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>
156 lines
6.2 KiB
Rust
156 lines
6.2 KiB
Rust
//! Demo headless de M6 (primera rebanada): **world-gen procedural + atmósfera**.
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//!
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//! Genera un paisaje voxel grande por ruido fractal ([`llimphi_3d::terrain`]) y
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//! lo ray-marchea con **cielo gradiente + niebla por distancia** ([`Atmosphere`])
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//! — lo que hace legible el borde lejano de un mundo grande (sin niebla, el
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//! horizonte del terreno se ve como un muro recortado). Imprime además el ahorro
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//! de memoria del brick pool sparse: un mundo es casi todo aire, así que el pool
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//! ocupa una fracción del grid denso.
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//!
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//! `cargo run -p llimphi-3d --example terrain_demo --release -- [dim_xz] [seed]`
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//! → escribe /tmp/m6_terrain_{a,b,c}.png (tres ángulos de órbita).
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use std::fs::File;
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use std::io::BufWriter;
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use llimphi_3d::glam::Vec3;
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use llimphi_3d::{Atmosphere, Camera3d, VoxelRenderer};
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use llimphi_hal::{wgpu, Hal};
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use llimphi_voxel::terrain;
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use llimphi_raster::peniko::Color;
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use llimphi_raster::{vello, Renderer};
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const W: u32 = 960;
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const H: u32 = 540;
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const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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fn main() {
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let dim_xz: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(192);
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let seed: u32 = std::env::args().nth(2).and_then(|s| s.parse().ok()).unwrap_or(1337);
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let dy: u32 = (dim_xz * 4 / 10).max(48); // mundo "ancho y bajo": continente, no torre.
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let dim = [dim_xz, dy, dim_xz];
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let hal = pollster::block_on(Hal::new(None)).expect("hal");
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let mut renderer = Renderer::new(&hal).expect("renderer");
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let grid = terrain(dim, seed);
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let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
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let (used, total) = vr.brick_usage();
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let (pool, dense) = vr.memory_bytes();
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eprintln!(
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"terreno {}×{}×{} (seed {seed}) — brick pool {used}/{total} bricks ({:.1}%) → {} KiB vs denso {} KiB ({:.1}× menos)",
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dim[0], dim[1], dim[2],
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used as f32 / total as f32 * 100.0,
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pool / 1024,
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dense / 1024,
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dense as f32 / pool.max(1) as f32,
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);
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// Atmósfera diurna: sol bajo (luz rasante = relieve marcado), niebla suave
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// escalada al tamaño del mundo (lo lejano desvanece, lo cercano queda nítido).
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vr.sun_dir = [0.55, 0.55, 0.35];
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vr.atmosphere = Atmosphere {
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sky_zenith: [64, 118, 196],
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sky_horizon: [200, 216, 234],
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fog_density: 0.5 / dim_xz as f32,
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};
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let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("inter"),
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size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: FMT,
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usage: wgpu::TextureUsages::STORAGE_BINDING
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| wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
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let d = dim_xz as f32;
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for (tag, yaw) in [("a", 35.0_f32), ("b", 120.0), ("c", 230.0)] {
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// (1) Fondo vello (lo tapa la atmósfera del pase voxel, pero dejamos el
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// mismo orden que el runtime: [vello base] → [GPU 3D]).
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let base = vello::Scene::new();
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renderer
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.render_to_view(&hal, &base, &inter_view, W, H, Color::from_rgba8(0, 0, 0, 255))
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.expect("render base");
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// (2) Pase voxel. Órbita mirando un poco por encima del centro para que
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// entre cielo en cuadro; pitch bajo = vista de paisaje.
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let camera = Camera3d::orbit(
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Vec3::new(0.0, dy as f32 * 0.12, 0.0),
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yaw.to_radians(),
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22_f32.to_radians(),
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d * 1.45,
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);
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
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vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), &camera);
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hal.queue.submit(std::iter::once(enc.finish()));
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let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
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let out = format!("/tmp/m6_terrain_{tag}.png");
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write_png(&hal, &inter, &out);
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eprintln!("escrito {out} ({W}x{H}, yaw={yaw}°)");
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}
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}
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fn write_png(hal: &Hal, target: &wgpu::Texture, path: &str) {
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let unpadded = (W * 4) as usize;
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let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
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let padded = unpadded.div_ceil(align) * align;
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let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("readback"),
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size: (padded * H as usize) as u64,
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usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let mut enc = hal
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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enc.copy_texture_to_buffer(
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wgpu::TexelCopyTextureInfo {
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texture: target,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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wgpu::TexelCopyBufferInfo {
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buffer: &buf,
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layout: wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(padded as u32),
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rows_per_image: Some(H),
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},
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},
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wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
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);
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hal.queue.submit(std::iter::once(enc.finish()));
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let slice = buf.slice(..);
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let (tx, rx) = std::sync::mpsc::channel();
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slice.map_async(wgpu::MapMode::Read, move |r| {
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let _ = tx.send(r);
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});
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let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
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rx.recv().unwrap().unwrap();
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let data = slice.get_mapped_range();
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let mut pixels = Vec::with_capacity((W * H * 4) as usize);
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for row in 0..H as usize {
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let s = row * padded;
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pixels.extend_from_slice(&data[s..s + unpadded]);
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}
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drop(data);
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buf.unmap();
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let file = File::create(path).expect("png");
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let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
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enc.set_color(png::ColorType::Rgba);
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enc.set_depth(png::BitDepth::Eight);
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let mut w = enc.write_header().unwrap();
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w.write_image_data(&pixels).unwrap();
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}
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