//! Demo headless de M6 (primera rebanada): **world-gen procedural + atmósfera**. //! //! Genera un paisaje voxel grande por ruido fractal ([`llimphi_3d::terrain`]) y //! lo ray-marchea con **cielo gradiente + niebla por distancia** ([`Atmosphere`]) //! — lo que hace legible el borde lejano de un mundo grande (sin niebla, el //! horizonte del terreno se ve como un muro recortado). Imprime además el ahorro //! de memoria del brick pool sparse: un mundo es casi todo aire, así que el pool //! ocupa una fracción del grid denso. //! //! `cargo run -p llimphi-3d --example terrain_demo --release -- [dim_xz] [seed]` //! → escribe /tmp/m6_terrain_{a,b,c}.png (tres ángulos de órbita). 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_voxel::terrain; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; 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(192); 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); // mundo "ancho y bajo": continente, no torre. 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 grid = terrain(dim, seed); let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid); let (used, total) = vr.brick_usage(); let (pool, dense) = vr.memory_bytes(); eprintln!( "terreno {}×{}×{} (seed {seed}) — brick pool {used}/{total} bricks ({:.1}%) → {} KiB vs denso {} KiB ({:.1}× menos)", dim[0], dim[1], dim[2], used as f32 / total as f32 * 100.0, pool / 1024, dense / 1024, dense as f32 / pool.max(1) as f32, ); // Atmósfera diurna: sol bajo (luz rasante = relieve marcado), niebla suave // escalada al tamaño del mundo (lo lejano desvanece, lo cercano queda nítido). vr.sun_dir = [0.55, 0.55, 0.35]; vr.atmosphere = Atmosphere { sky_zenith: [64, 118, 196], sky_horizon: [200, 216, 234], fog_density: 0.5 / dim_xz as f32, }; 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 inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default()); let d = dim_xz as f32; for (tag, yaw) in [("a", 35.0_f32), ("b", 120.0), ("c", 230.0)] { // (1) Fondo vello (lo tapa la atmósfera del pase voxel, pero dejamos el // mismo orden que el runtime: [vello base] → [GPU 3D]). let base = vello::Scene::new(); renderer .render_to_view(&hal, &base, &inter_view, W, H, Color::from_rgba8(0, 0, 0, 255)) .expect("render base"); // (2) Pase voxel. Órbita mirando un poco por encima del centro para que // entre cielo en cuadro; pitch bajo = vista de paisaje. let camera = Camera3d::orbit( Vec3::new(0.0, dy as f32 * 0.12, 0.0), yaw.to_radians(), 22_f32.to_radians(), d * 1.45, ); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") }); vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), &camera); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); let out = format!("/tmp/m6_terrain_{tag}.png"); write_png(&hal, &inter, &out); eprintln!("escrito {out} ({W}x{H}, yaw={yaw}°)"); } } 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(); }