tawasuyu/llimphi
Sovereign retained-mode GPU UI framework in Rust (wgpu+vello+taffy+parley), Elm loop, 40+ widgets.
1//! Catálogo de la **nueva tanda de materiales de terreno**: una fila de bloques,
2//! cada uno de un material (tierra, arcilla, grava, arenisca, basalto, granito,
3//! mármol, hielo, lava, musgo) con su color + un jitter de grano por vóxel.
4//!
5//! `cargo run -p llimphi-voxel --example materials_demo --release` → `/tmp/materials.png`
6
7use std::fs::File;
8use std::io::BufWriter;
9
10use llimphi_3d::glam::Vec3;
11use llimphi_3d::{Atmosphere, Camera3d, Scene3d, VoxelGrid, VoxelRenderer};
12use llimphi_hal::{wgpu, Hal};
13use llimphi_raster::peniko::Color;
14use llimphi_raster::{vello, Renderer};
15use llimphi_voxel::Material;
16
17const W: u32 = 1280;
18const H: u32 = 480;
19const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
20
21// Hash barato para el jitter de grano (mismo espíritu que worldgen::grained).
22fn jitter(base: [u8; 3], x: i32, y: i32, z: i32, grain: f32) -> [u8; 3] {
23 let mut h = (x as u32)
24 .wrapping_mul(0x9E37_79B9)
25 .wrapping_add((y as u32).wrapping_mul(0x85EB_CA77))
26 .wrapping_add((z as u32).wrapping_mul(0xC2B2_AE35));
27 h ^= h >> 15;
28 h = h.wrapping_mul(0x2C1B_3C6D);
29 h ^= h >> 13;
30 let r = (h & 0xFF) as f32 / 255.0;
31 let f = 1.0 + (r - 0.5) * 2.0 * grain * 0.22;
32 let c = |v: u8| (v as f32 * f).clamp(0.0, 255.0) as u8;
33 [c(base[0]), c(base[1]), c(base[2])]
34}
35
36fn main() {
37 let fila = [
38 Material::Tierra,
39 Material::Arcilla,
40 Material::Grava,
41 Material::Arenisca,
42 Material::Basalto,
43 Material::Granito,
44 Material::Marmol,
45 Material::Hielo,
46 Material::Lava,
47 Material::Musgo,
48 ];
49 let s: i32 = 7; // lado del bloque
50 let gap: i32 = 3;
51 let step = s + gap;
52 let margin = 4;
53 let dim = [
54 (fila.len() as i32 * step + 2 * margin) as u32,
55 (s + 8) as u32,
56 (s + 8) as u32,
57 ];
58 let mut grid = VoxelGrid::new(dim);
59 let cz = dim[2] as i32 / 2;
60 for (i, mat) in fila.iter().enumerate() {
61 let col = mat.color();
62 let grain = mat.grain();
63 let x0 = margin + i as i32 * step;
64 for dx in 0..s {
65 for dy in 0..s {
66 for dz in 0..s {
67 let (x, y, z) = (x0 + dx, 1 + dy, cz - s / 2 + dz);
68 grid.set(x as u32, y as u32, z as u32, jitter(col, x, y, z, grain));
69 }
70 }
71 }
72 eprintln!("{:>9}: color {:?} grano {:.2}", mat.label(), col, grain);
73 }
74
75 let hal = pollster::block_on(Hal::new(None)).expect("hal");
76 let mut renderer = Renderer::new(&hal).expect("renderer");
77 let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
78 vr.sun_dir = [0.35, 0.72, 0.55];
79 vr.atmosphere = Atmosphere {
80 sky_zenith: [92, 120, 168],
81 sky_horizon: [196, 208, 222],
82 fog_density: 0.0,
83 god_rays: 0.0,
84 };
85 let camera = Camera3d::orbit(
86 Vec3::new(0.0, s as f32 * 0.3, 0.0),
87 10_f32.to_radians(),
88 24_f32.to_radians(),
89 dim[0] as f32 * 0.7,
90 );
91 let mut scene = Scene3d::new();
92 let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
93 write_png(&pixels, "/tmp/materials.png");
94 eprintln!("escrito /tmp/materials.png — nueva tanda de 10 materiales de terreno");
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("materials") });
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 srow = row * padded;
172 pixels.extend_from_slice(&data[srow..srow + 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}