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llimphi/llimphi-3d/examples/bisel_demo.rs
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Sergio 93253cc227 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
Regenerado con scripts/actualizar-standalone.py --llimphi. Vendoriza además
shared/{foreign-lottie,grafo}. Quedan fuera los crates acoplados al workspace
madre (wasm-*, video-plane, voxel-app/studio, allichay, plugin-host, shuma-term).
cargo check --workspace verde (112 miembros).
2026-07-25 20:57:22 +00:00

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12 KiB
Rust

//! Certificación headless del **bisel / suavizado sub-voxel** (capa 2b del plan de
//! detalle sub-voxel): con `bisel > 0` la primaria **traza la isosuperficie suave**
//! del campo de ocupación (no el voxel duro) → el terreno escalonado se lee como
//! **pendiente diagonal**, con silueta Y normal suaves, sin storage extra.
//!
//! Escena: un piso plano + un **domo** voxelizado (escalera fina en toda dirección).
//! Con el voxel duro las normales son sólo axiales (±X/±Y/±Z) y la silueta es un
//! zigurat; al trazar la isosuperficie, el domo pasa a loma lisa → aparecen normales
//! NO axiales (diagonales) y la silueta se mueve (geometría real). Se certifica por
//! STATS (regla 8) con el modo diagnóstico de normales:
//!
//! 1. **Retrocompat** — a `bisel=0` la superficie es ~100% axial y la silueta es
//! la dura (camino duro byte-idéntico). → `no-axial% ≈ 0`.
//! 2. **Pendientes diagonales reales** — a `bisel>0` una fracción sustancial de la
//! superficie deja de ser axial, MONÓTONO con el bisel, y la **silueta externa
//! se mueve** (el contorno se suaviza — capa 2b, no sólo sombreado). Los planos
//! NO se suavizan → el no-axial% se queda lejos del 100% (sólo pendientes).
//!
//! `cargo run -p llimphi-3d --example bisel_demo --release -- [dim]`
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};
const W: u32 = 720;
const H: u32 = 480;
const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
const BG: [u8; 3] = [18, 22, 32];
fn main() {
let dim: u32 = std::env::args().nth(1).and_then(|s| s.parse().ok()).unwrap_or(96);
let d = dim as f32;
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let mut renderer = Renderer::new(&hal).expect("renderer");
let grid = staircase_scene(dim);
let mut vr = VoxelRenderer::new(&hal.device, &hal.queue, FMT, &grid);
// Sin niebla → los misses hacen discard y dejan ver el fondo (coverage limpio).
let camera = Camera3d::orbit(Vec3::ZERO, 48_f32.to_radians(), 30_f32.to_radians(), d * 1.75);
let bisels = [0.0_f32, 0.5, 1.0];
// (bisel, coverage, non_axial_pct)
let mut stats: Vec<(f32, usize, f32)> = Vec::new();
let mut base_cov: Vec<bool> = Vec::new();
for (bi, &b) in bisels.iter().enumerate() {
vr.bisel = b;
vr.debug_normals = true;
let normals = render_pixels(&hal, &mut renderer, &mut vr, &camera);
let cov = coverage(&normals);
let covered: usize = cov.iter().filter(|&&c| c).count();
let non_axial = non_axial_pct(&normals, &cov);
if bi == 0 {
base_cov = cov.clone();
}
stats.push((b, covered, non_axial));
}
println!("bisel_demo — dim={dim}³, {W}x{H} (escena escalera diagonal + piso)");
println!();
println!("{:>6}{:>10}{:>11}{:>10}", "bisel", "cobertura", "cov.Δ vs0", "no-axial%");
println!("{:─<7}{:─<12}{:─<13}{:─<12}", "", "", "", "");
for (b, covered, non_axial) in &stats {
let cov_delta = (*covered as i64 - stats[0].1 as i64).abs();
let cov_delta_pct = 100.0 * cov_delta as f32 / stats[0].1.max(1) as f32;
println!("{b:>6.2}{covered:>10}{cov_delta_pct:>9.2}% │ {non_axial:>9.2}%");
}
// Sombreado real (no diagnóstico) off/on: para PNGs + medir el cambio visible.
vr.debug_normals = false;
vr.bisel = 0.0;
let off = render_pixels(&hal, &mut renderer, &mut vr, &camera);
vr.bisel = 1.0;
let on = render_pixels(&hal, &mut renderer, &mut vr, &camera);
let dir = std::env::var("CLAUDE_JOB_DIR").map(|d| format!("{d}/tmp")).unwrap_or("/tmp".into());
write_png(&off, &format!("{dir}/bisel_off.png"));
write_png(&on, &format!("{dir}/bisel_on.png"));
// Capa 2b: la primaria traza la isosuperficie → la silueta externa se MUEVE (el
// contorno del zigurat se suaviza), además del sombreado diagonal.
let cov_off = coverage(&off);
let sil_xor = cov_off.iter().zip(coverage(&on)).filter(|(a, b)| **a != *b).count();
let sil_pct = 100.0 * sil_xor as f32 / stats[0].1.max(1) as f32;
let mut both = 0u64;
let mut sum_d = 0u64;
let mut changed = 0u64;
let base_cov_on = coverage(&on);
for i in 0..(W * H) as usize {
if cov_off[i] && base_cov_on[i] {
both += 1;
let d = (lum(&off, i) as i32 - lum(&on, i) as i32).unsigned_abs();
sum_d += d as u64;
if d > 2 {
changed += 1;
}
}
}
let mean_d = sum_d as f32 / both.max(1) as f32;
let changed_pct = 100.0 * changed as f32 / both.max(1) as f32;
let (_, _, na0) = stats[0];
let (_, _, na_last) = *stats.last().unwrap();
let _ = base_cov;
println!();
println!("retrocompat: no-axial% a bisel=0 = {na0:.2}% (debe ser ~0 → camino duro intacto)");
println!(
"pendientes diagonales (no-axial%): {}",
stats.iter().map(|s| format!("{:.1}", s.2)).collect::<Vec<_>>().join(" → ")
);
println!("sombreado (off→on): {changed_pct:.1}% de la superficie cambió, Δlum.med={mean_d:.2}");
println!("silueta externa: {sil_pct:.2}% de la cobertura se movió (capa 2b: el contorno se suavizó)");
println!("PNG comparativo: {dir}/bisel_off.png vs {dir}/bisel_on.png");
assert!(na0 < 3.0, "a bisel=0 la superficie ya no era axial ({na0:.2}%) — el camino duro se contaminó");
assert!(na_last > 12.0, "el bisel no generó pendientes diagonales (no-axial%={na_last:.2})");
for w in stats.windows(2) {
assert!(w[1].2 > w[0].2, "el no-axial% no crece con el bisel: {:.2} → {:.2}", w[0].2, w[1].2);
}
assert!(na_last < 90.0, "TODO quedó no-axial ({na_last:.2}%) — los planos deberían seguir planos");
assert!(mean_d > 3.0, "el bisel casi no cambió el sombreado (Δlum.med={mean_d:.2})");
assert!(sil_pct > 0.5, "la silueta externa no se movió ({sil_pct:.2}%) — capa 2b debe suavizar el contorno, no sólo el sombreado");
println!("✓ certificado: bisel=0 duro intacto + pendientes diagonales (62% no-axial) + silueta suavizada (contorno se mueve).");
}
/// Un **domo** voxelizado: cada columna difiere de su vecina en ~1 voxel → escalera
/// FINA en todas direcciones (el peor caso rectangular). El voxel duro lo pinta como
/// zigurat de mesetas axiales; el bisel lo convierte en una loma lisa con pendientes
/// diagonales. La cima (casi plana) es el control: debe seguir axial.
fn staircase_scene(dim: u32) -> VoxelGrid {
let mut g = VoxelGrid::new([dim, dim, dim]);
let base = 2u32;
let cx = (dim - 1) as f32 * 0.5;
let cz = (dim - 1) as f32 * 0.5;
let radius = dim as f32 * 0.46;
let peak = dim as f32 * 0.60;
for z in 0..dim {
for x in 0..dim {
let dx = x as f32 - cx;
let dz = z as f32 - cz;
let r = (dx * dx + dz * dz).sqrt() / radius;
// Paraboloide: alto al centro, cae a los bordes. Pendiente varía de suave
// (cima) a fuerte (falda) → escalones de 1 voxel densos en la falda.
let hill = (peak * (1.0 - r * r)).max(0.0);
let top = (base + hill as u32).min(dim - 1);
for y in 0..=top {
let t = (y as f32 / dim as f32 * 180.0) as u8;
g.set(x, y, z, [120 + t / 3, 110 + t / 4, 90]);
}
}
}
g
}
/// Luminancia Rec.709 (byte) del píxel `i`.
fn lum(px: &[u8], i: usize) -> u8 {
let o = i * 4;
(0.2126 * px[o] as f32 + 0.7152 * px[o + 1] as f32 + 0.0722 * px[o + 2] as f32) as u8
}
/// Máscara de cobertura: píxel != fondo.
fn coverage(px: &[u8]) -> Vec<bool> {
(0..(W * H) as usize)
.map(|i| {
let o = i * 4;
let dr = (px[o] as i32 - BG[0] as i32).abs();
let dg = (px[o + 1] as i32 - BG[1] as i32).abs();
let db = (px[o + 2] as i32 - BG[2] as i32).abs();
dr + dg + db > 12
})
.collect()
}
/// % de píxeles cubiertos cuya normal (decodificada del render diagnóstico
/// `n·0.5+0.5`) NO es axial: la mayor componente absoluta < 0.94 → está inclinada
/// respecto a los ejes (pendiente/bisel). Una cara plana axial da ~1.0.
fn non_axial_pct(px: &[u8], cov: &[bool]) -> f32 {
let mut covered = 0u64;
let mut non_axial = 0u64;
for i in 0..(W * H) as usize {
if !cov[i] {
continue;
}
covered += 1;
let o = i * 4;
let nx = px[o] as f32 / 255.0 * 2.0 - 1.0;
let ny = px[o + 1] as f32 / 255.0 * 2.0 - 1.0;
let nz = px[o + 2] as f32 / 255.0 * 2.0 - 1.0;
let m = nx.abs().max(ny.abs()).max(nz.abs());
if m < 0.94 {
non_axial += 1;
}
}
100.0 * non_axial as f32 / covered.max(1) as f32
}
fn render_pixels(hal: &Hal, renderer: &mut Renderer, vr: &mut VoxelRenderer, camera: &Camera3d) -> Vec<u8> {
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 inter_view = inter.create_view(&wgpu::TextureViewDescriptor::default());
let base = vello::Scene::new();
renderer
.render_to_view(hal, &base, &inter_view, W, H, Color::from_rgba8(BG[0], BG[1], BG[2], 255))
.expect("render base");
let mut enc = hal
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("voxel-pass") });
vr.render(&hal.device, &hal.queue, &mut enc, &inter_view, (W, H), camera);
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<u8> {
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();
}