Files
llimphi/llimphi-compositor/examples/ripple_demo.rs
T
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

183 lines
7.3 KiB
Rust

//! Filmstrip headless del **ripple/InkWell** (Bloque 8 de PARIDAD-FLUTTER):
//! una fila de botones, cada uno con una salpicadura Material disparada en el
//! mismo punto (arriba-izquierda) pero **observada a un progreso creciente** —
//! de la onda recién nacida (izquierda) a casi extinta (derecha). Muestra el
//! círculo expandiéndose desde el tap, recortado al contorno redondeado del
//! botón, y atenuándose con el fade.
//!
//! Prueba el camino `View::ripple` → `RippleRegistry::trigger`/`paint` →
//! `node_rrect` (clip) → píxeles, sin runtime ni winit. El press real lo
//! sintetiza el runtime (`llimphi-ui`); acá lo emulamos llamando `trigger`.
//!
//! `cargo run -p llimphi-compositor --example ripple_demo -- [out.png]`
use std::fs::File;
use std::io::BufWriter;
use std::time::{Duration, Instant};
use llimphi_compositor::{mount, paint, RippleRegistry, View};
use llimphi_hal::{wgpu, Hal};
use llimphi_layout::taffy::prelude::{length, FlexDirection, Size, Style};
use llimphi_layout::taffy::{AlignItems, JustifyContent, LengthPercentage, Rect};
use llimphi_layout::LayoutTree;
use llimphi_raster::peniko::Color;
use llimphi_raster::{vello, Renderer};
use llimphi_text::{Alignment, Typesetter};
const W: u32 = 1180;
const H: u32 = 240;
const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
const FRAMES: usize = 6;
const DUR: Duration = Duration::from_millis(500);
/// Punto del tap relativo al rect de cada botón (arriba-izquierda) — la onda
/// crece desde ahí hacia el rincón opuesto, bien visible en el filmstrip.
const TAP: (f32, f32) = (38.0, 36.0);
fn rgb(r: u8, g: u8, b: u8) -> Color {
Color::from_rgba8(r, g, b, 255)
}
fn main() {
let out = std::env::args().nth(1).unwrap_or_else(|| "ripple.png".to_string());
let fg = rgb(235, 238, 245);
let surface = rgb(44, 52, 70);
let ink = Color::from_rgba8(255, 255, 255, 90); // onda blanca semitransparente
// Una fila de FRAMES botones con ripple (key = columna). Layout real con
// gap/padding → cada botón tiene su propio rect computado (sin transform,
// que el paint del ripple no contempla en v1).
let botones: Vec<View<()>> = (0..FRAMES)
.map(|i| {
let pct = (i as f32 / (FRAMES as f32 - 1.0) * 100.0).round() as i32;
View::<()>::new(Style {
size: Size { width: length(150.0), height: length(140.0) },
align_items: Some(AlignItems::Center),
justify_content: Some(JustifyContent::Center),
..Default::default()
})
.fill(surface)
.radius(20.0)
.ripple(i as u64, ink)
.children(vec![View::<()>::new(Style {
size: Size { width: length(130.0), height: length(20.0) },
..Default::default()
})
.text_aligned(format!("{pct}%"), 14.0, fg, Alignment::Center)])
})
.collect();
let root = View::<()>::new(Style {
size: Size { width: length(W as f32), height: length(H as f32) },
flex_direction: FlexDirection::Row,
align_items: Some(AlignItems::Center),
justify_content: Some(JustifyContent::Center),
gap: Size { width: length(20.0), height: length(0.0) },
padding: Rect {
left: LengthPercentage::length(20.0),
right: LengthPercentage::length(20.0),
top: LengthPercentage::length(0.0),
bottom: LengthPercentage::length(0.0),
},
..Default::default()
})
.children(botones);
let mut layout = LayoutTree::new();
let mounted = mount(&mut layout, root);
let computed = layout.compute(mounted.root, (W as f32, H as f32)).expect("layout");
// Pintá los botones, luego superponé una salpicadura por columna observada
// a un progreso creciente (cada registro disparó en t0, se observa a
// t0 + paso·i). Todas escriben en la misma escena.
let mut ts = Typesetter::new();
let mut scene = vello::Scene::new();
paint(&mut scene, &mounted, &computed, &mut ts, None, None);
let t0 = Instant::now();
let step = DUR / (FRAMES as u32 - 1);
for i in 0..FRAMES {
let mut reg = RippleRegistry::new();
reg.trigger(i as u64, TAP.0, TAP.1, ink, DUR, t0);
let now = t0 + step * i as u32;
reg.paint(&mut scene, &mounted, &computed, now);
}
// Volcado a PNG.
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let mut renderer = Renderer::new(&hal).expect("renderer");
let target = hal.device.create_texture(&wgpu::TextureDescriptor {
label: Some("dump-ripple"),
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::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = target.create_view(&wgpu::TextureViewDescriptor::default());
let bg = rgb(244, 245, 248);
renderer.render_to_view(&hal, &scene, &view, W, H, bg).expect("render_to_view");
write_png(&hal, &target, &out);
eprintln!(
"ripple_demo: escrito {out} ({W}x{H}) — {FRAMES} botones, la misma onda \
de {}ms observada a 0→100% (crece desde el tap y se desvanece)",
DUR.as_millis()
);
}
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);
});
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();
}