tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
1//! Casita de voxels construida con los **materiales de casa**: muros de ladrillo,
2//! piso y puerta de madera, ventanas de **vidrio** (lustroso → glasean al sol),
3//! techo a dos aguas de teja y una chimenea de pizarra. Verifica la tanda de
4//! materiales de obra *en contexto* y el brillo de los materiales (no sólo minerales).
5//!
6//! `cargo run -p llimphi-voxel --example house_demo --release` → `/tmp/house.png`
7
8use std::fs::File;
9use std::io::BufWriter;
10
11use llimphi_3d::glam::Vec3;
12use llimphi_3d::{Atmosphere, Camera3d, Scene3d, VoxelGrid, VoxelRenderer};
13use llimphi_hal::{wgpu, Hal};
14use llimphi_raster::peniko::Color;
15use llimphi_raster::{vello, Renderer};
16use llimphi_voxel::Material;
17
18const W: u32 = 1180;
19const H: u32 = 700;
20const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
21
22/// Coloca un voxel del material `m`, llevando su brillo en el alpha (los lustrosos
23/// como el vidrio glasean; los mate quedan en 255).
24fn put(g: &mut VoxelGrid, x: i32, y: i32, z: i32, m: Material) {
25 if x < 0 || y < 0 || z < 0 {
26 return;
27 }
28 let a = VoxelGrid::shine_to_alpha(m.brillo());
29 g.set_rgba(x as u32, y as u32, z as u32, m.color(), a);
30}
31
32fn main() {
33 let dim = [56u32, 44, 52];
34 let mut g = VoxelGrid::new(dim);
35
36 // Césped.
37 let gh = 4i32;
38 for x in 0..dim[0] as i32 {
39 for z in 0..dim[2] as i32 {
40 for y in 0..gh {
41 let t = ((x * 5 + z * 7 + y) % 9) as i32 - 4;
42 let base = Material::Grass.color();
43 let c = |v: u8| (v as i32 + t).clamp(0, 255) as u8;
44 g.set(x as u32, y as u32, z as u32, [c(base[0]), c(base[1]), c(base[2])]);
45 }
46 }
47 }
48
49 // Footprint de la casa.
50 let (x0, z0) = (12i32, 12i32);
51 let (wd, dp) = (26i32, 22i32); // ancho (x), profundidad (z)
52 let wh = 9i32; // alto de muros
53 let (x1, z1) = (x0 + wd - 1, z0 + dp - 1);
54
55 // Piso de madera.
56 for x in x0..=x1 {
57 for z in z0..=z1 {
58 put(&mut g, x, gh, z, Material::Madera);
59 }
60 }
61
62 // Muros de ladrillo (perímetro).
63 for yy in 0..wh {
64 let y = gh + 1 + yy;
65 for x in x0..=x1 {
66 put(&mut g, x, y, z0, Material::Ladrillo);
67 put(&mut g, x, y, z1, Material::Ladrillo);
68 }
69 for z in z0..=z1 {
70 put(&mut g, x0, y, z, Material::Ladrillo);
71 put(&mut g, x1, y, z, Material::Ladrillo);
72 }
73 }
74
75 // Vigas de acero en las esquinas (lustrosas).
76 for yy in 0..wh {
77 let y = gh + 1 + yy;
78 for (cx, cz) in [(x0, z0), (x1, z0), (x0, z1), (x1, z1)] {
79 put(&mut g, cx, y, cz, Material::Acero);
80 }
81 }
82
83 // Puerta de madera (pared frontal z0, centrada).
84 let dcx = x0 + wd / 2;
85 for yy in 0..5 {
86 for dx in -1..=1 {
87 put(&mut g, dcx + dx, gh + 1 + yy, z0, Material::Madera);
88 }
89 }
90
91 // Ventanas de vidrio (3×3) en las cuatro paredes.
92 let ventana = |g: &mut VoxelGrid, cx: i32, cz: i32, along_x: bool| {
93 for a in -1..=1 {
94 for b in 0..3 {
95 let y = gh + 3 + b;
96 if along_x {
97 put(g, cx + a, y, cz, Material::Vidrio);
98 } else {
99 put(g, cx, y, cz + a, Material::Vidrio);
100 }
101 }
102 }
103 };
104 // Frontal: dos ventanas flanqueando la puerta.
105 ventana(&mut g, x0 + 4, z0, true);
106 ventana(&mut g, x1 - 4, z0, true);
107 // Trasera.
108 ventana(&mut g, x0 + wd / 3, z1, true);
109 ventana(&mut g, x1 - wd / 3, z1, true);
110 // Laterales.
111 ventana(&mut g, x0, z0 + dp / 2, false);
112 ventana(&mut g, x1, z0 + dp / 2, false);
113
114 // Techo a dos aguas de teja (cumbrera a lo largo de x), con alero de 1.
115 let roof_base = gh + 1 + wh;
116 let half = (dp + 1) / 2;
117 for r in 0..half {
118 let y = roof_base + r;
119 let za = z0 - 1 + r; // agua norte
120 let zb = z1 + 1 - r; // agua sur
121 for x in (x0 - 1)..=(x1 + 1) {
122 put(&mut g, x, y, za, Material::Teja);
123 put(&mut g, x, y, zb, Material::Teja);
124 }
125 }
126
127 // Chimenea de pizarra (sobresale del techo).
128 let (chx, chz) = (x1 - 3, z0 + 3);
129 for y in (gh + 1)..(roof_base + half + 2) {
130 for dx in 0..2 {
131 for dz in 0..2 {
132 put(&mut g, chx + dx, y, chz + dz, Material::Pizarra);
133 }
134 }
135 }
136
137 // --- Render ---
138 let hal = pollster::block_on(Hal::new(None)).expect("hal");
139 let mut renderer = Renderer::new(&hal).expect("renderer");
140 let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g);
141 vr.sun_dir = [0.42, 0.66, 0.62]; // sol alto-frontal → las ventanas glasean
142 vr.atmosphere = Atmosphere {
143 sky_zenith: [96, 146, 208],
144 sky_horizon: [206, 220, 232],
145 fog_density: 0.0,
146 god_rays: 0.0,
147 };
148 let camera = Camera3d::orbit(
149 Vec3::new(0.0, dim[1] as f32 * 0.06, 0.0),
150 34_f32.to_radians(),
151 20_f32.to_radians(),
152 dim[0] as f32 * 1.15,
153 );
154 let mut scene = Scene3d::new();
155 let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
156 write_png(&pixels, "/tmp/house.png");
157 eprintln!("escrito /tmp/house.png — casita con materiales de obra (vidrio/acero lustrosos)");
158}
159
160fn render(
161 hal: &Hal,
162 renderer: &mut Renderer,
163 scene: &mut Scene3d,
164 vr: &mut VoxelRenderer,
165 camera: &Camera3d,
166) -> Vec<u8> {
167 let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
168 label: Some("inter"),
169 size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
170 mip_level_count: 1,
171 sample_count: 1,
172 dimension: wgpu::TextureDimension::D2,
173 format: FMT,
174 usage: wgpu::TextureUsages::STORAGE_BINDING
175 | wgpu::TextureUsages::TEXTURE_BINDING
176 | wgpu::TextureUsages::RENDER_ATTACHMENT
177 | wgpu::TextureUsages::COPY_SRC,
178 view_formats: &[],
179 });
180 let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
181 renderer
182 .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
183 .expect("base");
184 let mut enc = hal
185 .device
186 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("house") });
187 scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]);
188 hal.queue.submit(std::iter::once(enc.finish()));
189 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
190 readback(hal, &inter)
191}
192
193fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
194 let unpadded = (W * 4) as usize;
195 let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
196 let padded = unpadded.div_ceil(align) * align;
197 let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
198 label: Some("readback"),
199 size: (padded * H as usize) as u64,
200 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
201 mapped_at_creation: false,
202 });
203 let mut enc = hal
204 .device
205 .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
206 enc.copy_texture_to_buffer(
207 wgpu::TexelCopyTextureInfo {
208 texture: target,
209 mip_level: 0,
210 origin: wgpu::Origin3d::ZERO,
211 aspect: wgpu::TextureAspect::All,
212 },
213 wgpu::TexelCopyBufferInfo {
214 buffer: &buf,
215 layout: wgpu::TexelCopyBufferLayout {
216 offset: 0,
217 bytes_per_row: Some(padded as u32),
218 rows_per_image: Some(H),
219 },
220 },
221 wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
222 );
223 hal.queue.submit(std::iter::once(enc.finish()));
224 let slice = buf.slice(..);
225 let (tx, rx) = std::sync::mpsc::channel();
226 slice.map_async(wgpu::MapMode::Read, move |r| {
227 let _ = tx.send(r);
228 });
229 let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
230 rx.recv().unwrap().unwrap();
231 let data = slice.get_mapped_range();
232 let mut pixels = Vec::with_capacity((W * H * 4) as usize);
233 for row in 0..H as usize {
234 let srow = row * padded;
235 pixels.extend_from_slice(&data[srow..srow + unpadded]);
236 }
237 drop(data);
238 buf.unmap();
239 pixels
240}
241
242fn write_png(pixels: &[u8], path: &str) {
243 let file = File::create(path).expect("png");
244 let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
245 enc.set_color(png::ColorType::Rgba);
246 enc.set_depth(png::BitDepth::Eight);
247 let mut wtr = enc.write_header().unwrap();
248 wtr.write_image_data(pixels).unwrap();
249}