roxlap-render 0.9.0

Unified CPU/GPU renderer facade for the roxlap scene-graph engine — one SceneRenderer over roxlap-core opticast (softbuffer) and roxlap-gpu (wgpu), with automatic CPU fallback.
Documentation
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//! GPU backend — `roxlap-gpu` compute marcher.
//!
//! RF.2: owns the [`GpuRenderer`] plus the `Scene`→GPU bridge that
//! used to live in the scene-demo: the one-time scene upload, the
//! per-frame dirty-chunk refresh, and the per-grid world→grid-local
//! camera transform. The host hands a `Scene` + world `Camera`; this
//! backend keeps GPU residency in sync and marches it.
//!
//! Streaming/edits stay the host's job (it mutates the `Scene` before
//! calling render); this backend only *observes* chunk versions to
//! decide what to re-upload.

// The GPU bridge crosses the f64-world → f32-GPU boundary (camera
// transform) and prints a u64 byte count as MiB — both deliberate.
#![allow(clippy::cast_precision_loss, clippy::cast_possible_truncation)]

use std::collections::HashMap;

use crate::{FrameParams, KfaSprite, Line3, RenderOptions, Sprite, SpriteSet};
#[cfg(not(target_arch = "wasm32"))]
use crate::{HasDisplayHandle, HasWindowHandle};
use glam::{DVec3, IVec3};
use roxlap_core::kfa_draw::solve_kfa_limbs;
use roxlap_core::sprite::sprite_colmul;
use roxlap_core::Camera;
use roxlap_gpu::{
    build_sprite_model, GpuInitError, GpuRenderer, GpuSceneResident, SpriteInstance,
    SpriteInstanceTransform, SpriteModelRegistry,
};
use roxlap_scene::{GridId, Scene};

/// Unpack a `0x00RRGGBB` packed colour (the framebuffer / `FrameParams`
/// convention) into `[R, G, B]` bytes.
fn unpack_rgb(packed: u32) -> [u8; 3] {
    [
        ((packed >> 16) & 0xff) as u8,
        ((packed >> 8) & 0xff) as u8,
        (packed & 0xff) as u8,
    ]
}

pub(crate) struct GpuBackend {
    gpu: GpuRenderer,
    /// Whole-scene residency; `None` until the first non-empty render.
    resident: Option<GpuSceneResident>,
    /// Lazily-built `grid_count == 0` resident used for the sprite-only
    /// path (a scene with no grids but with sprites — e.g. an asset
    /// viewer). Lets `render_scene` fill the sky background + far depth
    /// and run the sprite pass without any voxel grids. Kept separate
    /// from [`resident`](Self::resident) (which stays `None` for empty
    /// scenes) so [`upload_scene`](Self::upload_scene) still re-runs and
    /// picks up grids added later.
    empty_resident: Option<GpuSceneResident>,
    /// Grid ids in upload order — index = per-grid camera slot.
    grid_ids: Vec<GridId>,
    /// Per-grid `chunk_idx → last-uploaded version` for the dirty poll.
    versions: Vec<HashMap<IVec3, u64>>,
    /// Instanced sprite registry + the uploaded instance list; `None`
    /// until [`set_sprites`](Self::set_sprites).
    sprite_registry: Option<SpriteModelRegistry>,
    sprite_instances: Vec<SpriteInstance>,
    /// Forward-basis [`Sprite`] per instance, parallel to
    /// [`sprite_instances`](Self::sprite_instances) (static then KFA
    /// limbs). Kept so [`render`](Self::render) can rebuild each
    /// instance's `kv6colmul` lighting table from its current pose +
    /// the frame's [`FrameParams::sprite_lighting`]. The kv6 is cloned
    /// once at registration; per-frame KFA updates only copy the basis.
    sprite_basis: Vec<Sprite>,
    /// GPU.10 KFA — per registered KFA sprite, the registry model id of
    /// each limb (in limb order). Built once by [`set_kfa_sprites`].
    kfa_limb_models: Vec<Vec<u32>>,
    /// Index into [`sprite_instances`] where the KFA limb instances
    /// begin (static [`SpriteSet`] instances occupy `[0, kfa_base)`).
    kfa_base: usize,
    /// Registry model id the `G`-carve edits + its next z-layer.
    carve_model_id: Option<u32>,
    carve_z: u32,
    /// `true` once the host uploads a real sky panorama via
    /// [`set_sky_panorama`](Self::set_sky_panorama). Until then the
    /// backend mirrors [`FrameParams::sky_color`] into a 1×1 sky
    /// texture each render so the GPU sky matches the CPU's flat sky
    /// (the engine otherwise samples a default grey panorama).
    host_sky_set: bool,
    /// Last `sky_color` auto-uploaded under the parity path above —
    /// re-uploads the 1×1 texture only when it changes.
    auto_sky_color: Option<u32>,
}

impl GpuBackend {
    /// Backend-agnostic field seeding shared by the native + wasm
    /// constructors, given an already-initialised [`GpuRenderer`].
    fn from_gpu(gpu: GpuRenderer) -> Self {
        Self {
            gpu,
            resident: None,
            empty_resident: None,
            grid_ids: Vec::new(),
            versions: Vec::new(),
            sprite_registry: None,
            sprite_instances: Vec::new(),
            sprite_basis: Vec::new(),
            kfa_limb_models: Vec::new(),
            kfa_base: 0,
            carve_model_id: None,
            carve_z: 0,
            host_sky_set: false,
            auto_sky_color: None,
        }
    }

    /// Native: block on the async wgpu init against a window handle.
    #[cfg(not(target_arch = "wasm32"))]
    pub(crate) fn new<W>(
        window: std::sync::Arc<W>,
        size: (u32, u32),
        opts: &RenderOptions,
    ) -> Result<Self, GpuInitError>
    where
        W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
    {
        let gpu = GpuRenderer::new_blocking(window, size, opts.gpu)?;
        Ok(Self::from_gpu(gpu))
    }

    /// wasm/WebGPU: await the async wgpu init against an HTML canvas.
    /// The browser drives the adapter/device futures through its event
    /// loop, so there's no blocking wrapper here.
    #[cfg(target_arch = "wasm32")]
    pub(crate) async fn new_async(
        canvas: web_sys::HtmlCanvasElement,
        size: (u32, u32),
        opts: &RenderOptions,
    ) -> Result<Self, GpuInitError> {
        let gpu = GpuRenderer::new_from_canvas(canvas, size, opts.gpu).await?;
        Ok(Self::from_gpu(gpu))
    }

    /// Build an instanced model registry from `set` and upload it.
    /// One registry model per [`SpriteSet::models`] entry; each
    /// instance references its model + carries its placed transform.
    pub(crate) fn set_sprites(&mut self, set: &SpriteSet) {
        let mut registry = SpriteModelRegistry::new();
        let model_ids: Vec<u32> = set
            .models
            .iter()
            .map(|m| registry.add_lod(build_sprite_model(&m.kv6), 4))
            .collect();

        let mut instances = Vec::with_capacity(set.instances.len());
        let mut basis = Vec::with_capacity(set.instances.len());
        for inst in &set.instances {
            let Some(&model_id) = model_ids.get(inst.model) else {
                continue;
            };
            // Per-instance Sprite = model template with the instance
            // position, so the GPU transform matches the CPU draw.
            let mut s = set.models[inst.model].clone();
            s.p = inst.pos;
            instances.push(SpriteInstance {
                model_id,
                transform: SpriteInstanceTransform::from_sprite(&s),
            });
            basis.push(s);
        }
        self.gpu.set_sprite_instances(&registry, &instances);
        self.carve_model_id = set.carve_model.and_then(|i| model_ids.get(i).copied());
        self.carve_z = 0;
        // Static instances reset the KFA region; re-register if needed.
        self.kfa_base = instances.len();
        self.kfa_limb_models.clear();
        self.sprite_registry = Some(registry);
        self.sprite_instances = instances;
        self.sprite_basis = basis;
    }

    /// Register KFA sprites: append each limb's kv6 as an instanced
    /// model (with an LOD chain, like static sprites) and seed one
    /// instance per limb at its current pose. Volumes upload once here;
    /// [`update_kfa_poses`](Self::update_kfa_poses) only moves them.
    pub(crate) fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
        // Build on top of whatever static sprites already exist so the
        // single GPU sprite pass draws both. `set_sprites` left
        // `kfa_base` at the static instance count.
        let mut registry = self.sprite_registry.take().unwrap_or_default();
        let mut instances = std::mem::take(&mut self.sprite_instances);
        // Truncate any prior KFA basis; static basis stays in [0, kfa_base).
        self.sprite_basis.truncate(self.kfa_base);
        self.kfa_base = instances.len();
        self.kfa_limb_models.clear();

        for kfa in kfas.iter_mut() {
            // Pose the limbs so the seed instances are correct frame 0.
            solve_kfa_limbs(kfa);
            let mut limb_models = Vec::with_capacity(kfa.limbs.len());
            for limb in &kfa.limbs {
                let id = registry.add_lod(build_sprite_model(&limb.kv6), 4);
                limb_models.push(id);
                instances.push(SpriteInstance {
                    model_id: id,
                    transform: SpriteInstanceTransform::from_sprite(limb),
                });
                self.sprite_basis.push(limb.clone());
            }
            self.kfa_limb_models.push(limb_models);
        }

        self.gpu.set_sprite_instances(&registry, &instances);
        self.sprite_registry = Some(registry);
        self.sprite_instances = instances;
    }

    /// Re-pose registered KFA limbs and push the new transforms to the
    /// GPU without re-uploading any model volume (GPU.10 cheap path).
    pub(crate) fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
        if self.kfa_limb_models.is_empty() {
            return;
        }
        let mut idx = self.kfa_base;
        for kfa in kfas.iter_mut() {
            solve_kfa_limbs(kfa);
            for limb in &kfa.limbs {
                if let Some(inst) = self.sprite_instances.get_mut(idx) {
                    inst.transform = SpriteInstanceTransform::from_sprite(limb);
                }
                // Copy only the posed basis (no kv6 re-clone) so the
                // next `render` rebuilds this limb's lighting table.
                if let Some(b) = self.sprite_basis.get_mut(idx) {
                    b.p = limb.p;
                    b.s = limb.s;
                    b.h = limb.h;
                    b.f = limb.f;
                }
                idx += 1;
            }
        }
        self.gpu
            .update_sprite_instance_transforms(&self.sprite_instances);
    }

    /// Carve the next z-layer off the carve model, rebuild its LOD
    /// chain, and re-upload — GPU.12 copy-on-modify. Returns voxels
    /// removed (`0` when nothing to carve / no carve model).
    pub(crate) fn carve_active_sprite(&mut self) -> u32 {
        let Some(id) = self.carve_model_id else {
            return 0;
        };
        let Some(reg) = self.sprite_registry.as_mut() else {
            return 0;
        };
        let dims = reg.model(id).dims;
        let z = self.carve_z;
        if z >= dims[2] {
            return 0;
        }
        let m = reg.model_mut(id);
        let mut removed = 0u32;
        for y in 0..dims[1] {
            for x in 0..dims[0] {
                if m.set_voxel(x, y, z, None) {
                    removed += 1;
                }
            }
        }
        reg.rebuild_lod(id);
        self.carve_z = z + 1;
        self.gpu.set_sprite_instances(reg, &self.sprite_instances);
        removed
    }

    pub(crate) fn adapter_info(&self) -> &str {
        self.gpu.adapter_info()
    }

    /// World-t depth at window pixel `(x, y)` from the last frame (for
    /// screen→world picking). See [`SceneRenderer::pick_depth`].
    #[cfg(not(target_arch = "wasm32"))]
    pub(crate) fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
        self.gpu.read_depth_pixel(x, y)
    }

    /// wasm: depth picking is deferred on the GPU path — WebGPU has no
    /// blocking readback, so the staging-buffer map can't be awaited
    /// synchronously here. Always `None`; the CPU fallback picks
    /// normally from its in-memory z-buffer.
    #[cfg(target_arch = "wasm32")]
    #[allow(clippy::unused_self)]
    pub(crate) fn pick_depth(&self, _x: u32, _y: u32) -> Option<f32> {
        None
    }

    /// World-space view ray for pixel `(x, y)` under the GPU marcher's
    /// projection. See [`SceneRenderer::pixel_ray`].
    pub(crate) fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
        self.gpu
            .pixel_ray(camera.right, camera.down, camera.forward, x, y)
    }

    pub(crate) fn resize(&mut self, width: u32, height: u32) {
        self.gpu.resize(width, height);
    }

    /// Upload a sky panorama for the GPU shader's sky sampling.
    pub(crate) fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
        self.gpu.set_sky_panorama(rgba, w, h);
        // The host owns the sky now — stop mirroring `sky_color`.
        self.host_sky_set = true;
    }

    /// Mirror the CPU path's flat sky + distance fog onto the GPU from
    /// the per-frame [`FrameParams`]. The GPU marcher samples its own
    /// sky *texture* (default grey) and carries its own fog state, so
    /// without this the GPU diverges from the CPU's `sky_color` /
    /// `fog_color` every frame. Skips the sky mirror once the host has
    /// uploaded a real panorama.
    fn sync_sky_and_fog(&mut self, frame: &FrameParams) {
        if !self.host_sky_set && self.auto_sky_color != Some(frame.sky_color) {
            let [r, g, b] = unpack_rgb(frame.sky_color);
            self.gpu.set_sky_panorama(&[r, g, b, 0xff], 1, 1);
            self.auto_sky_color = Some(frame.sky_color);
        }

        // CPU `set_fog` ramps hits to `fog_color` from t=0 to
        // `fog_max_scan_dist`, and is off when that distance is ≤ 0.
        // Match it: near = 0, far = the scan distance (a huge far ≈
        // "no fog" when disabled). The GPU uses a smoothstep where the
        // CPU LUT is linear — same endpoints, slightly different curve.
        let [r, g, b] = unpack_rgb(frame.fog_color);
        let color = [
            f32::from(r) / 255.0,
            f32::from(g) / 255.0,
            f32::from(b) / 255.0,
        ];
        let far = if frame.fog_max_scan_dist > 0 {
            frame.fog_max_scan_dist as f32
        } else {
            1.0e30
        };
        self.gpu.set_fog(color, 0.0, far);
    }

    pub(crate) fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
        // CPU/GPU parity: mirror the frame's flat sky + fog onto the GPU
        // (which carries its own sky texture + fog state).
        self.sync_sky_and_fog(frame);

        if self.resident.is_none() {
            self.upload_scene(scene);
        } else {
            self.refresh_dirty(scene);
        }

        // Per-frame GPU scene-LOD knob (GPU.11.1).
        self.gpu.set_scene_mip_scan_dist(frame.gpu_mip_scan_dist);

        // Per-face grid shading (voxlap setsideshades) — the scene-DDA
        // pass darkens a hit voxel's brightness by the hit face's shade,
        // matching the CPU rasteriser. With a flat (un-baked) brightness
        // byte it's pure runtime side-shading; with baked light it
        // stacks, exactly as voxlap does. Default [0;6] = no shading.
        self.gpu.set_scene_side_shades(frame.side_shades);

        // GPU.10 sprite lighting: rebuild each instance's voxlap
        // `kv6colmul` table from its current pose + the frame's lighting,
        // so the GPU sprite pass shades exactly like the CPU rasteriser
        // (directional, normal-based). Cheap for the demo's handful of
        // instances; recomputed every frame because KFA limbs rotate.
        if let Some(lighting) = frame.sprite_lighting {
            if !self.sprite_basis.is_empty() {
                let tables: Vec<[u64; 256]> = self
                    .sprite_basis
                    .iter()
                    .map(|s| sprite_colmul(s, lighting).0)
                    .collect();
                self.gpu.set_sprite_instance_colmul(&tables);
            }
        }

        let cameras = self.grid_cameras(scene, camera);
        // Sprites are world-space, so they project through the world
        // camera (identity transform), not any grid-local one. Without
        // this the GPU sprite pass used `cameras[0]` and shifted every
        // instance by grid 0's origin/rotation.
        let sprite_camera = grid_local_camera(glam::DQuat::IDENTITY, DVec3::ZERO, camera);
        if let Some(resident) = &self.resident {
            self.gpu.render_scene(
                resident,
                &cameras,
                &sprite_camera,
                frame.gpu_fov_y_rad,
                frame.gpu_max_outer_steps,
            );
        } else if !self.sprite_instances.is_empty() {
            // Sprite-only scene (no voxel grids — e.g. an asset/model
            // viewer). Render through a zero-grid resident so the scene
            // pass fills the sky background + far depth and the sprite
            // pass composites the models over it (CPU/GPU parity). The
            // sky comes from the 1×1 auto-sky (= `frame.sky_color`), so
            // the background matches the CPU backend.
            if self.empty_resident.is_none() {
                let info = roxlap_gpu::SceneUpload { grids: Vec::new() };
                self.empty_resident = Some(GpuSceneResident::upload(self.gpu.device(), &info));
            }
            let empty = self.empty_resident.as_ref().expect("just built");
            self.gpu.render_scene(
                empty,
                &[],
                &sprite_camera,
                frame.gpu_fov_y_rad,
                frame.gpu_max_outer_steps,
            );
        } else {
            // Truly empty (no grids, no sprites) — clear to colour
            // (deferred, so a HUD can still be painted over it).
            self.gpu.render_clear_deferred();
        }
    }

    /// Present the frame `render` composited, with no UI overlay.
    pub(crate) fn present(&mut self) {
        self.gpu.present();
    }

    /// Draw depth-tested world-space line segments over the pending frame
    /// (L3.2). Converts the facade [`Line3`]s + world `camera` to the GPU
    /// line types and runs the `roxlap-gpu` line pipeline, which projects
    /// the endpoints (marcher pinhole), expands them to screen quads, and
    /// composites with a `LoadOp::Load` pass. Depth-tested lines are
    /// occluded by nearer marched geometry (euclidean `best_t`).
    pub(crate) fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
        if lines.is_empty() {
            return;
        }
        let cam = roxlap_gpu::GpuLineCamera {
            pos: camera.pos.map(|v| v as f32),
            right: camera.right.map(|v| v as f32),
            down: camera.down.map(|v| v as f32),
            forward: camera.forward.map(|v| v as f32),
        };
        let glines: Vec<roxlap_gpu::GpuLine> = lines
            .iter()
            .map(|l| {
                // 0xAARRGGBB → straight RGBA in 0..=1 (alpha = over-blend).
                let a = ((l.color >> 24) & 0xff) as f32 / 255.0;
                let r = ((l.color >> 16) & 0xff) as f32 / 255.0;
                let g = ((l.color >> 8) & 0xff) as f32 / 255.0;
                let b = (l.color & 0xff) as f32 / 255.0;
                roxlap_gpu::GpuLine {
                    a: [l.a[0] as f32, l.a[1] as f32, l.a[2] as f32],
                    b: [l.b[0] as f32, l.b[1] as f32, l.b[2] as f32],
                    color: [r, g, b, a],
                    width_px: l.width_px,
                    depth_test: l.depth_test,
                }
            })
            .collect();
        self.gpu.draw_lines_deferred(&cam, &glines);
    }

    /// Overlay egui on the pending frame, then present (`hud` feature).
    #[cfg(feature = "hud")]
    pub(crate) fn paint_egui(
        &mut self,
        jobs: &[egui::ClippedPrimitive],
        textures: &egui::TexturesDelta,
        pixels_per_point: f32,
    ) {
        self.gpu.paint_egui(jobs, textures, pixels_per_point);
    }

    /// Decompress every materialised chunk of every grid and upload as
    /// one [`GpuSceneResident`]; record the grid order + seed the
    /// dirty-version trackers. Moved verbatim from the scene-demo's
    /// `upload_first_scene` (minus the streaming pump, which the host
    /// drives before calling render).
    fn upload_scene(&mut self, scene: &Scene) {
        let mut grids_by_id: Vec<_> = scene.grids().collect();
        grids_by_id.sort_by_key(|(gid, _)| gid.raw());

        let mut scene_grids: Vec<roxlap_gpu::GridUpload> = Vec::new();
        let mut grid_ids: Vec<GridId> = Vec::new();
        let mut total_chunks = 0usize;
        for (gid, grid) in grids_by_id {
            let is_streaming = grid.generator.is_some();
            // Skip truly-static empty grids (they'll never gain
            // chunks). A STREAMING grid is registered even when empty
            // so it lands in `grid_ids` — otherwise its chunks, which
            // arrive over later frames via the background generator,
            // would never be installed by `refresh_dirty` (the
            // streaming "no hills" regression).
            if grid.chunks.is_empty() && !is_streaming {
                continue;
            }
            if scene_grids.len() == roxlap_gpu::MAX_SCENE_GRIDS as usize {
                eprintln!(
                    "roxlap-render: scene cap ({} grids) reached — skipping grid {}+",
                    roxlap_gpu::MAX_SCENE_GRIDS,
                    gid.raw(),
                );
                break;
            }
            let chunk_idxs: Vec<[i32; 3]> = grid.chunks.keys().map(|i| [i.x, i.y, i.z]).collect();
            // Empty streaming grid → placeholder bbox; the modular pool
            // ignores the bbox for slot assignment anyway.
            let (origin_chunk, chunks_dims) =
                roxlap_gpu::bounding_box_of(chunk_idxs.iter().copied())
                    .unwrap_or(([0, 0, 0], [1, 1, 1]));
            let chunks: Vec<([i32; 3], roxlap_gpu::ChunkUpload)> = grid
                .chunks
                .iter()
                .map(|(idx, vxl)| ([idx.x, idx.y, idx.z], roxlap_gpu::decompress_chunk(vxl)))
                .collect();
            total_chunks += chunks.len();
            // Streaming grids get a generous modular pool so chunks
            // arriving at new indices never collide; static grids fit
            // their bbox exactly.
            let pool_dims = if is_streaming {
                [8, 8, 4]
            } else {
                roxlap_gpu::GridUpload::default_pool_dims(chunks_dims)
            };
            scene_grids.push(roxlap_gpu::GridUpload {
                vsid: roxlap_scene::CHUNK_SIZE_XY,
                origin_chunk,
                chunks_dims,
                pool_dims,
                chunks,
            });
            grid_ids.push(gid);
        }

        if scene_grids.is_empty() {
            // No grids yet (e.g. streaming hasn't materialised the
            // first chunk) — leave `resident` None; render clears.
            return;
        }

        let info = roxlap_gpu::SceneUpload { grids: scene_grids };
        let resident = GpuSceneResident::upload(self.gpu.device(), &info);
        eprintln!(
            "roxlap-render: uploaded scene — {} grids, {total_chunks} chunks, {:.1} MiB resident",
            grid_ids.len(),
            resident.resident_bytes() as f64 / (1024.0 * 1024.0),
        );

        // Seed dirty trackers with each chunk's current version.
        let mut versions: Vec<HashMap<IVec3, u64>> = Vec::with_capacity(grid_ids.len());
        for gid in &grid_ids {
            let mut gv: HashMap<IVec3, u64> = HashMap::new();
            if let Some(grid) = scene.grid(*gid) {
                for c in grid.chunks.keys() {
                    gv.insert(*c, grid.chunk_version(*c));
                }
            }
            versions.push(gv);
        }

        self.resident = Some(resident);
        self.grid_ids = grid_ids;
        self.versions = versions;
    }

    /// Re-upload any chunk whose `chunk_version` bumped since last
    /// frame; evict chunks the streamer dropped. Moved verbatim from
    /// the scene-demo's `refresh_dirty_chunks`.
    fn refresh_dirty(&mut self, scene: &Scene) {
        let Some(resident) = self.resident.as_mut() else {
            return;
        };
        let queue = self.gpu.queue();
        let mut decompressed = 0u32;
        let mut evicted = 0u32;
        for (scene_idx, gid) in self.grid_ids.iter().enumerate() {
            let Some(grid) = scene.grid(*gid) else {
                continue;
            };
            let tracker = &mut self.versions[scene_idx];

            // Install / refresh current chunks.
            for (chunk_ivec3, vxl) in &grid.chunks {
                let cur = grid.chunk_version(*chunk_ivec3);
                if tracker.get(chunk_ivec3).copied() == Some(cur) {
                    continue;
                }
                let upload = roxlap_gpu::decompress_chunk(vxl);
                let outcome = resident.refresh_chunk(
                    queue,
                    scene_idx,
                    [chunk_ivec3.x, chunk_ivec3.y, chunk_ivec3.z],
                    &upload,
                );
                if outcome != roxlap_gpu::RefreshOutcome::ChunkOutOfBbox {
                    tracker.insert(*chunk_ivec3, cur);
                    decompressed += 1;
                }
            }

            // Evict chunks dropped since last frame.
            let stale: Vec<IVec3> = tracker
                .keys()
                .filter(|i| !grid.chunks.contains_key(*i))
                .copied()
                .collect();
            for c in stale {
                resident.evict_chunk(queue, scene_idx, [c.x, c.y, c.z]);
                tracker.remove(&c);
                evicted += 1;
            }
        }
        if decompressed > 8 || evicted > 0 {
            eprintln!("roxlap-render: refreshed {decompressed} chunks, evicted {evicted}");
        }
    }

    /// One per-grid [`roxlap_gpu::Camera`]: the world camera
    /// transformed into each grid's local frame via the inverse
    /// `GridTransform`. Moved from the scene-demo's `redraw_gpu`.
    fn grid_cameras(&self, scene: &Scene, camera: &Camera) -> Vec<roxlap_gpu::Camera> {
        let mut cameras = Vec::with_capacity(self.grid_ids.len());
        for gid in &self.grid_ids {
            let Some(grid) = scene.grid(*gid) else {
                cameras.push(roxlap_gpu::Camera::default());
                continue;
            };
            cameras.push(grid_local_camera(
                grid.transform.rotation,
                grid.transform.origin,
                camera,
            ));
        }
        cameras
    }
}

/// Transform a world [`Camera`] into a grid's local frame: apply the
/// inverse grid rotation to the basis + the origin-relative position.
/// Rigid transforms preserve handedness, so `right × down == forward`
/// carries through — important, since a flipped basis silently culls
/// the whole grid (see the voxlap-basis-chirality note).
pub(crate) fn grid_local_camera(
    rotation: glam::DQuat,
    origin: DVec3,
    camera: &Camera,
) -> roxlap_gpu::Camera {
    let inv_rot = rotation.inverse();
    let local_pos = inv_rot * (DVec3::from_array(camera.pos) - origin);
    let local_right = inv_rot * DVec3::from_array(camera.right);
    let local_down = inv_rot * DVec3::from_array(camera.down);
    let local_forward = inv_rot * DVec3::from_array(camera.forward);
    roxlap_gpu::Camera {
        position: [local_pos.x as f32, local_pos.y as f32, local_pos.z as f32],
        right: [
            local_right.x as f32,
            local_right.y as f32,
            local_right.z as f32,
        ],
        down: [
            local_down.x as f32,
            local_down.y as f32,
            local_down.z as f32,
        ],
        forward: [
            local_forward.x as f32,
            local_forward.y as f32,
            local_forward.z as f32,
        ],
        // fov is passed to render_scene separately; the per-grid
        // Camera's fov field is unused by the marcher.
        fov_y_rad: 60_f32.to_radians(),
    }
}

#[cfg(test)]
#[allow(clippy::float_cmp)] // exact pass-through values are intended
mod tests {
    use super::*;

    fn world_cam() -> Camera {
        Camera {
            pos: [10.0, 20.0, 30.0],
            right: [1.0, 0.0, 0.0],
            down: [0.0, 0.0, 1.0],
            forward: [0.0, 1.0, 0.0],
        }
    }

    /// Sign of the basis triple product `(right × down) · forward` —
    /// the handedness a flipped transform would silently invert
    /// (→ whole-grid cull, per the voxlap-basis-chirality note).
    fn handedness(r: [f32; 3], d: [f32; 3], f: [f32; 3]) -> f32 {
        glam::Vec3::from_array(r)
            .cross(glam::Vec3::from_array(d))
            .dot(glam::Vec3::from_array(f))
            .signum()
    }

    #[test]
    fn identity_transform_is_pass_through() {
        let c = grid_local_camera(glam::DQuat::IDENTITY, DVec3::ZERO, &world_cam());
        assert_eq!(c.position, [10.0, 20.0, 30.0]);
        assert_eq!(c.right, [1.0, 0.0, 0.0]);
        assert_eq!(c.down, [0.0, 0.0, 1.0]);
        assert_eq!(c.forward, [0.0, 1.0, 0.0]);
    }

    #[test]
    fn origin_offset_shifts_position_only() {
        let c = grid_local_camera(
            glam::DQuat::IDENTITY,
            DVec3::new(10.0, 20.0, 30.0),
            &world_cam(),
        );
        assert_eq!(c.position, [0.0, 0.0, 0.0]);
        assert_eq!(c.forward, [0.0, 1.0, 0.0], "basis unaffected by origin");
    }

    #[test]
    fn rotation_preserves_basis_handedness() {
        // A proper rotation must NOT flip handedness — a flipped local
        // basis silently culls the whole grid in the marcher.
        let cam = world_cam();
        let world_h = handedness(
            [
                cam.right[0] as f32,
                cam.right[1] as f32,
                cam.right[2] as f32,
            ],
            [cam.down[0] as f32, cam.down[1] as f32, cam.down[2] as f32],
            [
                cam.forward[0] as f32,
                cam.forward[1] as f32,
                cam.forward[2] as f32,
            ],
        );
        let rot = glam::DQuat::from_euler(glam::EulerRot::XYZ, 0.5, -0.8, 0.3);
        let c = grid_local_camera(rot, DVec3::new(1.0, 2.0, 3.0), &cam);
        assert_eq!(
            handedness(c.right, c.down, c.forward),
            world_h,
            "grid-local transform flipped the basis handedness",
        );
    }
}