//! Demo "hero" de M6 — **el mundo completo**: un vuelo por un mundo procedural //! **ilimitado** que combina las dos mitades del frente de streaming: //! //! - **Streaming toroidal** ([`WorldStream`] + `VoxelRenderer::scroll_to`): la //! ventana voxel fina se desliza siguiendo a la cámara, re-subiendo sólo la //! franja que entra (mundo sin fin, sin muro ni repetición). //! - **LOD del horizonte** ([`lod_skirt`]): una malla gruesa del terreno //! circundante, regenerada al recentrar, hace que más allá de la ventana fina //! se vean colinas lejanas (compuesta con los voxels por el depth de //! [`Scene3d`]). //! //! La cámara queda en el centro de la ventana mirando hacia el relieve que viene; //! lo que avanza es el foco de mundo. Cada PNG es terreno nuevo, siempre con //! horizonte. //! //! `cargo run -p llimphi-voxel --example terrain_world --release -- [dim_xz] [seed] [frames]` //! → /tmp/m6_world_##.png use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, Renderer3d, Scene3d, VoxelGrid, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{fill_terrain_window, lod_skirt, LodParams, WorldStream}; 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(160); let seed: u32 = std::env::args().nth(2).and_then(|s| s.parse().ok()).unwrap_or(1337); let frames: u32 = std::env::args().nth(3).and_then(|s| s.parse().ok()).unwrap_or(6); 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"); let step = llimphi_3d::VOXEL_BRICK; let mut stream = WorldStream::new(dim, seed, 0, 0, step); let sun = [0.55, 0.5, 0.32]; let atmo = Atmosphere { sky_zenith: [66, 120, 198], sky_horizon: [202, 218, 236], fog_density: 1.0 / dim_xz as f32, }; // Renderer voxel construido UNA vez desde mundo (0,0) (invariante del ring // buffer); el 1er scroll lo lleva al origen del stream. let mut zero = VoxelGrid::new(dim); fill_terrain_window(&mut zero, [0, 0], seed); let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &zero); vr.sun_dir = sun; vr.atmosphere = atmo; let mut skirt = Renderer3d::new(&hal.device, FMT); let mut scene = Scene3d::new(); let inter = make_target(&hal); let view = inter.create_view(&wgpu::TextureViewDescriptor::default()); for i in 0..frames { // El foco marcha en +Z; cada cuadro entra a mundo nuevo. let focus_z = i as i32 * (dim_xz as i32 / 2); stream.follow(0, focus_z); vr.scroll_to(&hal.device, &hal.queue, stream.origin_voxel(), stream.grid()); // Falda LOD recentrada en la ventana actual (su hueco = la ventana fina). let [ox, oz] = stream.origin(); let center = [ox + dim_xz as i32 / 2, oz + dim_xz as i32 / 2]; let p = LodParams { center_xz: center, window_xz: dim_xz, span: dim_xz as i32 * 3, stride: 6, sky_horizon: atmo.sky_horizon, fog_density: atmo.fog_density, sun_dir: sun, }; let (verts, indices) = lod_skirt(&p, dim, seed); skirt.set_geometry(&hal.device, &verts, &indices); // Cámara: en el centro de la ventana, atrás, mirando +Z hacia el horizonte. 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) = stream.grid().height_at(x, z) { hmax = hmax.max(h); } } } let eye_y = (hmax as f32 - dy as f32 * 0.5) + dy as f32 * 0.22 + 7.0; let camera = Camera3d::fly(Vec3::new(0.0, eye_y, -(dim[2] as f32) * 0.42), 0.0, -0.12); // Render base (vello) + escena 3D (voxel fino + falda LOD, depth compartido). 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("world") }); scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), &camera, Some(&vr), &[&skirt]); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); let out = format!("/tmp/m6_world_{i:02}.png"); write_png(&readback(&hal, &inter), &out); eprintln!("{out} — foco_z={focus_z}, origen=({ox},{oz}), {} tris de horizonte", indices.len() / 3); } } fn make_target(hal: &Hal) -> wgpu::Texture { 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: &[], }) } 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(); }