//! Certificación visual del **ser SDF** ([`ser_sdf`]): el personaje como ensamble de //! primitivas analíticas fundidas por `smin`, sphere-traceado en el MISMO pase que el //! mundo voxel (piso damero), con rampa toon + rim y cara por decals (ojos/sonrisa/ //! rubor). Es la técnica "hero/cerca"; `humanoide_voxel` queda de LOD. //! //! Compone contra un PISO VOXEL real → certifica de paso la oclusión por `t` y la //! sombra del ser proyectada sobre los voxels (el shadow ray del sol marcha los SDF). //! //! `cargo run -p llimphi-voxel --example ser_sdf_demo --release` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Camera3d, VoxelGrid, VoxelRenderer}; use llimphi_hal::{wgpu, Hal}; use llimphi_raster::peniko::Color; use llimphi_raster::{vello, Renderer}; use llimphi_voxel::{ser_sdf, Clip, Colores, EstiloSer, Pose}; const W: u32 = 640; const H: u32 = 720; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; const BG: [u8; 3] = [22, 26, 36]; /// Lado del mundo (piso damero abajo, aire arriba: el ser vive en el aire). const DIM: u32 = 112; const FLOOR_H: u32 = 2; fn main() { let hal = pollster::block_on(Hal::new(None)).expect("hal"); let mut renderer = Renderer::new(&hal).expect("renderer"); let dir = std::env::var("CLAUDE_JOB_DIR").map(|d| format!("{d}/tmp")).unwrap_or("/tmp".into()); let col = Colores::nuevos([0.90, 0.72, 0.58], [0.22, 0.60, 0.72], [0.20, 0.24, 0.36]); let idle = Pose::default(); let saludo = Clip::Wave.pose(1.2); let festejo = Clip::Cheer.pose(1.0); let casos: [(&str, EstiloSer, Pose); 6] = [ ("chibi_amable", EstiloSer::amable(), idle), ("chibi_saludo", EstiloSer::amable(), saludo), ("chibi_festejo", EstiloSer::amable(), festejo), ("robusto", EstiloSer::robusto(), idle), ("agil", EstiloSer::agil(), saludo), ("bebe", EstiloSer::por_edad(llimphi_voxel::Age::Baby), idle), ]; // Piso damero (el mundo voxel con el que el ser compone y sobre el que sombrea). let mut grid = VoxelGrid::new([DIM, DIM, DIM]); for x in 0..DIM { for z in 0..DIM { for y in 0..FLOOR_H { let c = if (x / 8 + z / 8) % 2 == 0 { [148, 142, 132] } else { [118, 114, 108] }; grid.set(x, y, z, c); } } } let altura = 72.0; // misma referencia que el preview del studio (nivel Seres) println!("ser_sdf_demo — ser SDF analítico (smin + toon + decals) ALT={altura}"); for (nombre, estilo, pose) in &casos { let mut ser = ser_sdf(estilo, pose, altura, col); // Bisección de artefactos: QUITA="3,18,19" remueve primitivas por índice. if let Ok(q) = std::env::var("QUITA") { let fuera: Vec = q.split(',').filter_map(|s| s.trim().parse().ok()).collect(); ser.prims = ser .prims .into_iter() .enumerate() .filter(|(i, _)| !fuera.contains(i)) .map(|(_, p)| p) .collect(); } // Posarlo parado sobre el piso, centrado en la grilla (coords de voxel [0,dim]). // SER_YAW= lo gira (ejercita la rotación local del shader). let syaw: f32 = std::env::var("SER_YAW").ok().and_then(|s| s.parse().ok()).unwrap_or(0.0); let posado = ser.posado([DIM as f32 * 0.5, FLOOR_H as f32, DIM as f32 * 0.5], syaw); let n_prims = posado.prims.len(); let px = render_ser(&hal, &mut renderer, &grid, posado); let cov = coverage(&px); let out = format!("{dir}/ser_sdf_{nombre}.png"); write_png(&px, &out); println!( " {nombre:14} cabezas={:.1} prims={n_prims} → {cov} px cubiertos → {out}", estilo.cabezas ); assert!(cov > 4000, "{nombre}: se renderizó ({cov} px)"); } println!("✓ certificado: seres SDF trazados con el mundo voxel (oclusión + sombra + cara)."); } /// Renderiza el ser SDF sobre el piso voxel, cámara 3/4 al torso/cara. fn render_ser(hal: &Hal, renderer: &mut Renderer, grid: &VoxelGrid, ser: llimphi_3d::SdfSer) -> Vec { let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, grid); vr.sun_dir = normalize([0.4, 0.6, 0.7]); vr.sers.push(ser); // Cámara en coords CENTRADAS (el shader hace `ro = cam_eye + dim/2`): mirar al // centro del cuerpo (~55% de la altura del ser sobre el piso). let alto = 72.0f32; let look = Vec3::new( 0.0, FLOOR_H as f32 + alto * 0.55 - DIM as f32 * 0.5, 0.0, ); let yaw: f32 = std::env::var("YAW").ok().and_then(|s| s.parse().ok()).unwrap_or(28.0); let camera = Camera3d::orbit(look, yaw.to_radians(), 10_f32.to_radians(), alto * 1.9); 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()); let base = vello::Scene::new(); renderer .render_to_view(hal, &base, &view, W, H, Color::from_rgba8(BG[0], BG[1], BG[2], 255)) .expect("base"); let mut enc = hal.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); vr.render(&hal.device, &hal.queue, &mut enc, &view, (W, H), &camera); hal.queue.submit(std::iter::once(enc.finish())); let _ = hal.device.poll(wgpu::PollType::wait_indefinitely()); readback(hal, &inter) } fn normalize(v: [f32; 3]) -> [f32; 3] { let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt().max(1e-6); [v[0] / l, v[1] / l, v[2] / l] } fn coverage(px: &[u8]) -> usize { (0..(W * H) as usize) .filter(|&i| { let o = i * 4; (px[o] as i32 - BG[0] as i32).abs() + (px[o + 1] as i32 - BG[1] as i32).abs() + (px[o + 2] as i32 - BG[2] as i32).abs() > 12 }) .count() } 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 w = enc.write_header().unwrap(); w.write_image_data(pixels).unwrap(); }