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>
190 lines
7.4 KiB
Rust
190 lines
7.4 KiB
Rust
//! Demo "hero" de M6 — **el mundo completo**: un vuelo por un mundo procedural
|
|
//! **ilimitado** que combina las dos mitades del frente de streaming:
|
|
//!
|
|
//! - **Streaming toroidal** ([`WorldStream`] + `VoxelRenderer::scroll_to`): la
|
|
//! ventana voxel fina se desliza siguiendo a la cámara, re-subiendo sólo la
|
|
//! franja que entra (mundo sin fin, sin muro ni repetición).
|
|
//! - **LOD del horizonte** ([`lod_skirt`]): una malla gruesa del terreno
|
|
//! circundante, regenerada al recentrar, hace que más allá de la ventana fina
|
|
//! se vean colinas lejanas (compuesta con los voxels por el depth de
|
|
//! [`Scene3d`]).
|
|
//!
|
|
//! La cámara queda en el centro de la ventana mirando hacia el relieve que viene;
|
|
//! lo que avanza es el foco de mundo. Cada PNG es terreno nuevo, siempre con
|
|
//! horizonte.
|
|
//!
|
|
//! `cargo run -p llimphi-voxel --example terrain_world --release -- [dim_xz] [seed] [frames]`
|
|
//! → /tmp/m6_world_##.png
|
|
|
|
use std::fs::File;
|
|
use std::io::BufWriter;
|
|
|
|
use llimphi_3d::glam::Vec3;
|
|
use llimphi_3d::{Atmosphere, Camera3d, Renderer3d, Scene3d, VoxelGrid, VoxelRenderer};
|
|
use llimphi_hal::{wgpu, Hal};
|
|
use llimphi_raster::peniko::Color;
|
|
use llimphi_raster::{vello, Renderer};
|
|
use llimphi_voxel::{fill_terrain_window, lod_skirt, LodParams, WorldStream};
|
|
|
|
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(160);
|
|
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 step = llimphi_3d::VOXEL_BRICK;
|
|
let mut stream = WorldStream::new(dim, seed, 0, 0, step);
|
|
|
|
let sun = [0.55, 0.5, 0.32];
|
|
let atmo = Atmosphere {
|
|
sky_zenith: [66, 120, 198],
|
|
sky_horizon: [202, 218, 236],
|
|
fog_density: 1.0 / dim_xz as f32,
|
|
};
|
|
|
|
// Renderer voxel construido UNA vez desde mundo (0,0) (invariante del ring
|
|
// buffer); el 1er scroll lo lleva al origen del stream.
|
|
let mut zero = VoxelGrid::new(dim);
|
|
fill_terrain_window(&mut zero, [0, 0], seed);
|
|
let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &zero);
|
|
vr.sun_dir = sun;
|
|
vr.atmosphere = atmo;
|
|
|
|
let mut skirt = Renderer3d::new(&hal.device, FMT);
|
|
let mut scene = Scene3d::new();
|
|
|
|
let inter = make_target(&hal);
|
|
let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
|
|
|
|
for i in 0..frames {
|
|
// El foco marcha en +Z; cada cuadro entra a mundo nuevo.
|
|
let focus_z = i as i32 * (dim_xz as i32 / 2);
|
|
stream.follow(0, focus_z);
|
|
vr.scroll_to(&hal.device, &hal.queue, stream.origin_voxel(), stream.grid());
|
|
|
|
// Falda LOD recentrada en la ventana actual (su hueco = la ventana fina).
|
|
let [ox, oz] = stream.origin();
|
|
let center = [ox + dim_xz as i32 / 2, oz + dim_xz as i32 / 2];
|
|
let p = LodParams {
|
|
center_xz: center,
|
|
window_xz: dim_xz,
|
|
span: dim_xz as i32 * 3,
|
|
stride: 6,
|
|
sky_horizon: atmo.sky_horizon,
|
|
fog_density: atmo.fog_density,
|
|
sun_dir: sun,
|
|
};
|
|
let (verts, indices) = lod_skirt(&p, dim, seed);
|
|
skirt.set_geometry(&hal.device, &verts, &indices);
|
|
|
|
// Cámara: en el centro de la ventana, atrás, mirando +Z hacia el horizonte.
|
|
let mut hmax = 0u32;
|
|
for z in (0..dim[2]).step_by(4) {
|
|
for x in (0..dim[0]).step_by(4) {
|
|
if let Some(h) = stream.grid().height_at(x, z) {
|
|
hmax = hmax.max(h);
|
|
}
|
|
}
|
|
}
|
|
let eye_y = (hmax as f32 - dy as f32 * 0.5) + dy as f32 * 0.22 + 7.0;
|
|
let camera = Camera3d::fly(Vec3::new(0.0, eye_y, -(dim[2] as f32) * 0.42), 0.0, -0.12);
|
|
|
|
// Render base (vello) + escena 3D (voxel fino + falda LOD, depth compartido).
|
|
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("world") });
|
|
scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), &camera, Some(&vr), &[&skirt]);
|
|
hal.queue.submit(std::iter::once(enc.finish()));
|
|
let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
|
|
|
|
let out = format!("/tmp/m6_world_{i:02}.png");
|
|
write_png(&readback(&hal, &inter), &out);
|
|
eprintln!("{out} — foco_z={focus_z}, origen=({ox},{oz}), {} tris de horizonte", indices.len() / 3);
|
|
}
|
|
}
|
|
|
|
fn make_target(hal: &Hal) -> wgpu::Texture {
|
|
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: &[],
|
|
})
|
|
}
|
|
|
|
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();
|
|
}
|