Files
llimphi/llimphi-3d/examples/voxel_interactivo.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

297 lines
10 KiB
Rust

//! Demo **interactivo** del motor 3D: el mundo voxel (M1-M4) dentro de un
//! `View` vivo de Llimphi, manejado con el mouse.
//!
//! - **Arrastrar** (botón izquierdo): orbita la cámara (yaw/pitch).
//! - **Rueda**: zoom (acerca/aleja).
//! - Las 4 entidades de colores orbitan solas (animación por `spawn_periodic`).
//!
//! Es el cableado real a una app: el `VoxelRenderer` se compone dentro del
//! árbol `View<Msg>` por `View::gpu_paint_with` (corre DESPUÉS de la pasada
//! vello, con `LoadOp::Load`). El renderer se crea perezosamente en la primera
//! llamada GPU (ahí recién hay `Device`/`Queue`) y se cachea en el Model tras
//! un `Arc<Mutex<…>>`.
//!
//! `cargo run -p llimphi-3d --example voxel_interactivo --release -- [dim]`
use std::sync::{Arc, Mutex};
use std::time::Duration;
use llimphi_3d::glam::Vec3;
use llimphi_3d::{Camera3d, Entity3d, VoxelGrid, VoxelRenderer};
use llimphi_ui::llimphi_hal::{wgpu, Hal};
use llimphi_ui::llimphi_layout::taffy::prelude::{percent, Size, Style};
use llimphi_ui::llimphi_layout::LayoutTree;
use llimphi_ui::llimphi_raster::peniko::Color;
use llimphi_ui::llimphi_raster::{vello, Renderer};
use llimphi_ui::{mount, paint_gpu, App, DragPhase, Handle, Modifiers, View, WheelDelta};
const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
#[derive(Clone)]
enum Msg {
Orbit(f32, f32),
Zoom(f32),
Tick,
}
struct Model {
yaw: f32,
pitch: f32,
dist: f32,
phase: f32,
dim: u32,
grid: Arc<VoxelGrid>,
/// Renderer voxel, creado en la 1ª pintada GPU (necesita el Device).
engine: Arc<Mutex<Option<VoxelRenderer>>>,
}
fn entities_at(phase: f32, dim: u32) -> Vec<Entity3d> {
let d = dim as f32;
let colors = [[235u8, 70, 70], [70, 220, 110], [90, 130, 250], [240, 200, 60]];
(0..4)
.map(|k| {
let a = phase + k as f32 * std::f32::consts::FRAC_PI_2;
let radius = d * 0.42;
Entity3d {
pos: [
d * 0.5 + a.cos() * radius,
d * (0.45 + 0.12 * (a * 1.3).sin()),
d * 0.5 + a.sin() * radius,
],
half: [d * 0.05, d * 0.05, d * 0.05],
color: colors[k],
}
})
.collect()
}
struct VoxelApp;
impl App for VoxelApp {
type Model = Model;
type Msg = Msg;
fn title() -> &'static str {
"llimphi-3d · motor voxel interactivo"
}
fn initial_size() -> (u32, u32) {
(1000, 720)
}
fn init(handle: &Handle<Msg>) -> Model {
let dim: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(64);
// Anima las entidades a ~30 fps.
handle.spawn_periodic(Duration::from_millis(33), || Msg::Tick);
Model {
yaw: 35_f32.to_radians(),
pitch: 30_f32.to_radians(),
dist: dim as f32 * 1.7,
phase: 0.0,
dim,
grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
engine: Arc::new(Mutex::new(None)),
}
}
fn update(mut model: Model, msg: Msg, _handle: &Handle<Msg>) -> Model {
match msg {
Msg::Orbit(dx, dy) => {
model.yaw -= dx * 0.008;
model.pitch += dy * 0.008;
}
Msg::Zoom(dy) => {
// Rueda hacia adelante = acercar (reduce la distancia). El signo
// va invertido respecto del delta crudo para que sea natural.
let f = (1.0 + dy * 0.1).clamp(0.5, 1.5);
let d = model.dim as f32;
model.dist = (model.dist * f).clamp(d * 0.5, d * 4.0);
}
Msg::Tick => {
model.phase += 0.035;
}
}
model
}
fn on_wheel(
_model: &Model,
delta: WheelDelta,
_cursor: (f32, f32),
_mods: Modifiers,
) -> Option<Msg> {
Some(Msg::Zoom(delta.y))
}
fn view(model: &Model) -> View<Msg> {
let camera = Camera3d::orbit(Vec3::ZERO, model.yaw, model.pitch, model.dist);
let entities = entities_at(model.phase, model.dim);
let engine = model.engine.clone();
let grid = model.grid.clone();
let canvas = View::new(Style {
size: Size {
width: percent(1.0),
height: percent(1.0),
},
..Default::default()
})
.gpu_paint_with(move |device, queue, encoder, target, _rect, vp| {
let mut guard = engine.lock().unwrap();
let er = guard.get_or_insert_with(|| VoxelRenderer::new(device, queue, FMT, &grid));
er.entities = entities.clone();
er.render(device, queue, encoder, target, vp, &camera);
})
.draggable(|phase, dx, dy| match phase {
DragPhase::Move => Some(Msg::Orbit(dx, dy)),
DragPhase::End => None,
});
View::new(Style {
size: Size {
width: percent(1.0),
height: percent(1.0),
},
..Default::default()
})
.children(vec![canvas])
}
}
fn main() {
let args: Vec<String> = std::env::args().collect();
// Modo verificación headless: monta el MISMO View por el compositor real
// (mount → compute → paint_gpu) y vuelca un PNG, sin abrir ventana.
if let Some(i) = args.iter().position(|a| a == "--shot") {
let out = args
.get(i + 1)
.cloned()
.unwrap_or_else(|| "/tmp/voxel_interactivo.png".to_string());
shot(&out);
return;
}
llimphi_ui::run::<VoxelApp>();
}
/// Render headless del árbol `View` de la app a través del compositor real.
fn shot(out: &str) {
const W: u32 = 1000;
const H: u32 = 720;
let dim = 64u32;
let model = Model {
yaw: 35_f32.to_radians(),
pitch: 30_f32.to_radians(),
dist: dim as f32 * 1.7,
phase: 0.6,
dim,
grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
engine: Arc::new(Mutex::new(None)),
};
// Árbol real de la app → mount + layout (igual que el runtime por frame).
let view = VoxelApp::view(&model);
let mut layout = LayoutTree::new();
let mounted = mount(&mut layout, view);
let computed = layout
.compute(mounted.root, (W as f32, H as f32))
.expect("layout");
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let mut renderer = Renderer::new(&hal).expect("renderer");
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());
// Pasada vello base (fondo) — igual que el frame real.
renderer
.render_to_view(&hal, &vello::Scene::new(), &inter_view, W, H, Color::from_rgba8(18, 22, 32, 255))
.expect("base");
// Pasada GPU directo: dispara los gpu_painter del árbol (nuestro voxel).
let mut enc = hal
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("gpu") });
let any = paint_gpu(&mounted, &computed, &hal.device, &hal.queue, &mut enc, &inter_view, (W, H));
hal.queue.submit(std::iter::once(enc.finish()));
let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
assert!(any, "ningún gpu_painter corrió — el cableado no llegó al compositor");
write_png(&hal, &inter, W, H, out);
eprintln!("voxel_interactivo --shot: {out} ({W}x{H}) — gpu_painter del View ejecutado por el compositor");
}
fn write_png(hal: &Hal, target: &wgpu::Texture, w: u32, h: u32, path: &str) {
use std::fs::File;
use std::io::BufWriter;
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 penc = png::Encoder::new(BufWriter::new(file), w, h);
penc.set_color(png::ColorType::Rgba);
penc.set_depth(png::BitDepth::Eight);
let mut wr = penc.write_header().unwrap();
wr.write_image_data(&pixels).unwrap();
}