//! **Skyline**: los edificios grandes en fila con elementos de calle adelante — //! una cuadra de ciudad. `cargo run -p llimphi-voxel --example city_demo --release` //! → `/tmp/city.png` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, PointLight, Scene3d, VoxelGrid, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{stamp_mueble, Material, Mueble}; const W: u32 = 1280; const H: u32 = 620; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; fn main() { let dim = [140u32, 34, 70]; let mut g = VoxelGrid::new(dim); let gh = 2u32; // Calle + vereda. for x in 0..dim[0] { for z in 0..dim[2] { let vereda = z < 30; let base = if vereda { Material::Hormigon.color() } else { [60, 60, 66] }; for y in 0..gh { g.set(x, y, z, base); } } } // Skyline al fondo (z chico). let edificios = [ (Mueble::Rascacielos, 18i32), (Mueble::Edificio, 34), (Mueble::Torre, 48), (Mueble::Iglesia, 62), (Mueble::Fabrica, 80), (Mueble::Galpon, 100), (Mueble::Silo, 118), ]; for &(m, x) in &edificios { stamp_mueble(&mut g, m, x as u32, gh, 12, 0); } stamp_mueble(&mut g, Mueble::Estacionamiento, 128, gh, 20, 0); stamp_mueble(&mut g, Mueble::Grua, 92, gh, 22, 0); // Elementos de calle adelante (z grande). let calle = [ (Mueble::Farola, 20i32), (Mueble::Semaforo, 34), (Mueble::Banco, 46), (Mueble::Fuente, 60), (Mueble::Estatua, 74), (Mueble::Hidrante, 86), (Mueble::Buzon, 96), (Mueble::Parada, 110), (Mueble::Farola, 124), ]; for &(m, x) in &calle { stamp_mueble(&mut g, m, x as u32, gh, 42, 0); } stamp_mueble(&mut g, Mueble::Auto, 52, gh, 50, 1); stamp_mueble(&mut g, Mueble::Auto, 100, gh, 50, 1); let hal = pollster::block_on(Hal::new(None)).expect("hal"); let mut renderer = Renderer::new(&hal).expect("renderer"); let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &g); vr.sun_dir = [0.42, 0.62, 0.5]; vr.atmosphere = Atmosphere { sky_zenith: [92, 140, 208], sky_horizon: [210, 224, 238], fog_density: 0.35 / dim[0] as f32, // bruma de ciudad god_rays: 0.0, }; vr.point_shadows = true; // Las farolas encienden. let half = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32) * 0.5; vr.lights = vec![ PointLight { pos: [20.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 }, PointLight { pos: [124.5, gh as f32 + 10.0, 42.5], color: [1.2, 1.12, 0.9], range: 22.0, radius: 3.0 }, ]; // Cámara baja, en 3/4, para leer el skyline. let look = Vec3::new(dim[0] as f32 * 0.5, 8.0, 26.0) - half; let camera = Camera3d::orbit(look, 16_f32.to_radians(), 12_f32.to_radians(), dim[0] as f32 * 0.82); let mut scene = Scene3d::new(); let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera); write_png(&pixels, "/tmp/city.png"); eprintln!("escrito /tmp/city.png — skyline de edificios grandes + calle"); } fn render( hal: &Hal, renderer: &mut Renderer, scene: &mut Scene3d, vr: &mut VoxelRenderer, camera: &Camera3d, ) -> Vec { let inter = hal.device.create_texture(&wgpu::TextureDescriptor { label: Some("inter"), size: wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: FMT, usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC, view_formats: &[], }); let view = inter.create_view(&wgpu::TextureViewDescriptor::default()); renderer .render_to_view(hal, &vello::Scene::new(), &view, W, H, Color::from_rgba8(0, 0, 0, 255)) .expect("base"); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("city") }); scene.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), camera, Some(vr), &[]); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); readback(hal, &inter) } fn readback(hal: &Hal, target: &wgpu::Texture) -> Vec { let unpadded = (W * 4) as usize; let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize; let padded = unpadded.div_ceil(align) * align; let buf = hal.device.create_buffer(&wgpu::BufferDescriptor { label: Some("readback"), size: (padded * H as usize) as u64, usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let mut enc = hal .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); enc.copy_texture_to_buffer( wgpu::TexelCopyTextureInfo { texture: target, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All, }, wgpu::TexelCopyBufferInfo { buffer: &buf, layout: wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(padded as u32), rows_per_image: Some(H), }, }, wgpu::Extent3d { width: W, height: H, depth_or_array_layers: 1 }, ); hal.queue.submit(std::iter::once(enc.finish())); let slice = buf.slice(..); let (tx, rx) = std::sync::mpsc::channel(); slice.map_async(wgpu::MapMode::Read, move |r| { let _ = tx.send(r); }); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); rx.recv().unwrap().unwrap(); let data = slice.get_mapped_range(); let mut pixels = Vec::with_capacity((W * H * 4) as usize); for row in 0..H as usize { let s = row * padded; pixels.extend_from_slice(&data[s..s + unpadded]); } drop(data); buf.unmap(); pixels } fn write_png(pixels: &[u8], path: &str) { let file = File::create(path).expect("png"); let mut enc = png::Encoder::new(BufWriter::new(file), W, H); enc.set_color(png::ColorType::Rgba); enc.set_depth(png::BitDepth::Eight); let mut wtr = enc.write_header().unwrap(); wtr.write_image_data(pixels).unwrap(); }