//! Demo headless de la mecánica núcleo de juego voxel: **mirar → romper**. //! //! Renderiza el terreno, tira un [`raycast`] desde la cámara hacia el centro de //! la vista hasta el primer voxel sólido, y **cava un cráter** (vacía los voxels //! en un radio del impacto). Cada edición sube SÓLO su sub-caja vía //! `VoxelRenderer::sync` (no re-sube el mundo). Vuelca PNG antes/después e //! imprime los bytes subidos vs el grid completo. //! //! `cargo run -p llimphi-voxel --example raycast_edit --release -- [dim_xz] [seed]` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{raycast, terrain}; const W: u32 = 880; const H: u32 = 560; 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(7); let dy = (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 mut grid = terrain(dim, seed); let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid); vr.sun_dir = [0.55, 0.6, 0.3]; vr.atmosphere = Atmosphere { sky_zenith: [64, 118, 196], sky_horizon: [202, 218, 236], fog_density: 0.5 / dim_xz as f32, }; let inter = make_target(&hal); let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default()); let camera = Camera3d::orbit( Vec3::new(0.0, dy as f32 * 0.30, 0.0), 45_f32.to_radians(), 14_f32.to_radians(), dim_xz as f32 * 0.78, ); // (antes) draw(&hal, &mut renderer, &mut vr, &inter, &inter_view, &camera, "/tmp/edit_before.png"); // Rayo desde la cámara hacia el centro de la vista. La grilla está centrada // en el origen → origen del rayo en grilla = eye_mundo + dim/2. let dimv = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32); let ro = camera.eye + dimv * 0.5; let rd = (camera.target - camera.eye).normalize(); match raycast(&grid, [ro.x, ro.y, ro.z], [rd.x, rd.y, rd.z], dim_xz as f32 * 3.0) { Some(hit) => { eprintln!("impacto en {:?} (cara {:?}, dist {:.1})", hit.cell, hit.normal, hit.dist); // Cavar un cráter esférico alrededor del impacto. let r = 12i32; let [cx, cy, cz] = hit.cell; for dz in -r..=r { for dyy in -r..=r { for dx in -r..=r { if dx * dx + dyy * dyy + dz * dz <= r * r { let (x, y, z) = (cx + dx, cy + dyy, cz + dz); if x >= 0 && y >= 0 && z >= 0 { grid.clear(x as u32, y as u32, z as u32); } } } } } let uploaded = vr.sync(&hal.queue, &mut grid); let full = dim[0] * dim[1] * dim[2] * 4; eprintln!( "cráter r={r} → sync subió {} KiB ({:.3}% del grid completo de {} KiB) — incremental", uploaded / 1024, uploaded as f32 / full as f32 * 100.0, full / 1024, ); } None => eprintln!("el rayo no pegó terreno (ajustá cámara)"), } // (después) draw(&hal, &mut renderer, &mut vr, &inter, &inter_view, &camera, "/tmp/edit_after.png"); eprintln!("escrito /tmp/edit_before.png y /tmp/edit_after.png ({W}x{H})"); } 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: &[], }) } #[allow(clippy::too_many_arguments)] fn draw( hal: &Hal, renderer: &mut Renderer, vr: &mut VoxelRenderer, target: &wgpu::Texture, target_view: &wgpu::TextureView, camera: &Camera3d, out: &str, ) { renderer .render_to_view(hal, &vello::Scene::new(), target_view, W, H, Color::from_rgba8(0, 0, 0, 255)) .expect("base"); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel") }); vr.render(&hal.device, &hal.queue, &mut enc, target_view, (W, H), camera); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); write_png(hal, target, out); } 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(); }