tawasuyu

tawasuyu/llimphi

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

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⎇ main llimphi-voxel/examples/pueblo_demo.rs Rust · 176 siq'ikuna · 6.6 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//! **Pueblo procedural**: un bioma de pradera con casas esparcidas por SEMILLA
2//! (mezcla de estilos). Cambiando la semilla, cambia el pueblo entero.
3//!
4//! `cargo run -p llimphi-voxel --example pueblo_demo --release -- [seed]` → `/tmp/pueblo.png`
5
6use std::fs::File;
7use std::io::BufWriter;
8
9use llimphi_3d::glam::Vec3;
10use llimphi_3d::{Atmosphere, Camera3d, Scene3d, VoxelRenderer};
11use llimphi_hal::{wgpu, Hal};
12use llimphi_raster::peniko::Color;
13use llimphi_raster::{vello, Renderer};
14use llimphi_voxel::{Bicho, BichoUso, Bioma, BiomaPalette, CasaTipo, CasaUso, Material, ResolvedMaterial};
15
16const W: u32 = 1280;
17const H: u32 = 720;
18const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
19
20fn main() {
21    let seed: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(7);
22    let dim_xz: u32 = 168;
23    let dim = [dim_xz, 60, dim_xz];
24
25    // Pradera bastante llana (para que las casas se asienten) con un pueblo mezclado.
26    let bioma = Bioma {
27        id: 1,
28        name: "pueblo".into(),
29        base: 0.16,
30        dune: 0.03,
31        relief: 0.22,
32        mountains: 0.12,
33        water_level: 0.0,
34        rivers: 0.0,
35        peak_at: 1.0,
36        ground: 1,
37        cliff: 2,
38        peak: None,
39        objetos: vec![],
40        minerales: vec![],
41        densidad_urbana: 0.5,
42        casas: vec![
43            CasaUso { tipo: CasaTipo::Cabana, densidad: 0.35 },
44            CasaUso { tipo: CasaTipo::Moderna, densidad: 0.3 },
45            CasaUso { tipo: CasaTipo::Flintstone, densidad: 0.2 },
46            CasaUso { tipo: CasaTipo::Hobbit, densidad: 0.2 },
47            CasaUso { tipo: CasaTipo::Edificio, densidad: 0.15 },
48        ],
49        fauna: vec![
50            BichoUso { bicho: Bicho::Vaca, densidad: 0.3 },
51            BichoUso { bicho: Bicho::Oveja, densidad: 0.3 },
52            BichoUso { bicho: Bicho::Conejo, densidad: 0.4 },
53            BichoUso { bicho: Bicho::Ciervo, densidad: 0.25 },
54            BichoUso { bicho: Bicho::Mariposa, densidad: 0.3 },
55        ],
56        seres: vec![],
57    };
58    let palette = BiomaPalette {
59        ground: ResolvedMaterial::new(Material::Grass.color(), Material::Grass.grain()),
60        cliff: ResolvedMaterial::new(Material::Rock.color(), Material::Rock.grain()),
61        peak: None,
62        agua: Material::Water.color(),
63        objetos: vec![],
64    };
65    let grid = bioma.generate_window(seed, &palette, dim, [0, 0]);
66
67    let hal = pollster::block_on(Hal::new(None)).expect("hal");
68    let mut renderer = Renderer::new(&hal).expect("renderer");
69    let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
70    vr.sun_dir = [0.42, 0.58, 0.5];
71    vr.atmosphere = Atmosphere {
72        sky_zenith: [96, 146, 210],
73        sky_horizon: [214, 226, 238],
74        fog_density: 0.5 / dim_xz as f32, // bruma que da profundidad al pueblo
75        god_rays: 0.0,
76    };
77    let half = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32) * 0.5;
78    let look = Vec3::new(dim[0] as f32 * 0.5, 6.0, dim[2] as f32 * 0.5) - half;
79    let camera = Camera3d::orbit(look, 22_f32.to_radians(), 22_f32.to_radians(), dim_xz as f32 * 0.98);
80
81    let mut scene = Scene3d::new();
82    let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera);
83    write_png(&pixels, "/tmp/pueblo.png");
84    eprintln!("escrito /tmp/pueblo.png — pueblo procedural (seed {seed})");
85}
86
87fn render(
88    hal: &Hal,
89    renderer: &mut Renderer,
90    scene: &mut Scene3d,
91    vr: &mut VoxelRenderer,
92    camera: &Camera3d,
93) -> Vec<u8> {
94    let inter = hal.device.create_texture(&wgpu::TextureDescriptor {
95        label: Some("inter"),
96        size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
97        mip_level_count: 1,
98        sample_count: 1,
99        dimension: wgpu::TextureDimension::D2,
100        format: FMT,
101        usage: wgpu::TextureUsages::STORAGE_BINDING
102            | wgpu::TextureUsages::TEXTURE_BINDING
103            | wgpu::TextureUsages::RENDER_ATTACHMENT
104            | wgpu::TextureUsages::COPY_SRC,
105        view_formats: &[],
106    });
107    let view = inter.create_view(&wgpu::TextureViewDescriptor::default());
108    renderer
109        .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255))
110        .expect("base");
111    let mut enc = hal
112        .device
113        .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("pueblo") });
114    scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]);
115    hal.queue.submit(std::iter::once(enc.finish()));
116    let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
117    readback(hal, &inter)
118}
119
120fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec<u8> {
121    let unpadded = (W * 4) as usize;
122    let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
123    let padded = unpadded.div_ceil(align) * align;
124    let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
125        label: Some("readback"),
126        size: (padded * H as usize) as u64,
127        usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
128        mapped_at_creation: false,
129    });
130    let mut enc = hal
131        .device
132        .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
133    enc.copy_texture_to_buffer(
134        wgpu::TexelCopyTextureInfo {
135            texture: target,
136            mip_level: 0,
137            origin: wgpu::Origin3d::ZERO,
138            aspect: wgpu::TextureAspect::All,
139        },
140        wgpu::TexelCopyBufferInfo {
141            buffer: &buf,
142            layout: wgpu::TexelCopyBufferLayout {
143                offset: 0,
144                bytes_per_row: Some(padded as u32),
145                rows_per_image: Some(H),
146            },
147        },
148        wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 },
149    );
150    hal.queue.submit(std::iter::once(enc.finish()));
151    let slice = buf.slice(..);
152    let (tx, rx) = std::sync::mpsc::channel();
153    slice.map_async(wgpu::MapMode::Read, move |r| {
154        let _ = tx.send(r);
155    });
156    let _ = hal.device.poll(wgpu::PollType::wait_indefinitely());
157    rx.recv().unwrap().unwrap();
158    let data = slice.get_mapped_range();
159    let mut pixels = Vec::with_capacity((W * H * 4) as usize);
160    for row in 0..H as usize {
161        let s = row * padded;
162        pixels.extend_from_slice(&data[s..s + unpadded]);
163    }
164    drop(data);
165    buf.unmap();
166    pixels
167}
168
169fn write_png(pixels: &[u8], path: &str) {
170    let file = File::create(path).expect("png");
171    let mut enc = png::Encoder::new(BufWriter::new(file), W, H);
172    enc.set_color(png::ColorType::Rgba);
173    enc.set_depth(png::BitDepth::Eight);
174    let mut wtr = enc.write_header().unwrap();
175    wtr.write_image_data(pixels).unwrap();
176}