//! **Pueblo procedural**: un bioma de pradera con casas esparcidas por SEMILLA //! (mezcla de estilos). Cambiando la semilla, cambia el pueblo entero. //! //! `cargo run -p llimphi-voxel --example pueblo_demo --release -- [seed]` → `/tmp/pueblo.png` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, Scene3d, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{Bicho, BichoUso, Bioma, BiomaPalette, CasaTipo, CasaUso, Material, ResolvedMaterial}; const W: u32 = 1280; const H: u32 = 720; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; fn main() { let seed: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(7); let dim_xz: u32 = 168; let dim = [dim_xz, 60, dim_xz]; // Pradera bastante llana (para que las casas se asienten) con un pueblo mezclado. let bioma = Bioma { id: 1, name: "pueblo".into(), base: 0.16, dune: 0.03, relief: 0.22, mountains: 0.12, water_level: 0.0, rivers: 0.0, peak_at: 1.0, ground: 1, cliff: 2, peak: None, objetos: vec![], minerales: vec![], densidad_urbana: 0.5, casas: vec![ CasaUso { tipo: CasaTipo::Cabana, densidad: 0.35 }, CasaUso { tipo: CasaTipo::Moderna, densidad: 0.3 }, CasaUso { tipo: CasaTipo::Flintstone, densidad: 0.2 }, CasaUso { tipo: CasaTipo::Hobbit, densidad: 0.2 }, CasaUso { tipo: CasaTipo::Edificio, densidad: 0.15 }, ], fauna: vec![ BichoUso { bicho: Bicho::Vaca, densidad: 0.3 }, BichoUso { bicho: Bicho::Oveja, densidad: 0.3 }, BichoUso { bicho: Bicho::Conejo, densidad: 0.4 }, BichoUso { bicho: Bicho::Ciervo, densidad: 0.25 }, BichoUso { bicho: Bicho::Mariposa, densidad: 0.3 }, ], seres: vec![], }; let palette = BiomaPalette { ground: ResolvedMaterial::new(Material::Grass.color(), Material::Grass.grain()), cliff: ResolvedMaterial::new(Material::Rock.color(), Material::Rock.grain()), peak: None, agua: Material::Water.color(), objetos: vec![], }; let grid = bioma.generate_window(seed, &palette, dim, [0, 0]); 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, &grid); vr.sun_dir = [0.42, 0.58, 0.5]; vr.atmosphere = Atmosphere { sky_zenith: [96, 146, 210], sky_horizon: [214, 226, 238], fog_density: 0.5 / dim_xz as f32, // bruma que da profundidad al pueblo god_rays: 0.0, }; let half = Vec3::new(dim[0] as f32, dim[1] as f32, dim[2] as f32) * 0.5; let look = Vec3::new(dim[0] as f32 * 0.5, 6.0, dim[2] as f32 * 0.5) - half; let camera = Camera3d::orbit(look, 22_f32.to_radians(), 22_f32.to_radians(), dim_xz as f32 * 0.98); let mut scene = Scene3d::new(); let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera); write_png(&pixels, "/tmp/pueblo.png"); eprintln!("escrito /tmp/pueblo.png — pueblo procedural (seed {seed})"); } 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("pueblo") }); 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(); }