.finish()));
let slice = buf.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |r| {
let _ = tx.send(r);
});
let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
rx.recv().unwrap().unwrap();
let data = slice.get_mapped_range();
let mut pixels = Vec::with_capacity((W * H * 4) as usize);
for row in 0..H as usize {
let s = row * padded;
pixels.extend_from_slice(&data[s..s + unpadded]);
}
drop(data);
buf.unmap();
let file = File::create(path).expect("png");
let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
enc.set_color(png::ColorType::Rgba);
enc.set_depth(png::BitDepth::Eight);
let mut w = enc.write_header().unwrap();
w.write_image_data(&pixels).unwrap();
}