roxlap_render/lib.rs
1//! roxlap-render — unified CPU/GPU renderer facade.
2//!
3//! One [`SceneRenderer`] hides the choice between the CPU opticast
4//! path (`roxlap-core` / `roxlap-scene`, presented via `softbuffer`)
5//! and the GPU compute-shader path (`roxlap-gpu`, presented via its
6//! own wgpu surface). Construction picks the GPU backend when asked
7//! and able, and **falls back to CPU automatically** when WGPU init
8//! fails — so a host never has to branch on GPU availability or carry
9//! the `Scene`→GPU upload/refresh/transform glue itself.
10//!
11//! Hosts stay thin: build a `Scene`, advance it from input, then call
12//! [`SceneRenderer::render`] each frame. The facade owns the window
13//! surface, the framebuffer/z-buffer (CPU) or the resident scene +
14//! dirty-chunk tracking (GPU), and presentation.
15//!
16//! The per-frame flow is `render` → *(optional overlays)* → finish.
17//! Between [`SceneRenderer::render`] and the finishing
18//! [`SceneRenderer::present`] / [`SceneRenderer::paint_egui`] call, a
19//! host may overlay depth-tested world-space lines with
20//! [`SceneRenderer::draw_lines`] (editor gizmos, debug geometry — see
21//! [`Line3`]); they land in the framebuffer, occluded by the rendered
22//! scene, with egui still painting panels on top.
23//!
24//! This is the RF.0 skeleton: backend selection + fallback + a
25//! clear-to-sky frame. RF.1/RF.2 fill in the real CPU/GPU scene
26//! render; RF.3 adds sprites; RF.4 adds framebuffer capture.
27
28#![forbid(unsafe_code)]
29
30mod cpu;
31/// WebGL2 framebuffer presenter for the CPU backend on wasm (the
32/// browser has no `softbuffer`).
33#[cfg(target_arch = "wasm32")]
34mod cpu_blit;
35#[cfg(feature = "hud")]
36mod cpu_egui;
37mod gpu;
38/// Dynamic lighting types (stage DL) — GPU-only sun + point lights.
39mod light;
40
41#[cfg(not(target_arch = "wasm32"))]
42use std::sync::Arc;
43
44use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
45use roxlap_core::opticast::OpticastSettings;
46use roxlap_core::sky::Sky;
47use roxlap_core::Camera;
48use roxlap_formats::voxel_clip::frame_at;
49use roxlap_scene::Scene;
50
51pub use light::{DirectionalLight, LightRig, PointLight};
52pub use roxlap_formats::character::{Attachment, Character, MeshRef};
53/// Animated-GIF → [`VoxelClip`] importer for Doom-style billboard sprites
54/// (stage BB). Behind the `gif` feature; see `PORTING-BILLBOARD.md`.
55#[cfg(feature = "gif")]
56pub use roxlap_formats::gif_import;
57pub use roxlap_formats::kfa::KfaSprite;
58pub use roxlap_formats::kv6::Kv6;
59pub use roxlap_formats::material::{BlendMode, Material};
60/// PNG-sequence / APNG → [`VoxelClip`] importer (stage BB). Behind the `png`
61/// feature; see `PORTING-BILLBOARD.md`.
62#[cfg(feature = "png")]
63pub use roxlap_formats::png_import;
64pub use roxlap_formats::sprite::Sprite;
65pub use roxlap_formats::voxel_clip::{
66 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
67};
68pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
69// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
70// without adding a direct `raw-window-handle` dependency of their own.
71pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
72// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
73// egui version the renderer was built against (`hud` feature).
74#[cfg(feature = "hud")]
75pub use egui;
76
77use crate::cpu::CpuBackend;
78use crate::gpu::GpuBackend;
79
80/// Type-erased display handle stored by the CPU backend's softbuffer
81/// surface. `raw-window-handle` implements `HasDisplayHandle` for
82/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
83/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
84/// for any provider `W`.
85#[cfg(not(target_arch = "wasm32"))]
86pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
87/// Type-erased window handle counterpart to [`DynDisplay`].
88#[cfg(not(target_arch = "wasm32"))]
89pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
90
91/// One placed sprite instance: which [`SpriteSet::models`] entry and
92/// where in the world.
93pub struct SpriteInstanceDesc {
94 pub model: usize,
95 pub pos: [f32; 3],
96}
97
98/// Stable handle to a registered sprite model, returned (one per
99/// [`SpriteSet::models`] entry, in order) by
100/// [`SceneRenderer::set_sprites`]. Pass it to
101/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
102/// re-register that model's geometry after a content edit — so callers
103/// never track the positional `usize` index themselves. Opaque on
104/// purpose: there is no arithmetic to do on it.
105///
106/// Also returned by [`SceneRenderer::add_sprite_model`] for an
107/// incrementally registered model, and accepted by
108/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
109/// to a removed model is **stale**: it resolves to nothing, so passing
110/// it anywhere is a safe no-op. The `gen` (generation) field guards a
111/// future compacting registry; it stays `0` today because model slots
112/// are tombstoned in place and never reused (GPU chain ids are
113/// append-only).
114#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
115pub struct SpriteModelId {
116 pub(crate) slot: u32,
117 pub(crate) gen: u32,
118}
119
120/// Stable handle to a **dynamically added** sprite instance — the result
121/// of [`SceneRenderer::add_sprite_instance`], passed to
122/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
123///
124/// Backends remove instances by swap (O(1)), which moves another instance
125/// into the freed slot; this handle survives that because the facade keeps
126/// the id↔slot mapping up to date. The generation guards against a stale
127/// handle aliasing a recycled slot.
128#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
129pub struct SpriteInstanceId {
130 slot: u32,
131 gen: u32,
132}
133
134/// Facade-side slotmap that turns the backends' swap-remove indexing into
135/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
136/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
137/// owning slot, and a removal fixes up the one slot whose instance was
138/// swapped into the hole.
139#[derive(Default)]
140struct DynInstanceMap {
141 /// Per slot: `(generation, Some(dyn_index) while live)`.
142 slots: Vec<(u32, Option<u32>)>,
143 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
144 /// dynamic sublist (so `order.len()` == the dynamic instance count).
145 order: Vec<u32>,
146 free: Vec<u32>,
147}
148
149impl DynInstanceMap {
150 /// Register a freshly appended instance (always at `dyn_index ==
151 /// order.len()`); returns its stable handle.
152 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
153 debug_assert_eq!(self.order.len() as u32, dyn_index);
154 let slot = self.free.pop().unwrap_or_else(|| {
155 self.slots.push((0, None));
156 (self.slots.len() - 1) as u32
157 });
158 let gen = self.slots[slot as usize].0;
159 self.slots[slot as usize].1 = Some(dyn_index);
160 self.order.push(slot);
161 SpriteInstanceId { slot, gen }
162 }
163
164 /// Resolve a handle to its current backend `dyn_index`, or `None` if
165 /// it's stale / already removed.
166 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
167 let (gen, idx) = *self.slots.get(id.slot as usize)?;
168 (gen == id.gen).then_some(idx).flatten()
169 }
170
171 /// Apply a removal: the backend swap-removed `removed` and reported
172 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
173 /// `None` if `removed` was itself the last).
174 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
175 self.slots[id.slot as usize].1 = None;
176 self.slots[id.slot as usize].0 += 1; // bump generation
177 self.free.push(id.slot);
178 if let Some(last) = moved {
179 let moved_slot = self.order[last as usize];
180 self.slots[moved_slot as usize].1 = Some(removed);
181 self.order[removed as usize] = moved_slot;
182 }
183 self.order.pop();
184 }
185}
186
187/// Facade-side slotmap for registered sprite **models**, mirroring
188/// [`DynInstanceMap`] but **without** the swap-remove fixup: a model
189/// slot maps 1:1 to the backends' positional model index (the GPU LOD
190/// chain id), which is append-only and never reused. A removed model
191/// tombstones its slot *in place* (the backend frees the voxel data but
192/// keeps the id), so a stale [`SpriteModelId`] resolves to `None` → a
193/// safe no-op rather than aliasing another model.
194#[derive(Default)]
195struct DynModelMap {
196 /// Per slot (== backend model index): `(generation, live)`. Slots are
197 /// never reused, so `generation` stays `0`; `live` flips to `false`
198 /// on removal.
199 slots: Vec<(u32, bool)>,
200}
201
202impl DynModelMap {
203 /// Reset to `n` live models with ids `0..n` — used by
204 /// [`SceneRenderer::set_sprites`], which rebuilds the whole model set
205 /// positionally (model index = chain id on both backends).
206 fn reset(&mut self, n: usize) {
207 self.slots.clear();
208 self.slots.resize(n, (0, true));
209 }
210
211 /// Register a freshly appended model at positional index
212 /// `model_index` (always the new `slots.len()`); returns its handle.
213 fn alloc(&mut self, model_index: u32) -> SpriteModelId {
214 debug_assert_eq!(self.slots.len() as u32, model_index);
215 self.slots.push((0, true));
216 SpriteModelId {
217 slot: model_index,
218 gen: 0,
219 }
220 }
221
222 /// Resolve a handle to its backend model index, or `None` if it's
223 /// stale / already removed.
224 fn model_index(&self, id: SpriteModelId) -> Option<usize> {
225 let (gen, live) = *self.slots.get(id.slot as usize)?;
226 (gen == id.gen && live).then_some(id.slot as usize)
227 }
228
229 /// Tombstone a model slot in place. Returns `false` if the handle is
230 /// stale / already removed.
231 fn remove(&mut self, id: SpriteModelId) -> bool {
232 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
233 return false;
234 };
235 if slot.0 != id.gen || !slot.1 {
236 return false;
237 }
238 slot.1 = false;
239 true
240 }
241}
242
243/// Stable handle to a registered animated voxel clip (VCL.4) — the
244/// result of [`SceneRenderer::add_voxel_clip`], passed to
245/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
246/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
247/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
248/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
249/// dynamic + clip layers).
250#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
251pub struct VoxelClipId {
252 slot: u32,
253 gen: u32,
254}
255
256/// Facade-side slotmap for registered voxel clips — mirrors
257/// [`DynModelMap`]: a clip slot maps 1:1 to the backends' positional clip
258/// index (append-only, tombstoned in place on removal, never reused).
259///
260/// `reset` clears the slots **and bumps `epoch`**, which is baked into each
261/// minted id's `gen`. A handle from before a `set_sprites` therefore carries
262/// the old epoch and resolves to `None` rather than silently aliasing the
263/// new clip that re-took its slot.
264#[derive(Default)]
265struct DynClipMap {
266 /// Per slot: `(epoch_at_alloc, live)`.
267 slots: Vec<(u32, bool)>,
268 epoch: u32,
269}
270
271impl DynClipMap {
272 fn alloc(&mut self, clip_index: u32) -> VoxelClipId {
273 debug_assert_eq!(self.slots.len() as u32, clip_index);
274 self.slots.push((self.epoch, true));
275 VoxelClipId {
276 slot: clip_index,
277 gen: self.epoch,
278 }
279 }
280
281 fn clip_index(&self, id: VoxelClipId) -> Option<usize> {
282 let (gen, live) = *self.slots.get(id.slot as usize)?;
283 (gen == id.gen && live).then_some(id.slot as usize)
284 }
285
286 fn remove(&mut self, id: VoxelClipId) -> bool {
287 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
288 return false;
289 };
290 if slot.0 != id.gen || !slot.1 {
291 return false;
292 }
293 slot.1 = false;
294 true
295 }
296
297 fn reset(&mut self) {
298 self.slots.clear();
299 self.epoch = self.epoch.wrapping_add(1);
300 }
301}
302
303/// Stable handle to a registered animated character (VCL.6) — the result
304/// of [`SceneRenderer::add_character`], advanced each frame with
305/// [`advance_character`](SceneRenderer::advance_character) and dropped with
306/// [`remove_character`](SceneRenderer::remove_character). Reset by
307/// [`set_sprites`](SceneRenderer::set_sprites).
308#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
309pub struct CharacterId {
310 slot: u32,
311 gen: u32,
312}
313
314/// Facade-side slotmap for registered characters (mirrors [`DynClipMap`],
315/// including the epoch bump on `reset` so a pre-`set_sprites` handle
316/// resolves to `None` instead of aliasing a new character).
317#[derive(Default)]
318struct CharMap {
319 /// Per slot: `(epoch_at_alloc, live)`.
320 slots: Vec<(u32, bool)>,
321 epoch: u32,
322}
323
324impl CharMap {
325 fn alloc(&mut self, index: u32) -> CharacterId {
326 debug_assert_eq!(self.slots.len() as u32, index);
327 self.slots.push((self.epoch, true));
328 CharacterId {
329 slot: index,
330 gen: self.epoch,
331 }
332 }
333 fn index(&self, id: CharacterId) -> Option<usize> {
334 let (gen, live) = *self.slots.get(id.slot as usize)?;
335 (gen == id.gen && live).then_some(id.slot as usize)
336 }
337 fn remove(&mut self, id: CharacterId) -> bool {
338 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
339 return false;
340 };
341 if slot.0 != id.gen || !slot.1 {
342 return false;
343 }
344 slot.1 = false;
345 true
346 }
347 fn reset(&mut self) {
348 self.slots.clear();
349 self.epoch = self.epoch.wrapping_add(1);
350 }
351}
352
353/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
354/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
355/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
356/// dropped with
357/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
358/// [`set_sprites`](SceneRenderer::set_sprites).
359#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
360pub struct StreamingClipId {
361 slot: u32,
362 gen: u32,
363}
364
365/// Handle to an instance of a streaming clip
366/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
367///
368/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
369/// frame is per-*clip* (all its instances share one re-uploaded model,
370/// advanced by
371/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
372/// a streaming instance is *not* accepted by the per-instance
373/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
374/// trying to scrub two instances of one streaming clip independently is a
375/// compile error, not a silent coupling. (Use a flipbook clip for
376/// per-instance frames.) Move it with
377/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
378/// and drop it with
379/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
380#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
381pub struct StreamingInstanceId(SpriteInstanceId);
382
383/// Facade-side slotmap for streaming clips (mirrors [`CharMap`], epoch bump
384/// on `reset` included).
385#[derive(Default)]
386struct StreamingClipMap {
387 /// Per slot: `(epoch_at_alloc, live)`.
388 slots: Vec<(u32, bool)>,
389 epoch: u32,
390}
391
392impl StreamingClipMap {
393 fn alloc(&mut self, index: u32) -> StreamingClipId {
394 debug_assert_eq!(self.slots.len() as u32, index);
395 self.slots.push((self.epoch, true));
396 StreamingClipId {
397 slot: index,
398 gen: self.epoch,
399 }
400 }
401 fn index(&self, id: StreamingClipId) -> Option<usize> {
402 let (gen, live) = *self.slots.get(id.slot as usize)?;
403 (gen == id.gen && live).then_some(id.slot as usize)
404 }
405 fn remove(&mut self, id: StreamingClipId) -> bool {
406 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
407 return false;
408 };
409 if slot.0 != id.gen || !slot.1 {
410 return false;
411 }
412 slot.1 = false;
413 true
414 }
415 fn reset(&mut self) {
416 self.slots.clear();
417 self.epoch = self.epoch.wrapping_add(1);
418 }
419}
420
421/// One registered streaming clip: the seekable cursor + the single sprite
422/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
423struct StreamingClipState {
424 cursor: StreamingClip,
425 model: SpriteModelId,
426 dims: [u32; 3],
427 pivot: [f32; 3],
428 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
429 /// Re-applied on every per-frame re-upload so the streamed model keeps
430 /// its per-voxel materials as it advances.
431 material_map: Vec<(u32, u8)>,
432}
433
434/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
435/// resolve a frame, plus its own accumulating clock.
436struct ClipClock {
437 durations: Vec<u32>,
438 loop_mode: LoopMode,
439 /// Playback rate, Q8 (256 = 1×).
440 speed_q8: i32,
441 /// Accumulated playback time (ms), seeded from the attachment's
442 /// `start_phase_ms`.
443 clock_ms: f64,
444}
445
446impl ClipClock {
447 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
448 /// frame to show. Shared by character attachments and standalone clip
449 /// players. A negative clock (rewind past 0) reads as frame 0 but is
450 /// kept signed so resuming forward is continuous.
451 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
452 fn tick(&mut self, dt: f64) -> u32 {
453 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
454 frame_at(
455 &self.durations,
456 self.loop_mode,
457 self.clock_ms.max(0.0) as u32,
458 ) as u32
459 }
460
461 /// Retarget this clock to a different clip's timeline (BB.1): swap the
462 /// per-frame `durations` + `loop_mode` and restart at `0`, **preserving
463 /// the playback rate** (`speed_q8`). Used by
464 /// [`SceneRenderer::set_clip_instance_clip`] so swapping a billboard's
465 /// animation keeps its speed / pause policy.
466 fn retarget(&mut self, durations: Vec<u32>, loop_mode: LoopMode) {
467 self.durations = durations;
468 self.loop_mode = loop_mode;
469 self.clock_ms = 0.0;
470 }
471}
472
473/// Facade-side metadata captured for a registered flipbook clip, so editor
474/// queries + the auto-player don't shadow the `DecodedClip`.
475struct ClipMeta {
476 dims: [u32; 3],
477 pivot: [f32; 3],
478 voxel_world_size: f32,
479 durations: Vec<u32>,
480 loop_mode: LoopMode,
481 /// Colour→material map the clip was registered with (TV.3), empty for an
482 /// all-opaque clip. Retained so an in-place
483 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
484 /// the edited frame's voxels instead of dropping its per-voxel materials.
485 material_map: Vec<(u32, u8)>,
486}
487
488/// Public metadata for a registered clip — the inspector view returned by
489/// [`SceneRenderer::clip_metadata`].
490#[derive(Clone, Debug, PartialEq)]
491pub struct ClipMetadata {
492 /// Fixed bounding box (voxels).
493 pub dims: [u32; 3],
494 /// Model pivot (the kv6 pivot frames share).
495 pub pivot: [f32; 3],
496 /// Render scale (1 voxel = this many world units).
497 pub voxel_world_size: f32,
498 /// Playback wrap behaviour.
499 pub loop_mode: LoopMode,
500 /// Number of frames.
501 pub frame_count: usize,
502 /// Per-frame durations (ms), one per frame.
503 pub durations: Vec<u32>,
504 /// Total loop length (ms) — sum of `durations`.
505 pub total_ms: u32,
506}
507
508/// What an auto-advancing [`ClipPlayer`] (#6) drives each
509/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
510/// clip's frame is per-instance; a streaming clip's is per-clip (its
511/// instances share one model), so the targets differ.
512#[derive(Clone, Copy)]
513enum PlayerTarget {
514 Flipbook(SpriteInstanceId),
515 Streaming(StreamingClipId),
516}
517
518/// A standalone clip given its own playback clock (#6): the host calls
519/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
520/// `set_clip_instance_frame`.
521struct ClipPlayer {
522 target: PlayerTarget,
523 clock: ClipClock,
524 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
525 /// leaves the clock (and frame) untouched — the editor's play/pause.
526 paused: bool,
527}
528
529/// One live bone attachment: which bone drives it, its local offset, the
530/// renderer instance it owns, and (for a clip target) its playback clock.
531struct AttachInst {
532 bone: usize,
533 local_offset: roxlap_formats::xform::BoneXform,
534 inst: SpriteInstanceId,
535 clip: Option<ClipClock>,
536}
537
538/// A live animated character: the hinge skeleton (the bone-transform
539/// solver) + one [`AttachInst`] per bone attachment.
540struct CharInstance {
541 skeleton: KfaSprite,
542 attaches: Vec<AttachInst>,
543 /// Sprite models + voxel clips this character registered, so
544 /// [`remove_character`](SceneRenderer::remove_character) can free them
545 /// (otherwise they leak until the next `set_sprites`).
546 models: Vec<SpriteModelId>,
547 clips: Vec<VoxelClipId>,
548}
549
550/// Orientation + position for a dynamic sprite instance — the per-frame
551/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
552/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
553///
554/// `right`/`up`/`forward` are the instance's local axes expressed in
555/// world space (the columns of the model→world rotation), mapping
556/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
557/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
558/// orthonormal — a uniform/non-uniform scale or shear is fine. A
559/// near-singular basis falls through the renderer's degenerate-basis
560/// guards and the instance silently skips that frame rather than
561/// panicking. [`Default`] is the identity basis (axis-aligned).
562#[derive(Clone, Copy, Debug)]
563pub struct DynSpriteTransform {
564 /// Instance world position (the kv6 pivot maps here).
565 pub pos: [f32; 3],
566 /// Local +x in world space ↦ [`Sprite::s`].
567 pub right: [f32; 3],
568 /// Local +y in world space ↦ [`Sprite::h`].
569 pub up: [f32; 3],
570 /// Local +z in world space ↦ [`Sprite::f`].
571 pub forward: [f32; 3],
572}
573
574impl Default for DynSpriteTransform {
575 fn default() -> Self {
576 Self {
577 pos: [0.0, 0.0, 0.0],
578 right: [1.0, 0.0, 0.0],
579 up: [0.0, 1.0, 0.0],
580 forward: [0.0, 0.0, 1.0],
581 }
582 }
583}
584
585impl DynSpriteTransform {
586 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
587 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
588 /// model→world columns). Both backends keep the rest of the template
589 /// (`kv6`, `flags`) and only overwrite the pose.
590 pub(crate) fn apply_to(self, s: &mut Sprite) {
591 s.p = self.pos;
592 s.s = self.right;
593 s.h = self.up;
594 s.f = self.forward;
595 }
596}
597
598/// How a billboard instance turns to face the camera (BB.2). Set per
599/// instance via [`SceneRenderer::add_billboard_instance`] /
600/// [`set_billboard_mode`](SceneRenderer::set_billboard_mode); applied each
601/// [`face_billboards_to`](SceneRenderer::face_billboards_to).
602#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
603pub enum BillboardMode {
604 /// Not auto-oriented — the host drives its transform directly. Default
605 /// (so a billboard record with no mode is inert).
606 #[default]
607 None,
608 /// Yaw-only: the slab stays vertical (image up = world up) and rotates
609 /// about the vertical axis to face the camera. The Doom/Build default —
610 /// its cast shadow stays sane (a vertical card) as the camera orbits.
611 Cylindrical,
612 /// Full face: the slab is always perpendicular to the camera direction
613 /// (pitches with the view). Ideal head-on, but its cast shadow rotates
614 /// as you orbit.
615 Spherical,
616}
617
618/// How a sprite/billboard instance derives its **shading normal** (BB.2b) —
619/// a per-instance choice that rides the sprite `flags`. A camera-facing
620/// billboard's DDA face normal tracks the camera, so its `N·L` would shift as
621/// you orbit; `WorldUp` / `AmbientOnly` tame that. Only affects the dynamic
622/// lighting path (a disabled rig is unaffected). Set via
623/// [`set_sprite_instance_lighting`](SceneRenderer::set_sprite_instance_lighting)
624/// or [`BillboardActorDef::lighting`].
625#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
626pub enum BillboardLighting {
627 /// The DDA hit-face normal — today's DL.7 look (default).
628 #[default]
629 FaceNormal,
630 /// A fixed world-up normal: stable directional shading regardless of the
631 /// camera angle.
632 WorldUp,
633 /// Ambient only — no sun / point-light direct term, the flattest,
634 /// most Doom-faithful cutout look (still scaled by the scene's ambient
635 /// level, so it dims in a dim scene).
636 AmbientOnly,
637 /// Full-bright / **emissive** — the voxel colour at full intensity,
638 /// ignoring all lighting. The right look for glows (fire, spell auras,
639 /// muzzle flashes) and markers that shouldn't darken in shadow.
640 FullBright,
641}
642
643/// One camera-facing billboard instance (BB.2): the clip/sprite instance it
644/// drives, its world position, and how it orients.
645struct BillboardRec {
646 id: SpriteInstanceId,
647 pos: [f32; 3],
648 mode: BillboardMode,
649}
650
651/// roxlap world up — voxlap is z-down, so up is `-z` (matches the
652/// scene-demo camera builder + the lighting bake's z convention). Billboard
653/// orientation assumes this; an app with a different up convention would
654/// need this generalised (not exposed yet — YAGNI).
655const BILLBOARD_UP: [f32; 3] = [0.0, 0.0, -1.0];
656
657fn bb_norm(v: [f32; 3]) -> Option<[f32; 3]> {
658 let m = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
659 (m > 1e-6).then(|| [v[0] / m, v[1] / m, v[2] / m])
660}
661
662fn bb_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
663 [
664 a[1] * b[2] - a[2] * b[1],
665 a[2] * b[0] - a[0] * b[2],
666 a[0] * b[1] - a[1] * b[0],
667 ]
668}
669
670/// The camera-facing basis for a billboard at `pos` (the slab's local axes:
671/// `+x` = image horizontal, `+y` = normal toward the camera, `+z` = image
672/// vertical). Returns `None` for [`BillboardMode::None`] or a degenerate
673/// pose (camera on the sprite's vertical axis for cylindrical; looking
674/// straight along world-up for spherical) — the caller then skips it.
675fn billboard_transform(
676 pos: [f32; 3],
677 cam: [f64; 3],
678 mode: BillboardMode,
679) -> Option<DynSpriteTransform> {
680 #[allow(clippy::cast_possible_truncation)]
681 let to_cam = [
682 cam[0] as f32 - pos[0],
683 cam[1] as f32 - pos[1],
684 cam[2] as f32 - pos[2],
685 ];
686 // `+y` = slab normal toward the camera (horizontal-only for cylindrical).
687 let ny = match mode {
688 BillboardMode::Cylindrical => bb_norm([to_cam[0], to_cam[1], 0.0])?,
689 BillboardMode::Spherical => bb_norm(to_cam)?,
690 BillboardMode::None => return None,
691 };
692 // `+x` = image horizontal = screen-right (non-mirrored): up × normal.
693 let nx = bb_norm(bb_cross(BILLBOARD_UP, ny))?;
694 // `+z` = image vertical (≈ world up; exactly world up for cylindrical).
695 let nz = bb_cross(ny, nx);
696 Some(DynSpriteTransform {
697 pos,
698 right: nx,
699 up: ny,
700 forward: nz,
701 })
702}
703
704/// Apply shadow cast/receive booleans to a sprite `flags` word in place
705/// (XS.4 bits 4/5), preserving the other bits. Shared by both backends'
706/// per-instance shadow-flag setters (BB.3).
707pub(crate) fn apply_shadow_flags(flags: &mut u32, casts: bool, receives: bool) {
708 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
709 if casts {
710 *flags &= !SPRITE_FLAG_NO_SHADOW_CAST;
711 } else {
712 *flags |= SPRITE_FLAG_NO_SHADOW_CAST;
713 }
714 if receives {
715 *flags &= !SPRITE_FLAG_NO_SHADOW_RECEIVE;
716 } else {
717 *flags |= SPRITE_FLAG_NO_SHADOW_RECEIVE;
718 }
719}
720
721/// Apply a [`BillboardLighting`] mode to a sprite `flags` word in place
722/// (BB.2b bits 6/7), preserving the other bits. Shared by both backends'
723/// per-instance lighting setters.
724pub(crate) fn apply_lighting_flags(flags: &mut u32, mode: BillboardLighting) {
725 use roxlap_formats::sprite::{SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP};
726 *flags &= !(SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY);
727 match mode {
728 BillboardLighting::FaceNormal => {}
729 BillboardLighting::WorldUp => *flags |= SPRITE_FLAG_LIGHT_WORLD_UP,
730 BillboardLighting::AmbientOnly => *flags |= SPRITE_FLAG_LIGHT_AMBIENT_ONLY,
731 // Full-bright is encoded as both bits set (the decoders check it first).
732 BillboardLighting::FullBright => {
733 *flags |= SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY;
734 }
735 }
736}
737
738// ---- billboard actors (BB.4) --------------------------------------------
739
740/// Stable handle to a [`BillboardActor`](SceneRenderer::add_billboard_actor)
741/// — a high-level directional billboard managed by the renderer (it owns one
742/// clip instance, picks the directional clip by view angle, and plays a
743/// named-state animation). Reset by [`set_sprites`](SceneRenderer::set_sprites);
744/// a removed actor's handle is stale → a safe no-op.
745#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
746pub struct BillboardActorId {
747 slot: u32,
748 gen: u32,
749}
750
751/// One animation state of a [`BillboardActorDef`]: its name plus the clips
752/// for each viewing direction. `dirs.len()` may be `1` (non-directional),
753/// `8` (classic Doom rotations), or any `N` (uniform angular bins). Index 0
754/// is the view-from-front (camera in the actor's facing direction),
755/// increasing counter-clockwise.
756pub struct ActorState {
757 pub name: &'static str,
758 pub dirs: Vec<VoxelClipId>,
759}
760
761/// Recipe for [`add_billboard_actor`](SceneRenderer::add_billboard_actor).
762pub struct BillboardActorDef {
763 /// Animation states (≥1, each with ≥1 directional clip). The first is
764 /// the initial state.
765 pub states: Vec<ActorState>,
766 /// How the slab turns to face the camera (default [`BillboardMode::Cylindrical`]).
767 pub mode: BillboardMode,
768 /// Shading-normal mode (BB.2b; default [`BillboardLighting::FaceNormal`]).
769 pub lighting: BillboardLighting,
770 /// Playback rate of the state animation, Q8 (256 = 1×).
771 pub speed_q8: i32,
772 pub casts_shadow: bool,
773 pub receives_shadow: bool,
774}
775
776impl Default for BillboardActorDef {
777 fn default() -> Self {
778 Self {
779 states: Vec::new(),
780 mode: BillboardMode::Cylindrical,
781 lighting: BillboardLighting::FaceNormal,
782 speed_q8: 256,
783 casts_shadow: true,
784 receives_shadow: true,
785 }
786 }
787}
788
789/// A live directional billboard: one clip instance whose directional clip is
790/// reselected by view angle and whose animation plays a named state.
791struct BillboardActor {
792 inst: SpriteInstanceId,
793 states: Vec<ActorState>,
794 cur_state: usize,
795 pos: [f32; 3],
796 /// World yaw the actor "faces" (radians); the dir picker compares the
797 /// camera's bearing against it.
798 facing_yaw: f64,
799 mode: BillboardMode,
800 clock: ClipClock,
801 /// The directional clip currently shown, to avoid redundant clip swaps.
802 showing: Option<VoxelClipId>,
803 speed_q8: i32,
804}
805
806impl BillboardActor {
807 /// Pick the directional clip index for a camera at `cam` (world). See
808 /// [`dir_index`].
809 fn pick_dir(&self, cam: [f64; 3]) -> usize {
810 dir_index(
811 self.pos,
812 self.facing_yaw,
813 cam,
814 self.states[self.cur_state].dirs.len(),
815 )
816 }
817}
818
819/// Bin a camera's bearing (relative to an actor at `pos` facing `facing_yaw`)
820/// into one of `n` viewing-direction sectors. Index 0 = viewed-from-front
821/// (camera in the actor's facing direction), increasing counter-clockwise.
822/// `n <= 1` or a camera directly above/below ⇒ 0.
823fn dir_index(pos: [f32; 3], facing_yaw: f64, cam: [f64; 3], n: usize) -> usize {
824 if n <= 1 {
825 return 0;
826 }
827 let dx = cam[0] - f64::from(pos[0]);
828 let dy = cam[1] - f64::from(pos[1]);
829 if dx * dx + dy * dy < 1e-12 {
830 return 0; // camera directly above/below → no horizontal bearing
831 }
832 let rel = (dy.atan2(dx) - facing_yaw).rem_euclid(std::f64::consts::TAU);
833 let sector = std::f64::consts::TAU / n as f64;
834 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
835 let idx = (rel / sector).round() as usize % n;
836 idx
837}
838
839/// Facade-side slotmap for billboard actors — mirrors [`DynClipMap`]
840/// (append-only, tombstoned in place, epoch-bumped on `reset` so a
841/// pre-`set_sprites` handle resolves to `None`).
842#[derive(Default)]
843struct BillboardActorMap {
844 slots: Vec<(u32, bool)>,
845 epoch: u32,
846}
847
848impl BillboardActorMap {
849 fn alloc(&mut self, index: u32) -> BillboardActorId {
850 debug_assert_eq!(self.slots.len() as u32, index);
851 self.slots.push((self.epoch, true));
852 BillboardActorId {
853 slot: index,
854 gen: self.epoch,
855 }
856 }
857 fn index(&self, id: BillboardActorId) -> Option<usize> {
858 let (gen, live) = *self.slots.get(id.slot as usize)?;
859 (gen == id.gen && live).then_some(id.slot as usize)
860 }
861 fn remove(&mut self, id: BillboardActorId) -> bool {
862 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
863 return false;
864 };
865 if slot.0 != id.gen || !slot.1 {
866 return false;
867 }
868 slot.1 = false;
869 true
870 }
871 fn reset(&mut self) {
872 self.slots.clear();
873 self.epoch = self.epoch.wrapping_add(1);
874 }
875}
876
877/// Backend-agnostic sprite description. The facade builds the CPU
878/// per-instance draw list and the GPU instanced registry from the
879/// same data, so both backends show identical sprites. The host owns
880/// content (which models, where, recolouring) — building a recoloured
881/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
882pub struct SpriteSet {
883 /// Distinct voxel models (KV6 + base orientation). Instances index
884 /// into this; their position overrides the model's.
885 pub models: Vec<Sprite>,
886 pub instances: Vec<SpriteInstanceDesc>,
887 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
888 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
889 pub carve_model: Option<usize>,
890}
891
892/// Per-frame inputs both backends consume. The host builds the
893/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
894/// everything else (pool config, sky fill, render, present).
895pub struct FrameParams<'a> {
896 /// CPU opticast settings (scan distance, mip ladder, framebuffer
897 /// geometry). Ignored by the GPU backend.
898 pub settings: &'a OpticastSettings,
899 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
900 /// the clear colour if no scene renders.
901 pub sky_color: u32,
902 /// Optional sky panorama for the CPU rasterizer's sky sampling.
903 pub sky: Option<&'a Sky>,
904 /// CPU fog: packed colour + max scan distance (voxels). `0` scan
905 /// distance disables CPU fog.
906 pub fog_color: u32,
907 pub fog_max_scan_dist: i32,
908 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
909 /// out-of-bounds cameras).
910 pub treat_z_max_as_air: bool,
911 /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
912 /// Ignored by the CPU backend.
913 pub gpu_mip_scan_dist: f32,
914 /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
915 pub gpu_max_outer_steps: u32,
916 /// GPU vertical field of view (radians). Ignored by the CPU
917 /// backend (it derives projection from [`OpticastSettings`]).
918 pub gpu_fov_y_rad: f32,
919 /// Whether to draw the renderer's sprites this frame. Both backends
920 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
921 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
922 /// is needed — this is just the on/off opt-in. `false` skips sprite
923 /// drawing.
924 pub draw_sprites: bool,
925 /// Per-face directional shading for the voxel grids — voxlap's
926 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
927 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
928 /// entry darkens the faces pointing that way; the host typically
929 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
930 /// `sideshademode` off (no per-side shading), so existing hosts and
931 /// the oracle goldens are unaffected. Applied each frame by **both**
932 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
933 /// pass by darkening a hit voxel's brightness by the hit face's
934 /// shade (the face taken from the DDA's last-stepped axis).
935 pub side_shades: [i8; 6],
936 /// Dynamic lighting (stage DL) — runtime sun + point lights + stylized
937 /// shadows. **GPU-only**: the CPU backend ignores this and keeps
938 /// multiplying the baked ambient byte. `None` (the default for hosts
939 /// that don't set it) ⇒ exactly the pre-DL render, both backends. The
940 /// baked brightness byte is reinterpreted as the ambient/AO channel;
941 /// direct light composites on top (`albedo*ambient + Σ direct`).
942 pub lights: Option<LightRig<'a>>,
943}
944
945/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
946/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
947/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
948/// (transform-correct for rotated / translated grids).
949#[derive(Clone, Copy, PartialEq, Debug)]
950pub struct PickHit {
951 pub world: [f32; 3],
952 pub grid: roxlap_scene::GridId,
953 pub voxel: glam::IVec3,
954}
955
956/// A world-space view ray: the canonical unproject output of
957/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
958/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
959/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
960/// intersect it with a plane for tile selection.
961#[derive(Clone, Copy, PartialEq, Debug)]
962pub struct Ray {
963 pub origin: glam::DVec3,
964 pub dir: glam::DVec3,
965}
966
967/// A world-space line segment to draw over a rendered frame via
968/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
969/// grids, axes, hover wireframes), debug paths, etc.
970#[derive(Clone, Copy, PartialEq, Debug)]
971pub struct Line3 {
972 /// World-space endpoints (voxel units), in the same frame the
973 /// rendered scene + `camera` use.
974 pub a: [f64; 3],
975 pub b: [f64; 3],
976 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
977 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
978 pub color: u32,
979 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
980 pub width_px: f32,
981 /// `true`: the segment is occluded by nearer rendered geometry
982 /// (depth-tested against the frame's z-buffer). `false`: always on
983 /// top (e.g. a hover highlight that should show through the model).
984 pub depth_test: bool,
985}
986
987/// A handle to an uploaded image-sprite texture, returned by
988/// [`SceneRenderer::upload_image`]. Positional (like [`SpriteModelId`]):
989/// it indexes the backend's texture store. Pass it in an [`ImageSprite`]
990/// for [`SceneRenderer::draw_images`], or to
991/// [`drop_image`](SceneRenderer::drop_image) to release it. Opaque on
992/// purpose — there's no arithmetic to do on it.
993#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
994pub struct ImageId(pub(crate) usize);
995
996/// How an [`ImageSprite`]'s quad is oriented in the world.
997#[derive(Clone, Copy, PartialEq, Debug)]
998pub enum ImageFacing {
999 /// Fixed in world space: the quad lies in the plane spanned by `u`
1000 /// (the image's +column / width direction) and `v` (its +row /
1001 /// height direction). Both are world-space directions; their length
1002 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
1003 /// the plane's axes directly. Row 0 of the image is the `origin`
1004 /// edge and rows grow along `v`.
1005 World { u: [f32; 3], v: [f32; 3] },
1006 /// Always faces the camera (billboard); `up` is the world direction
1007 /// the image's top edge points toward (e.g. world `-Z` for the
1008 /// scene-demo's z-down world, or any "up" the host prefers).
1009 Billboard { up: [f32; 3] },
1010}
1011
1012/// One placed 2D image sprite for the current frame: a flat textured
1013/// quad in world space, composited over the rendered scene with the
1014/// frame's depth buffer (so the voxel model can occlude it). Built per
1015/// frame and passed to [`SceneRenderer::draw_images`], mirroring
1016/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
1017/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
1018///
1019/// [`image`]: ImageSprite::image
1020#[derive(Clone, Copy, PartialEq, Debug)]
1021pub struct ImageSprite {
1022 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
1023 pub image: ImageId,
1024 /// World position of the quad's **top-left** corner — the image's
1025 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
1026 /// facing's `u` and `size[1]` along its `v`.
1027 pub origin: [f32; 3],
1028 /// World orientation of the quad — fixed in world or camera-facing.
1029 pub facing: ImageFacing,
1030 /// World size of the quad along `u` and `v`. For pixel-art traced at
1031 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
1032 pub size: [f32; 2],
1033 /// Multiplied into every sampled texel (tint + opacity), `0xAARRGGBB`.
1034 /// `0xFFFFFFFF` draws the texture unchanged; the high byte scales
1035 /// the texel alpha (e.g. `0x80FFFFFF` = 50 % opacity).
1036 pub tint: u32,
1037 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
1038 /// this are discarded outright (not blended) — crisp pixel-art edges
1039 /// instead of a semi-transparent haze, and the same threshold decides
1040 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
1041 /// plain straight-alpha over-blend (every non-zero texel draws).
1042 pub alpha_cutoff: f32,
1043 /// `true`: occluded by nearer rendered geometry (depth-tested against
1044 /// the frame's depth buffer, with a bias so a quad resting on a
1045 /// coincident voxel face doesn't z-fight). `false`: always on top.
1046 pub depth_test: bool,
1047 /// `true`: draw regardless of which way the quad faces (no backface
1048 /// cull) — what reference images usually want. `false`: cull when the
1049 /// quad faces away from the camera. Ignored for
1050 /// [`ImageFacing::Billboard`] (it always faces the camera).
1051 pub double_sided: bool,
1052}
1053
1054/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
1055/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
1056/// resolves [`ImageSprite::facing`] into corners and culls back-facing
1057/// quads once, so both backends draw from the same geometry.
1058#[derive(Clone, Copy, Debug)]
1059pub(crate) struct QuadDraw {
1060 pub corners: [[f32; 3]; 4],
1061 pub image: ImageId,
1062 pub tint: u32,
1063 pub depth_test: bool,
1064 pub alpha_cutoff: f32,
1065}
1066
1067/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
1068/// `uv` is the normalised position within the quad (`(0,0)` = top-left
1069/// corner); `texel` is the matching source-image pixel; `world` is the
1070/// hit point; `t` is its euclidean distance from the camera.
1071#[derive(Clone, Copy, PartialEq, Debug)]
1072pub struct ImagePickHit {
1073 pub image: ImageId,
1074 pub uv: [f32; 2],
1075 pub texel: (u32, u32),
1076 pub world: [f32; 3],
1077 pub t: f32,
1078}
1079
1080/// Which renderer a [`SceneRenderer`] resolved to at construction.
1081#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1082pub enum Backend {
1083 /// `roxlap-core` opticast, presented via `softbuffer`.
1084 Cpu,
1085 /// `roxlap-gpu` compute marcher, presented via wgpu.
1086 Gpu,
1087}
1088
1089/// Construction-time options for [`SceneRenderer::new`].
1090pub struct RenderOptions {
1091 /// Try the GPU backend first. When `false`, or when GPU init
1092 /// fails, the renderer uses the CPU backend.
1093 pub want_gpu: bool,
1094 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
1095 /// backend is selected.
1096 pub gpu: GpuRendererSettings,
1097 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
1098 /// with until a scene render lands. Also the CPU sky-miss colour
1099 /// default if a frame supplies none.
1100 pub clear_sky: u32,
1101 /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
1102 /// sizing — the largest combined grid `vsid` the CPU rasterizer
1103 /// will see. Pre-sizing keeps later frames allocation-free.
1104 pub cpu_max_grid_vsid: u32,
1105 /// CPU strip-parallel render thread count (capped to the rayon
1106 /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
1107 /// slot per thread.
1108 pub cpu_render_threads: usize,
1109}
1110
1111impl Default for RenderOptions {
1112 fn default() -> Self {
1113 Self {
1114 want_gpu: false,
1115 gpu: GpuRendererSettings::default(),
1116 clear_sky: 0x0099_b3d9,
1117 // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
1118 // combined ground grid.
1119 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
1120 cpu_render_threads: 4,
1121 }
1122 }
1123}
1124
1125/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
1126/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
1127/// voxel face isn't rejected as "occluded".
1128const PICK_DEPTH_BIAS: f32 = 0.5;
1129
1130// --- image-sprite geometry helpers (shared by both backends) ---
1131
1132fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1133 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
1134}
1135fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1136 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
1137}
1138fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
1139 [a[0] * s, a[1] * s, a[2] * s]
1140}
1141fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
1142 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
1143}
1144fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1145 [
1146 a[1] * b[2] - a[2] * b[1],
1147 a[2] * b[0] - a[0] * b[2],
1148 a[0] * b[1] - a[1] * b[0],
1149 ]
1150}
1151fn v_norm(a: [f32; 3]) -> [f32; 3] {
1152 let len = v_dot(a, a).sqrt();
1153 if len < 1e-12 {
1154 a
1155 } else {
1156 v_scale(a, 1.0 / len)
1157 }
1158}
1159
1160/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
1161/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
1162/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
1163/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
1164/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
1165/// affine coords exactly for a (possibly skew) parallelogram. Standalone
1166/// so the geometry is unit-testable without a renderer.
1167fn ray_quad_uv(
1168 origin: [f32; 3],
1169 dir: [f32; 3],
1170 corners: &[[f32; 3]; 4],
1171) -> Option<([f32; 2], f32)> {
1172 let [tl, tr, bl, _br] = *corners;
1173 let ue = v_sub(tr, tl); // +u edge (width)
1174 let ve = v_sub(bl, tl); // +v edge (height)
1175 let n = v_cross(ue, ve);
1176 let denom = v_dot(dir, n);
1177 if denom.abs() < 1e-12 {
1178 return None; // ray parallel to the quad's plane
1179 }
1180 let t = v_dot(v_sub(tl, origin), n) / denom;
1181 if t <= 1e-6 {
1182 return None; // behind / at the origin
1183 }
1184 let p = v_add(origin, v_scale(dir, t));
1185 let rel = v_sub(p, tl);
1186 let guu = v_dot(ue, ue);
1187 let guv = v_dot(ue, ve);
1188 let gvv = v_dot(ve, ve);
1189 let det = guu * gvv - guv * guv;
1190 if det.abs() < 1e-12 {
1191 return None; // degenerate quad
1192 }
1193 let wu = v_dot(rel, ue);
1194 let wv = v_dot(rel, ve);
1195 let a = (gvv * wu - guv * wv) / det;
1196 let b = (guu * wv - guv * wu) / det;
1197 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
1198 return None; // outside the quad
1199 }
1200 Some(([a, b], t))
1201}
1202
1203/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
1204/// BR`), or `None` when a `double_sided == false` world quad faces away
1205/// from the camera (back-face cull) or its plane is degenerate. The
1206/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
1207/// test.
1208fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
1209 let cam_pos = [
1210 camera.pos[0] as f32,
1211 camera.pos[1] as f32,
1212 camera.pos[2] as f32,
1213 ];
1214 let cam_fwd = v_norm([
1215 camera.forward[0] as f32,
1216 camera.forward[1] as f32,
1217 camera.forward[2] as f32,
1218 ]);
1219
1220 let (u_hat, v_hat) = match sprite.facing {
1221 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
1222 ImageFacing::Billboard { up } => {
1223 // Horizontal axis ⟂ both the view direction and `up`; fall
1224 // back to the camera right when `up` is parallel to the view.
1225 let mut u_hat = v_norm(v_cross(up, cam_fwd));
1226 if v_dot(u_hat, u_hat) < 1e-12 {
1227 u_hat = v_norm([
1228 camera.right[0] as f32,
1229 camera.right[1] as f32,
1230 camera.right[2] as f32,
1231 ]);
1232 }
1233 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
1234 // so the top edge ends up toward `up`.
1235 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
1236 if v_dot(v_hat, up) > 0.0 {
1237 v_hat = v_scale(v_hat, -1.0);
1238 }
1239 (u_hat, v_hat)
1240 }
1241 };
1242
1243 let du = v_scale(u_hat, sprite.size[0]);
1244 let dv = v_scale(v_hat, sprite.size[1]);
1245 let tl = sprite.origin;
1246 let tr = v_add(tl, du);
1247 let bl = v_add(tl, dv);
1248 let br = v_add(tr, dv);
1249
1250 // Back-face cull for fixed world quads (billboards always face us).
1251 if !sprite.double_sided {
1252 if let ImageFacing::World { .. } = sprite.facing {
1253 let normal = v_cross(du, dv);
1254 // Front-facing when the quad normal points toward the camera.
1255 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
1256 return None;
1257 }
1258 }
1259 }
1260
1261 Some(QuadDraw {
1262 corners: [tl, tr, bl, br],
1263 image: sprite.image,
1264 tint: sprite.tint,
1265 depth_test: sprite.depth_test,
1266 alpha_cutoff: sprite.alpha_cutoff,
1267 })
1268}
1269
1270/// Renderer-internal backend; never exposes wgpu or softbuffer types.
1271/// The GPU variant owns the whole wgpu device/queue/pipelines, so
1272/// it's boxed to keep the enum small.
1273enum BackendImpl {
1274 // Both variants boxed so the enum stays small regardless of which
1275 // backend's state is larger (clippy::large_enum_variant).
1276 Cpu(Box<CpuBackend>),
1277 Gpu(Box<GpuBackend>),
1278}
1279
1280/// Unified renderer over the CPU and GPU paths. See the crate docs.
1281pub struct SceneRenderer {
1282 inner: BackendImpl,
1283 /// Handles for dynamically added sprite instances (see
1284 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
1285 dyn_map: DynInstanceMap,
1286 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
1287 /// and the models returned by [`Self::set_sprites`]). Reset by
1288 /// [`Self::set_sprites`].
1289 model_map: DynModelMap,
1290 /// Handles for registered animated voxel clips (see
1291 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
1292 clip_map: DynClipMap,
1293 /// Handles for registered animated characters (see
1294 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
1295 char_map: CharMap,
1296 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
1297 char_instances: Vec<CharInstance>,
1298 /// Handles for registered streaming clips (see
1299 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1300 streaming_map: StreamingClipMap,
1301 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1302 /// to `streaming_map` slots; `None` once removed (#3).
1303 streaming_clips: Vec<Option<StreamingClipState>>,
1304 /// Metadata per registered flipbook clip, indexed by the backend clip
1305 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1306 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1307 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1308 /// [`Self::set_sprites`].
1309 clip_meta: Vec<ClipMeta>,
1310 /// Auto-advancing clip players (#6); ticked by
1311 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1312 clip_players: Vec<ClipPlayer>,
1313 /// Camera-facing billboard instances (BB.2): each carries its world
1314 /// position + mode, re-oriented every [`Self::face_billboards_to`].
1315 /// Reset by [`Self::set_sprites`].
1316 billboards: Vec<BillboardRec>,
1317 /// Handles for high-level directional billboard actors (BB.4). Reset by
1318 /// [`Self::set_sprites`].
1319 actor_map: BillboardActorMap,
1320 /// Live billboard-actor runtimes, parallel to `actor_map` slots; `None`
1321 /// once removed. Driven by [`Self::update_billboard_actors`].
1322 billboard_actors: Vec<Option<BillboardActor>>,
1323}
1324
1325impl SceneRenderer {
1326 /// Build a renderer for `window` — any [`raw-window-handle`]
1327 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1328 /// window's initial physical framebuffer size in pixels; thereafter
1329 /// the host reports changes via [`Self::resize`]. Passing the size
1330 /// explicitly keeps the facade decoupled from any one windowing
1331 /// library's size API.
1332 ///
1333 /// Selects the GPU backend when `opts.want_gpu` and WGPU
1334 /// initialises; otherwise the CPU backend. **Never fails** — a
1335 /// missing/incompatible GPU silently yields the CPU path (the
1336 /// message is logged to stderr).
1337 ///
1338 /// [`raw-window-handle`]: raw_window_handle
1339 #[cfg(not(target_arch = "wasm32"))]
1340 #[must_use]
1341 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1342 where
1343 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1344 {
1345 if opts.want_gpu {
1346 match GpuBackend::new(window.clone(), size, opts) {
1347 Ok(g) => {
1348 return Self {
1349 inner: BackendImpl::Gpu(Box::new(g)),
1350 dyn_map: DynInstanceMap::default(),
1351 model_map: DynModelMap::default(),
1352 clip_map: DynClipMap::default(),
1353 char_map: CharMap::default(),
1354 char_instances: Vec::new(),
1355 streaming_map: StreamingClipMap::default(),
1356 streaming_clips: Vec::new(),
1357 clip_meta: Vec::new(),
1358 clip_players: Vec::new(),
1359 billboards: Vec::new(),
1360 actor_map: BillboardActorMap::default(),
1361 billboard_actors: Vec::new(),
1362 };
1363 }
1364 Err(e) => {
1365 eprintln!(
1366 "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
1367 );
1368 }
1369 }
1370 }
1371 Self {
1372 inner: BackendImpl::Cpu(Box::new(CpuBackend::new(window, size, opts))),
1373 dyn_map: DynInstanceMap::default(),
1374 model_map: DynModelMap::default(),
1375 clip_map: DynClipMap::default(),
1376 char_map: CharMap::default(),
1377 char_instances: Vec::new(),
1378 streaming_map: StreamingClipMap::default(),
1379 streaming_clips: Vec::new(),
1380 clip_meta: Vec::new(),
1381 clip_players: Vec::new(),
1382 billboards: Vec::new(),
1383 actor_map: BillboardActorMap::default(),
1384 billboard_actors: Vec::new(),
1385 }
1386 }
1387
1388 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1389 /// `canvas`. `size` is the canvas's initial framebuffer size in
1390 /// pixels; the host reports later changes via [`Self::resize`].
1391 ///
1392 /// Async because the browser drives wgpu's adapter/device requests
1393 /// through its event loop — `await` it inside a
1394 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1395 /// (WebGPU) backend when `opts.want_gpu` and WebGPU is available;
1396 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1397 /// opticast path presented through a WebGL2 blit on the same canvas.
1398 /// **Never fails** — the message is logged to the browser console.
1399 #[cfg(target_arch = "wasm32")]
1400 pub async fn new_from_canvas_async(
1401 canvas: web_sys::HtmlCanvasElement,
1402 size: (u32, u32),
1403 opts: &RenderOptions,
1404 ) -> Self {
1405 if opts.want_gpu {
1406 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1407 // GPU attempt gets a clone — the CPU fallback keeps the
1408 // original if WebGPU init fails.
1409 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1410 Ok(g) => {
1411 return Self {
1412 inner: BackendImpl::Gpu(Box::new(g)),
1413 dyn_map: DynInstanceMap::default(),
1414 model_map: DynModelMap::default(),
1415 clip_map: DynClipMap::default(),
1416 char_map: CharMap::default(),
1417 char_instances: Vec::new(),
1418 streaming_map: StreamingClipMap::default(),
1419 streaming_clips: Vec::new(),
1420 clip_meta: Vec::new(),
1421 clip_players: Vec::new(),
1422 billboards: Vec::new(),
1423 actor_map: BillboardActorMap::default(),
1424 billboard_actors: Vec::new(),
1425 };
1426 }
1427 Err(e) => {
1428 web_sys::console::warn_1(
1429 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1430 .into(),
1431 );
1432 }
1433 }
1434 }
1435 Self {
1436 inner: BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(canvas, size, opts))),
1437 dyn_map: DynInstanceMap::default(),
1438 model_map: DynModelMap::default(),
1439 clip_map: DynClipMap::default(),
1440 char_map: CharMap::default(),
1441 char_instances: Vec::new(),
1442 streaming_map: StreamingClipMap::default(),
1443 streaming_clips: Vec::new(),
1444 clip_meta: Vec::new(),
1445 clip_players: Vec::new(),
1446 billboards: Vec::new(),
1447 actor_map: BillboardActorMap::default(),
1448 billboard_actors: Vec::new(),
1449 }
1450 }
1451
1452 /// Which backend was selected.
1453 #[must_use]
1454 pub fn backend(&self) -> Backend {
1455 match self.inner {
1456 BackendImpl::Cpu(_) => Backend::Cpu,
1457 BackendImpl::Gpu(_) => Backend::Gpu,
1458 }
1459 }
1460
1461 /// The GPU adapter description when on the GPU backend, else
1462 /// `None`.
1463 #[must_use]
1464 pub fn adapter_info(&self) -> Option<&str> {
1465 match &self.inner {
1466 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1467 BackendImpl::Cpu(_) => None,
1468 }
1469 }
1470
1471 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1472 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1473 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1474 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1475 if let BackendImpl::Gpu(g) = &mut self.inner {
1476 g.set_sky_panorama(rgba, w, h);
1477 }
1478 }
1479
1480 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1481 /// this only matters to the GPU swapchain — but it's safe to call
1482 /// for both.
1483 pub fn resize(&mut self, width: u32, height: u32) {
1484 match &mut self.inner {
1485 BackendImpl::Cpu(c) => c.resize(width, height),
1486 BackendImpl::Gpu(g) => g.resize(width, height),
1487 }
1488 }
1489
1490 /// Composite `scene` from `camera` with `frame` params into the
1491 /// backend's frame buffer — **without presenting**. The CPU backend
1492 /// fills sky + runs the opticast compositor into an owned buffer;
1493 /// the GPU backend uploads/refreshes the scene, runs the compute
1494 /// marcher + sprite pass, and acquires (but does not present) the
1495 /// swapchain frame.
1496 ///
1497 /// Finish the frame with exactly one of [`present`](Self::present)
1498 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
1499 /// Calling `render` again without finishing drops the pending frame.
1500 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
1501 match &mut self.inner {
1502 BackendImpl::Cpu(c) => c.render(scene, camera, frame),
1503 BackendImpl::Gpu(g) => g.render(scene, camera, frame),
1504 }
1505 }
1506
1507 /// Draw world-space [`Line3`] segments over the frame
1508 /// [`render`](Self::render) composited, using that frame's camera +
1509 /// projection + depth buffer. Call **after** [`render`](Self::render)
1510 /// and **before** [`present`](Self::present) /
1511 /// [`paint_egui`](Self::paint_egui) — the lines land in the
1512 /// framebuffer, so a subsequent `paint_egui` still draws its panels
1513 /// on top.
1514 ///
1515 /// `camera` must be the one the last frame rendered with (the
1516 /// projection is taken from that frame). Depth-tested segments
1517 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
1518 /// always-on-top segments ignore depth. See [`Line3`] for colour /
1519 /// width / blend semantics.
1520 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
1521 match &mut self.inner {
1522 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
1523 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
1524 }
1525 }
1526
1527 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
1528 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
1529 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
1530 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
1531 /// so the per-frame draw call stays cheap. Sampling is
1532 /// nearest-neighbour (pixel-art friendly — no blurring).
1533 ///
1534 /// Returns `None` for malformed input — a wrong byte count
1535 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
1536 /// confused with the first valid id (`ImageId(0)`).
1537 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
1538 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
1539 return None;
1540 }
1541 Some(match &mut self.inner {
1542 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
1543 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
1544 })
1545 }
1546
1547 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
1548 /// The id must not be reused afterwards (a later `upload_image` may
1549 /// hand the slot back out under a fresh id).
1550 pub fn drop_image(&mut self, id: ImageId) {
1551 match &mut self.inner {
1552 BackendImpl::Cpu(c) => c.drop_image(id),
1553 BackendImpl::Gpu(g) => g.drop_image(id),
1554 }
1555 }
1556
1557 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
1558 /// composited — flat textured quads placed in world space, using that
1559 /// frame's camera + projection + depth buffer. Same contract as
1560 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
1561 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
1562 ///
1563 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
1564 /// quad). Depth-tested sprites are occluded by nearer rendered
1565 /// geometry (with a bias to avoid z-fighting on a coincident face);
1566 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
1567 /// over the scene. `camera` must be the one the last frame rendered.
1568 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
1569 if images.is_empty() {
1570 return;
1571 }
1572 let quads: Vec<QuadDraw> = images
1573 .iter()
1574 .filter_map(|s| resolve_quad(s, camera))
1575 .collect();
1576 if quads.is_empty() {
1577 return;
1578 }
1579 match &mut self.inner {
1580 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
1581 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
1582 }
1583 }
1584
1585 /// Project a world point to window pixel coordinates `(x, y)` under
1586 /// the projection the **last frame** rendered with — the backend-correct
1587 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
1588 /// before the first frame or for a point at/behind the camera near
1589 /// plane.
1590 ///
1591 /// Both backends honour their own projection (CPU `setcamera`
1592 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
1593 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
1594 /// [0, h)` for points off-screen but in front of the camera.
1595 #[must_use]
1596 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
1597 match &self.inner {
1598 BackendImpl::Cpu(c) => c.project_point(camera, world),
1599 BackendImpl::Gpu(g) => g.project_point(camera, world),
1600 }
1601 }
1602
1603 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
1604 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
1605 /// same list passed to [`draw_images`](Self::draw_images) (image
1606 /// sprites are immediate-mode, so the caller owns the set). `None` for
1607 /// a miss.
1608 ///
1609 /// The ray is intersected with each quad's plane and mapped to its
1610 /// `uv` / source texel. A texel whose alpha is below the sprite's
1611 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
1612 /// **see-through** — the pick passes through it to a sprite behind.
1613 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
1614 /// rejected when nearer scene geometry occludes that pixel (shares the
1615 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
1616 /// the occlusion test costs a click-time depth readback).
1617 #[must_use]
1618 pub fn pick_image(
1619 &self,
1620 camera: &Camera,
1621 x: f64,
1622 y: f64,
1623 sprites: &[ImageSprite],
1624 ) -> Option<ImagePickHit> {
1625 if sprites.is_empty() {
1626 return None;
1627 }
1628 let dir = self.pixel_ray(camera, x, y)?;
1629 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
1630 let dir_len = v_dot(dir, dir).sqrt();
1631 if dir_len < 1e-9 {
1632 return None;
1633 }
1634 let origin = [
1635 camera.pos[0] as f32,
1636 camera.pos[1] as f32,
1637 camera.pos[2] as f32,
1638 ];
1639 // Scene surface distance under this pixel (sky / no-hit → None);
1640 // used to occlude depth-tested sprites. Same metric as `pick`.
1641 let scene_t = self.pick_depth(x as u32, y as u32);
1642
1643 let mut best: Option<ImagePickHit> = None;
1644 for sprite in sprites {
1645 // Reuse the render-path resolve (back-face cull included), so
1646 // a single-sided quad that isn't drawn also can't be picked.
1647 let Some(q) = resolve_quad(sprite, camera) else {
1648 continue;
1649 };
1650 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
1651 continue; // miss / parallel / behind
1652 };
1653 let d_eucl = t * dir_len;
1654 if best.is_some_and(|cur| d_eucl >= cur.t) {
1655 continue; // a nearer sprite already won
1656 }
1657 let p = v_add(origin, v_scale(dir, t));
1658
1659 let Some((iw, ih)) = self.image_dims(sprite.image) else {
1660 continue; // dropped / unknown image
1661 };
1662 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
1663 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
1664
1665 // See-through test: a texel is solid when its alpha clears the
1666 // cutoff (and a fully-transparent texel is never solid).
1667 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
1668 let solid_thresh = cutoff_u8.max(1);
1669 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
1670 continue;
1671 }
1672
1673 // Occlusion: a depth-tested sprite behind nearer geometry loses.
1674 if sprite.depth_test {
1675 if let Some(st) = scene_t {
1676 if d_eucl > st + PICK_DEPTH_BIAS {
1677 continue;
1678 }
1679 }
1680 }
1681
1682 best = Some(ImagePickHit {
1683 image: sprite.image,
1684 uv: [a, b],
1685 texel: (tx, ty),
1686 world: p,
1687 t: d_eucl,
1688 });
1689 }
1690 best
1691 }
1692
1693 /// Source dimensions of an uploaded image, or `None` if the id was
1694 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
1695 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
1696 match &self.inner {
1697 BackendImpl::Cpu(c) => c.image_dims(id),
1698 BackendImpl::Gpu(g) => g.image_dims(id),
1699 }
1700 }
1701
1702 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
1703 /// unknown id / out-of-range texel). Internal helper for
1704 /// [`Self::pick_image`].
1705 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
1706 match &self.inner {
1707 BackendImpl::Cpu(c) => c.image_alpha_at(id, tx, ty),
1708 BackendImpl::Gpu(g) => g.image_alpha_at(id, tx, ty),
1709 }
1710 }
1711
1712 /// Mirror the rendered 3D scene horizontally before display. The flip is
1713 /// applied *before* any egui overlay, so the UI stays upright while the
1714 /// viewport un-mirrors — a fix for the engine's left-handed render.
1715 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
1716 /// mirrors the scene blit + line/image overlays). Picking/projection are
1717 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
1718 /// for ray casts.
1719 pub fn set_flip_x(&mut self, flip: bool) {
1720 match &mut self.inner {
1721 BackendImpl::Cpu(c) => c.set_flip_x(flip),
1722 BackendImpl::Gpu(g) => g.set_flip_x(flip),
1723 }
1724 }
1725
1726 /// Present the frame [`render`](Self::render) composited, with no UI
1727 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
1728 /// instead to overlay an egui UI before presenting.
1729 pub fn present(&mut self) {
1730 match &mut self.inner {
1731 BackendImpl::Cpu(c) => c.present(),
1732 BackendImpl::Gpu(g) => g.present(),
1733 }
1734 }
1735
1736 /// Block until the active backend has finished all in-flight work, ready
1737 /// for a clean teardown. On the GPU backend this drains the device queue
1738 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
1739 /// backend it is a no-op (nothing is in flight).
1740 ///
1741 /// Call this at shutdown **before dropping the renderer and its window**,
1742 /// so the GPU device/surface tear down with no commands queued and no
1743 /// half-presented frame. Skipping it (or dropping the window first) can
1744 /// leave the driver/compositor showing stale buffers after an exit — the
1745 /// "leftover triangles / flicker" symptom of an unclean shutdown.
1746 pub fn wait_idle(&mut self) {
1747 match &mut self.inner {
1748 BackendImpl::Cpu(c) => c.wait_idle(),
1749 BackendImpl::Gpu(g) => g.wait_idle(),
1750 }
1751 }
1752
1753 /// Overlay an egui UI on the frame [`render`](Self::render)
1754 /// composited, then present it (`hud` feature). The host runs egui
1755 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
1756 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
1757 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
1758 /// the UI scale (`ctx.pixels_per_point()`).
1759 ///
1760 /// The GPU backend paints via `egui-wgpu`; the CPU backend
1761 /// software-rasterises the tessellation into its framebuffer. Use
1762 /// this **instead of** [`present`](Self::present) — both finish the
1763 /// frame.
1764 #[cfg(feature = "hud")]
1765 pub fn paint_egui(
1766 &mut self,
1767 jobs: &[egui::ClippedPrimitive],
1768 textures: &egui::TexturesDelta,
1769 pixels_per_point: f32,
1770 ) {
1771 match &mut self.inner {
1772 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
1773 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
1774 }
1775 }
1776
1777 /// Register sprite models + instances. The CPU backend builds a
1778 /// per-instance draw list; the GPU backend builds an instanced
1779 /// model registry. Call once at setup (or again to replace).
1780 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
1781 match &mut self.inner {
1782 BackendImpl::Cpu(c) => c.set_sprites(set),
1783 BackendImpl::Gpu(g) => g.set_sprites(set),
1784 }
1785 // A fresh sprite set replaces the instance world, so any
1786 // previously added dynamic instances + models are gone — drop their
1787 // handles and re-seat the model slotmap with `set.models.len()`
1788 // live ids `0..n` (model index = chain id on both backends).
1789 self.dyn_map = DynInstanceMap::default();
1790 self.model_map.reset(set.models.len());
1791 // A full sprite rebuild drops the dynamic + clip layers on both
1792 // backends (the GPU registry is replaced), so reset the clip +
1793 // character maps too.
1794 self.clip_map.reset();
1795 self.char_map.reset();
1796 self.char_instances.clear();
1797 self.streaming_map.reset();
1798 self.streaming_clips.clear();
1799 self.clip_meta.clear();
1800 self.clip_players.clear();
1801 self.billboards.clear();
1802 self.actor_map.reset();
1803 self.billboard_actors.clear();
1804 (0..set.models.len() as u32)
1805 .map(|slot| SpriteModelId { slot, gen: 0 })
1806 .collect()
1807 }
1808
1809 /// Re-register one sprite model's geometry after you've edited its
1810 /// content (a carve or recolour of its `kv6`). `model` is the
1811 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
1812 /// `kv6` is the model's **new** geometry — the caller owns the source
1813 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
1814 /// represent) and supplies the refreshed mesh here.
1815 ///
1816 /// This is a **backend-agnostic content refresh**, not a GPU upload:
1817 /// the renderer brings its stored model up to date however its active
1818 /// backend needs to. The instance set is left untouched (an edit never
1819 /// moves or adds an instance), so on the GPU backend only that one
1820 /// model's voxel data is re-uploaded — through a slack-backed
1821 /// suballocator, one model's bytes rather than the whole registry —
1822 /// while the CPU backend swaps the cached `kv6` into each instance of
1823 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
1824 /// models or change the instance set.
1825 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
1826 let Some(idx) = self.model_map.model_index(model) else {
1827 return; // stale / removed handle → no-op
1828 };
1829 match &mut self.inner {
1830 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
1831 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
1832 }
1833 }
1834
1835 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
1836 /// re-classifies the refreshed voxels into per-voxel material ids by
1837 /// colour (TV.3) via `material_map` — used by the material-aware streaming
1838 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
1839 /// empty map matches `refresh_sprite_model`.
1840 pub fn refresh_sprite_model_with_materials(
1841 &mut self,
1842 model: SpriteModelId,
1843 kv6: &Kv6,
1844 material_map: &[(u32, u8)],
1845 ) {
1846 let Some(idx) = self.model_map.model_index(model) else {
1847 return; // stale / removed handle → no-op
1848 };
1849 match &mut self.inner {
1850 BackendImpl::Cpu(c) => {
1851 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
1852 }
1853 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
1854 }
1855 }
1856
1857 /// Add one sprite instance of an already-registered `model` at world
1858 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
1859 /// backends now share (GPU: append to the instance buffer, growing by
1860 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
1861 /// stable [`SpriteInstanceId`] for later removal.
1862 ///
1863 /// `model` must be a [`SpriteModelId`] from the current
1864 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
1865 /// with zero initial instances). Dynamic instances live *after* the
1866 /// static set + any KFA limbs, so register those first.
1867 pub fn add_sprite_instance(&mut self, model: SpriteModelId, pos: [f32; 3]) -> SpriteInstanceId {
1868 self.add_sprite_instance_posed(
1869 model,
1870 DynSpriteTransform {
1871 pos,
1872 ..DynSpriteTransform::default()
1873 },
1874 )
1875 }
1876
1877 /// Add one sprite instance of an already-registered `model`,
1878 /// pre-posed with the orientation in `xf` — the streaming-spawn path
1879 /// for objects that appear mid-flight already rotated (so there's no
1880 /// one-frame axis-aligned flash before the first
1881 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
1882 /// Otherwise identical to
1883 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
1884 /// this with the identity basis). Returns a stable
1885 /// [`SpriteInstanceId`].
1886 ///
1887 /// A stale/removed `model` handle spawns nothing and returns a handle
1888 /// that is itself already stale (it resolves to no instance). `xf`'s
1889 /// basis must be non-singular; a degenerate one makes the instance
1890 /// silently skip drawing (see [`DynSpriteTransform`]).
1891 pub fn add_sprite_instance_posed(
1892 &mut self,
1893 model: SpriteModelId,
1894 xf: DynSpriteTransform,
1895 ) -> SpriteInstanceId {
1896 let Some(idx) = self.model_map.model_index(model) else {
1897 // Stale model → spawn nothing; hand back a sentinel id that
1898 // resolves to no live instance (a safe no-op everywhere).
1899 return SpriteInstanceId {
1900 slot: u32::MAX,
1901 gen: u32::MAX,
1902 };
1903 };
1904 let dyn_index = match &mut self.inner {
1905 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
1906 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
1907 };
1908 self.dyn_map.alloc(dyn_index as u32)
1909 }
1910
1911 /// Remove a dynamic sprite instance added by
1912 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
1913 /// backends (swap-remove); other dynamic handles stay valid. Returns
1914 /// `false` if the handle is stale / already removed.
1915 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
1916 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1917 return false;
1918 };
1919 let moved = match &mut self.inner {
1920 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
1921 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
1922 };
1923 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
1924 true
1925 }
1926
1927 /// Number of live dynamic sprite instances (those added via
1928 /// [`add_sprite_instance`](Self::add_sprite_instance)).
1929 #[must_use]
1930 pub fn dynamic_sprite_count(&self) -> usize {
1931 self.dyn_map.order.len()
1932 }
1933
1934 /// Register one new sprite **model** incrementally from `kv6`,
1935 /// **without** rebuilding the existing model set — the streaming-in
1936 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
1937 /// for unique generated geometry (procedural asteroids, debris).
1938 /// Returns a stable [`SpriteModelId`] usable immediately with
1939 /// [`add_sprite_instance`](Self::add_sprite_instance) /
1940 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
1941 ///
1942 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
1943 /// residency on the GPU backend's first model). The GPU backend
1944 /// appends one LOD chain to the resident registry (amortised O(model
1945 /// Define a global voxel **material** (TV stage): the opacity + blend
1946 /// mode that a per-voxel material id resolves to. The renderer owns one
1947 /// 256-entry palette shared by every model and grid.
1948 ///
1949 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
1950 /// without explicit material data resolves to — and **cannot** be
1951 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
1952 /// other id returns `true`.
1953 ///
1954 /// While no translucent material is defined the renderer stays on the
1955 /// fully-opaque fast path, so this is inert until first called. See
1956 /// `PORTING-TRANSPARENCY.md`.
1957 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
1958 match &mut self.inner {
1959 BackendImpl::Cpu(c) => c.define_material(id, mat),
1960 BackendImpl::Gpu(g) => g.define_material(id, mat),
1961 }
1962 }
1963
1964 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
1965 /// any id never passed to [`define_material`](Self::define_material)).
1966 #[must_use]
1967 pub fn material(&self, id: u8) -> Material {
1968 match &self.inner {
1969 BackendImpl::Cpu(c) => c.material(id),
1970 BackendImpl::Gpu(g) => g.material(id),
1971 }
1972 }
1973
1974 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
1975 /// material_id)` that make matching-colour world (grid) voxels translucent
1976 /// — glass walls, water pools. The materials themselves are defined via
1977 /// [`define_material`](Self::define_material). An empty map (the default)
1978 /// keeps all terrain opaque. The CPU backend composites these today; the
1979 /// GPU backend renders them once the TV.6 device path lands.
1980 pub fn set_terrain_materials(&mut self, map: &[(u32, u8)]) {
1981 match &mut self.inner {
1982 BackendImpl::Cpu(c) => c.set_terrain_materials(map),
1983 BackendImpl::Gpu(g) => g.set_terrain_materials(map),
1984 }
1985 }
1986
1987 /// voxels)); the CPU backend pushes an axis-aligned template.
1988 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
1989 let model_index = match &mut self.inner {
1990 BackendImpl::Cpu(c) => c.add_model(kv6),
1991 BackendImpl::Gpu(g) => g.add_model(kv6),
1992 };
1993 self.model_map.alloc(model_index as u32)
1994 }
1995
1996 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
1997 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
1998 /// [`define_material`](Self::define_material)), so a single model can mix
1999 /// opaque and translucent voxels — an opaque window frame around glass, a
2000 /// bottle around a translucent potion. Voxels whose colour isn't in the
2001 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
2002 /// otherwise.
2003 ///
2004 /// The CPU backend composites per-voxel materials today; the GPU backend
2005 /// carries the data and renders per-voxel materials once the TV.3b device
2006 /// path lands (until then it uses the instance's uniform material).
2007 pub fn add_sprite_model_with_materials(
2008 &mut self,
2009 kv6: &Kv6,
2010 material_map: &[(u32, u8)],
2011 ) -> SpriteModelId {
2012 let model_index = match &mut self.inner {
2013 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
2014 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
2015 };
2016 self.model_map.alloc(model_index as u32)
2017 }
2018
2019 /// Remove a registered sprite model, freeing its voxel data. Returns
2020 /// `false` if `id` is stale / already removed.
2021 ///
2022 /// The model's slot is tombstoned **in place**: its id is never
2023 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
2024 /// Existing instances of the removed model are **not** dropped here —
2025 /// they linger but draw as nothing on the GPU backend (the CPU
2026 /// backend keeps each instance's own kv6 clone, so they keep drawing
2027 /// until removed via
2028 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
2029 /// them when convenient. Call
2030 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
2031 /// to reclaim the GPU buffer holes.
2032 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
2033 let Some(idx) = self.model_map.model_index(id) else {
2034 return false;
2035 };
2036 match &mut self.inner {
2037 BackendImpl::Cpu(c) => c.remove_model(idx),
2038 BackendImpl::Gpu(g) => g.remove_model(idx),
2039 }
2040 self.model_map.remove(id)
2041 }
2042
2043 /// Reclaim the GPU buffer space left by
2044 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
2045 /// resident registry to its live models only. Model ids are preserved
2046 /// (no remap). O(live voxel volume) — call it when many models have
2047 /// been removed, not every frame. No-op on the CPU backend (which
2048 /// keeps cheap empty placeholders) and when nothing was removed.
2049 pub fn compact_sprite_models(&mut self) {
2050 match &mut self.inner {
2051 BackendImpl::Cpu(c) => c.compact_models(),
2052 BackendImpl::Gpu(g) => g.compact_models(),
2053 }
2054 }
2055
2056 /// Update one dynamic instance's full pose (position + orientation)
2057 /// for this frame. `id` is from
2058 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2059 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
2060 /// stale / removed handle is a no-op.
2061 ///
2062 /// For many instances per frame prefer
2063 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
2064 /// the GPU backend flushes all pending pose changes to the device
2065 /// once per [`render`](Self::render), so a per-instance call here is
2066 /// still O(1) device work, but the batch variant avoids re-walking
2067 /// the slotmap.
2068 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
2069 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2070 return;
2071 };
2072 match &mut self.inner {
2073 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2074 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2075 }
2076 }
2077
2078 /// Batch form of
2079 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2080 /// — apply many `(instance, pose)` updates in one call. Stale handles
2081 /// in `updates` are skipped. On the GPU backend this marks the
2082 /// instance buffer dirty once and uploads the new poses a single time
2083 /// at the next [`render`](Self::render), so spinning a whole cluster
2084 /// of instances per frame is one device upload, not one per instance.
2085 pub fn set_sprite_instance_transforms(
2086 &mut self,
2087 updates: &[(SpriteInstanceId, DynSpriteTransform)],
2088 ) {
2089 for &(id, xf) in updates {
2090 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2091 continue;
2092 };
2093 match &mut self.inner {
2094 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2095 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2096 }
2097 }
2098 }
2099
2100 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
2101 /// global palette defined via [`define_material`](Self::define_material)
2102 /// for this whole instance's opacity + blend mode. `0` (the default) is
2103 /// opaque. Stale handles are ignored.
2104 ///
2105 /// Only the CPU backend composites translucent sprites today; the GPU
2106 /// backend retains the value for the forthcoming device-side path (see
2107 /// `PORTING-TRANSPARENCY.md`).
2108 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
2109 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2110 return;
2111 };
2112 match &mut self.inner {
2113 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
2114 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
2115 }
2116 }
2117
2118 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
2119 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
2120 /// effect can fade out by cheap per-frame updates without re-uploading
2121 /// its volume. Stale handles are ignored.
2122 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
2123 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2124 return;
2125 };
2126 match &mut self.inner {
2127 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2128 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2129 }
2130 }
2131
2132 /// Set sprite instance `id`'s per-instance **RGB tint**, packed
2133 /// `0x00RRGGBB`: every rendered voxel's colour is multiplied by it (per
2134 /// channel), so instances of one model can be recoloured cheaply per frame.
2135 /// `0x00FF_FFFF` (white, the default) is a no-op. Works on both backends;
2136 /// stale handles are ignored. Tint is colour only — for transparency, use a
2137 /// translucent material with
2138 /// [`set_sprite_instance_alpha`](Self::set_sprite_instance_alpha).
2139 pub fn set_sprite_instance_tint(&mut self, id: SpriteInstanceId, tint: u32) {
2140 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2141 return;
2142 };
2143 match &mut self.inner {
2144 BackendImpl::Cpu(c) => c.set_dyn_instance_tint(dyn_index as usize, tint),
2145 BackendImpl::Gpu(g) => g.set_dyn_instance_tint(dyn_index as usize, tint),
2146 }
2147 }
2148
2149 /// Toggle a sprite/clip instance's shadow participation **live** (XS.4
2150 /// flags, BB.3): whether it **casts** a shadow onto the world and whether
2151 /// it **receives** shadows. Both default on at spawn. The per-instance
2152 /// counterpart to the template-level `Sprite::with_casts_shadow` /
2153 /// `with_receives_shadow` — e.g. a flat additive glow billboard that
2154 /// should not cast, or a UI marker that ignores shadows. Other flag bits
2155 /// are preserved. No-op on a stale id.
2156 pub fn set_sprite_instance_shadow_flags(
2157 &mut self,
2158 id: SpriteInstanceId,
2159 casts: bool,
2160 receives: bool,
2161 ) {
2162 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2163 return;
2164 };
2165 match &mut self.inner {
2166 BackendImpl::Cpu(c) => {
2167 c.set_dyn_instance_shadow_flags(dyn_index as usize, casts, receives);
2168 }
2169 BackendImpl::Gpu(g) => {
2170 g.set_dyn_instance_shadow_flags(dyn_index as usize, casts, receives);
2171 }
2172 }
2173 }
2174
2175 /// Set a sprite/clip instance's **lighting mode** live (BB.2b): how its
2176 /// shading normal is derived ([`BillboardLighting`]). Useful for
2177 /// camera-facing billboards whose face normal would otherwise track the
2178 /// camera. Other flag bits are preserved; only affects the dynamic
2179 /// lighting path. No-op on a stale id.
2180 pub fn set_sprite_instance_lighting(&mut self, id: SpriteInstanceId, mode: BillboardLighting) {
2181 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2182 return;
2183 };
2184 match &mut self.inner {
2185 BackendImpl::Cpu(c) => c.set_dyn_instance_lighting(dyn_index as usize, mode),
2186 BackendImpl::Gpu(g) => g.set_dyn_instance_lighting(dyn_index as usize, mode),
2187 }
2188 }
2189
2190 // ---- animated voxel clips (VCL.4) ------------------------------------
2191
2192 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
2193 /// its frames and upload the flipbook to the active backend (GPU: one
2194 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
2195 /// [`VoxelClipId`] to spawn instances of it via
2196 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
2197 ///
2198 /// Build the [`DecodedClip`] from a `.rvc` via
2199 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
2200 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
2201 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
2202 /// **drops** all registered clips (re-register afterwards).
2203 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
2204 self.add_voxel_clip_with_materials(clip, &[])
2205 }
2206
2207 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
2208 /// analogue of
2209 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
2210 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
2211 /// (defined via [`define_material`](Self::define_material)), classifying
2212 /// every frame's voxels so an animated clip can mix opaque and translucent
2213 /// voxels — an opaque torch handle around an additive flame, a spinning
2214 /// glass orb. Voxels whose colour isn't in the map stay opaque
2215 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
2216 pub fn add_voxel_clip_with_materials(
2217 &mut self,
2218 clip: &DecodedClip,
2219 material_map: &[(u32, u8)],
2220 ) -> VoxelClipId {
2221 let clip_index = match &mut self.inner {
2222 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
2223 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
2224 };
2225 // Capture metadata for editor queries + #6 auto-play; clip indices
2226 // are sequential and parallel to `clip_meta`.
2227 debug_assert_eq!(clip_index, self.clip_meta.len());
2228 self.clip_meta.push(ClipMeta {
2229 dims: clip.dims,
2230 pivot: clip.pivot,
2231 voxel_world_size: clip.voxel_world_size,
2232 durations: clip.durations.clone(),
2233 loop_mode: clip.loop_mode,
2234 material_map: material_map.to_vec(),
2235 });
2236 self.clip_map.alloc(clip_index as u32)
2237 }
2238
2239 /// Remove a registered clip, freeing its per-frame volumes. Instances
2240 /// of it linger but draw nothing until removed via
2241 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
2242 /// `false` if `id` is stale / already removed.
2243 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
2244 let Some(clip_index) = self.clip_map.clip_index(id) else {
2245 return false;
2246 };
2247 match &mut self.inner {
2248 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
2249 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
2250 }
2251 self.clip_map.remove(id)
2252 }
2253
2254 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
2255 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
2256 /// sprite instance, so move it with
2257 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
2258 /// advance its frame with
2259 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
2260 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
2261 /// A stale `clip` handle yields an instance id that resolves to nothing
2262 /// (a safe no-op everywhere).
2263 ///
2264 /// This instance has **no playback clock**: drive its frame yourself via
2265 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
2266 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
2267 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
2268 /// scrubbing — spawn with
2269 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
2270 /// (the player-control methods no-op on an instance with no player).
2271 pub fn add_clip_instance_posed(
2272 &mut self,
2273 clip: VoxelClipId,
2274 xf: DynSpriteTransform,
2275 ) -> SpriteInstanceId {
2276 let Some(clip_index) = self.clip_map.clip_index(clip) else {
2277 return SpriteInstanceId {
2278 slot: u32::MAX,
2279 gen: u32::MAX,
2280 };
2281 };
2282 let dyn_index = match &mut self.inner {
2283 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
2284 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
2285 };
2286 self.dyn_map.alloc(dyn_index as u32)
2287 }
2288
2289 /// Select which frame a clip instance shows — the per-frame playback
2290 /// step. Cheap on both backends (GPU: swap the instance's model id;
2291 /// CPU: select the cached frame grid), with no volume re-upload. Drive
2292 /// it from a playback clock via
2293 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
2294 /// No-op on a stale id or a non-clip instance.
2295 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
2296 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2297 return;
2298 };
2299 match &mut self.inner {
2300 BackendImpl::Cpu(c) => c.set_clip_frame(dyn_index as usize, frame as usize),
2301 BackendImpl::Gpu(g) => g.set_clip_frame(dyn_index as usize, frame as usize),
2302 }
2303 }
2304
2305 /// Retarget a live clip instance onto a **different** registered clip,
2306 /// restarting it at frame 0 while keeping its world transform and any
2307 /// auto-playback clock *policy* (speed / paused). The per-frame primitive
2308 /// for directional ("8-way") billboards and animation-state changes
2309 /// (idle → walk → attack): far cheaper than `remove_sprite_instance` +
2310 /// `add_clip_instance_*`, reusing the instance's existing GPU residency
2311 /// (just a model-id swap, no volume re-upload).
2312 ///
2313 /// If the instance has a playback clock
2314 /// ([`add_clip_instance_playing`](Self::add_clip_instance_playing)), its
2315 /// timeline is retargeted to the new clip (durations + loop mode) and the
2316 /// clock restarts at 0; the speed and paused state carry over.
2317 ///
2318 /// Returns `false` (a safe no-op) on a stale instance id, a stale `clip`,
2319 /// or a non-clip instance.
2320 pub fn set_clip_instance_clip(&mut self, id: SpriteInstanceId, clip: VoxelClipId) -> bool {
2321 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2322 return false;
2323 };
2324 let Some(clip_index) = self.clip_map.clip_index(clip) else {
2325 return false;
2326 };
2327 let ok = match &mut self.inner {
2328 BackendImpl::Cpu(c) => c.set_clip_instance_clip(dyn_index as usize, clip_index),
2329 BackendImpl::Gpu(g) => g.set_clip_instance_clip(dyn_index as usize, clip_index),
2330 };
2331 if ok {
2332 // Retarget the auto-player's timeline to the new clip (different
2333 // frame count / durations / loop), restart its clock, keep the
2334 // playback policy (speed + paused). Clone metadata first so the
2335 // immutable borrow ends before the mutable player borrow.
2336 let durations = self.clip_meta[clip_index].durations.clone();
2337 let loop_mode = self.clip_meta[clip_index].loop_mode;
2338 if let Some(player) = self.flipbook_player_mut(id) {
2339 player.clock.retarget(durations, loop_mode);
2340 }
2341 }
2342 ok
2343 }
2344
2345 // ---- billboards (BB.2) -----------------------------------------------
2346
2347 /// Spawn a clip instance that auto-orients toward the camera every
2348 /// [`face_billboards_to`](Self::face_billboards_to) — a Doom/Build-style
2349 /// billboard. `pos` is its world position (the clip pivot maps here);
2350 /// `mode` chooses cylindrical (the Doom default) or spherical facing.
2351 /// Drive its animation through the clip player
2352 /// ([`advance_voxel_clips`](Self::advance_voxel_clips)) and swap
2353 /// animations with [`set_clip_instance_clip`](Self::set_clip_instance_clip).
2354 ///
2355 /// The instance starts axis-aligned until the first `face_billboards_to`,
2356 /// so call that (with the frame's camera) before `render` — like
2357 /// `advance_voxel_clips(dt)`. Returns a stale id on a stale `clip` (no
2358 /// billboard recorded).
2359 pub fn add_billboard_instance(
2360 &mut self,
2361 clip: VoxelClipId,
2362 pos: [f32; 3],
2363 mode: BillboardMode,
2364 ) -> SpriteInstanceId {
2365 let xf = DynSpriteTransform {
2366 pos,
2367 ..Default::default()
2368 };
2369 let id = self.add_clip_instance_posed(clip, xf);
2370 if self.dyn_map.dyn_index(id).is_some() {
2371 self.billboards.push(BillboardRec { id, pos, mode });
2372 }
2373 id
2374 }
2375
2376 /// Change a billboard instance's facing mode. No-op on a non-billboard id.
2377 pub fn set_billboard_mode(&mut self, id: SpriteInstanceId, mode: BillboardMode) {
2378 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
2379 b.mode = mode;
2380 }
2381 }
2382
2383 /// Move a billboard instance. Its auto-orientation is preserved; the new
2384 /// position takes effect on the next
2385 /// [`face_billboards_to`](Self::face_billboards_to). No-op on a
2386 /// non-billboard id.
2387 pub fn set_billboard_position(&mut self, id: SpriteInstanceId, pos: [f32; 3]) {
2388 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
2389 b.pos = pos;
2390 }
2391 }
2392
2393 /// Re-orient every billboard instance to face `camera` — one batched
2394 /// transform flush (BB.2). Call once per frame before `render`, after
2395 /// moving billboards / the camera (the billboard analogue of
2396 /// [`advance_voxel_clips`](Self::advance_voxel_clips)). Billboards whose
2397 /// instance was removed are pruned; a degenerate pose (camera on the
2398 /// sprite's vertical axis) is skipped for that frame.
2399 pub fn face_billboards_to(&mut self, camera: &Camera) {
2400 let cam = camera.pos;
2401 let dyn_map = &self.dyn_map;
2402 let mut updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
2403 self.billboards.retain(|b| {
2404 if dyn_map.dyn_index(b.id).is_none() {
2405 return false; // the instance was removed → drop the record
2406 }
2407 if let Some(xf) = billboard_transform(b.pos, cam, b.mode) {
2408 updates.push((b.id, xf));
2409 }
2410 true
2411 });
2412 self.set_sprite_instance_transforms(&updates);
2413 }
2414
2415 // ---- billboard actors (BB.4) -----------------------------------------
2416
2417 /// Build a [`ClipClock`] seeded from `clip`'s timeline (durations + loop
2418 /// mode), or an empty/looping clock if `clip` is `None`/stale.
2419 fn clock_for_clip(&self, clip: Option<VoxelClipId>, speed_q8: i32) -> ClipClock {
2420 let (durations, loop_mode) = clip.and_then(|c| self.clip_map.clip_index(c)).map_or_else(
2421 || (Vec::new(), LoopMode::Loop),
2422 |ci| {
2423 (
2424 self.clip_meta[ci].durations.clone(),
2425 self.clip_meta[ci].loop_mode,
2426 )
2427 },
2428 );
2429 ClipClock {
2430 durations,
2431 loop_mode,
2432 speed_q8,
2433 clock_ms: 0.0,
2434 }
2435 }
2436
2437 /// Register a high-level **directional billboard actor** (BB.4): the
2438 /// renderer owns one clip instance and, every
2439 /// [`update_billboard_actors`](Self::update_billboard_actors), picks the
2440 /// directional clip from the view angle, faces it to the camera, and
2441 /// advances its state animation. The convenience layer over
2442 /// [`add_billboard_instance`](Self::add_billboard_instance) +
2443 /// [`set_clip_instance_clip`](Self::set_clip_instance_clip) + the clip
2444 /// clock for Doom-style monsters.
2445 ///
2446 /// `pos` is the actor's world position; `facing_yaw` is the world yaw it
2447 /// faces (radians; the dir picker compares the camera's bearing to it).
2448 /// Returns a stale id if `def` has no states / a state with no dirs, or
2449 /// the initial clip is stale.
2450 pub fn add_billboard_actor(
2451 &mut self,
2452 def: BillboardActorDef,
2453 pos: [f32; 3],
2454 facing_yaw: f64,
2455 ) -> BillboardActorId {
2456 let stale = BillboardActorId {
2457 slot: u32::MAX,
2458 gen: u32::MAX,
2459 };
2460 if def.states.is_empty() || def.states.iter().any(|s| s.dirs.is_empty()) {
2461 return stale;
2462 }
2463 let init_clip = def.states[0].dirs[0];
2464 let xf = DynSpriteTransform {
2465 pos,
2466 ..Default::default()
2467 };
2468 let inst = self.add_clip_instance_posed(init_clip, xf);
2469 if self.dyn_map.dyn_index(inst).is_none() {
2470 return stale; // stale initial clip
2471 }
2472 self.set_sprite_instance_shadow_flags(inst, def.casts_shadow, def.receives_shadow);
2473 self.set_sprite_instance_lighting(inst, def.lighting);
2474 let clock = self.clock_for_clip(Some(init_clip), def.speed_q8);
2475 let actor = BillboardActor {
2476 inst,
2477 states: def.states,
2478 cur_state: 0,
2479 pos,
2480 facing_yaw,
2481 mode: def.mode,
2482 clock,
2483 showing: None,
2484 speed_q8: def.speed_q8,
2485 };
2486 let index = self.billboard_actors.len() as u32;
2487 self.billboard_actors.push(Some(actor));
2488 self.actor_map.alloc(index)
2489 }
2490
2491 /// Switch an actor to a named animation state, restarting its clock (the
2492 /// directional clip is reselected on the next
2493 /// [`update_billboard_actors`](Self::update_billboard_actors)). No-op on a
2494 /// stale id or an unknown state name.
2495 pub fn set_actor_state(&mut self, id: BillboardActorId, state: &str) -> bool {
2496 let Some(idx) = self.actor_map.index(id) else {
2497 return false;
2498 };
2499 let Some(a) = self.billboard_actors[idx].as_ref() else {
2500 return false;
2501 };
2502 let Some(state_idx) = a.states.iter().position(|s| s.name == state) else {
2503 return false;
2504 };
2505 let rep = a.states[state_idx].dirs.first().copied();
2506 let speed = a.speed_q8;
2507 let clock = self.clock_for_clip(rep, speed);
2508 let a = self.billboard_actors[idx].as_mut().unwrap();
2509 a.cur_state = state_idx;
2510 a.clock = clock;
2511 a.showing = None; // force a clip reselect next update
2512 true
2513 }
2514
2515 /// Move/turn an actor. Its orientation + directional clip update on the
2516 /// next [`update_billboard_actors`](Self::update_billboard_actors). No-op
2517 /// on a stale id.
2518 pub fn set_actor_transform(&mut self, id: BillboardActorId, pos: [f32; 3], facing_yaw: f64) {
2519 let Some(idx) = self.actor_map.index(id) else {
2520 return;
2521 };
2522 if let Some(a) = self.billboard_actors[idx].as_mut() {
2523 a.pos = pos;
2524 a.facing_yaw = facing_yaw;
2525 }
2526 }
2527
2528 /// Change an actor's lighting mode at runtime (BB.2b) — the per-actor
2529 /// counterpart to [`BillboardActorDef::lighting`], routed to its clip
2530 /// instance via [`set_sprite_instance_lighting`](Self::set_sprite_instance_lighting).
2531 /// Returns `false` on a stale id.
2532 pub fn set_actor_lighting(&mut self, id: BillboardActorId, mode: BillboardLighting) -> bool {
2533 let Some(idx) = self.actor_map.index(id) else {
2534 return false;
2535 };
2536 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
2537 return false;
2538 };
2539 self.set_sprite_instance_lighting(inst, mode);
2540 true
2541 }
2542
2543 /// Remove an actor and its clip instance. Returns `false` on a stale id.
2544 pub fn remove_billboard_actor(&mut self, id: BillboardActorId) -> bool {
2545 let Some(idx) = self.actor_map.index(id) else {
2546 return false;
2547 };
2548 if let Some(a) = self.billboard_actors[idx].take() {
2549 self.remove_sprite_instance(a.inst);
2550 }
2551 self.actor_map.remove(id)
2552 }
2553
2554 /// Drive every billboard actor by `dt` seconds (BB.4): for each, pick the
2555 /// directional clip from the camera bearing (swapping clips only on
2556 /// change), advance its state-animation clock, and face it to the camera.
2557 /// Call once per frame before `render` (the actor analogue of
2558 /// [`advance_voxel_clips`](Self::advance_voxel_clips) +
2559 /// [`face_billboards_to`](Self::face_billboards_to)). Actors whose
2560 /// instance was removed are pruned.
2561 pub fn update_billboard_actors(&mut self, camera: &Camera, dt: f64) {
2562 struct Action {
2563 inst: SpriteInstanceId,
2564 set_clip: Option<VoxelClipId>,
2565 frame: u32,
2566 xf: Option<DynSpriteTransform>,
2567 }
2568 let cam = camera.pos;
2569 let dyn_map = &self.dyn_map;
2570 let mut actions: Vec<Action> = Vec::new();
2571 for slot in &mut self.billboard_actors {
2572 let Some(a) = slot.as_mut() else {
2573 continue;
2574 };
2575 if dyn_map.dyn_index(a.inst).is_none() {
2576 *slot = None; // instance gone → drop the actor
2577 continue;
2578 }
2579 let dir = a.pick_dir(cam);
2580 let desired = a.states[a.cur_state].dirs[dir];
2581 let set_clip = (a.showing != Some(desired)).then(|| {
2582 a.showing = Some(desired);
2583 desired
2584 });
2585 let frame = a.clock.tick(dt);
2586 let xf = billboard_transform(a.pos, cam, a.mode);
2587 actions.push(Action {
2588 inst: a.inst,
2589 set_clip,
2590 frame,
2591 xf,
2592 });
2593 }
2594 // Apply (each call borrows self mutably; disjoint from the loop above).
2595 let mut xforms: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
2596 for act in actions {
2597 if let Some(clip) = act.set_clip {
2598 self.set_clip_instance_clip(act.inst, clip);
2599 }
2600 // After a clip swap the backend reset the frame to 0; set the
2601 // clock's frame so the walk cycle stays continuous across turns.
2602 self.set_clip_instance_frame(act.inst, act.frame);
2603 if let Some(xf) = act.xf {
2604 xforms.push((act.inst, xf));
2605 }
2606 }
2607 self.set_sprite_instance_transforms(&xforms);
2608 }
2609
2610 // ---- clip queries (editor inspector) ---------------------------------
2611
2612 /// Frame count of a registered flipbook clip, or `None` if `id` is
2613 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
2614 #[must_use]
2615 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
2616 let idx = self.clip_map.clip_index(id)?;
2617 Some(self.clip_meta[idx].durations.len())
2618 }
2619
2620 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
2621 /// durations) of a registered flipbook clip, or `None` if `id` is stale
2622 /// — so an editor needn't shadow the source [`DecodedClip`].
2623 #[must_use]
2624 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
2625 let idx = self.clip_map.clip_index(id)?;
2626 let m = &self.clip_meta[idx];
2627 Some(ClipMetadata {
2628 dims: m.dims,
2629 pivot: m.pivot,
2630 voxel_world_size: m.voxel_world_size,
2631 loop_mode: m.loop_mode,
2632 frame_count: m.durations.len(),
2633 durations: m.durations.clone(),
2634 total_ms: m
2635 .durations
2636 .iter()
2637 .fold(0u32, |acc, &d| acc.saturating_add(d)),
2638 })
2639 }
2640
2641 /// Which frame a clip instance is currently showing (the timeline
2642 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
2643 #[must_use]
2644 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
2645 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
2646 let frame = match &self.inner {
2647 BackendImpl::Cpu(c) => c.clip_instance_frame(dyn_index),
2648 BackendImpl::Gpu(g) => g.clip_instance_frame(dyn_index),
2649 }?;
2650 u32::try_from(frame).ok()
2651 }
2652
2653 /// Re-upload a **single** `frame` of registered clip `id` in place — the
2654 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
2655 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
2656 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
2657 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
2658 /// the flipbook).
2659 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
2660 let Some(clip_index) = self.clip_map.clip_index(id) else {
2661 return false;
2662 };
2663 let m = &self.clip_meta[clip_index];
2664 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
2665 if vf.validate(dims).is_err() {
2666 return false;
2667 }
2668 // Re-classify with the clip's registered colour→material map (TV.3) so
2669 // an in-place frame edit keeps the clip's per-voxel materials.
2670 let material_map = m.material_map.clone();
2671 let frame = frame as usize;
2672 match &mut self.inner {
2673 BackendImpl::Cpu(c) => {
2674 c.update_clip_frame(clip_index, frame, vf, dims, pivot, &material_map)
2675 }
2676 BackendImpl::Gpu(g) => {
2677 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
2678 }
2679 }
2680 }
2681
2682 // ---- streaming voxel clips (#3) --------------------------------------
2683
2684 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
2685 /// model + the compact encoded stream) rather than the N-volume flipbook
2686 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
2687 /// N frames are too costly to hold resident. Builds the model from frame
2688 /// 0; advance it with
2689 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
2690 /// instances with
2691 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
2692 /// note that, unlike a flipbook, **all** instances of a streaming clip
2693 /// share its one model and so always show the same (current) frame.
2694 ///
2695 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
2696 /// point is to avoid materialising every frame.
2697 ///
2698 /// # Errors
2699 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
2700 /// with a keyframe.
2701 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
2702 self.add_streaming_clip_with_materials(clip, &[])
2703 }
2704
2705 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
2706 /// analogue of
2707 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
2708 /// `material_map` pairs a voxel RGB colour with a material id (defined via
2709 /// [`define_material`](Self::define_material)); it is re-applied on every
2710 /// per-frame re-upload, so the single streamed model keeps its per-voxel
2711 /// materials as the clip advances. An empty map is identical to
2712 /// [`add_streaming_clip`](Self::add_streaming_clip).
2713 ///
2714 /// # Errors
2715 /// As [`add_streaming_clip`](Self::add_streaming_clip).
2716 pub fn add_streaming_clip_with_materials(
2717 &mut self,
2718 clip: &VoxelClip,
2719 material_map: &[(u32, u8)],
2720 ) -> Result<StreamingClipId, DecodeError> {
2721 let cursor = StreamingClip::new(clip)?;
2722 let dims = cursor.dims();
2723 let pivot = cursor.pivot();
2724 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
2725 let model = self.add_sprite_model_with_materials(&kv6, material_map);
2726 let index = self.streaming_clips.len() as u32;
2727 self.streaming_clips.push(Some(StreamingClipState {
2728 cursor,
2729 model,
2730 dims,
2731 pivot,
2732 material_map: material_map.to_vec(),
2733 }));
2734 Ok(self.streaming_map.alloc(index))
2735 }
2736
2737 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
2738 /// [`SpriteInstanceId`] — move it with
2739 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2740 /// and drop it with
2741 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
2742 /// dynamic instance. All instances of one streaming clip share its single
2743 /// model. A stale `id` yields a no-op instance handle.
2744 pub fn add_streaming_clip_instance(
2745 &mut self,
2746 id: StreamingClipId,
2747 xf: DynSpriteTransform,
2748 ) -> StreamingInstanceId {
2749 let model = self
2750 .streaming_map
2751 .index(id)
2752 .and_then(|idx| self.streaming_clips[idx].as_ref())
2753 .map(|s| s.model);
2754 let inst = match model {
2755 Some(model) => self.add_sprite_instance_posed(model, xf),
2756 None => SpriteInstanceId {
2757 slot: u32::MAX,
2758 gen: u32::MAX,
2759 },
2760 };
2761 StreamingInstanceId(inst)
2762 }
2763
2764 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
2765 /// handle.
2766 pub fn set_streaming_instance_transform(
2767 &mut self,
2768 id: StreamingInstanceId,
2769 xf: DynSpriteTransform,
2770 ) {
2771 self.set_sprite_instance_transform(id.0, xf);
2772 }
2773
2774 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
2775 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
2776 self.remove_sprite_instance(id.0)
2777 }
2778
2779 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
2780 /// single model — the per-frame streaming step (one volume re-upload,
2781 /// vs the flipbook's cheap model-select). Updates **every** instance of
2782 /// the clip at once. Drive it from a clock via
2783 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
2784 /// id; `frame` is clamped to the last.
2785 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
2786 let Some(idx) = self.streaming_map.index(id) else {
2787 return;
2788 };
2789 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
2790 let vf = s.cursor.seek(frame as usize).ok()?;
2791 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
2792 }) else {
2793 return;
2794 };
2795 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
2796 }
2797
2798 /// Remove a streaming clip: free its model and drop the cursor (the
2799 /// memory win for huge clips). Instances linger but draw nothing until
2800 /// removed. Returns `false` if `id` is stale / already removed.
2801 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
2802 let Some(idx) = self.streaming_map.index(id) else {
2803 return false;
2804 };
2805 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
2806 self.streaming_clips[idx] = None;
2807 if let Some(model) = model {
2808 self.remove_sprite_model(model);
2809 }
2810 self.streaming_map.remove(id)
2811 }
2812
2813 // ---- auto-advancing clip players (#6) --------------------------------
2814
2815 /// Spawn a flipbook-clip instance that **plays itself**: like
2816 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
2817 /// facade tracks a playback clock so a single
2818 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
2819 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
2820 /// bookkeeping in the host. `speed_q8` is the Q8 playback rate (`256` =
2821 /// 1×); `start_phase_ms` offsets the clock (stagger copies of one clip).
2822 /// A stale `clip` yields a no-op instance handle and no player.
2823 pub fn add_clip_instance_playing(
2824 &mut self,
2825 clip: VoxelClipId,
2826 xf: DynSpriteTransform,
2827 speed_q8: i32,
2828 start_phase_ms: u32,
2829 ) -> SpriteInstanceId {
2830 let Some(clip_index) = self.clip_map.clip_index(clip) else {
2831 return SpriteInstanceId {
2832 slot: u32::MAX,
2833 gen: u32::MAX,
2834 };
2835 };
2836 let meta = &self.clip_meta[clip_index];
2837 let clock = ClipClock {
2838 durations: meta.durations.clone(),
2839 loop_mode: meta.loop_mode,
2840 speed_q8,
2841 clock_ms: f64::from(start_phase_ms),
2842 };
2843 let inst = self.add_clip_instance_posed(clip, xf);
2844 self.clip_players.push(ClipPlayer {
2845 target: PlayerTarget::Flipbook(inst),
2846 clock,
2847 paused: false,
2848 });
2849 inst
2850 }
2851
2852 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
2853 /// its own playback clock, advanced by
2854 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
2855 /// frame is per-clip (all its instances share one model), so this is
2856 /// keyed on the clip, not an instance — register instances separately
2857 /// with
2858 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
2859 /// No-op on a stale `clip`.
2860 ///
2861 /// Control the player (play/pause/scrub) via
2862 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
2863 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
2864 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
2865 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
2866 pub fn play_streaming_clip(
2867 &mut self,
2868 clip: StreamingClipId,
2869 speed_q8: i32,
2870 start_phase_ms: u32,
2871 ) {
2872 let Some(idx) = self.streaming_map.index(clip) else {
2873 return;
2874 };
2875 let Some(state) = self.streaming_clips[idx].as_ref() else {
2876 return;
2877 };
2878 let clock = ClipClock {
2879 durations: state.cursor.durations().to_vec(),
2880 loop_mode: state.cursor.loop_mode(),
2881 speed_q8,
2882 clock_ms: f64::from(start_phase_ms),
2883 };
2884 self.clip_players.push(ClipPlayer {
2885 target: PlayerTarget::Streaming(clip),
2886 clock,
2887 paused: false,
2888 });
2889 }
2890
2891 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
2892 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
2893 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
2894 /// apply it. Players whose instance / clip was removed are pruned. Call
2895 /// once per frame.
2896 ///
2897 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
2898 /// [`play_streaming_clip`]: Self::play_streaming_clip
2899 pub fn advance_voxel_clips(&mut self, dt: f64) {
2900 // Phase 1: tick clocks → (target, frame), pruning dead players.
2901 // Borrow only the maps (disjoint from `clip_players`).
2902 let dyn_map = &self.dyn_map;
2903 let streaming_map = &self.streaming_map;
2904 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
2905 self.clip_players.retain_mut(|p| {
2906 let alive = match p.target {
2907 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
2908 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
2909 };
2910 if !alive {
2911 return false;
2912 }
2913 // A paused player keeps its clock + frame (the editor's pause).
2914 if !p.paused {
2915 updates.push((p.target, p.clock.tick(dt)));
2916 }
2917 true
2918 });
2919 // Phase 2: apply (borrows self mutably, disjoint from the above).
2920 for (target, frame) in updates {
2921 self.apply_player_frame(target, frame);
2922 }
2923 }
2924
2925 /// Apply a resolved frame to a player's target (flipbook instance vs.
2926 /// streaming clip).
2927 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
2928 match target {
2929 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
2930 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
2931 }
2932 }
2933
2934 /// Find the auto-player driving flipbook instance `inst`, if any.
2935 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
2936 self.clip_players
2937 .iter_mut()
2938 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
2939 }
2940
2941 /// Pause / resume the auto-player driving clip instance `id` (the
2942 /// editor's play/pause). No-op if `id` has no player.
2943 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
2944 if let Some(p) = self.flipbook_player_mut(id) {
2945 p.paused = paused;
2946 }
2947 }
2948
2949 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
2950 /// has no player.
2951 #[must_use]
2952 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
2953 self.clip_players
2954 .iter()
2955 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2956 .map(|p| p.paused)
2957 }
2958
2959 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of clip
2960 /// instance `id`'s auto-player. No-op if `id` has no player.
2961 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32) {
2962 if let Some(p) = self.flipbook_player_mut(id) {
2963 p.clock.speed_q8 = speed_q8;
2964 }
2965 }
2966
2967 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
2968 /// immediately show the matching frame (works while paused). No-op if
2969 /// `id` has no player.
2970 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
2971 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
2972 p.clock.clock_ms = clock_ms;
2973 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2974 let frame = frame_at(
2975 &p.clock.durations,
2976 p.clock.loop_mode,
2977 clock_ms.max(0.0) as u32,
2978 ) as u32;
2979 (p.target, frame)
2980 }) else {
2981 return;
2982 };
2983 self.apply_player_frame(target, frame);
2984 }
2985
2986 /// Clip instance `id`'s current playback-clock position (ms), or `None`
2987 /// if it has no player — the scrubber's read-back.
2988 #[must_use]
2989 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
2990 self.clip_players
2991 .iter()
2992 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2993 .map(|p| p.clock.clock_ms)
2994 }
2995
2996 /// Find the auto-player driving streaming clip `clip`, if any (a player
2997 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
2998 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
2999 self.clip_players
3000 .iter_mut()
3001 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3002 }
3003
3004 /// Pause / resume a streaming clip's auto-player
3005 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
3006 /// has no player.
3007 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
3008 if let Some(p) = self.streaming_player_mut(clip) {
3009 p.paused = paused;
3010 }
3011 }
3012
3013 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
3014 /// has no player.
3015 #[must_use]
3016 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
3017 self.clip_players
3018 .iter()
3019 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3020 .map(|p| p.paused)
3021 }
3022
3023 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of
3024 /// streaming clip `clip`'s auto-player. No-op if `clip` has no player.
3025 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32) {
3026 if let Some(p) = self.streaming_player_mut(clip) {
3027 p.clock.speed_q8 = speed_q8;
3028 }
3029 }
3030
3031 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
3032 /// and immediately show the matching frame (works while paused). No-op if
3033 /// `clip` has no player.
3034 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
3035 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
3036 p.clock.clock_ms = clock_ms;
3037 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3038 let frame = frame_at(
3039 &p.clock.durations,
3040 p.clock.loop_mode,
3041 clock_ms.max(0.0) as u32,
3042 ) as u32;
3043 (p.target, frame)
3044 }) else {
3045 return;
3046 };
3047 self.apply_player_frame(target, frame);
3048 }
3049
3050 /// Streaming clip `clip`'s current playback-clock position (ms), or
3051 /// `None` if it has no player — the scrubber's read-back.
3052 #[must_use]
3053 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
3054 self.clip_players
3055 .iter()
3056 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3057 .map(|p| p.clock.clock_ms)
3058 }
3059
3060 // ---- animated characters (VCL.6) -------------------------------------
3061
3062 /// Register an animated character (RKC v3): upload its meshes as sprite
3063 /// models + its embedded voxel clips as flipbooks, then spawn one
3064 /// renderer instance **per bone attachment** — a static mesh sits at
3065 /// its bone, a clip attachment plays back on its own clock. `clip`
3066 /// selects a skeletal animation clip to drive the bones (`None` =
3067 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
3068 /// [`advance_character`](Self::advance_character).
3069 ///
3070 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
3071 /// a later `set_sprites` drops all registered characters.
3072 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
3073 // 1. Meshes → sprite models.
3074 let model_ids: Vec<SpriteModelId> =
3075 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
3076 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
3077 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
3078 .voxel_clips
3079 .iter()
3080 .map(|vc| {
3081 vc.decode().ok().map(|d| {
3082 let id = self.add_voxel_clip(&d);
3083 (id, d.durations, d.loop_mode)
3084 })
3085 })
3086 .collect();
3087 // 3. Build + solve the skeleton (rest pose → bone transforms).
3088 let mut skeleton = ch.to_kfa_sprite(clip);
3089 solve_kfa_limbs(&mut skeleton);
3090 // 4. One instance per attachment, posed by bone × local_offset.
3091 let mut attaches = Vec::new();
3092 for (bi, bone) in ch.bones.iter().enumerate() {
3093 let limb = &skeleton.limbs[bi];
3094 for att in &bone.attachments {
3095 let (s, h, f, p) =
3096 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
3097 let xf = DynSpriteTransform {
3098 pos: p,
3099 right: s,
3100 up: h,
3101 forward: f,
3102 };
3103 match att.target {
3104 MeshRef::Static(mi) => {
3105 if let Some(&mid) = model_ids.get(mi) {
3106 let inst = self.add_sprite_instance_posed(mid, xf);
3107 attaches.push(AttachInst {
3108 bone: bi,
3109 local_offset: att.local_offset,
3110 inst,
3111 clip: None,
3112 });
3113 }
3114 }
3115 MeshRef::Clip(ci) => {
3116 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
3117 let inst = self.add_clip_instance_posed(*cid, xf);
3118 attaches.push(AttachInst {
3119 bone: bi,
3120 local_offset: att.local_offset,
3121 inst,
3122 clip: Some(ClipClock {
3123 durations: durations.clone(),
3124 loop_mode: *loop_mode,
3125 speed_q8: att.playback.speed_q8,
3126 clock_ms: f64::from(att.playback.start_phase_ms),
3127 }),
3128 });
3129 }
3130 }
3131 }
3132 }
3133 }
3134 let clips: Vec<VoxelClipId> = clip_regs
3135 .iter()
3136 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
3137 .collect();
3138 let idx = self.char_instances.len();
3139 self.char_instances.push(CharInstance {
3140 skeleton,
3141 attaches,
3142 models: model_ids,
3143 clips,
3144 });
3145 self.char_map.alloc(idx as u32)
3146 }
3147
3148 /// Advance a character by `dt` seconds: tick its skeletal animation +
3149 /// each clip attachment's clock, then re-pose every attachment
3150 /// (bone × local_offset) and select each clip's current frame. No-op on
3151 /// a stale id.
3152 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3153 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
3154 let Some(idx) = self.char_map.index(id) else {
3155 return;
3156 };
3157 // Phase 1: solve the skeleton + compute each attachment's update,
3158 // borrowing only `char_instances[idx]`.
3159 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
3160 let CharInstance {
3161 skeleton, attaches, ..
3162 } = &mut self.char_instances[idx];
3163 skeleton.animsprite((dt * 1000.0) as i32);
3164 solve_kfa_limbs(skeleton);
3165 attaches
3166 .iter_mut()
3167 .map(|a| {
3168 let limb = &skeleton.limbs[a.bone];
3169 let (s, h, f, p) =
3170 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3171 let xf = DynSpriteTransform {
3172 pos: p,
3173 right: s,
3174 up: h,
3175 forward: f,
3176 };
3177 let frame = a.clip.as_mut().map(|c| c.tick(dt));
3178 (a.inst, xf, frame)
3179 })
3180 .collect()
3181 };
3182 // Phase 2: apply via the facade primitives (disjoint from
3183 // `char_instances`).
3184 for (inst, xf, frame) in updates {
3185 self.set_sprite_instance_transform(inst, xf);
3186 if let Some(f) = frame {
3187 self.set_clip_instance_frame(inst, f);
3188 }
3189 }
3190 }
3191
3192 /// Move/re-orient a character to a new world transform `xf` (the root
3193 /// limb's world pose) **without** ticking its animation or clip clocks —
3194 /// a teleport that holds the current animation frame (e.g. dragging a
3195 /// paused character in an editor). Re-solves the skeleton from the new
3196 /// root + re-poses every attachment; clip frames are left as-is. No-op on
3197 /// a stale id.
3198 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
3199 let Some(idx) = self.char_map.index(id) else {
3200 return;
3201 };
3202 // Phase 1: set the root pose + re-solve (no animsprite), then compute
3203 // each attachment's new transform — borrowing only `char_instances`.
3204 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
3205 let CharInstance {
3206 skeleton, attaches, ..
3207 } = &mut self.char_instances[idx];
3208 skeleton.p = xf.pos;
3209 skeleton.s = xf.right;
3210 skeleton.h = xf.up;
3211 skeleton.f = xf.forward;
3212 solve_kfa_limbs(skeleton);
3213 attaches
3214 .iter()
3215 .map(|a| {
3216 let limb = &skeleton.limbs[a.bone];
3217 let (s, h, f, p) =
3218 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3219 (
3220 a.inst,
3221 DynSpriteTransform {
3222 pos: p,
3223 right: s,
3224 up: h,
3225 forward: f,
3226 },
3227 )
3228 })
3229 .collect()
3230 };
3231 // Phase 2: apply (clip frames untouched — clocks didn't tick).
3232 for (inst, t) in updates {
3233 self.set_sprite_instance_transform(inst, t);
3234 }
3235 }
3236
3237 /// Remove a character, dropping all its attachment instances **and**
3238 /// freeing the sprite models + voxel clips it registered. Returns
3239 /// `false` if `id` is stale.
3240 pub fn remove_character(&mut self, id: CharacterId) -> bool {
3241 let Some(idx) = self.char_map.index(id) else {
3242 return false;
3243 };
3244 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
3245 .attaches
3246 .iter()
3247 .map(|a| a.inst)
3248 .collect();
3249 for inst in insts {
3250 self.remove_sprite_instance(inst);
3251 }
3252 self.char_instances[idx].attaches.clear();
3253 // Free the models + clips this character registered (else they leak
3254 // until a `set_sprites` — costly for an editor hot-swapping all
3255 // session). `mem::take` so the per-id frees can borrow `self`.
3256 let models = std::mem::take(&mut self.char_instances[idx].models);
3257 let clips = std::mem::take(&mut self.char_instances[idx].clips);
3258 for model in models {
3259 self.remove_sprite_model(model);
3260 }
3261 for clip in clips {
3262 self.remove_voxel_clip(clip);
3263 }
3264 self.char_map.remove(id)
3265 }
3266
3267 /// Register animated KFA sprites (one or more bone hierarchies).
3268 /// The GPU backend uploads each limb's kv6 as an instanced model
3269 /// **once** (appended to the sprite registry) and seeds the limb
3270 /// instances at their current pose; the CPU backend caches the
3271 /// posed limbs for drawing. Call once at setup, after
3272 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
3273 /// with [`update_kfa_poses`](Self::update_kfa_poses).
3274 ///
3275 /// Limbs are posed from the sprites' current
3276 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
3277 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
3278 /// if using a baked curve), so `kfas` is taken `&mut`.
3279 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
3280 match &mut self.inner {
3281 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
3282 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
3283 }
3284 }
3285
3286 /// Re-pose the registered KFA sprites from their current
3287 /// `kfaval[]`. Call each frame after advancing the animation
3288 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
3289 /// takes the cheap transform-only update (no model-volume
3290 /// re-upload); the CPU backend re-solves limb transforms for the
3291 /// next [`render`](Self::render). Must follow a
3292 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
3293 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
3294 match &mut self.inner {
3295 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
3296 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
3297 }
3298 }
3299
3300 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
3301 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
3302 /// only; a no-op on the CPU backend. Returns the voxels removed.
3303 pub fn carve_active_sprite(&mut self) -> u32 {
3304 match &mut self.inner {
3305 BackendImpl::Cpu(_) => 0,
3306 BackendImpl::Gpu(g) => g.carve_active_sprite(),
3307 }
3308 }
3309
3310 /// Request that the next [`render`](Self::render) capture its
3311 /// framebuffer for [`take_capture`](Self::take_capture). CPU only
3312 /// (the GPU swapchain isn't read back) — a no-op on GPU.
3313 pub fn request_capture(&mut self) {
3314 if let BackendImpl::Cpu(c) = &mut self.inner {
3315 c.request_capture();
3316 }
3317 }
3318
3319 /// Take the most recently captured frame as packed `0x00RRGGBB`
3320 /// pixels + dimensions, or `None` if no capture is ready / GPU.
3321 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
3322 match &mut self.inner {
3323 BackendImpl::Cpu(c) => c.take_capture(),
3324 BackendImpl::Gpu(_) => None,
3325 }
3326 }
3327
3328 /// Screen→world picking input: the world-space hit distance `t` at
3329 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
3330 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
3331 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
3332 /// `ray_dir` is the same per-pixel ray the frame was rendered with
3333 /// (see the backend's projection).
3334 ///
3335 /// `t` is the distance to the nearest **scene-grid** surface
3336 /// (terrain + grids); sprites do not occlude it (the sprite pass
3337 /// reads depth read-only), so a cursor sprite under the pointer is
3338 /// transparent to the pick.
3339 ///
3340 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
3341 /// GPU backend stages the depth buffer and blocks on a device poll
3342 /// (cheap at click time — do not call every frame). The GPU path
3343 /// only has depth when the last frame drew sprites (`write_depth`).
3344 #[must_use]
3345 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
3346 match &self.inner {
3347 BackendImpl::Cpu(c) => c.pick_depth(x, y),
3348 BackendImpl::Gpu(g) => g.pick_depth(x, y),
3349 }
3350 }
3351
3352 /// World-space view-ray direction (un-normalised) for window pixel
3353 /// `(x, y)`, under the projection the **last frame** rendered with.
3354 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
3355 /// pinhole), so this hides which one is active. `None` before the
3356 /// first frame. Intersect it with a plane for tile picking, or feed
3357 /// it to [`Self::pick`] for a voxel.
3358 #[must_use]
3359 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
3360 match &self.inner {
3361 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
3362 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
3363 }
3364 }
3365
3366 /// Canonical screen→world unproject: the full view [`Ray`]
3367 /// (`camera.pos` origin + unit direction) for window pixel
3368 /// `(x, y)`, under whichever projection the last frame used. The
3369 /// one entry point both backends honour — hosts never reconstruct
3370 /// the projection. `None` before the first frame or for a
3371 /// degenerate ray.
3372 ///
3373 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
3374 /// picking that's identical on CPU and GPU:
3375 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
3376 #[must_use]
3377 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
3378 let d = self.pixel_ray(camera, x, y)?;
3379 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
3380 if len < 1e-12 {
3381 return None;
3382 }
3383 Some(Ray {
3384 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
3385 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
3386 })
3387 }
3388
3389 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
3390 /// the active backend's projection, read the last frame's depth
3391 /// there, reconstruct the world hit, and resolve it to the owning
3392 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
3393 /// sky / no-hit, or when no grid claims the surface.
3394 ///
3395 /// `scene` and `camera` must be the ones the last frame rendered;
3396 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
3397 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
3398 /// depth buffer (a click-time device poll — not per frame).
3399 #[must_use]
3400 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
3401 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
3402 let t = f64::from(self.pick_depth(x, y)?);
3403 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
3404 if len < 1e-9 {
3405 return None;
3406 }
3407 let s = t / len; // world = cam.pos + t · (dir / |dir|)
3408 let world = glam::DVec3::new(
3409 camera.pos[0] + dir[0] * s,
3410 camera.pos[1] + dir[1] * s,
3411 camera.pos[2] + dir[2] * s,
3412 );
3413 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
3414 #[allow(clippy::cast_possible_truncation)]
3415 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
3416 Some(PickHit {
3417 world: world_f32,
3418 grid,
3419 voxel,
3420 })
3421 }
3422}
3423
3424#[cfg(test)]
3425mod tests {
3426 use super::*;
3427
3428 /// The handle map must survive the backends' swap-remove indexing:
3429 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
3430 /// swap-removes, and check every live handle keeps resolving to its
3431 /// own payload through a sequence of adds + removes.
3432 #[test]
3433 fn dyn_instance_map_survives_swap_removes() {
3434 let mut map = DynInstanceMap::default();
3435 // The "backend": payload per dynamic index; swap_remove mirrors
3436 // both backends' remove_dyn_instance.
3437 let mut backend: Vec<u32> = Vec::new();
3438 // Our bookkeeping: handle -> the payload we expect it to address.
3439 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
3440
3441 let add = |map: &mut DynInstanceMap,
3442 backend: &mut Vec<u32>,
3443 expect: &mut Vec<(SpriteInstanceId, u32)>,
3444 payload: u32| {
3445 let dyn_index = backend.len() as u32;
3446 backend.push(payload);
3447 let id = map.alloc(dyn_index);
3448 expect.push((id, payload));
3449 };
3450
3451 for p in 0..6 {
3452 add(&mut map, &mut backend, &mut expect, p);
3453 }
3454
3455 // Remove a middle handle (payload 2) and a later one (payload 4),
3456 // plus the current last — covering swap and no-swap paths.
3457 for victim_payload in [2u32, 4, 5] {
3458 let pos = expect
3459 .iter()
3460 .position(|&(_, p)| p == victim_payload)
3461 .unwrap();
3462 let (id, _) = expect.remove(pos);
3463 let dyn_index = map.dyn_index(id).expect("live handle resolves");
3464 // Backend swap-remove + report moved index (old last), exactly
3465 // like remove_dyn_instance on both backends.
3466 let last = backend.len() - 1;
3467 backend.swap_remove(dyn_index as usize);
3468 let moved = (dyn_index as usize != last).then_some(last as u32);
3469 map.remove(id, dyn_index, moved);
3470 // The removed handle is now stale.
3471 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
3472 }
3473
3474 // Every surviving handle still resolves to its own payload.
3475 for &(id, payload) in &expect {
3476 let idx = map.dyn_index(id).expect("survivor resolves");
3477 assert_eq!(
3478 backend[idx as usize], payload,
3479 "handle addresses its payload"
3480 );
3481 }
3482 assert_eq!(map.order.len(), backend.len());
3483 assert_eq!(backend.len(), expect.len());
3484 }
3485
3486 /// The model slotmap mints stable ids, resolves only live handles,
3487 /// and never reuses a slot — so a removed model's id stays dead and
3488 /// every other id survives the remove.
3489 #[test]
3490 fn dyn_model_map_lifecycle() {
3491 let mut map = DynModelMap::default();
3492 // `set_sprites(3 models)` seeds ids 0..3, all live.
3493 map.reset(3);
3494 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
3495 for (i, &id) in ids.iter().enumerate() {
3496 assert_eq!(map.model_index(id), Some(i));
3497 }
3498
3499 // Incrementally add a fourth model.
3500 let extra = map.alloc(3);
3501 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
3502 assert_eq!(map.model_index(extra), Some(3));
3503
3504 // Remove model 1: its handle goes stale, the rest stay valid.
3505 assert!(map.remove(ids[1]));
3506 assert_eq!(map.model_index(ids[1]), None);
3507 assert_eq!(map.model_index(ids[0]), Some(0));
3508 assert_eq!(map.model_index(ids[2]), Some(2));
3509 assert_eq!(map.model_index(extra), Some(3));
3510
3511 // Double remove / stale removal is a no-op returning false.
3512 assert!(!map.remove(ids[1]));
3513
3514 // A bogus / out-of-range handle resolves to nothing, no panic.
3515 let bogus = SpriteModelId { slot: 999, gen: 0 };
3516 assert_eq!(map.model_index(bogus), None);
3517 assert!(!map.remove(bogus));
3518
3519 // A handle with a mismatched generation never resolves (guards a
3520 // future compacting registry).
3521 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
3522 assert_eq!(map.model_index(wrong_gen), None);
3523 }
3524
3525 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
3526 /// handles, tombstones in place, and `reset` clears it — mirroring the
3527 /// model slotmap, since clips register append-only too.
3528 #[test]
3529 fn dyn_clip_map_lifecycle() {
3530 let mut map = DynClipMap::default();
3531 // Two clips registered incrementally (indices 0, 1).
3532 let c0 = map.alloc(0);
3533 let c1 = map.alloc(1);
3534 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
3535 assert_eq!(map.clip_index(c0), Some(0));
3536 assert_eq!(map.clip_index(c1), Some(1));
3537
3538 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
3539 assert!(map.remove(c0));
3540 assert_eq!(map.clip_index(c0), None);
3541 assert_eq!(map.clip_index(c1), Some(1));
3542 // Double / stale / out-of-range removes are false, no panic.
3543 assert!(!map.remove(c0));
3544 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
3545 // Mismatched generation never resolves.
3546 assert_eq!(map.clip_index(VoxelClipId { slot: 1, gen: 5 }), None);
3547
3548 // `set_sprites` resets the clip layer → ids restart at slot 0, but
3549 // the epoch bumps so old handles don't alias the new clips.
3550 map.reset();
3551 assert_eq!(map.clip_index(c1), None, "reset invalidates old handles");
3552 let again = map.alloc(0); // re-takes slot 0 under the new epoch
3553 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
3554 assert_eq!(map.clip_index(again), Some(0));
3555 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
3556 // clip now occupying slot 0.
3557 assert_eq!(
3558 map.clip_index(c0),
3559 None,
3560 "a pre-reset handle must not alias a new clip on the same slot"
3561 );
3562 }
3563
3564 /// The character slotmap (VCL.6) mints stable ids, resolves only live
3565 /// handles, tombstones in place, and `reset` clears it.
3566 #[test]
3567 fn char_map_lifecycle() {
3568 let mut map = CharMap::default();
3569 let a = map.alloc(0);
3570 let b = map.alloc(1);
3571 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
3572 assert_eq!(map.index(a), Some(0));
3573 assert_eq!(map.index(b), Some(1));
3574
3575 assert!(map.remove(a));
3576 assert_eq!(map.index(a), None);
3577 assert_eq!(map.index(b), Some(1));
3578 assert!(!map.remove(a)); // double remove is a no-op
3579 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
3580 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
3581
3582 map.reset();
3583 assert_eq!(map.index(b), None);
3584 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
3585 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
3586 }
3587
3588 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
3589 /// handles, tombstones in place, and `reset` clears it.
3590 #[test]
3591 fn streaming_clip_map_lifecycle() {
3592 let mut map = StreamingClipMap::default();
3593 let a = map.alloc(0);
3594 let b = map.alloc(1);
3595 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
3596 assert_eq!(map.index(a), Some(0));
3597 assert_eq!(map.index(b), Some(1));
3598
3599 assert!(map.remove(a));
3600 assert_eq!(map.index(a), None);
3601 assert_eq!(map.index(b), Some(1));
3602 assert!(!map.remove(a)); // double remove is a no-op
3603 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
3604 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
3605
3606 map.reset();
3607 assert_eq!(map.index(b), None);
3608 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
3609 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
3610 }
3611
3612 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
3613 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
3614 /// a rewound (negative) clock as frame 0.
3615 #[test]
3616 fn clip_clock_tick_advances_and_resolves_frames() {
3617 // 3 frames, 100 ms each → total 300 ms, looping.
3618 let mut c = ClipClock {
3619 durations: vec![100, 100, 100],
3620 loop_mode: LoopMode::Loop,
3621 speed_q8: 256, // 1×
3622 clock_ms: 0.0,
3623 };
3624 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
3625 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
3626 assert_eq!(c.clock_ms as u32, 100);
3627 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
3628 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
3629 // 0.5× speed advances half as fast.
3630 let mut slow = ClipClock {
3631 durations: vec![100, 100],
3632 loop_mode: LoopMode::Once,
3633 speed_q8: 128, // 0.5×
3634 clock_ms: 0.0,
3635 };
3636 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
3637 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
3638 // start_phase seeds the clock; negative clock reads as frame 0.
3639 let mut phased = ClipClock {
3640 durations: vec![50, 50, 50],
3641 loop_mode: LoopMode::Loop,
3642 speed_q8: -256, // rewind
3643 clock_ms: 50.0, // start mid frame 1
3644 };
3645 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
3646 assert!(phased.clock_ms < 0.0); // kept signed
3647 }
3648
3649 #[test]
3650 fn clip_clock_retarget_swaps_timeline_restarts_keeps_speed() {
3651 // BB.1: swapping a billboard's animation retargets the player's
3652 // timeline (durations + loop) and restarts the clock, but keeps the
3653 // playback rate (the clock policy).
3654 let mut c = ClipClock {
3655 durations: vec![100, 100, 100],
3656 loop_mode: LoopMode::Loop,
3657 speed_q8: 512, // 2×
3658 clock_ms: 250.0,
3659 };
3660 c.retarget(vec![50, 50], LoopMode::Once);
3661 assert_eq!(c.durations, vec![50, 50]); // new clip's timeline
3662 assert_eq!(c.loop_mode, LoopMode::Once); // new clip's loop mode
3663 assert!((c.clock_ms - 0.0).abs() < 1e-9); // restarted at frame 0
3664 assert_eq!(c.speed_q8, 512); // playback rate preserved
3665 // After retarget, ticking advances on the *new* timeline.
3666 assert_eq!(c.tick(0.0), 0);
3667 assert_eq!(c.tick(0.025), 1); // 25ms wall × 2× = 50ms → frame 1
3668 }
3669
3670 fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
3671 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
3672 }
3673 fn unit(v: [f32; 3]) -> bool {
3674 (dot(v, v) - 1.0).abs() < 1e-5
3675 }
3676
3677 #[test]
3678 fn billboard_cylindrical_faces_camera_upright_and_ignores_height() {
3679 // Camera due +x of the sprite. Cylindrical normal (local +y) points
3680 // at the camera horizontally; image vertical (local +z) is world up.
3681 let xf = billboard_transform(
3682 [0.0, 0.0, 0.0],
3683 [10.0, 0.0, 0.0],
3684 BillboardMode::Cylindrical,
3685 )
3686 .expect("non-degenerate");
3687 assert_eq!(xf.up, [1.0, 0.0, 0.0]); // normal → toward camera
3688 assert_eq!(xf.forward, BILLBOARD_UP); // image vertical → world up (-z)
3689 assert_eq!(xf.right, [0.0, -1.0, 0.0]); // image horizontal = screen-right
3690 // Cylindrical ignores camera height: a camera at a different z gives
3691 // the same (vertical) basis.
3692 let high = billboard_transform(
3693 [0.0, 0.0, 0.0],
3694 [10.0, 0.0, -50.0],
3695 BillboardMode::Cylindrical,
3696 )
3697 .unwrap();
3698 assert_eq!(high.up, xf.up);
3699 assert_eq!(high.forward, xf.forward);
3700 // Orthonormal basis.
3701 for v in [xf.right, xf.up, xf.forward] {
3702 assert!(unit(v));
3703 }
3704 assert!(dot(xf.right, xf.up).abs() < 1e-5);
3705 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
3706 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
3707 }
3708
3709 #[test]
3710 fn billboard_spherical_tilts_with_view_and_normal_points_at_camera() {
3711 // Camera above (-z) and in front (+x): the normal tilts up; the
3712 // image vertical gains an up-tilt too (unlike cylindrical).
3713 let cam = [10.0, 0.0, -10.0];
3714 let xf = billboard_transform([0.0, 0.0, 0.0], cam, BillboardMode::Spherical).unwrap();
3715 // Normal (local +y) = normalized direction to the camera.
3716 let n = bb_norm([cam[0] as f32, cam[1] as f32, cam[2] as f32]).unwrap();
3717 for (u, ni) in xf.up.iter().zip(n.iter()) {
3718 assert!((u - ni).abs() < 1e-5);
3719 }
3720 // Not vertical-locked: image vertical tilts off world up.
3721 assert!(xf.forward != BILLBOARD_UP);
3722 for v in [xf.right, xf.up, xf.forward] {
3723 assert!(unit(v));
3724 }
3725 assert!(dot(xf.right, xf.up).abs() < 1e-5);
3726 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
3727 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
3728 }
3729
3730 #[test]
3731 fn dir_index_bins_view_angle_front_ccw() {
3732 let o = [0.0, 0.0, 0.0];
3733 // N == 1 (non-directional) is always 0, regardless of camera.
3734 assert_eq!(dir_index(o, 0.0, [5.0, 3.0, 0.0], 1), 0);
3735 // 8-way, actor facing +x (yaw 0). Camera in front (+x) = front = 0.
3736 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 8), 0);
3737 // Camera at +y (90° CCW from facing) → sector 2 (90° / 45°).
3738 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 8), 2);
3739 // Camera behind (−x, 180°) → sector 4.
3740 assert_eq!(dir_index(o, 0.0, [-10.0, 0.0, 0.0], 8), 4);
3741 // Camera at −y (270°) → sector 6.
3742 assert_eq!(dir_index(o, 0.0, [0.0, -10.0, 0.0], 8), 6);
3743 // Rotating the actor's facing rotates the picked sector: facing +y
3744 // (yaw 90°), camera at +y is now "front" → 0.
3745 let fy = std::f64::consts::FRAC_PI_2;
3746 assert_eq!(dir_index(o, fy, [0.0, 10.0, 0.0], 8), 0);
3747 // Camera straight overhead (no horizontal bearing) → 0.
3748 assert_eq!(dir_index(o, 0.0, [0.0, 0.0, -10.0], 8), 0);
3749 // 4-way still bins front/left/back/right.
3750 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 4), 0);
3751 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 4), 1);
3752 }
3753
3754 #[test]
3755 fn apply_shadow_flags_toggles_bits_and_preserves_others() {
3756 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
3757 let other = 1u32 << 2; // an unrelated flag bit must survive every call
3758 let mut f = other;
3759 apply_shadow_flags(&mut f, true, true); // both on ⇒ no NO_* bits
3760 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
3761 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
3762 apply_shadow_flags(&mut f, false, true); // no cast
3763 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
3764 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
3765 apply_shadow_flags(&mut f, true, false); // no receive
3766 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
3767 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
3768 apply_shadow_flags(&mut f, false, false); // neither
3769 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
3770 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
3771 assert_eq!(f & other, other, "unrelated bit preserved throughout");
3772 }
3773
3774 #[test]
3775 fn apply_lighting_flags_sets_exclusive_mode_and_preserves_others() {
3776 use roxlap_formats::sprite::{
3777 SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP, SPRITE_FLAG_NO_SHADOW_CAST,
3778 };
3779 let other = SPRITE_FLAG_NO_SHADOW_CAST; // a shadow bit must survive
3780 let mut f = other;
3781 apply_lighting_flags(&mut f, BillboardLighting::WorldUp);
3782 assert_ne!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0);
3783 assert_eq!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
3784 apply_lighting_flags(&mut f, BillboardLighting::AmbientOnly);
3785 assert_eq!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0, "modes are exclusive");
3786 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
3787 apply_lighting_flags(&mut f, BillboardLighting::FullBright);
3788 assert_ne!(
3789 f & SPRITE_FLAG_LIGHT_WORLD_UP,
3790 0,
3791 "full-bright sets both bits"
3792 );
3793 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
3794 apply_lighting_flags(&mut f, BillboardLighting::FaceNormal);
3795 assert_eq!(
3796 f & (SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY),
3797 0
3798 );
3799 assert_eq!(f & other, other, "unrelated bit preserved throughout");
3800 }
3801
3802 #[test]
3803 fn billboard_degenerate_and_none_yield_no_transform() {
3804 // Cylindrical with the camera straight overhead → no horizontal
3805 // facing direction → skipped.
3806 assert!(billboard_transform(
3807 [0.0, 0.0, 0.0],
3808 [0.0, 0.0, -10.0],
3809 BillboardMode::Cylindrical
3810 )
3811 .is_none());
3812 // Spherical looking straight along world-up → image-right degenerate.
3813 assert!(
3814 billboard_transform([0.0, 0.0, 0.0], [0.0, 0.0, -10.0], BillboardMode::Spherical)
3815 .is_none()
3816 );
3817 // None mode is never auto-oriented.
3818 assert!(
3819 billboard_transform([0.0, 0.0, 0.0], [10.0, 0.0, 0.0], BillboardMode::None).is_none()
3820 );
3821 }
3822
3823 #[test]
3824 fn dyn_sprite_transform_default_is_identity_and_applies() {
3825 let xf = DynSpriteTransform::default();
3826 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
3827 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
3828 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
3829 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
3830
3831 let mut s = Sprite::axis_aligned(
3832 roxlap_formats::kv6::Kv6::solid_cube(2, 0x80_FF_FF_FF),
3833 [9.0, 9.0, 9.0],
3834 );
3835 let posed = DynSpriteTransform {
3836 pos: [1.0, 2.0, 3.0],
3837 right: [0.0, 0.0, 1.0],
3838 up: [0.0, 1.0, 0.0],
3839 forward: [1.0, 0.0, 0.0],
3840 };
3841 posed.apply_to(&mut s);
3842 assert_eq!(s.p, [1.0, 2.0, 3.0]);
3843 assert_eq!(s.s, [0.0, 0.0, 1.0]);
3844 assert_eq!(s.h, [0.0, 1.0, 0.0]);
3845 assert_eq!(s.f, [1.0, 0.0, 0.0]);
3846 }
3847
3848 #[test]
3849 fn options_default_is_cpu_intent() {
3850 let o = RenderOptions::default();
3851 assert!(!o.want_gpu);
3852 assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
3853 }
3854
3855 /// A camera at the origin looking down +Y (voxlap z-down world): right
3856 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
3857 fn cam_looking_y() -> Camera {
3858 Camera {
3859 pos: [0.0, 0.0, 0.0],
3860 right: [1.0, 0.0, 0.0],
3861 down: [0.0, 0.0, 1.0],
3862 forward: [0.0, 1.0, 0.0],
3863 }
3864 }
3865
3866 #[test]
3867 fn world_quad_corner_layout() {
3868 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
3869 // 10×10 quad facing the camera (its +Y normal points back at us).
3870 let sprite = ImageSprite {
3871 image: ImageId(0),
3872 origin: [-5.0, 10.0, -5.0],
3873 facing: ImageFacing::World {
3874 u: [1.0, 0.0, 0.0],
3875 v: [0.0, 0.0, 1.0],
3876 },
3877 size: [10.0, 10.0],
3878 tint: 0xFFFF_FFFF,
3879 alpha_cutoff: 0.0,
3880 depth_test: true,
3881 double_sided: true,
3882 };
3883 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
3884 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
3885 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
3886 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
3887 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
3888 }
3889
3890 #[test]
3891 fn world_quad_backface_culls_when_single_sided() {
3892 // Same plane but spanned so its normal (u × v) points *away* from
3893 // the camera: swap u/v so the winding flips.
3894 let sprite = ImageSprite {
3895 image: ImageId(0),
3896 origin: [-5.0, 10.0, -5.0],
3897 facing: ImageFacing::World {
3898 u: [0.0, 0.0, 1.0], // v-ish
3899 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
3900 },
3901 size: [10.0, 10.0],
3902 tint: 0xFFFF_FFFF,
3903 alpha_cutoff: 0.0,
3904 depth_test: true,
3905 double_sided: false,
3906 };
3907 // With double_sided=false one of the two windings must cull; the
3908 // opposite winding must draw. Exactly one of the two resolves.
3909 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
3910 let mut flipped = sprite;
3911 flipped.facing = ImageFacing::World {
3912 u: [1.0, 0.0, 0.0],
3913 v: [0.0, 0.0, 1.0],
3914 };
3915 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
3916 assert!(a ^ b, "exactly one winding is front-facing");
3917 }
3918
3919 #[test]
3920 fn double_sided_never_culls() {
3921 let mut sprite = ImageSprite {
3922 image: ImageId(0),
3923 origin: [-5.0, 10.0, -5.0],
3924 facing: ImageFacing::World {
3925 u: [0.0, 0.0, 1.0],
3926 v: [1.0, 0.0, 0.0],
3927 },
3928 size: [10.0, 10.0],
3929 tint: 0xFFFF_FFFF,
3930 alpha_cutoff: 0.0,
3931 depth_test: true,
3932 double_sided: true,
3933 };
3934 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3935 sprite.facing = ImageFacing::World {
3936 u: [1.0, 0.0, 0.0],
3937 v: [0.0, 0.0, 1.0],
3938 };
3939 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3940 }
3941
3942 #[test]
3943 fn ray_quad_uv_center_and_corners() {
3944 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
3945 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
3946 let corners = [
3947 [-5.0, 10.0, -5.0], // TL
3948 [5.0, 10.0, -5.0], // TR
3949 [-5.0, 10.0, 5.0], // BL
3950 [5.0, 10.0, 5.0], // BR
3951 ];
3952 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
3953 assert!(
3954 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
3955 "centre → (.5,.5)"
3956 );
3957 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
3958 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
3959 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
3960 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
3961 }
3962
3963 #[test]
3964 fn ray_quad_uv_misses_outside_and_behind() {
3965 let corners = [
3966 [-5.0, 10.0, -5.0],
3967 [5.0, 10.0, -5.0],
3968 [-5.0, 10.0, 5.0],
3969 [5.0, 10.0, 5.0],
3970 ];
3971 // Ray pointing away (−Y) never reaches the +Y plane in front.
3972 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
3973 // Ray parallel to the quad plane (in +X) → no intersection.
3974 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
3975 // Ray hitting the plane far outside the quad → outside uv.
3976 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
3977 }
3978
3979 #[test]
3980 fn billboard_axes_orthogonal_and_top_toward_up() {
3981 // World up = -Z (z-down world). The billboard's v (top→bottom)
3982 // must point away from `up`, and u/v must be ⟂ the view direction.
3983 let up = [0.0, 0.0, -1.0];
3984 let sprite = ImageSprite {
3985 image: ImageId(0),
3986 origin: [0.0, 50.0, 0.0],
3987 facing: ImageFacing::Billboard { up },
3988 size: [4.0, 4.0],
3989 tint: 0xFFFF_FFFF,
3990 alpha_cutoff: 0.0,
3991 depth_test: false,
3992 double_sided: false, // billboards must NEVER cull
3993 };
3994 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
3995 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
3996 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
3997 let fwd = [0.0, 1.0, 0.0];
3998 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
3999 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
4000 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
4001 assert!(
4002 v_dot(v, up) < 0.0,
4003 "rows grow away from `up` (top edge toward up)"
4004 );
4005 }
4006}