Files
Sergio ccab39f140 refresh: stack al día (vello 0.7 / wgpu 27 / parley 0.6) + motor 3D voxel
Re-sincroniza las fuentes desde el monorepo (estaba en vello 0.5/wgpu 24 y con la
estructura vieja de eventloop) y suma el 3D:

- bump del workspace a vello 0.7 / wgpu 27 / parley 0.6, + accesskit 0.24 /
  accesskit_winit 0.33 / vello_hybrid 0.0.9.
- nuevos crates: llimphi-3d (voxels ray-march + mallas en un depth compartido,
  montable dentro de un View 2D vía set_viewport+scissor) y llimphi-voxel
  (world-gen, personajes, director de escenas) + shared/foreign-vox (puente .vox).
- README: sección "Not just 2D — a 3D voxel engine" + GIF (docs/llimphi_voxel.gif).
- excluido modules/allichay (arrastra deps fuera del alcance del front-door).
- cargo check --workspace: verde.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 14:40:00 +00:00

265 lines
9.2 KiB
Rust

//! 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();
}