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 M6 — **LOD del horizonte**: más allá de la ventana voxel fina,
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//! una **malla gruesa** del terreno circundante ([`lod_skirt`]) muestra colinas
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//! lejanas en vez de un muro de niebla. Voxel cerca / malla-LOD lejos, compuestos
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//! por el depth compartido de [`Scene3d`].
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//!
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//! Rinde dos PNG para el contraste:
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//! - `/tmp/m6_lod_off.png` — sólo voxels (el terreno se corta en el borde de la
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//! ventana; la niebla tapa el vacío = "muro").
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//! - `/tmp/m6_lod_on.png` — voxels + falda LOD (el horizonte sigue con relieve).
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//!
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//! `cargo run -p llimphi-voxel --example terrain_lod --release -- [dim_xz] [seed]`
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use std::fs::File;
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use std::io::BufWriter;
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use llimphi_3d::glam::Vec3;
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use llimphi_3d::{Atmosphere, Camera3d, Renderer3d, Scene3d, VoxelRenderer};
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use llimphi_hal::{wgpu, Hal};
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use llimphi_raster::peniko::Color;
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use llimphi_raster::{vello, Renderer};
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use llimphi_voxel::{lod_skirt, lod_skirt_pyramid, terrain, LodParams, LodRing};
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const W: u32 = 960;
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const H: u32 = 540;
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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fn main() {
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let dim_xz: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(128);
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let seed: u32 = std::env::args().nth(2).and_then(|s| s.parse().ok()).unwrap_or(1337);
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let dy: u32 = (dim_xz * 4 / 10).max(48);
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let dim = [dim_xz, dy, dim_xz];
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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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// Ventana voxel fina en mundo [0, dim_xz); su centro de mundo es (dim/2, dim/2)
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// y se renderiza centrada en el origen (rendered = local − dim/2).
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let grid = terrain(dim, seed);
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let sun = [0.5, 0.45, 0.32];
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let atmo = Atmosphere {
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sky_zenith: [70, 120, 196],
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sky_horizon: [200, 216, 234],
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fog_density: 1.1 / dim_xz as f32,
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};
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let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
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vr.sun_dir = sun;
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vr.atmosphere = atmo;
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// Falda LOD alrededor: centro = (dim/2, dim/2) en mundo, hueco = la ventana.
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let center = [dim_xz as i32 / 2, dim_xz as i32 / 2];
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let p = LodParams {
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center_xz: center,
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window_xz: dim_xz,
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span: dim_xz as i32 * 3, // horizonte a ~3 ventanas de distancia
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stride: 6,
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sky_horizon: atmo.sky_horizon,
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fog_density: atmo.fog_density,
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sun_dir: sun,
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};
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let (verts, indices) = lod_skirt(&p, dim, seed);
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eprintln!("falda LOD: {} vértices, {} triángulos", verts.len(), indices.len() / 3);
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let mut skirt = Renderer3d::new(&hal.device, FMT);
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skirt.set_geometry(&hal.device, &verts, &indices);
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let mut scene = Scene3d::new();
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// Cámara elevada cerca del borde -Z mirando hacia +Z (el horizonte): ve la
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// ventana fina cerca y, detrás, la falda lejana.
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let mut hmax = 0u32;
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for z in (0..dim[2]).step_by(4) {
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for x in (0..dim[0]).step_by(4) {
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if let Some(h) = grid.height_at(x, z) {
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hmax = hmax.max(h);
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}
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}
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}
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let eye_y = (hmax as f32 - dy as f32 * 0.5) + dy as f32 * 0.30 + 6.0;
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let camera = Camera3d::fly(Vec3::new(0.0, eye_y, -(dim[2] as f32) * 0.46), 0.0, -0.13);
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// Toma 1: sólo voxels (sin falda) — horizonte = niebla/vacío.
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let off = render(&hal, &mut renderer, &mut scene, &mut vr, &[], &camera);
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write_png(&off, "/tmp/m6_lod_off.png");
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// Toma 2: voxels + falda LOD (un nivel) — horizonte con relieve.
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let on = render(&hal, &mut renderer, &mut scene, &mut vr, &[&skirt], &camera);
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write_png(&on, "/tmp/m6_lod_on.png");
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eprintln!("escritos /tmp/m6_lod_off.png (sin LOD) y /tmp/m6_lod_on.png (con LOD)");
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// --- Un nivel vs PIRÁMIDE multi-nivel, con niebla baja para que se vea hasta
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// dónde llega cada uno (con la niebla normal el horizonte se taparía igual). El
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// único nivel se corta a ~3 ventanas; la pirámide llega a ~16.
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let low_fog = 0.30 / dim_xz as f32;
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vr.atmosphere = Atmosphere { fog_density: low_fog, ..atmo };
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// Cámara aérea (alta, mirando hacia abajo) para esta comparación: así el terreno
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// lejano se despliega en el suelo en vez de apretarse contra la línea del horizonte
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// — se ve **hasta dónde** llega cada falda.
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let cam_high = Camera3d::fly(
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Vec3::new(0.0, eye_y + dy as f32 * 2.2, -(dim[2] as f32) * 0.5),
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0.0,
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-0.62,
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);
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let p_single = LodParams { fog_density: low_fog, ..clone_params(&p) };
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let (sv, si) = lod_skirt(&p_single, dim, seed);
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let mut single = Renderer3d::new(&hal.device, FMT);
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single.set_geometry(&hal.device, &sv, &si);
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let single_shot = render(&hal, &mut renderer, &mut scene, &mut vr, &[&single], &cam_high);
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write_png(&single_shot, "/tmp/m6_lod_single.png");
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let rings = [
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LodRing { stride: 6, span: dim_xz as i32 * 3 },
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LodRing { stride: 16, span: dim_xz as i32 * 8 },
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LodRing { stride: 40, span: dim_xz as i32 * 16 },
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];
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let p_pyr = LodParams { fog_density: low_fog, ..clone_params(&p) };
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let meshes = lod_skirt_pyramid(&p_pyr, dim, seed, &rings);
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let total_tris: usize = meshes.iter().map(|(_, i)| i.len() / 3).sum();
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eprintln!("pirámide LOD: {} anillos, {} triángulos a {} voxels de alcance", meshes.len(), total_tris, dim_xz as i32 * 16);
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let renderers: Vec<Renderer3d> = meshes
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.iter()
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.map(|(v, i)| {
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let mut r = Renderer3d::new(&hal.device, FMT);
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r.set_geometry(&hal.device, v, i);
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r
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})
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.collect();
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let refs: Vec<&Renderer3d> = renderers.iter().collect();
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let pyr_shot = render(&hal, &mut renderer, &mut scene, &mut vr, &refs, &cam_high);
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write_png(&pyr_shot, "/tmp/m6_lod_pyramid.png");
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eprintln!("escritos /tmp/m6_lod_single.png (1 nivel) y /tmp/m6_lod_pyramid.png (multi-nivel)");
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}
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/// Copia los campos de un [`LodParams`] (no deriva `Clone` a propósito por el
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/// `sun_dir`; acá lo replicamos para variar sólo la niebla).
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fn clone_params(p: &LodParams) -> LodParams {
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LodParams {
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center_xz: p.center_xz,
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window_xz: p.window_xz,
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span: p.span,
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stride: p.stride,
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sky_horizon: p.sky_horizon,
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fog_density: p.fog_density,
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sun_dir: p.sun_dir,
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn render(
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hal: &Hal,
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renderer: &mut Renderer,
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scene: &mut Scene3d,
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vr: &mut VoxelRenderer,
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meshes: &[&Renderer3d],
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camera: &Camera3d,
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) -> Vec<u8> {
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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 { 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::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 view = inter.create_view(&wgpu::TextureViewDescriptor::default());
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renderer
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.render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
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.expect("base");
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("lod") });
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scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), meshes);
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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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readback(hal, &inter)
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}
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fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
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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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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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pixels
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}
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fn write_png(pixels: &[u8], path: &str) {
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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 wtr = enc.write_header().unwrap();
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wtr.write_image_data(pixels).unwrap();
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}
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