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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
39#[cfg(not(target_arch = "wasm32"))]
40use std::sync::Arc;
41
42use roxlap_core::opticast::OpticastSettings;
43use roxlap_core::sky::Sky;
44use roxlap_core::sprite::SpriteLighting;
45use roxlap_core::Camera;
46use roxlap_scene::Scene;
47
48pub use roxlap_formats::kfa::KfaSprite;
49pub use roxlap_formats::sprite::Sprite;
50pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
51// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
52// without adding a direct `raw-window-handle` dependency of their own.
53pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
54// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
55// egui version the renderer was built against (`hud` feature).
56#[cfg(feature = "hud")]
57pub use egui;
58
59use crate::cpu::CpuBackend;
60use crate::gpu::GpuBackend;
61
62/// Type-erased display handle stored by the CPU backend's softbuffer
63/// surface. `raw-window-handle` implements `HasDisplayHandle` for
64/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
65/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
66/// for any provider `W`.
67#[cfg(not(target_arch = "wasm32"))]
68pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
69/// Type-erased window handle counterpart to [`DynDisplay`].
70#[cfg(not(target_arch = "wasm32"))]
71pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
72
73/// One placed sprite instance: which [`SpriteSet::models`] entry and
74/// where in the world.
75pub struct SpriteInstanceDesc {
76    pub model: usize,
77    pub pos: [f32; 3],
78}
79
80/// Backend-agnostic sprite description. The facade builds the CPU
81/// per-instance draw list and the GPU instanced registry from the
82/// same data, so both backends show identical sprites. The host owns
83/// content (which models, where, recolouring) — building a recoloured
84/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
85pub struct SpriteSet {
86    /// Distinct voxel models (KV6 + base orientation). Instances index
87    /// into this; their position overrides the model's.
88    pub models: Vec<Sprite>,
89    pub instances: Vec<SpriteInstanceDesc>,
90    /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
91    /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
92    pub carve_model: Option<usize>,
93}
94
95/// Per-frame inputs both backends consume. The host builds the
96/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
97/// everything else (pool config, sky fill, render, present).
98pub struct FrameParams<'a> {
99    /// CPU opticast settings (scan distance, mip ladder, framebuffer
100    /// geometry). Ignored by the GPU backend.
101    pub settings: &'a OpticastSettings,
102    /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
103    /// the clear colour if no scene renders.
104    pub sky_color: u32,
105    /// Optional sky panorama for the CPU rasterizer's sky sampling.
106    pub sky: Option<&'a Sky>,
107    /// CPU fog: packed colour + max scan distance (voxels). `0` scan
108    /// distance disables CPU fog.
109    pub fog_color: u32,
110    pub fog_max_scan_dist: i32,
111    /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
112    /// out-of-bounds cameras).
113    pub treat_z_max_as_air: bool,
114    /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
115    /// Ignored by the CPU backend.
116    pub gpu_mip_scan_dist: f32,
117    /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
118    pub gpu_max_outer_steps: u32,
119    /// GPU vertical field of view (radians). Ignored by the CPU
120    /// backend (it derives projection from [`OpticastSettings`]).
121    pub gpu_fov_y_rad: f32,
122    /// CPU sprite shading (built by the host from its engine). Required
123    /// for the CPU backend to draw sprites; ignored by the GPU backend
124    /// (its sprite pass shades from the uploaded model colours). `None`
125    /// skips CPU sprite drawing.
126    pub sprite_lighting: Option<&'a SpriteLighting<'a>>,
127    /// Per-face directional shading for the voxel grids — voxlap's
128    /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
129    /// analogue of [`sprite_lighting`](Self::sprite_lighting). Each
130    /// entry darkens the faces pointing that way; the host typically
131    /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
132    /// `sideshademode` off (no per-side shading), so existing hosts and
133    /// the oracle goldens are unaffected. Applied each frame by **both**
134    /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
135    /// pass by darkening a hit voxel's brightness by the hit face's
136    /// shade (the face taken from the DDA's last-stepped axis).
137    pub side_shades: [i8; 6],
138}
139
140/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
141/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
142/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
143/// (transform-correct for rotated / translated grids).
144#[derive(Clone, Copy, PartialEq, Debug)]
145pub struct PickHit {
146    pub world: [f32; 3],
147    pub grid: roxlap_scene::GridId,
148    pub voxel: glam::IVec3,
149}
150
151/// A world-space view ray: the canonical unproject output of
152/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
153/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
154/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
155/// intersect it with a plane for tile selection.
156#[derive(Clone, Copy, PartialEq, Debug)]
157pub struct Ray {
158    pub origin: glam::DVec3,
159    pub dir: glam::DVec3,
160}
161
162/// A world-space line segment to draw over a rendered frame via
163/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
164/// grids, axes, hover wireframes), debug paths, etc.
165#[derive(Clone, Copy, PartialEq, Debug)]
166pub struct Line3 {
167    /// World-space endpoints (voxel units), in the same frame the
168    /// rendered scene + `camera` use.
169    pub a: [f64; 3],
170    pub b: [f64; 3],
171    /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
172    /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
173    pub color: u32,
174    /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
175    pub width_px: f32,
176    /// `true`: the segment is occluded by nearer rendered geometry
177    /// (depth-tested against the frame's z-buffer). `false`: always on
178    /// top (e.g. a hover highlight that should show through the model).
179    pub depth_test: bool,
180}
181
182/// Which renderer a [`SceneRenderer`] resolved to at construction.
183#[derive(Clone, Copy, PartialEq, Eq, Debug)]
184pub enum Backend {
185    /// `roxlap-core` opticast, presented via `softbuffer`.
186    Cpu,
187    /// `roxlap-gpu` compute marcher, presented via wgpu.
188    Gpu,
189}
190
191/// Construction-time options for [`SceneRenderer::new`].
192pub struct RenderOptions {
193    /// Try the GPU backend first. When `false`, or when GPU init
194    /// fails, the renderer uses the CPU backend.
195    pub want_gpu: bool,
196    /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
197    /// backend is selected.
198    pub gpu: GpuRendererSettings,
199    /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
200    /// with until a scene render lands. Also the CPU sky-miss colour
201    /// default if a frame supplies none.
202    pub clear_sky: u32,
203    /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
204    /// sizing — the largest combined grid `vsid` the CPU rasterizer
205    /// will see. Pre-sizing keeps later frames allocation-free.
206    pub cpu_max_grid_vsid: u32,
207    /// CPU strip-parallel render thread count (capped to the rayon
208    /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
209    /// slot per thread.
210    pub cpu_render_threads: usize,
211}
212
213impl Default for RenderOptions {
214    fn default() -> Self {
215        Self {
216            want_gpu: false,
217            gpu: GpuRendererSettings::default(),
218            clear_sky: 0x0099_b3d9,
219            // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
220            // combined ground grid.
221            cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
222            cpu_render_threads: 4,
223        }
224    }
225}
226
227/// Renderer-internal backend; never exposes wgpu or softbuffer types.
228/// The GPU variant owns the whole wgpu device/queue/pipelines, so
229/// it's boxed to keep the enum small.
230enum BackendImpl {
231    // Both variants boxed so the enum stays small regardless of which
232    // backend's state is larger (clippy::large_enum_variant).
233    Cpu(Box<CpuBackend>),
234    Gpu(Box<GpuBackend>),
235}
236
237/// Unified renderer over the CPU and GPU paths. See the crate docs.
238pub struct SceneRenderer {
239    inner: BackendImpl,
240}
241
242impl SceneRenderer {
243    /// Build a renderer for `window` — any [`raw-window-handle`]
244    /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
245    /// window's initial physical framebuffer size in pixels; thereafter
246    /// the host reports changes via [`Self::resize`]. Passing the size
247    /// explicitly keeps the facade decoupled from any one windowing
248    /// library's size API.
249    ///
250    /// Selects the GPU backend when `opts.want_gpu` and WGPU
251    /// initialises; otherwise the CPU backend. **Never fails** — a
252    /// missing/incompatible GPU silently yields the CPU path (the
253    /// message is logged to stderr).
254    ///
255    /// [`raw-window-handle`]: raw_window_handle
256    #[cfg(not(target_arch = "wasm32"))]
257    #[must_use]
258    pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
259    where
260        W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
261    {
262        if opts.want_gpu {
263            match GpuBackend::new(window.clone(), size, opts) {
264                Ok(g) => {
265                    return Self {
266                        inner: BackendImpl::Gpu(Box::new(g)),
267                    };
268                }
269                Err(e) => {
270                    eprintln!(
271                        "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
272                    );
273                }
274            }
275        }
276        Self {
277            inner: BackendImpl::Cpu(Box::new(CpuBackend::new(window, size, opts))),
278        }
279    }
280
281    /// wasm/WebGPU build-time entry: build a renderer over an HTML
282    /// `canvas`. `size` is the canvas's initial framebuffer size in
283    /// pixels; the host reports later changes via [`Self::resize`].
284    ///
285    /// Async because the browser drives wgpu's adapter/device requests
286    /// through its event loop — `await` it inside a
287    /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
288    /// (WebGPU) backend when `opts.want_gpu` and WebGPU is available;
289    /// otherwise (no WebGPU, or init failed) it falls back to the CPU
290    /// opticast path presented through a WebGL2 blit on the same canvas.
291    /// **Never fails** — the message is logged to the browser console.
292    #[cfg(target_arch = "wasm32")]
293    pub async fn new_from_canvas_async(
294        canvas: web_sys::HtmlCanvasElement,
295        size: (u32, u32),
296        opts: &RenderOptions,
297    ) -> Self {
298        if opts.want_gpu {
299            // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
300            // GPU attempt gets a clone — the CPU fallback keeps the
301            // original if WebGPU init fails.
302            match GpuBackend::new_async(canvas.clone(), size, opts).await {
303                Ok(g) => {
304                    return Self {
305                        inner: BackendImpl::Gpu(Box::new(g)),
306                    };
307                }
308                Err(e) => {
309                    web_sys::console::warn_1(
310                        &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
311                            .into(),
312                    );
313                }
314            }
315        }
316        Self {
317            inner: BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(canvas, size, opts))),
318        }
319    }
320
321    /// Which backend was selected.
322    #[must_use]
323    pub fn backend(&self) -> Backend {
324        match self.inner {
325            BackendImpl::Cpu(_) => Backend::Cpu,
326            BackendImpl::Gpu(_) => Backend::Gpu,
327        }
328    }
329
330    /// The GPU adapter description when on the GPU backend, else
331    /// `None`.
332    #[must_use]
333    pub fn adapter_info(&self) -> Option<&str> {
334        match &self.inner {
335            BackendImpl::Gpu(g) => Some(g.adapter_info()),
336            BackendImpl::Cpu(_) => None,
337        }
338    }
339
340    /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
341    /// GPU marcher's sky sampling. No-op on the CPU backend, which
342    /// samples the [`Sky`] passed in each [`FrameParams`] instead.
343    pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
344        if let BackendImpl::Gpu(g) = &mut self.inner {
345            g.set_sky_panorama(rgba, w, h);
346        }
347    }
348
349    /// Follow a window resize. CPU resizes its framebuffer lazily, so
350    /// this only matters to the GPU swapchain — but it's safe to call
351    /// for both.
352    pub fn resize(&mut self, width: u32, height: u32) {
353        match &mut self.inner {
354            BackendImpl::Cpu(c) => c.resize(width, height),
355            BackendImpl::Gpu(g) => g.resize(width, height),
356        }
357    }
358
359    /// Composite `scene` from `camera` with `frame` params into the
360    /// backend's frame buffer — **without presenting**. The CPU backend
361    /// fills sky + runs the opticast compositor into an owned buffer;
362    /// the GPU backend uploads/refreshes the scene, runs the compute
363    /// marcher + sprite pass, and acquires (but does not present) the
364    /// swapchain frame.
365    ///
366    /// Finish the frame with exactly one of [`present`](Self::present)
367    /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
368    /// Calling `render` again without finishing drops the pending frame.
369    pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
370        match &mut self.inner {
371            BackendImpl::Cpu(c) => c.render(scene, camera, frame),
372            BackendImpl::Gpu(g) => g.render(scene, camera, frame),
373        }
374    }
375
376    /// Draw world-space [`Line3`] segments over the frame
377    /// [`render`](Self::render) composited, using that frame's camera +
378    /// projection + depth buffer. Call **after** [`render`](Self::render)
379    /// and **before** [`present`](Self::present) /
380    /// [`paint_egui`](Self::paint_egui) — the lines land in the
381    /// framebuffer, so a subsequent `paint_egui` still draws its panels
382    /// on top.
383    ///
384    /// `camera` must be the one the last frame rendered with (the
385    /// projection is taken from that frame). Depth-tested segments
386    /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
387    /// always-on-top segments ignore depth. See [`Line3`] for colour /
388    /// width / blend semantics.
389    pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
390        match &mut self.inner {
391            BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
392            BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
393        }
394    }
395
396    /// Present the frame [`render`](Self::render) composited, with no UI
397    /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
398    /// instead to overlay an egui UI before presenting.
399    pub fn present(&mut self) {
400        match &mut self.inner {
401            BackendImpl::Cpu(c) => c.present(),
402            BackendImpl::Gpu(g) => g.present(),
403        }
404    }
405
406    /// Overlay an egui UI on the frame [`render`](Self::render)
407    /// composited, then present it (`hud` feature). The host runs egui
408    /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
409    /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
410    /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
411    /// the UI scale (`ctx.pixels_per_point()`).
412    ///
413    /// The GPU backend paints via `egui-wgpu`; the CPU backend
414    /// software-rasterises the tessellation into its framebuffer. Use
415    /// this **instead of** [`present`](Self::present) — both finish the
416    /// frame.
417    #[cfg(feature = "hud")]
418    pub fn paint_egui(
419        &mut self,
420        jobs: &[egui::ClippedPrimitive],
421        textures: &egui::TexturesDelta,
422        pixels_per_point: f32,
423    ) {
424        match &mut self.inner {
425            BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
426            BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
427        }
428    }
429
430    /// Register sprite models + instances. The CPU backend builds a
431    /// per-instance draw list; the GPU backend builds an instanced
432    /// model registry. Call once at setup (or again to replace).
433    pub fn set_sprites(&mut self, set: &SpriteSet) {
434        match &mut self.inner {
435            BackendImpl::Cpu(c) => c.set_sprites(set),
436            BackendImpl::Gpu(g) => g.set_sprites(set),
437        }
438    }
439
440    /// Register animated KFA sprites (one or more bone hierarchies).
441    /// The GPU backend uploads each limb's kv6 as an instanced model
442    /// **once** (appended to the sprite registry) and seeds the limb
443    /// instances at their current pose; the CPU backend caches the
444    /// posed limbs for drawing. Call once at setup, after
445    /// [`set_sprites`](Self::set_sprites), then drive motion per frame
446    /// with [`update_kfa_poses`](Self::update_kfa_poses).
447    ///
448    /// Limbs are posed from the sprites' current
449    /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
450    /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
451    /// if using a baked curve), so `kfas` is taken `&mut`.
452    pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
453        match &mut self.inner {
454            BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
455            BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
456        }
457    }
458
459    /// Re-pose the registered KFA sprites from their current
460    /// `kfaval[]`. Call each frame after advancing the animation
461    /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
462    /// takes the cheap transform-only update (no model-volume
463    /// re-upload); the CPU backend re-solves limb transforms for the
464    /// next [`render`](Self::render). Must follow a
465    /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
466    pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
467        match &mut self.inner {
468            BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
469            BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
470        }
471    }
472
473    /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
474    /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
475    /// only; a no-op on the CPU backend. Returns the voxels removed.
476    pub fn carve_active_sprite(&mut self) -> u32 {
477        match &mut self.inner {
478            BackendImpl::Cpu(_) => 0,
479            BackendImpl::Gpu(g) => g.carve_active_sprite(),
480        }
481    }
482
483    /// Request that the next [`render`](Self::render) capture its
484    /// framebuffer for [`take_capture`](Self::take_capture). CPU only
485    /// (the GPU swapchain isn't read back) — a no-op on GPU.
486    pub fn request_capture(&mut self) {
487        if let BackendImpl::Cpu(c) = &mut self.inner {
488            c.request_capture();
489        }
490    }
491
492    /// Take the most recently captured frame as packed `0x00RRGGBB`
493    /// pixels + dimensions, or `None` if no capture is ready / GPU.
494    pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
495        match &mut self.inner {
496            BackendImpl::Cpu(c) => c.take_capture(),
497            BackendImpl::Gpu(_) => None,
498        }
499    }
500
501    /// Screen→world picking input: the world-space hit distance `t` at
502    /// window pixel `(x, y)` from the **last rendered frame**, or `None`
503    /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
504    /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
505    /// `ray_dir` is the same per-pixel ray the frame was rendered with
506    /// (see the backend's projection).
507    ///
508    /// `t` is the distance to the nearest **scene-grid** surface
509    /// (terrain + grids); sprites do not occlude it (the sprite pass
510    /// reads depth read-only), so a cursor sprite under the pointer is
511    /// transparent to the pick.
512    ///
513    /// Cost: the CPU backend reads its in-memory z-buffer (free); the
514    /// GPU backend stages the depth buffer and blocks on a device poll
515    /// (cheap at click time — do not call every frame). The GPU path
516    /// only has depth when the last frame drew sprites (`write_depth`).
517    #[must_use]
518    pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
519        match &self.inner {
520            BackendImpl::Cpu(c) => c.pick_depth(x, y),
521            BackendImpl::Gpu(g) => g.pick_depth(x, y),
522        }
523    }
524
525    /// World-space view-ray direction (un-normalised) for window pixel
526    /// `(x, y)`, under the projection the **last frame** rendered with.
527    /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
528    /// pinhole), so this hides which one is active. `None` before the
529    /// first frame. Intersect it with a plane for tile picking, or feed
530    /// it to [`Self::pick`] for a voxel.
531    #[must_use]
532    pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
533        match &self.inner {
534            BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
535            BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
536        }
537    }
538
539    /// Canonical screen→world unproject: the full view [`Ray`]
540    /// (`camera.pos` origin + unit direction) for window pixel
541    /// `(x, y)`, under whichever projection the last frame used. The
542    /// one entry point both backends honour — hosts never reconstruct
543    /// the projection. `None` before the first frame or for a
544    /// degenerate ray.
545    ///
546    /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
547    /// picking that's identical on CPU and GPU:
548    /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
549    #[must_use]
550    pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
551        let d = self.pixel_ray(camera, x, y)?;
552        let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
553        if len < 1e-12 {
554            return None;
555        }
556        Some(Ray {
557            origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
558            dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
559        })
560    }
561
562    /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
563    /// the active backend's projection, read the last frame's depth
564    /// there, reconstruct the world hit, and resolve it to the owning
565    /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
566    /// sky / no-hit, or when no grid claims the surface.
567    ///
568    /// `scene` and `camera` must be the ones the last frame rendered;
569    /// the projection (size + FOV / `hx,hy,hz`) is taken from that
570    /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
571    /// depth buffer (a click-time device poll — not per frame).
572    #[must_use]
573    pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
574        let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
575        let t = f64::from(self.pick_depth(x, y)?);
576        let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
577        if len < 1e-9 {
578            return None;
579        }
580        let s = t / len; // world = cam.pos + t · (dir / |dir|)
581        let world = glam::DVec3::new(
582            camera.pos[0] + dir[0] * s,
583            camera.pos[1] + dir[1] * s,
584            camera.pos[2] + dir[2] * s,
585        );
586        let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
587        #[allow(clippy::cast_possible_truncation)]
588        let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
589        Some(PickHit {
590            world: world_f32,
591            grid,
592            voxel,
593        })
594    }
595}
596
597#[cfg(test)]
598mod tests {
599    use super::*;
600
601    #[test]
602    fn options_default_is_cpu_intent() {
603        let o = RenderOptions::default();
604        assert!(!o.want_gpu);
605        assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
606    }
607}