Files
llimphi/llimphi-voxel/examples/terrain_flythrough.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

159 lines
6.3 KiB
Rust

//! Demo headless de M6 — **vuelo por dentro del mundo** (cámara libre).
//!
//! Complementa a `terrain_demo` (órbita desde afuera): acá la [`Camera3d::fly`]
//! recorre el paisaje procedural a baja altura, siguiendo el relieve
//! ([`VoxelGrid::height_at`]) para no meterse dentro de la roca, con la misma
//! atmósfera (cielo + niebla). Es el plano "showreel" del motor y ejercita el
//! ray-march DDA **desde adentro** de la grilla (no sólo orbitándola).
//!
//! `cargo run -p llimphi-3d --example terrain_flythrough --release -- [dim_xz] [seed] [frames]`
//! → escribe /tmp/m6_fly_##.png
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 frames: u32 = std::env::args().nth(3).and_then(|s| s.parse().ok()).unwrap_or(6);
let dy: u32 = (dim_xz * 4 / 10).max(48);
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);
vr.sun_dir = [0.55, 0.5, 0.32];
vr.atmosphere = Atmosphere {
sky_zenith: [64, 118, 196],
sky_horizon: [202, 218, 236],
fog_density: 0.9 / dim_xz as f32, // un poco más densa: estamos adentro
};
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 (dxf, dyf, dzf) = (dim[0] as f32, dim[1] as f32, dim[2] as f32);
let half_z = dzf * 0.5;
// Altura del terreno (en y de MUNDO) sobre una ventana hacia adelante, para
// que el vuelo suba por encima de los picos que vienen.
let ground_world_y = |gx: f32, gz: f32| -> f32 {
let mut hmax = 0u32;
let gxi = gx.clamp(0.0, dxf - 1.0) as u32;
for dz in 0..16u32 {
let gzi = (gz as i32 + dz as i32).clamp(0, dim[2] as i32 - 1) as u32;
if let Some(h) = grid.height_at(gxi, gzi) {
hmax = hmax.max(h);
}
}
hmax as f32 - dyf * 0.5 // grid y → mundo y (grilla centrada en origen)
};
for i in 0..frames {
let t = if frames > 1 { i as f32 / (frames - 1) as f32 } else { 0.0 };
// Avanza en +Z (yaw=0 mira +Z); curva suave en X.
let pz = (-0.8 + 1.5 * t) * half_z;
let px = (t * std::f32::consts::PI).sin() * dxf * 0.18;
let gx = px + dxf * 0.5;
let gz = pz + dzf * 0.5;
let py = ground_world_y(gx, gz) + dyf * 0.16 + 6.0; // despejado sobre el relieve
let yaw = (px / dxf) * -0.6; // mira hacia donde curva
let camera = Camera3d::fly(Vec3::new(px, py, pz), yaw, -0.12);
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");
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_fly_{i:02}.png");
write_png(&hal, &inter, &out);
eprintln!("escrito {out} (eye=[{px:.0},{py:.0},{pz:.0}], yaw={:.2})", 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();
}