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