roxlap_formats/material.rs
1//! Voxel materials — opacity + blend mode for transparent voxels (TV stage).
2//!
3//! Every voxel roxlap renders is opaque today: both backends are per-pixel
4//! front-to-back 3D-DDA raymarchers that stop at the first solid voxel. A
5//! *material* attaches an opacity and a blend mode to a voxel so the march
6//! can instead accumulate it front-to-back over what lies behind (the
7//! per-pixel DDA visits cells strictly front-to-back, so this is
8//! order-correct without any sorting — see `PORTING-TRANSPARENCY.md`).
9//!
10//! Materials are kept out of the `0x80RRGGBB` colour word: its high byte is
11//! voxlap's lightmode-1 *brightness*, not alpha (see [`crate::kv6`] and
12//! [`crate::vxl`]). Instead a voxel carries a one-byte **material id** that
13//! indexes a [`MaterialTable`] — a 256-entry global palette the renderer
14//! owns. Id `0` is permanently [`Material::OPAQUE`], so a model or grid that
15//! carries no material data resolves every voxel to id 0 and renders exactly
16//! as before.
17
18use crate::color::Rgb;
19
20/// How a voxel's colour combines with what is already behind it along a ray.
21#[repr(u8)]
22#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
23pub enum BlendMode {
24 /// Fully opaque: the first solid hit wins and occludes everything behind
25 /// it — the existing render path. A voxel's `alpha` is ignored.
26 #[default]
27 Opaque = 0,
28 /// Front-to-back `over` compositing; `alpha` is the voxel's opacity.
29 /// Glass, smoke, water.
30 AlphaBlend = 1,
31 /// Commutative additive glow: contributes `alpha`·colour to the pixel
32 /// without occluding what is behind it (order-independent). Spells,
33 /// fire, magic auras, muzzle flashes.
34 Additive = 2,
35 /// Thickness-aware Beer–Lambert absorption for **filled** volumes (true
36 /// smoke, fog, murky water). Unlike [`AlphaBlend`](BlendMode::AlphaBlend) (which composites one
37 /// alpha per surface run, so opacity is independent of thickness — ideal
38 /// for shells/glass), `Volumetric` weights each voxel's opacity by the
39 /// ray's path length through it: the per-cell effective opacity is
40 /// `1 − (1 − alpha)^seg_len` where `seg_len` is the traversed length in
41 /// voxel units. A boundary sliver contributes ≈0 (no voxel-grid dicing)
42 /// while opacity grows smoothly with depth. Occludes like `AlphaBlend`.
43 Volumetric = 3,
44}
45
46impl BlendMode {
47 /// Decode the on-wire `u8`. Returns `None` for an unknown discriminant.
48 #[must_use]
49 pub fn from_u8(v: u8) -> Option<Self> {
50 match v {
51 0 => Some(Self::Opaque),
52 1 => Some(Self::AlphaBlend),
53 2 => Some(Self::Additive),
54 3 => Some(Self::Volumetric),
55 _ => None,
56 }
57 }
58
59 /// The on-wire discriminant.
60 #[must_use]
61 pub fn as_u8(self) -> u8 {
62 self as u8
63 }
64}
65
66/// One material: an opacity and a blend mode, indexed out of a
67/// [`MaterialTable`] by a per-voxel material id.
68#[derive(Clone, Copy, Debug, PartialEq, Eq)]
69pub struct Material {
70 /// Opacity for [`BlendMode::AlphaBlend`] / intensity scale for
71 /// [`BlendMode::Additive`]; ignored for [`BlendMode::Opaque`].
72 /// `0` = fully transparent, `255` = fully opaque / full intensity.
73 pub alpha: u8,
74 /// How the voxel composites with what is behind it.
75 pub mode: BlendMode,
76}
77
78impl Material {
79 /// The reserved, fully-opaque material at table id `0` — the
80 /// back-compat default for every voxel without explicit material data.
81 pub const OPAQUE: Self = Self {
82 alpha: 255,
83 mode: BlendMode::Opaque,
84 };
85
86 /// An [`BlendMode::AlphaBlend`] material with opacity `alpha`.
87 #[must_use]
88 pub fn alpha_blend(alpha: u8) -> Self {
89 Self {
90 alpha,
91 mode: BlendMode::AlphaBlend,
92 }
93 }
94
95 /// An [`BlendMode::Additive`] glow material scaled by `alpha`.
96 #[must_use]
97 pub fn additive(alpha: u8) -> Self {
98 Self {
99 alpha,
100 mode: BlendMode::Additive,
101 }
102 }
103
104 /// A [`BlendMode::Volumetric`] (Beer–Lambert) material whose `alpha` is
105 /// the per-voxel-unit absorption — opacity accrues with the ray's path
106 /// length through filled volumes (smoke/fog/murky water).
107 #[must_use]
108 pub fn volumetric(alpha: u8) -> Self {
109 Self {
110 alpha,
111 mode: BlendMode::Volumetric,
112 }
113 }
114
115 /// True for [`BlendMode::Opaque`] — the first-hit, fully-occluding path.
116 #[must_use]
117 pub fn is_opaque(self) -> bool {
118 matches!(self.mode, BlendMode::Opaque)
119 }
120}
121
122impl Default for Material {
123 fn default() -> Self {
124 Self::OPAQUE
125 }
126}
127
128/// A 256-entry palette of [`Material`]s indexed by a per-voxel `u8` material
129/// id. The renderer owns one table (a global palette); voxels reference
130/// materials by id rather than embedding them.
131///
132/// Id `0` is permanently [`Material::OPAQUE`] and cannot be redefined —
133/// it is the value every material-free voxel resolves to, so the opaque
134/// world stays byte-for-byte unchanged. [`set`](Self::set) silently
135/// ignores id 0.
136#[derive(Clone, Debug)]
137pub struct MaterialTable {
138 materials: [Material; 256],
139}
140
141impl MaterialTable {
142 /// A fresh palette: every id is [`Material::OPAQUE`].
143 #[must_use]
144 pub fn new() -> Self {
145 Self {
146 materials: [Material::OPAQUE; 256],
147 }
148 }
149
150 /// Define material `id`. Id `0` is reserved as [`Material::OPAQUE`] and
151 /// cannot be overwritten — defining it is a no-op that returns `false`;
152 /// any other id returns `true`.
153 pub fn set(&mut self, id: u8, mat: Material) -> bool {
154 if id == 0 {
155 return false;
156 }
157 self.materials[id as usize] = mat;
158 true
159 }
160
161 /// The material at `id` ([`Material::OPAQUE`] for any never-set id).
162 #[must_use]
163 pub fn get(&self, id: u8) -> Material {
164 self.materials[id as usize]
165 }
166
167 /// True when every id is [`BlendMode::Opaque`] — lets a backend skip the
168 /// whole transparency path while nothing translucent is defined.
169 #[must_use]
170 pub fn all_opaque(&self) -> bool {
171 self.materials.iter().all(|m| m.is_opaque())
172 }
173
174 /// The backing 256-entry array, for backends that upload it wholesale.
175 #[must_use]
176 pub fn as_array(&self) -> &[Material; 256] {
177 &self.materials
178 }
179}
180
181impl Default for MaterialTable {
182 fn default() -> Self {
183 Self::new()
184 }
185}
186
187/// Resolve a voxel's **material id** from a colour→material map — the
188/// authoring bridge for mixed-material models (TV.3). A model is colour-coded
189/// (e.g. cyan voxels = glass, grey = an opaque frame); `map` pairs an RGB
190/// colour (`0xRRGGBB`, the brightness byte is ignored) with the material id
191/// it maps to. A voxel whose colour isn't in `map` resolves to `0`
192/// ([`Material::OPAQUE`]). Linear scan — `map` is tiny (a handful of material
193/// colours), so this stays cheap even called per voxel.
194#[must_use]
195pub fn material_for_color(map: &[(Rgb, u8)], col: u32) -> u8 {
196 let rgb = col & 0x00ff_ffff;
197 for &(c, id) in map {
198 if c.0 & 0x00ff_ffff == rgb {
199 return id;
200 }
201 }
202 0
203}
204
205#[cfg(test)]
206mod tests {
207 use super::*;
208
209 #[test]
210 fn blend_mode_round_trips() {
211 for m in [
212 BlendMode::Opaque,
213 BlendMode::AlphaBlend,
214 BlendMode::Additive,
215 BlendMode::Volumetric,
216 ] {
217 assert_eq!(BlendMode::from_u8(m.as_u8()), Some(m));
218 }
219 assert_eq!(BlendMode::from_u8(4), None);
220 assert_eq!(BlendMode::default(), BlendMode::Opaque);
221 // Volumetric is translucent (not the opaque first-hit path).
222 assert!(!Material::volumetric(128).is_opaque());
223 }
224
225 #[test]
226 fn material_defaults_opaque() {
227 assert_eq!(Material::default(), Material::OPAQUE);
228 assert!(Material::OPAQUE.is_opaque());
229 assert!(!Material::alpha_blend(128).is_opaque());
230 assert!(!Material::additive(200).is_opaque());
231 }
232
233 #[test]
234 fn table_starts_all_opaque() {
235 let t = MaterialTable::new();
236 assert!(t.all_opaque());
237 for id in 0..=255u8 {
238 assert_eq!(t.get(id), Material::OPAQUE);
239 }
240 }
241
242 #[test]
243 fn table_set_and_get() {
244 let mut t = MaterialTable::new();
245 assert!(t.set(1, Material::alpha_blend(64)));
246 assert_eq!(t.get(1), Material::alpha_blend(64));
247 assert!(!t.all_opaque());
248 assert!(t.set(255, Material::additive(255)));
249 assert_eq!(t.get(255), Material::additive(255));
250 }
251
252 #[test]
253 fn id_zero_is_locked_opaque() {
254 let mut t = MaterialTable::new();
255 assert!(!t.set(0, Material::alpha_blend(0)));
256 assert_eq!(t.get(0), Material::OPAQUE);
257 assert!(t.all_opaque());
258 }
259}