//! Prueba de **sombras suaves** de una luz de interior: un piso con un par de //! objetos, iluminado por la lámpara como fuente de área (`PointLight.radius`) → //! penumbra que se abre con la distancia. `point_shadows` activo. //! //! `cargo run -p llimphi-voxel --example lit_demo --release` → `/tmp/window.png` use std::fs::File; use std::io::BufWriter; use llimphi_3d::glam::Vec3; use llimphi_3d::{Atmosphere, Camera3d, 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 = 1100; const H: u32 = 640; const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; fn main() { let dim = [56u32, 44, 52]; let mut g = VoxelGrid::new(dim); let (x0, x1, z0, z1) = (10i32, 44, 10, 42); let floor_h = 3i32; let wall_top = floor_h + 16; let wall = Material::Hormigon.color(); let wa = VoxelGrid::shine_to_alpha(0.0); let glass = Material::Vidrio.color(); let ga = VoxelGrid::shine_to_alpha(Material::Vidrio.brillo()); let put = |g: &mut VoxelGrid, x: i32, y: i32, z: i32, c: [u8; 3], a: u8| { if x >= 0 && y >= 0 && z >= 0 { g.set_rgba(x as u32, y as u32, z as u32, c, a); } }; // Piso. for x in x0..=x1 { for z in z0..=z1 { for y in 0..floor_h { put(&mut g, x, y, z, Material::Ceramica.color(), VoxelGrid::shine_to_alpha(0.0)); } } } // Muros (menos la pared frontal z=z1 → cutaway para la cámara) + techo. for y in floor_h..wall_top { for x in x0..=x1 { put(&mut g, x, y, z0, wall, wa); // pared del fondo } for z in z0..=z1 { put(&mut g, x0, y, z, wall, wa); put(&mut g, x1, y, z, wall, wa); } } for x in x0..=x1 { for z in z0..=z1 { put(&mut g, x, wall_top, z, wall, wa); // techo } } // Ventana de vidrio en la pared del fondo (z0), centrada, a media altura. let wy0 = floor_h + 5; for x in 19..=35 { for y in wy0..(wy0 + 7) { put(&mut g, x, y, z0, glass, ga); } } // Un par de objetos para que se vea el charco de luz y su sombra. stamp_mueble(&mut g, Mueble::Silla, 27, floor_h as u32, 24, 0); stamp_mueble(&mut g, Mueble::Ficus, 34, floor_h as u32, 22, 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, &g); // Sol BAJO detrás del fondo (-z) → el haz entra por la ventana al piso. vr.sun_dir = [0.1, 0.62, -0.62]; vr.atmosphere = Atmosphere { sky_zenith: [8, 10, 18], // interior casi a oscuras → el haz destaca sky_horizon: [70, 80, 110], fog_density: 0.0, god_rays: 0.0, }; vr.point_shadows = true; vr.lights = vec![]; // sólo luz del día eprintln!("cuarto cerrado con una ventana; sol bajo por el fondo"); let camera = Camera3d::orbit( Vec3::new(0.0, 0.0, 2.0), 4_f32.to_radians(), 4_f32.to_radians(), dim[0] as f32 * 0.8, ); let mut scene = Scene3d::new(); let pixels = render(&hal, &mut renderer, &mut scene, &mut vr, &camera); write_png(&pixels, "/tmp/window.png"); eprintln!("escrito /tmp/window.png"); } 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("lit") }); 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 srow = row * padded; pixels.extend_from_slice(&data[srow..srow + 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(); }