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 "hero" de M6 — **el mundo completo**: un vuelo por un mundo procedural
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//! **ilimitado** que combina las dos mitades del frente de streaming:
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//!
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//! - **Streaming toroidal** ([`WorldStream`] + `VoxelRenderer::scroll_to`): la
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//! ventana voxel fina se desliza siguiendo a la cámara, re-subiendo sólo la
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//! franja que entra (mundo sin fin, sin muro ni repetición).
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//! - **LOD del horizonte** ([`lod_skirt`]): una malla gruesa del terreno
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//! circundante, regenerada al recentrar, hace que más allá de la ventana fina
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//! se vean colinas lejanas (compuesta con los voxels por el depth de
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//! [`Scene3d`]).
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//!
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//! La cámara queda en el centro de la ventana mirando hacia el relieve que viene;
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//! lo que avanza es el foco de mundo. Cada PNG es terreno nuevo, siempre con
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//! horizonte.
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//!
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//! `cargo run -p llimphi-voxel --example terrain_world --release -- [dim_xz] [seed] [frames]`
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//! → /tmp/m6_world_##.png
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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, VoxelGrid, 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::{fill_terrain_window, lod_skirt, LodParams, WorldStream};
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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(160);
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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 frames: u32 = std::env::args().nth(3).and_then(|s| s.parse().ok()).unwrap_or(6);
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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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let step = llimphi_3d::VOXEL_BRICK;
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let mut stream = WorldStream::new(dim, seed, 0, 0, step);
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let sun = [0.55, 0.5, 0.32];
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let atmo = Atmosphere {
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sky_zenith: [66, 120, 198],
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sky_horizon: [202, 218, 236],
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fog_density: 1.0 / dim_xz as f32,
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};
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// Renderer voxel construido UNA vez desde mundo (0,0) (invariante del ring
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// buffer); el 1er scroll lo lleva al origen del stream.
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let mut zero = VoxelGrid::new(dim);
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fill_terrain_window(&mut zero, [0, 0], seed);
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let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &zero);
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vr.sun_dir = sun;
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vr.atmosphere = atmo;
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let mut skirt = Renderer3d::new(&hal.device, FMT);
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let mut scene = Scene3d::new();
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let inter = make_target(&hal);
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let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
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for i in 0..frames {
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// El foco marcha en +Z; cada cuadro entra a mundo nuevo.
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let focus_z = i as i32 * (dim_xz as i32 / 2);
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stream.follow(0, focus_z);
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vr.scroll_to(&hal.device, &hal.queue, stream.origin_voxel(), stream.grid());
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// Falda LOD recentrada en la ventana actual (su hueco = la ventana fina).
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let [ox, oz] = stream.origin();
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let center = [ox + dim_xz as i32 / 2, oz + 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,
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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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skirt.set_geometry(&hal.device, &verts, &indices);
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// Cámara: en el centro de la ventana, atrás, mirando +Z hacia el horizonte.
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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) = stream.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 * 0.22 + 7.0;
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let camera = Camera3d::fly(Vec3::new(0.0, eye_y, -(dim[2] as f32) * 0.42), 0.0, -0.12);
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// Render base (vello) + escena 3D (voxel fino + falda LOD, depth compartido).
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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("world") });
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scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), &camera, Some(&vr), &[&skirt]);
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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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let out = format!("/tmp/m6_world_{i:02}.png");
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write_png(&readback(&hal, &inter), &out);
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eprintln!("{out} — foco_z={focus_z}, origen=({ox},{oz}), {} tris de horizonte", indices.len() / 3);
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}
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}
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fn make_target(hal: &Hal) -> wgpu::Texture {
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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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}
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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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