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 /// Self-emission (EV stage): `0` = a normal lit voxel; anything
77 /// greater renders the voxel at
78 /// `albedo × ((128 + (emissive >> 1)) / 128)` — from ~1.0× up to
79 /// ~2.0× over-bright at `255` — **skipping** the baked brightness
80 /// byte, per-face side shades, the dynamic light rig, shadows and
81 /// cel bands (fog still applies). Orthogonal to `mode`: an
82 /// [`BlendMode::AlphaBlend`] crystal can glow through its own
83 /// translucency. Emission onto *surrounding* voxels is separate —
84 /// that is the lightmode-2 point-light bake (`BakeMode::PointLights`
85 /// in `roxlap-scene`), not this field.
86 pub emissive: u8,
87}
88
89impl Material {
90 /// The reserved, fully-opaque material at table id `0` — the
91 /// back-compat default for every voxel without explicit material data.
92 pub const OPAQUE: Self = Self {
93 alpha: 255,
94 mode: BlendMode::Opaque,
95 emissive: 0,
96 };
97
98 /// An [`BlendMode::AlphaBlend`] material with opacity `alpha`.
99 #[must_use]
100 pub fn alpha_blend(alpha: u8) -> Self {
101 Self {
102 alpha,
103 mode: BlendMode::AlphaBlend,
104 emissive: 0,
105 }
106 }
107
108 /// An [`BlendMode::Additive`] glow material scaled by `alpha`.
109 #[must_use]
110 pub fn additive(alpha: u8) -> Self {
111 Self {
112 alpha,
113 mode: BlendMode::Additive,
114 emissive: 0,
115 }
116 }
117
118 /// An opaque **emissive** material (EV stage): renders at
119 /// `albedo × ((128 + (emissive >> 1)) / 128)` regardless of baked
120 /// lighting, side shades, the dynamic rig or shadows. Combine with
121 /// a translucent mode via [`with_emissive`](Self::with_emissive)
122 /// (e.g. `Material::alpha_blend(160).with_emissive(255)` for a
123 /// glowing crystal).
124 #[must_use]
125 pub fn glow(emissive: u8) -> Self {
126 Self {
127 alpha: 255,
128 mode: BlendMode::Opaque,
129 emissive,
130 }
131 }
132
133 /// This material with its [`emissive`](Self::emissive) set — the
134 /// builder for translucent glowing materials.
135 #[must_use]
136 pub fn with_emissive(mut self, emissive: u8) -> Self {
137 self.emissive = emissive;
138 self
139 }
140
141 /// A [`BlendMode::Volumetric`] (Beer–Lambert) material whose `alpha` is
142 /// the per-voxel-unit absorption — opacity accrues with the ray's path
143 /// length through filled volumes (smoke/fog/murky water).
144 #[must_use]
145 pub fn volumetric(alpha: u8) -> Self {
146 Self {
147 alpha,
148 mode: BlendMode::Volumetric,
149 emissive: 0,
150 }
151 }
152
153 /// True for [`BlendMode::Opaque`] — the first-hit, fully-occluding path.
154 #[must_use]
155 pub fn is_opaque(self) -> bool {
156 matches!(self.mode, BlendMode::Opaque)
157 }
158}
159
160impl Default for Material {
161 fn default() -> Self {
162 Self::OPAQUE
163 }
164}
165
166/// A 256-entry palette of [`Material`]s indexed by a per-voxel `u8` material
167/// id. The renderer owns one table (a global palette); voxels reference
168/// materials by id rather than embedding them.
169///
170/// Id `0` is permanently [`Material::OPAQUE`] and cannot be redefined —
171/// it is the value every material-free voxel resolves to, so the opaque
172/// world stays byte-for-byte unchanged. [`set`](Self::set) silently
173/// ignores id 0.
174#[derive(Clone, Debug)]
175pub struct MaterialTable {
176 materials: [Material; 256],
177}
178
179impl MaterialTable {
180 /// A fresh palette: every id is [`Material::OPAQUE`].
181 #[must_use]
182 pub fn new() -> Self {
183 Self {
184 materials: [Material::OPAQUE; 256],
185 }
186 }
187
188 /// Define material `id`. Id `0` is reserved as [`Material::OPAQUE`] and
189 /// cannot be overwritten — defining it is a no-op that returns `false`;
190 /// any other id returns `true`.
191 pub fn set(&mut self, id: u8, mat: Material) -> bool {
192 if id == 0 {
193 return false;
194 }
195 self.materials[id as usize] = mat;
196 true
197 }
198
199 /// The material at `id` ([`Material::OPAQUE`] for any never-set id).
200 #[must_use]
201 pub fn get(&self, id: u8) -> Material {
202 self.materials[id as usize]
203 }
204
205 /// True when every id is [`BlendMode::Opaque`] — lets a backend skip the
206 /// whole transparency path while nothing translucent is defined. Blend
207 /// mode only: an opaque **emissive** material still returns `true` here —
208 /// gate the emissive path with [`any_emissive`](Self::any_emissive).
209 #[must_use]
210 pub fn all_opaque(&self) -> bool {
211 self.materials.iter().all(|m| m.is_opaque())
212 }
213
214 /// True when any id has a non-zero [`Material::emissive`] (EV stage) —
215 /// backends that gate their material lookup on translucency alone must
216 /// also consult this, or an opaque glowing palette would silently stay
217 /// on the pre-material fast path.
218 #[must_use]
219 pub fn any_emissive(&self) -> bool {
220 self.materials.iter().any(|m| m.emissive > 0)
221 }
222
223 /// The backing 256-entry array, for backends that upload it wholesale.
224 #[must_use]
225 pub fn as_array(&self) -> &[Material; 256] {
226 &self.materials
227 }
228}
229
230impl Default for MaterialTable {
231 fn default() -> Self {
232 Self::new()
233 }
234}
235
236/// Resolve a voxel's **material id** from a colour→material map — the
237/// authoring bridge for mixed-material models (TV.3). A model is colour-coded
238/// (e.g. cyan voxels = glass, grey = an opaque frame); `map` pairs an RGB
239/// colour (`0xRRGGBB`, the brightness byte is ignored) with the material id
240/// it maps to. A voxel whose colour isn't in `map` resolves to `0`
241/// ([`Material::OPAQUE`]). Linear scan — `map` is tiny (a handful of material
242/// colours), so this stays cheap even called per voxel.
243#[must_use]
244pub fn material_for_color(map: &[(Rgb, u8)], col: u32) -> u8 {
245 let rgb = col & 0x00ff_ffff;
246 for &(c, id) in map {
247 if c.0 & 0x00ff_ffff == rgb {
248 return id;
249 }
250 }
251 0
252}
253
254#[cfg(test)]
255mod tests {
256 use super::*;
257
258 #[test]
259 fn blend_mode_round_trips() {
260 for m in [
261 BlendMode::Opaque,
262 BlendMode::AlphaBlend,
263 BlendMode::Additive,
264 BlendMode::Volumetric,
265 ] {
266 assert_eq!(BlendMode::from_u8(m.as_u8()), Some(m));
267 }
268 assert_eq!(BlendMode::from_u8(4), None);
269 assert_eq!(BlendMode::default(), BlendMode::Opaque);
270 // Volumetric is translucent (not the opaque first-hit path).
271 assert!(!Material::volumetric(128).is_opaque());
272 }
273
274 #[test]
275 fn material_defaults_opaque() {
276 assert_eq!(Material::default(), Material::OPAQUE);
277 assert!(Material::OPAQUE.is_opaque());
278 assert!(!Material::alpha_blend(128).is_opaque());
279 assert!(!Material::additive(200).is_opaque());
280 }
281
282 #[test]
283 fn emissive_defaults_zero_and_builds() {
284 // EV.0 — every existing constructor stays non-emissive.
285 assert_eq!(Material::OPAQUE.emissive, 0);
286 assert_eq!(Material::alpha_blend(128).emissive, 0);
287 assert_eq!(Material::additive(200).emissive, 0);
288 assert_eq!(Material::volumetric(80).emissive, 0);
289 // glow() is opaque-mode (first-hit path) but emissive.
290 let g = Material::glow(255);
291 assert!(g.is_opaque());
292 assert_eq!(g.emissive, 255);
293 // Builder composes with translucent modes.
294 let crystal = Material::alpha_blend(160).with_emissive(255);
295 assert!(!crystal.is_opaque());
296 assert_eq!(crystal.alpha, 160);
297 assert_eq!(crystal.emissive, 255);
298 }
299
300 #[test]
301 fn table_any_emissive() {
302 let mut t = MaterialTable::new();
303 assert!(!t.any_emissive());
304 // An opaque glowing palette is still `all_opaque` (blend-mode
305 // gate) but must trip the emissive gate.
306 assert!(t.set(7, Material::glow(200)));
307 assert!(t.all_opaque());
308 assert!(t.any_emissive());
309 }
310
311 #[test]
312 fn table_starts_all_opaque() {
313 let t = MaterialTable::new();
314 assert!(t.all_opaque());
315 for id in 0..=255u8 {
316 assert_eq!(t.get(id), Material::OPAQUE);
317 }
318 }
319
320 #[test]
321 fn table_set_and_get() {
322 let mut t = MaterialTable::new();
323 assert!(t.set(1, Material::alpha_blend(64)));
324 assert_eq!(t.get(1), Material::alpha_blend(64));
325 assert!(!t.all_opaque());
326 assert!(t.set(255, Material::additive(255)));
327 assert_eq!(t.get(255), Material::additive(255));
328 }
329
330 #[test]
331 fn id_zero_is_locked_opaque() {
332 let mut t = MaterialTable::new();
333 assert!(!t.set(0, Material::alpha_blend(0)));
334 assert_eq!(t.get(0), Material::OPAQUE);
335 assert!(t.all_opaque());
336 }
337}