//! Demo headless de los dos primitivos GPU nuevos de Llimphi: //! //! - **Primitivo A** — disco/círculo relleno con AA por SDF en el shader //! (`GpuBatch::add_disc` / `add_ring` en `llimphi-raster`). Esta demo //! pinta por GPU directo una grilla de *rects instanciados* + una grilla //! de *discos AA* sobre la misma pasada `GpuBatch::flush`. //! - **Primitivo B** — over-layer: una escena vello que se rasteriza //! DESPUÉS del pase GPU y se compone con alpha encima (un disco vello //! grande + el rótulo "OVER" que deben quedar SOBRE los rects/discos //! GPU). Replica exactamente el orden que el eventloop de `llimphi-ui` //! aplica para `View::paint_over`: `[vello base] → [GPU] → [vello over]`. //! //! No abre ventana: compone sobre una textura intermedia `Rgba8Unorm` //! (misma mecánica que el frame real) y vuelca el resultado a PNG. //! //! `cargo run -p llimphi-compositor --example gpu_primitivos_demo --release -- [out.png]` use std::fs::File; use std::io::BufWriter; use llimphi_hal::{wgpu, Hal, OverlayCompositor}; use llimphi_raster::gpu::{GpuBatch, GpuPipelines}; use llimphi_raster::peniko::{Color, Fill}; use llimphi_raster::{vello, Renderer}; use llimphi_text::{draw_block, TextBlock, Typesetter}; use vello::kurbo::{Affine, Circle}; const W: u32 = 720; const H: u32 = 480; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; fn main() { let out = std::env::args() .nth(1) .unwrap_or_else(|| "gpu_primitivos_demo.png".to_string()); let hal = pollster::block_on(Hal::new(None)).expect("hal"); let mut renderer = Renderer::new(&hal).expect("renderer"); let pipelines = GpuPipelines::new(&hal.device, FMT); let overlay = OverlayCompositor::new(&hal.device); // ── Textura intermedia (donde se compone todo) ────────────────────── let inter = make_tex( &hal.device, wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC, ); let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default()); // ── (1) vello base: fondo + rótulo "base vello" ───────────────────── // render_to_view limpia con base_color y escribe todos los píxeles. let mut base = vello::Scene::new(); let mut ts = Typesetter::new(); draw_label( &mut base, &mut ts, 16.0, 24.0, "base vello (fondo)", 18.0, Color::from_rgba8(120, 130, 150, 255), ); renderer .render_to_view( &hal, &base, &inter_view, W, H, Color::from_rgba8(16, 20, 30, 255), ) .expect("render base"); // ── (2) pase GPU directo: grilla de rects + grilla de discos AA ───── // Un solo GpuBatch → un flush con LoadOp::Load (preserva el fondo vello). let mut batch = GpuBatch::new(&pipelines); // Grilla de rects instanciados (mitad izquierda). for j in 0..6 { for i in 0..6 { let x = 40.0 + i as f32 * 46.0; let y = 70.0 + j as f32 * 46.0; let c = Color::from_rgba8( 60 + (i * 30) as u8, 90 + (j * 24) as u8, 200, 255, ); batch.add_rect(x, y, 36.0, 36.0, c); } } // Grilla de discos AA (mitad derecha) — radios variables para ver el // suavizado del borde a distintas escalas. for j in 0..6 { for i in 0..6 { let cx = 400.0 + i as f32 * 46.0; let cy = 88.0 + j as f32 * 46.0; let r = 8.0 + (i + j) as f32 * 1.4; let c = Color::from_rgba8( 240, 120 + (i * 18) as u8, 60 + (j * 24) as u8, 255, ); batch.add_disc(cx, cy, r, c); } } // Un anillo grande para ejercitar add_ring (borde interno + externo AA). batch.add_ring(180.0, 380.0, 46.0, 10.0, Color::from_rgba8(120, 240, 200, 255)); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("gpu-prim-pass"), }); batch.flush( &hal.device, &hal.queue, &mut enc, &inter_view, (W as f32, H as f32), wgpu::LoadOp::Load, ); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); // ── (3) over-layer vello: disco grande + rótulo "OVER" ────────────── // Se rasteriza en una scratch transparente y se compone con alpha // sobre la intermedia DESPUÉS del pase GPU → queda ENCIMA de los // rects/discos GPU. Espejo exacto del camino de redraw.rs. let scratch = make_tex( &hal.device, wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT, ); let scratch_view = scratch.create_view(&wgpu::TextureViewDescriptor::default()); let mut over = vello::Scene::new(); // Disco vello grande y semitransparente que se monta SOBRE la grilla // GPU (su centro cae sobre rects y discos a la vez). over.fill( Fill::NonZero, Affine::IDENTITY, Color::from_rgba8(255, 60, 120, 200), None, &Circle::new((300.0, 230.0), 70.0), ); draw_label( &mut over, &mut ts, 232.0, 222.0, "OVER", 30.0, Color::from_rgba8(255, 255, 255, 255), ); renderer .render_to_view(&hal, &over, &scratch_view, W, H, Color::TRANSPARENT) .expect("render over"); let mut enc2 = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("over-composite"), }); overlay.composite(&hal.device, &mut enc2, &inter_view, &scratch_view); hal.queue.submit(std::iter::once(enc2.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); // ── (4) readback → PNG ────────────────────────────────────────────── write_png(&hal, &inter, &out); eprintln!("gpu_primitivos_demo: escrito {out} ({W}x{H})"); } fn make_tex(device: &wgpu::Device, usage: wgpu::TextureUsages) -> wgpu::Texture { device.create_texture(&wgpu::TextureDescriptor { label: Some("gpu-prim-tex"), 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, view_formats: &[], }) } fn draw_label( scene: &mut vello::Scene, ts: &mut Typesetter, x: f32, y: f32, text: &str, size: f32, color: Color, ) { // Reusa el typesetter: layout de una línea y blit de glyphs a la escena. let block = TextBlock::simple(text, size, color, (x as f64, y as f64)); draw_block(scene, ts, &block); } 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(); }