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//! This is the RF.0 skeleton: backend selection + fallback + a
17//! clear-to-sky frame. RF.1/RF.2 fill in the real CPU/GPU scene
18//! render; RF.3 adds sprites; RF.4 adds framebuffer capture.
19
20#![forbid(unsafe_code)]
21
22mod cpu;
23mod gpu;
24
25use std::sync::Arc;
26
27use winit::window::Window;
28
29use roxlap_core::opticast::OpticastSettings;
30use roxlap_core::sky::Sky;
31use roxlap_core::sprite::SpriteLighting;
32use roxlap_core::Camera;
33use roxlap_scene::Scene;
34
35pub use roxlap_formats::sprite::Sprite;
36pub use roxlap_gpu::{GpuInitError, GpuRendererSettings};
37
38use crate::cpu::CpuBackend;
39use crate::gpu::GpuBackend;
40
41/// One placed sprite instance: which [`SpriteSet::models`] entry and
42/// where in the world.
43pub struct SpriteInstanceDesc {
44 pub model: usize,
45 pub pos: [f32; 3],
46}
47
48/// Backend-agnostic sprite description. The facade builds the CPU
49/// per-instance draw list and the GPU instanced registry from the
50/// same data, so both backends show identical sprites. The host owns
51/// content (which models, where, recolouring) — building a recoloured
52/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
53pub struct SpriteSet {
54 /// Distinct voxel models (KV6 + base orientation). Instances index
55 /// into this; their position overrides the model's.
56 pub models: Vec<Sprite>,
57 pub instances: Vec<SpriteInstanceDesc>,
58 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
59 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
60 pub carve_model: Option<usize>,
61}
62
63/// Per-frame inputs both backends consume. The host builds the
64/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
65/// everything else (pool config, sky fill, render, present).
66pub struct FrameParams<'a> {
67 /// CPU opticast settings (scan distance, mip ladder, framebuffer
68 /// geometry). Ignored by the GPU backend.
69 pub settings: &'a OpticastSettings,
70 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
71 /// the clear colour if no scene renders.
72 pub sky_color: u32,
73 /// Optional sky panorama for the CPU rasterizer's sky sampling.
74 pub sky: Option<&'a Sky>,
75 /// CPU fog: packed colour + max scan distance (voxels). `0` scan
76 /// distance disables CPU fog.
77 pub fog_color: u32,
78 pub fog_max_scan_dist: i32,
79 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
80 /// out-of-bounds cameras).
81 pub treat_z_max_as_air: bool,
82 /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
83 /// Ignored by the CPU backend.
84 pub gpu_mip_scan_dist: f32,
85 /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
86 pub gpu_max_outer_steps: u32,
87 /// GPU vertical field of view (radians). Ignored by the CPU
88 /// backend (it derives projection from [`OpticastSettings`]).
89 pub gpu_fov_y_rad: f32,
90 /// CPU sprite shading (built by the host from its engine). Required
91 /// for the CPU backend to draw sprites; ignored by the GPU backend
92 /// (its sprite pass shades from the uploaded model colours). `None`
93 /// skips CPU sprite drawing.
94 pub sprite_lighting: Option<&'a SpriteLighting<'a>>,
95}
96
97/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
98/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
99/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
100/// (transform-correct for rotated / translated grids).
101#[derive(Clone, Copy, PartialEq, Debug)]
102pub struct PickHit {
103 pub world: [f32; 3],
104 pub grid: roxlap_scene::GridId,
105 pub voxel: glam::IVec3,
106}
107
108/// A world-space view ray: the canonical unproject output of
109/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
110/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
111/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
112/// intersect it with a plane for tile selection.
113#[derive(Clone, Copy, PartialEq, Debug)]
114pub struct Ray {
115 pub origin: glam::DVec3,
116 pub dir: glam::DVec3,
117}
118
119/// Which renderer a [`SceneRenderer`] resolved to at construction.
120#[derive(Clone, Copy, PartialEq, Eq, Debug)]
121pub enum Backend {
122 /// `roxlap-core` opticast, presented via `softbuffer`.
123 Cpu,
124 /// `roxlap-gpu` compute marcher, presented via wgpu.
125 Gpu,
126}
127
128/// Construction-time options for [`SceneRenderer::new`].
129pub struct RenderOptions {
130 /// Try the GPU backend first. When `false`, or when GPU init
131 /// fails, the renderer uses the CPU backend.
132 pub want_gpu: bool,
133 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
134 /// backend is selected.
135 pub gpu: GpuRendererSettings,
136 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
137 /// with until a scene render lands. Also the CPU sky-miss colour
138 /// default if a frame supplies none.
139 pub clear_sky: u32,
140 /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
141 /// sizing — the largest combined grid `vsid` the CPU rasterizer
142 /// will see. Pre-sizing keeps later frames allocation-free.
143 pub cpu_max_grid_vsid: u32,
144 /// CPU strip-parallel render thread count (capped to the rayon
145 /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
146 /// slot per thread.
147 pub cpu_render_threads: usize,
148}
149
150impl Default for RenderOptions {
151 fn default() -> Self {
152 Self {
153 want_gpu: false,
154 gpu: GpuRendererSettings::default(),
155 clear_sky: 0x0099_b3d9,
156 // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
157 // combined ground grid.
158 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
159 cpu_render_threads: 4,
160 }
161 }
162}
163
164/// Renderer-internal backend; never exposes wgpu or softbuffer types.
165/// The GPU variant owns the whole wgpu device/queue/pipelines, so
166/// it's boxed to keep the enum small.
167enum BackendImpl {
168 Cpu(CpuBackend),
169 Gpu(Box<GpuBackend>),
170}
171
172/// Unified renderer over the CPU and GPU paths. See the crate docs.
173pub struct SceneRenderer {
174 inner: BackendImpl,
175}
176
177impl SceneRenderer {
178 /// Build a renderer for `window`. Selects the GPU backend when
179 /// `opts.want_gpu` and WGPU initialises; otherwise the CPU
180 /// backend. **Never fails** — a missing/incompatible GPU silently
181 /// yields the CPU path (the message is logged to stderr).
182 #[must_use]
183 pub fn new(window: Arc<Window>, opts: &RenderOptions) -> Self {
184 if opts.want_gpu {
185 match GpuBackend::new(window.clone(), opts) {
186 Ok(g) => {
187 return Self {
188 inner: BackendImpl::Gpu(Box::new(g)),
189 };
190 }
191 Err(e) => {
192 eprintln!(
193 "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
194 );
195 }
196 }
197 }
198 Self {
199 inner: BackendImpl::Cpu(CpuBackend::new(window, opts)),
200 }
201 }
202
203 /// Which backend was selected.
204 #[must_use]
205 pub fn backend(&self) -> Backend {
206 match self.inner {
207 BackendImpl::Cpu(_) => Backend::Cpu,
208 BackendImpl::Gpu(_) => Backend::Gpu,
209 }
210 }
211
212 /// The GPU adapter description when on the GPU backend, else
213 /// `None`.
214 #[must_use]
215 pub fn adapter_info(&self) -> Option<&str> {
216 match &self.inner {
217 BackendImpl::Gpu(g) => Some(g.adapter_info()),
218 BackendImpl::Cpu(_) => None,
219 }
220 }
221
222 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
223 /// GPU marcher's sky sampling. No-op on the CPU backend, which
224 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
225 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
226 if let BackendImpl::Gpu(g) = &mut self.inner {
227 g.set_sky_panorama(rgba, w, h);
228 }
229 }
230
231 /// Follow a window resize. CPU resizes its framebuffer lazily, so
232 /// this only matters to the GPU swapchain — but it's safe to call
233 /// for both.
234 pub fn resize(&mut self, width: u32, height: u32) {
235 match &mut self.inner {
236 BackendImpl::Cpu(c) => c.resize(width, height),
237 BackendImpl::Gpu(g) => g.resize(width, height),
238 }
239 }
240
241 /// Render `scene` from `view` with `frame` params and present to
242 /// the window. The CPU backend fills sky, runs the opticast
243 /// compositor, and presents via softbuffer; the GPU backend
244 /// uploads/refreshes the scene and runs the compute marcher, then
245 /// the sprite pass.
246 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
247 match &mut self.inner {
248 BackendImpl::Cpu(c) => c.render(scene, camera, frame),
249 BackendImpl::Gpu(g) => g.render(scene, camera, frame),
250 }
251 }
252
253 /// Register sprite models + instances. The CPU backend builds a
254 /// per-instance draw list; the GPU backend builds an instanced
255 /// model registry. Call once at setup (or again to replace).
256 pub fn set_sprites(&mut self, set: &SpriteSet) {
257 match &mut self.inner {
258 BackendImpl::Cpu(c) => c.set_sprites(set),
259 BackendImpl::Gpu(g) => g.set_sprites(set),
260 }
261 }
262
263 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
264 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
265 /// only; a no-op on the CPU backend. Returns the voxels removed.
266 pub fn carve_active_sprite(&mut self) -> u32 {
267 match &mut self.inner {
268 BackendImpl::Cpu(_) => 0,
269 BackendImpl::Gpu(g) => g.carve_active_sprite(),
270 }
271 }
272
273 /// Request that the next [`render`](Self::render) capture its
274 /// framebuffer for [`take_capture`](Self::take_capture). CPU only
275 /// (the GPU swapchain isn't read back) — a no-op on GPU.
276 pub fn request_capture(&mut self) {
277 if let BackendImpl::Cpu(c) = &mut self.inner {
278 c.request_capture();
279 }
280 }
281
282 /// Take the most recently captured frame as packed `0x00RRGGBB`
283 /// pixels + dimensions, or `None` if no capture is ready / GPU.
284 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
285 match &mut self.inner {
286 BackendImpl::Cpu(c) => c.take_capture(),
287 BackendImpl::Gpu(_) => None,
288 }
289 }
290
291 /// Screen→world picking input: the world-space hit distance `t` at
292 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
293 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
294 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
295 /// `ray_dir` is the same per-pixel ray the frame was rendered with
296 /// (see the backend's projection).
297 ///
298 /// `t` is the distance to the nearest **scene-grid** surface
299 /// (terrain + grids); sprites do not occlude it (the sprite pass
300 /// reads depth read-only), so a cursor sprite under the pointer is
301 /// transparent to the pick.
302 ///
303 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
304 /// GPU backend stages the depth buffer and blocks on a device poll
305 /// (cheap at click time — do not call every frame). The GPU path
306 /// only has depth when the last frame drew sprites (`write_depth`).
307 #[must_use]
308 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
309 match &self.inner {
310 BackendImpl::Cpu(c) => c.pick_depth(x, y),
311 BackendImpl::Gpu(g) => g.pick_depth(x, y),
312 }
313 }
314
315 /// World-space view-ray direction (un-normalised) for window pixel
316 /// `(x, y)`, under the projection the **last frame** rendered with.
317 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
318 /// pinhole), so this hides which one is active. `None` before the
319 /// first frame. Intersect it with a plane for tile picking, or feed
320 /// it to [`Self::pick`] for a voxel.
321 #[must_use]
322 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
323 match &self.inner {
324 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
325 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
326 }
327 }
328
329 /// Canonical screen→world unproject: the full view [`Ray`]
330 /// (`camera.pos` origin + unit direction) for window pixel
331 /// `(x, y)`, under whichever projection the last frame used. The
332 /// one entry point both backends honour — hosts never reconstruct
333 /// the projection. `None` before the first frame or for a
334 /// degenerate ray.
335 ///
336 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
337 /// picking that's identical on CPU and GPU:
338 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
339 #[must_use]
340 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
341 let d = self.pixel_ray(camera, x, y)?;
342 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
343 if len < 1e-12 {
344 return None;
345 }
346 Some(Ray {
347 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
348 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
349 })
350 }
351
352 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
353 /// the active backend's projection, read the last frame's depth
354 /// there, reconstruct the world hit, and resolve it to the owning
355 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
356 /// sky / no-hit, or when no grid claims the surface.
357 ///
358 /// `scene` and `camera` must be the ones the last frame rendered;
359 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
360 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
361 /// depth buffer (a click-time device poll — not per frame).
362 #[must_use]
363 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
364 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
365 let t = f64::from(self.pick_depth(x, y)?);
366 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
367 if len < 1e-9 {
368 return None;
369 }
370 let s = t / len; // world = cam.pos + t · (dir / |dir|)
371 let world = glam::DVec3::new(
372 camera.pos[0] + dir[0] * s,
373 camera.pos[1] + dir[1] * s,
374 camera.pos[2] + dir[2] * s,
375 );
376 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
377 #[allow(clippy::cast_possible_truncation)]
378 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
379 Some(PickHit {
380 world: world_f32,
381 grid,
382 voxel,
383 })
384 }
385}
386
387#[cfg(test)]
388mod tests {
389 use super::*;
390
391 #[test]
392 fn options_default_is_cpu_intent() {
393 let o = RenderOptions::default();
394 assert!(!o.want_gpu);
395 assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
396 }
397}