tawasuyu

tawasuyu/llimphi

Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.

Rust 229TOML 101Markdown 82Shell 24052 Sutichaykuna

⎇ main llimphi-voxel/examples/city_demo.rs Rust · 186 siq'ikuna · 6.5 KB Ñawpa willay Pi imata llamkarqan ch'uya

chore: refresco desde el monorepo — 27 crates nuevos (anim, lottie, svg, mesh, image, layer, test, wire-view, widgets rag-sidebar/router/lazy-list/rive-button) y sync de los 95 existentes 93253cc22 · Sergio ·

1//! **Skyline**: los edificios grandes en fila con elementos de calle adelante —
2//! una cuadra de ciudad. `cargo run -p llimphi-voxel --example city_demo --release`
3//! → `/tmp/city.png`
4
5use std::fs::File;
6use std::io::BufWriter;
7
8use llimphi_3d::glam::Vec3;
9use llimphi_3d::{Atmosphere, Camera3d, PointLight, Scene3d, VoxelGrid, VoxelRenderer};
10use llimphi_hal::{wgpu, Hal};
11use llimphi_raster::peniko::Color;
12use llimphi_raster::{vello, Renderer};
13use llimphi_voxel::{stamp_mueble, Material, Mueble};
14
15const W: u32 = 1280;
16const H: u32 = 620;
17const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
18
19fn main() {
20    let dim = [140u32, 34, 70];
21    let mut g = VoxelGrid::new(dim);
22    let gh = 2u32;
23
24    // Calle + vereda.
25    for x in 0..dim[0] {
26        for z in 0..dim[2] {
27            let vereda = z < 30;
28            let base = if vereda { Material::Hormigon.color() } else { [60, 60, 66] };
29            for y in 0..gh {
30                g.set(x, y, z, base);
31            }
32        }
33    }
34
35    // Skyline al fondo (z chico).
36    let edificios = [
37        (Mueble::Rascacielos, 18i32),
38        (Mueble::Edificio, 34),
39        (Mueble::Torre, 48),
40        (Mueble::Iglesia, 62),
41        (Mueble::Fabrica, 80),
42        (Mueble::Galpon, 100),
43        (Mueble::Silo, 118),
44    ];
45    for &(m, x) in &edificios {
46        stamp_mueble(&mut g, m, x as u32, gh, 12, 0);
47    }
48    stamp_mueble(&mut g, Mueble::Estacionamiento, 128, gh, 20, 0);
49    stamp_mueble(&mut g, Mueble::Grua, 92, gh, 22, 0);
50
51    // Elementos de calle adelante (z grande).
52    let calle = [
53        (Mueble::Farola, 20i32),
54        (Mueble::Semaforo, 34),
55        (Mueble::Banco, 46),
56        (Mueble::Fuente, 60),
57        (Mueble::Estatua, 74),
58        (Mueble::Hidrante, 86),
59        (Mueble::Buzon, 96),
60        (Mueble::Parada, 110),
61        (Mueble::Farola, 124),
62    ];
63    for &(m, x) in &calle {
64        stamp_mueble(&mut g, m, x as u32, gh, 42, 0);
65    }
66    stamp_mueble(&mut g, Mueble::Auto, 52, gh, 50, 1);
67    stamp_mueble(&mut g, Mueble::Auto, 100, gh, 50, 1);
68
69    let hal = pollster::block_on(Hal::new(None)).expect("hal");
70    let mut renderer = Renderer::new(&hal).expect("renderer");
71    let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g);
72    vr.sun_dir = [0.42, 0.62, 0.5];
73    vr.atmosphere = Atmosphere {
74        sky_zenith: [92, 140, 208],
75        sky_horizon: [210, 224, 238],
76        fog_density: 0.35 / dim[0] as f32, // bruma de ciudad
77        god_rays: 0.0,
78    };
79    vr.point_shadows = true;
80    // Las farolas encienden.
81    let half = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32) * 0.5;
82    vr.lights = vec![
83        PointLight { pos: [20.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 },
84        PointLight { pos: [124.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 },
85    ];
86
87    // Cámara baja, en 3/4, para leer el skyline.
88    let look = Vec3::new(dim[0] as f32 * 0.5, 8.0, 26.0) - half;
89    let camera = Camera3d::orbit(look, 16_f32.to_radians(), 12_f32.to_radians(), dim[0] as f32 * 0.82);
90
91    let mut scene = Scene3d::new();
92    let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
93    write_png(&pixels, "/tmp/city.png");
94    eprintln!("escrito /tmp/city.png — skyline de edificios grandes + calle");
95}
96
97fn render(
98    hal: &Hal,
99    renderer: &mut Renderer,
100    scene: &mut Scene3d,
101    vr: &mut VoxelRenderer,
102    camera: &Camera3d,
103) -> Vec<u8> {
104    let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
105        label: Some("inter"),
106        size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
107        mip_level_count: 1,
108        sample_count: 1,
109        dimension: wgpu::TextureDimension::D2,
110        format: FMT,
111        usage: wgpu::TextureUsages::STORAGE_BINDING
112            | wgpu::TextureUsages::TEXTURE_BINDING
113            | wgpu::TextureUsages::RENDER_ATTACHMENT
114            | wgpu::TextureUsages::COPY_SRC,
115        view_formats: &[],
116    });
117    let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
118    renderer
119        .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
120        .expect("base");
121    let mut enc = hal
122        .device
123        .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("city") });
124    scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]);
125    hal.queue.submit(std::iter::once(enc.finish()));
126    let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
127    readback(hal, &inter)
128}
129
130fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
131    let unpadded = (W * 4) as usize;
132    let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
133    let padded = unpadded.div_ceil(align) * align;
134    let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
135        label: Some("readback"),
136        size: (padded * H as usize) as u64,
137        usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
138        mapped_at_creation: false,
139    });
140    let mut enc = hal
141        .device
142        .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
143    enc.copy_texture_to_buffer(
144        wgpu::TexelCopyTextureInfo {
145            texture: target,
146            mip_level: 0,
147            origin: wgpu::Origin3d::ZERO,
148            aspect: wgpu::TextureAspect::All,
149        },
150        wgpu::TexelCopyBufferInfo {
151            buffer: &buf,
152            layout: wgpu::TexelCopyBufferLayout {
153                offset: 0,
154                bytes_per_row: Some(padded as u32),
155                rows_per_image: Some(H),
156            },
157        },
158        wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
159    );
160    hal.queue.submit(std::iter::once(enc.finish()));
161    let slice = buf.slice(..);
162    let (tx, rx) = std::sync::mpsc::channel();
163    slice.map_async(wgpu::MapMode::Read, move |r| {
164        let _ = tx.send(r);
165    });
166    let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
167    rx.recv().unwrap().unwrap();
168    let data = slice.get_mapped_range();
169    let mut pixels = Vec::with_capacity((W * H * 4) as usize);
170    for row in 0..H as usize {
171        let s = row * padded;
172        pixels.extend_from_slice(&data[s..s + unpadded]);
173    }
174    drop(data);
175    buf.unmap();
176    pixels
177}
178
179fn write_png(pixels: &[u8], path: &str) {
180    let file = File::create(path).expect("png");
181    let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
182    enc.set_color(png::ColorType::Rgba);
183    enc.set_depth(png::BitDepth::Eight);
184    let mut wtr = enc.write_header().unwrap();
185    wtr.write_image_data(pixels).unwrap();
186}