ccab39f140
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>
178 lines
7.0 KiB
Rust
178 lines
7.0 KiB
Rust
//! Demo de **luces puntuales coloreadas** en el ray-march voxel: antorchas/
|
|
//! lámparas que tiñen los voxels cercanos con caída por distancia. Útil para
|
|
//! mood cinematográfico (la rama machinima) y para juegos (antorchas).
|
|
//!
|
|
//! Rinde tres PNG para el contraste:
|
|
//! - `/tmp/lights_off.png` — sólo sol + ambiente (la escena base).
|
|
//! - `/tmp/lights_noshadow.png` — + una luz cálida y una fría (MVP plano, sin sombra).
|
|
//! - `/tmp/lights_on.png` — las mismas luces **con sombra dura** (default):
|
|
//! los pilares/esfera bloquean la luz puntual y proyectan su sombra en el piso.
|
|
//!
|
|
//! La diferencia `noshadow` → `on` aísla la sombra de las puntuales (el feature
|
|
//! nuevo): se ven los conos oscuros detrás de cada obstáculo respecto de la luz.
|
|
//!
|
|
//! `cargo run -p llimphi-3d --example lights_demo --release`
|
|
|
|
use std::fs::File;
|
|
use std::io::BufWriter;
|
|
|
|
use llimphi_3d::glam::Vec3;
|
|
use llimphi_3d::{Camera3d, PointLight, VoxelGrid, VoxelRenderer};
|
|
use llimphi_hal::{wgpu, Hal};
|
|
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 = [96u32, 96, 96];
|
|
let hal = pollster::block_on(Hal::new(None)).expect("hal");
|
|
let mut renderer = Renderer::new(&hal).expect("renderer");
|
|
|
|
let mut grid = VoxelGrid::demo_scene(dim);
|
|
// Losa flotante en una zona despejada del piso: con una luz puntual justo
|
|
// ENCIMA, proyecta una sombra rectangular nítida en el piso de abajo — la
|
|
// prueba más legible de que las puntuales ya ocluyen.
|
|
for z in 58..74 {
|
|
for x in 16..34 {
|
|
grid.set(x, 20, z, [180, 180, 190]);
|
|
grid.set(x, 21, z, [180, 180, 190]);
|
|
}
|
|
}
|
|
|
|
let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
|
|
// Sol bajo y tenue para que las luces puntuales destaquen.
|
|
vr.sun_dir = [0.3, 0.35, 0.5];
|
|
|
|
let camera = Camera3d::orbit(
|
|
Vec3::new(0.0, 4.0, 0.0),
|
|
40_f32.to_radians(),
|
|
24_f32.to_radians(),
|
|
dim[0] as f32 * 1.6,
|
|
);
|
|
|
|
// Toma 1: sin luces puntuales.
|
|
let off = render(&hal, &mut renderer, &mut vr, &camera);
|
|
write_png(&off, "/tmp/lights_off.png");
|
|
|
|
// Toma 2: una luz cálida (naranja, junto a un pilar) y una fría (cian, junto a
|
|
// la esfera). Color > 1.0 = brillo intenso; `range` en voxels.
|
|
// Cerca del piso (gris neutro = lee bien el color) y de un pilar, intensas.
|
|
vr.lights = vec![
|
|
// Cálida JUSTO sobre la losa flotante → sombra rectangular nítida abajo.
|
|
PointLight { pos: [25.0, 40.0, 66.0], color: [3.6, 1.7, 0.7], range: 70.0, radius: 0.0 },
|
|
// Fría junto a la esfera, a media altura → la esfera corta su luz.
|
|
PointLight { pos: [70.0, 30.0, 60.0], color: [0.6, 1.7, 3.6], range: 70.0, radius: 0.0 },
|
|
];
|
|
|
|
// 2a: MVP plano (sin sombra) — para aislar el feature nuevo.
|
|
vr.point_shadows = false;
|
|
let noshadow = render(&hal, &mut renderer, &mut vr, &camera);
|
|
write_png(&noshadow, "/tmp/lights_noshadow.png");
|
|
|
|
// 2b: con sombra DURA (radius = 0) — los obstáculos cortan la luz de golpe.
|
|
vr.point_shadows = true;
|
|
let on = render(&hal, &mut renderer, &mut vr, &camera);
|
|
write_png(&on, "/tmp/lights_on.png");
|
|
|
|
// 2c: con sombra BLANDA (radius > 0) — la luz pasa a fuente de área: el borde
|
|
// de la sombra se abre en penumbra (más cuanto más lejos el ocluyente).
|
|
for l in vr.lights.iter_mut() {
|
|
l.radius = 7.0;
|
|
}
|
|
let soft = render(&hal, &mut renderer, &mut vr, &camera);
|
|
write_png(&soft, "/tmp/lights_soft.png");
|
|
|
|
eprintln!(
|
|
"escritos /tmp/lights_off.png (sin luces), /tmp/lights_noshadow.png (sin \
|
|
sombra), /tmp/lights_on.png (sombra dura) y /tmp/lights_soft.png (penumbra)"
|
|
);
|
|
}
|
|
|
|
fn render(hal: &Hal, renderer: &mut Renderer, vr: &mut VoxelRenderer, camera: &Camera3d) -> Vec<u8> {
|
|
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 view = inter.create_view(&wgpu::TextureViewDescriptor::default());
|
|
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("lights") });
|
|
vr.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera);
|
|
hal.queue.submit(std::iter::once(enc.finish()));
|
|
let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
|
|
readback(hal, &inter)
|
|
}
|
|
|
|
fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
|
|
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();
|
|
}
|