tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
refresh: stack al día (vello 0.7 / wgpu 27 / parley 0.6) + motor 3D voxel
1//! Demo **interactivo** del motor 3D: el mundo voxel (M1-M4) dentro de un
2//! `View` vivo de Llimphi, manejado con el mouse.
3//!
4//! - **Arrastrar** (botón izquierdo): orbita la cámara (yaw/pitch).
5//! - **Rueda**: zoom (acerca/aleja).
6//! - Las 4 entidades de colores orbitan solas (animación por `spawn_periodic`).
7//!
8//! Es el cableado real a una app: el `VoxelRenderer` se compone dentro del
9//! árbol `View<Msg>` por `View::gpu_paint_with` (corre DESPUÉS de la pasada
10//! vello, con `LoadOp::Load`). El renderer se crea perezosamente en la primera
11//! llamada GPU (ahí recién hay `Device`/`Queue`) y se cachea en el Model tras
12//! un `Arc<Mutex<…>>`.
13//!
14//! `cargo run -p llimphi-3d --example voxel_interactivo --release -- [dim]`
15
16use std::sync::{Arc, Mutex};
17use std::time::Duration;
18
19use llimphi_3d::glam::Vec3;
20use llimphi_3d::{Camera3d, Entity3d, VoxelGrid, VoxelRenderer};
21use llimphi_ui::llimphi_hal::{wgpu, Hal};
22use llimphi_ui::llimphi_layout::taffy::prelude::{percent, Size, Style};
23use llimphi_ui::llimphi_layout::LayoutTree;
24use llimphi_ui::llimphi_raster::peniko::Color;
25use llimphi_ui::llimphi_raster::{vello, Renderer};
26use llimphi_ui::{mount, paint_gpu, App, DragPhase, Handle, Modifiers, View, WheelDelta};
27
28const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
29
30#[derive(Clone)]
31enum Msg {
32 Orbit(f32, f32),
33 Zoom(f32),
34 Tick,
35}
36
37struct Model {
38 yaw: f32,
39 pitch: f32,
40 dist: f32,
41 phase: f32,
42 dim: u32,
43 grid: Arc<VoxelGrid>,
44 /// Renderer voxel, creado en la 1ª pintada GPU (necesita el Device).
45 engine: Arc<Mutex<Option<VoxelRenderer>>>,
46}
47
48fn entities_at(phase: f32, dim: u32) -> Vec<Entity3d> {
49 let d = dim as f32;
50 let colors = [[235u8, 70, 70], [70, 220, 110], [90, 130, 250], [240, 200, 60]];
51 (0..4)
52 .map(|k| {
53 let a = phase + k as f32 * std::f32::consts::FRAC_PI_2;
54 let radius = d * 0.42;
55 Entity3d {
56 pos: [
57 d * 0.5 + a.cos() * radius,
58 d * (0.45 + 0.12 * (a * 1.3).sin()),
59 d * 0.5 + a.sin() * radius,
60 ],
61 half: [d * 0.05, d * 0.05, d * 0.05],
62 color: colors[k],
63 }
64 })
65 .collect()
66}
67
68struct VoxelApp;
69
70impl App for VoxelApp {
71 type Model = Model;
72 type Msg = Msg;
73
74 fn title() -> &'static str {
75 "llimphi-3d · motor voxel interactivo"
76 }
77
78 fn initial_size() -> (u32, u32) {
79 (1000, 720)
80 }
81
82 fn init(handle: &Handle<Msg>) -> Model {
83 let dim: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(64);
84 // Anima las entidades a ~30 fps.
85 handle.spawn_periodic(Duration::from_millis(33), || Msg::Tick);
86 Model {
87 yaw: 35_f32.to_radians(),
88 pitch: 30_f32.to_radians(),
89 dist: dim as f32 * 1.7,
90 phase: 0.0,
91 dim,
92 grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
93 engine: Arc::new(Mutex::new(None)),
94 }
95 }
96
97 fn update(mut model: Model, msg: Msg, _handle: &Handle<Msg>) -> Model {
98 match msg {
99 Msg::Orbit(dx, dy) => {
100 model.yaw -= dx * 0.008;
101 model.pitch += dy * 0.008;
102 }
103 Msg::Zoom(dy) => {
104 // Rueda hacia adelante = acercar (reduce la distancia). El signo
105 // va invertido respecto del delta crudo para que sea natural.
106 let f = (1.0 + dy * 0.1).clamp(0.5, 1.5);
107 let d = model.dim as f32;
108 model.dist = (model.dist * f).clamp(d * 0.5, d * 4.0);
109 }
110 Msg::Tick => {
111 model.phase += 0.035;
112 }
113 }
114 model
115 }
116
117 fn on_wheel(
118 _model: &Model,
119 delta: WheelDelta,
120 _cursor: (f32, f32),
121 _mods: Modifiers,
122 ) -> Option<Msg> {
123 Some(Msg::Zoom(delta.y))
124 }
125
126 fn view(model: &Model) -> View<Msg> {
127 let camera = Camera3d::orbit(Vec3::ZERO, model.yaw, model.pitch, model.dist);
128 let entities = entities_at(model.phase, model.dim);
129 let engine = model.engine.clone();
130 let grid = model.grid.clone();
131
132 let canvas = View::new(Style {
133 size: Size {
134 width: percent(1.0),
135 height: percent(1.0),
136 },
137 ..Default::default()
138 })
139 .gpu_paint_with(move |device, queue, encoder, target, _rect, vp| {
140 let mut guard = engine.lock().unwrap();
141 let er = guard.get_or_insert_with(|| VoxelRenderer::new(device, queue, FMT, &grid));
142 er.entities = entities.clone();
143 er.render(device, queue, encoder, target, vp, &camera);
144 })
145 .draggable(|phase, dx, dy| match phase {
146 DragPhase::Move => Some(Msg::Orbit(dx, dy)),
147 DragPhase::End => None,
148 });
149
150 View::new(Style {
151 size: Size {
152 width: percent(1.0),
153 height: percent(1.0),
154 },
155 ..Default::default()
156 })
157 .children(vec![canvas])
158 }
159}
160
161fn main() {
162 let args: Vec<String> = std::env::args().collect();
163 // Modo verificación headless: monta el MISMO View por el compositor real
164 // (mount → compute → paint_gpu) y vuelca un PNG, sin abrir ventana.
165 if let Some(i) = args.iter().position(|a| a == "--shot") {
166 let out = args
167 .get(i + 1)
168 .cloned()
169 .unwrap_or_else(|| "/tmp/voxel_interactivo.png".to_string());
170 shot(&out);
171 return;
172 }
173 llimphi_ui::run::<VoxelApp>();
174}
175
176/// Render headless del árbol `View` de la app a través del compositor real.
177fn shot(out: &str) {
178 const W: u32 = 1000;
179 const H: u32 = 720;
180 let dim = 64u32;
181 let model = Model {
182 yaw: 35_f32.to_radians(),
183 pitch: 30_f32.to_radians(),
184 dist: dim as f32 * 1.7,
185 phase: 0.6,
186 dim,
187 grid: Arc::new(VoxelGrid::demo_scene([dim, dim, dim])),
188 engine: Arc::new(Mutex::new(None)),
189 };
190
191 // Árbol real de la app → mount + layout (igual que el runtime por frame).
192 let view = VoxelApp::view(&model);
193 let mut layout = LayoutTree::new();
194 let mounted = mount(&mut layout, view);
195 let computed = layout
196 .compute(mounted.root, (W as f32, H as f32))
197 .expect("layout");
198
199 let hal = pollster::block_on(Hal::new(None)).expect("hal");
200 let mut renderer = Renderer::new(&hal).expect("renderer");
201 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
202 label: Some("inter"),
203 size: wgpu::Extent3d {
204 width: W,
205 height: H,
206 depth_or_array_layers: 1,
207 },
208 mip_level_count: 1,
209 sample_count: 1,
210 dimension: wgpu::TextureDimension::D2,
211 format: FMT,
212 usage: wgpu::TextureUsages::STORAGE_BINDING
213 | wgpu::TextureUsages::TEXTURE_BINDING
214 | wgpu::TextureUsages::RENDER_ATTACHMENT
215 | wgpu::TextureUsages::COPY_SRC,
216 view_formats: &[],
217 });
218 let inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
219
220 // Pasada vello base (fondo) — igual que el frame real.
221 renderer
222 .render_to_view(&hal, &vello::Scene::new(), &inter_view, W, H, Color::from_rgba8(18, 22, 32, 255))
223 .expect("base");
224
225 // Pasada GPU directo: dispara los gpu_painter del árbol (nuestro voxel).
226 let mut enc = hal
227 .device
228 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("gpu") });
229 let any = paint_gpu(&mounted, &computed, &hal.device, &hal.queue, &mut enc, &inter_view, (W, H));
230 hal.queue.submit(std::iter::once(enc.finish()));
231 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
232 assert!(any, "ningún gpu_painter corrió — el cableado no llegó al compositor");
233
234 write_png(&hal, &inter, W, H, out);
235 eprintln!("voxel_interactivo --shot: {out} ({W}x{H}) — gpu_painter del View ejecutado por el compositor");
236}
237
238fn write_png(hal: &Hal, target: &wgpu::Texture, w: u32, h: u32, path: &str) {
239 use std::fs::File;
240 use std::io::BufWriter;
241 let unpadded = (w * 4) as usize;
242 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
243 let padded = unpadded.div_ceil(align) * align;
244 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
245 label: Some("readback"),
246 size: (padded * h as usize) as u64,
247 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
248 mapped_at_creation: false,
249 });
250 let mut enc = hal
251 .device
252 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
253 enc.copy_texture_to_buffer(
254 wgpu::TexelCopyTextureInfo {
255 texture: target,
256 mip_level: 0,
257 origin: wgpu::Origin3d::ZERO,
258 aspect: wgpu::TextureAspect::All,
259 },
260 wgpu::TexelCopyBufferInfo {
261 buffer: &buf,
262 layout: wgpu::TexelCopyBufferLayout {
263 offset: 0,
264 bytes_per_row: Some(padded as u32),
265 rows_per_image: Some(h),
266 },
267 },
268 wgpu::Extent3d {
269 width: w,
270 height: h,
271 depth_or_array_layers: 1,
272 },
273 );
274 hal.queue.submit(std::iter::once(enc.finish()));
275 let slice = buf.slice(..);
276 let (tx, rx) = std::sync::mpsc::channel();
277 slice.map_async(wgpu::MapMode::Read, move |r| {
278 let _ = tx.send(r);
279 });
280 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
281 rx.recv().unwrap().unwrap();
282 let data = slice.get_mapped_range();
283 let mut pixels = Vec::with_capacity((w * h * 4) as usize);
284 for row in 0..h as usize {
285 let s = row * padded;
286 pixels.extend_from_slice(&data[s..s + unpadded]);
287 }
288 drop(data);
289 buf.unmap();
290 let file = File::create(path).expect("png");
291 let mut penc = png::Encoder::new(BufWriter::new(file), w, h);
292 penc.set_color(png::ColorType::Rgba);
293 penc.set_depth(png::BitDepth::Eight);
294 let mut wr = penc.write_header().unwrap();
295 wr.write_image_data(&pixels).unwrap();
296}