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::kfa_draw::{compose_attachment, solve_kfa_limbs};
43use roxlap_core::opticast::OpticastSettings;
44use roxlap_core::sky::Sky;
45use roxlap_core::Camera;
46use roxlap_formats::voxel_clip::frame_at;
47use roxlap_scene::Scene;
48
49pub use roxlap_formats::character::{Attachment, Character, MeshRef};
50pub use roxlap_formats::kfa::KfaSprite;
51pub use roxlap_formats::kv6::Kv6;
52pub use roxlap_formats::material::{BlendMode, Material};
53pub use roxlap_formats::sprite::Sprite;
54pub use roxlap_formats::voxel_clip::{
55 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
56};
57pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
58// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
59// without adding a direct `raw-window-handle` dependency of their own.
60pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
61// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
62// egui version the renderer was built against (`hud` feature).
63#[cfg(feature = "hud")]
64pub use egui;
65
66use crate::cpu::CpuBackend;
67use crate::gpu::GpuBackend;
68
69/// Type-erased display handle stored by the CPU backend's softbuffer
70/// surface. `raw-window-handle` implements `HasDisplayHandle` for
71/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
72/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
73/// for any provider `W`.
74#[cfg(not(target_arch = "wasm32"))]
75pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
76/// Type-erased window handle counterpart to [`DynDisplay`].
77#[cfg(not(target_arch = "wasm32"))]
78pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
79
80/// One placed sprite instance: which [`SpriteSet::models`] entry and
81/// where in the world.
82pub struct SpriteInstanceDesc {
83 pub model: usize,
84 pub pos: [f32; 3],
85}
86
87/// Stable handle to a registered sprite model, returned (one per
88/// [`SpriteSet::models`] entry, in order) by
89/// [`SceneRenderer::set_sprites`]. Pass it to
90/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
91/// re-register that model's geometry after a content edit — so callers
92/// never track the positional `usize` index themselves. Opaque on
93/// purpose: there is no arithmetic to do on it.
94///
95/// Also returned by [`SceneRenderer::add_sprite_model`] for an
96/// incrementally registered model, and accepted by
97/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
98/// to a removed model is **stale**: it resolves to nothing, so passing
99/// it anywhere is a safe no-op. The `gen` (generation) field guards a
100/// future compacting registry; it stays `0` today because model slots
101/// are tombstoned in place and never reused (GPU chain ids are
102/// append-only).
103#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
104pub struct SpriteModelId {
105 pub(crate) slot: u32,
106 pub(crate) gen: u32,
107}
108
109/// Stable handle to a **dynamically added** sprite instance — the result
110/// of [`SceneRenderer::add_sprite_instance`], passed to
111/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
112///
113/// Backends remove instances by swap (O(1)), which moves another instance
114/// into the freed slot; this handle survives that because the facade keeps
115/// the id↔slot mapping up to date. The generation guards against a stale
116/// handle aliasing a recycled slot.
117#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
118pub struct SpriteInstanceId {
119 slot: u32,
120 gen: u32,
121}
122
123/// Facade-side slotmap that turns the backends' swap-remove indexing into
124/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
125/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
126/// owning slot, and a removal fixes up the one slot whose instance was
127/// swapped into the hole.
128#[derive(Default)]
129struct DynInstanceMap {
130 /// Per slot: `(generation, Some(dyn_index) while live)`.
131 slots: Vec<(u32, Option<u32>)>,
132 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
133 /// dynamic sublist (so `order.len()` == the dynamic instance count).
134 order: Vec<u32>,
135 free: Vec<u32>,
136}
137
138impl DynInstanceMap {
139 /// Register a freshly appended instance (always at `dyn_index ==
140 /// order.len()`); returns its stable handle.
141 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
142 debug_assert_eq!(self.order.len() as u32, dyn_index);
143 let slot = self.free.pop().unwrap_or_else(|| {
144 self.slots.push((0, None));
145 (self.slots.len() - 1) as u32
146 });
147 let gen = self.slots[slot as usize].0;
148 self.slots[slot as usize].1 = Some(dyn_index);
149 self.order.push(slot);
150 SpriteInstanceId { slot, gen }
151 }
152
153 /// Resolve a handle to its current backend `dyn_index`, or `None` if
154 /// it's stale / already removed.
155 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
156 let (gen, idx) = *self.slots.get(id.slot as usize)?;
157 (gen == id.gen).then_some(idx).flatten()
158 }
159
160 /// Apply a removal: the backend swap-removed `removed` and reported
161 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
162 /// `None` if `removed` was itself the last).
163 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
164 self.slots[id.slot as usize].1 = None;
165 self.slots[id.slot as usize].0 += 1; // bump generation
166 self.free.push(id.slot);
167 if let Some(last) = moved {
168 let moved_slot = self.order[last as usize];
169 self.slots[moved_slot as usize].1 = Some(removed);
170 self.order[removed as usize] = moved_slot;
171 }
172 self.order.pop();
173 }
174}
175
176/// Facade-side slotmap for registered sprite **models**, mirroring
177/// [`DynInstanceMap`] but **without** the swap-remove fixup: a model
178/// slot maps 1:1 to the backends' positional model index (the GPU LOD
179/// chain id), which is append-only and never reused. A removed model
180/// tombstones its slot *in place* (the backend frees the voxel data but
181/// keeps the id), so a stale [`SpriteModelId`] resolves to `None` → a
182/// safe no-op rather than aliasing another model.
183#[derive(Default)]
184struct DynModelMap {
185 /// Per slot (== backend model index): `(generation, live)`. Slots are
186 /// never reused, so `generation` stays `0`; `live` flips to `false`
187 /// on removal.
188 slots: Vec<(u32, bool)>,
189}
190
191impl DynModelMap {
192 /// Reset to `n` live models with ids `0..n` — used by
193 /// [`SceneRenderer::set_sprites`], which rebuilds the whole model set
194 /// positionally (model index = chain id on both backends).
195 fn reset(&mut self, n: usize) {
196 self.slots.clear();
197 self.slots.resize(n, (0, true));
198 }
199
200 /// Register a freshly appended model at positional index
201 /// `model_index` (always the new `slots.len()`); returns its handle.
202 fn alloc(&mut self, model_index: u32) -> SpriteModelId {
203 debug_assert_eq!(self.slots.len() as u32, model_index);
204 self.slots.push((0, true));
205 SpriteModelId {
206 slot: model_index,
207 gen: 0,
208 }
209 }
210
211 /// Resolve a handle to its backend model index, or `None` if it's
212 /// stale / already removed.
213 fn model_index(&self, id: SpriteModelId) -> Option<usize> {
214 let (gen, live) = *self.slots.get(id.slot as usize)?;
215 (gen == id.gen && live).then_some(id.slot as usize)
216 }
217
218 /// Tombstone a model slot in place. Returns `false` if the handle is
219 /// stale / already removed.
220 fn remove(&mut self, id: SpriteModelId) -> bool {
221 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
222 return false;
223 };
224 if slot.0 != id.gen || !slot.1 {
225 return false;
226 }
227 slot.1 = false;
228 true
229 }
230}
231
232/// Stable handle to a registered animated voxel clip (VCL.4) — the
233/// result of [`SceneRenderer::add_voxel_clip`], passed to
234/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
235/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
236/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
237/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
238/// dynamic + clip layers).
239#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
240pub struct VoxelClipId {
241 slot: u32,
242 gen: u32,
243}
244
245/// Facade-side slotmap for registered voxel clips — mirrors
246/// [`DynModelMap`]: a clip slot maps 1:1 to the backends' positional clip
247/// index (append-only, tombstoned in place on removal, never reused).
248///
249/// `reset` clears the slots **and bumps `epoch`**, which is baked into each
250/// minted id's `gen`. A handle from before a `set_sprites` therefore carries
251/// the old epoch and resolves to `None` rather than silently aliasing the
252/// new clip that re-took its slot.
253#[derive(Default)]
254struct DynClipMap {
255 /// Per slot: `(epoch_at_alloc, live)`.
256 slots: Vec<(u32, bool)>,
257 epoch: u32,
258}
259
260impl DynClipMap {
261 fn alloc(&mut self, clip_index: u32) -> VoxelClipId {
262 debug_assert_eq!(self.slots.len() as u32, clip_index);
263 self.slots.push((self.epoch, true));
264 VoxelClipId {
265 slot: clip_index,
266 gen: self.epoch,
267 }
268 }
269
270 fn clip_index(&self, id: VoxelClipId) -> Option<usize> {
271 let (gen, live) = *self.slots.get(id.slot as usize)?;
272 (gen == id.gen && live).then_some(id.slot as usize)
273 }
274
275 fn remove(&mut self, id: VoxelClipId) -> bool {
276 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
277 return false;
278 };
279 if slot.0 != id.gen || !slot.1 {
280 return false;
281 }
282 slot.1 = false;
283 true
284 }
285
286 fn reset(&mut self) {
287 self.slots.clear();
288 self.epoch = self.epoch.wrapping_add(1);
289 }
290}
291
292/// Stable handle to a registered animated character (VCL.6) — the result
293/// of [`SceneRenderer::add_character`], advanced each frame with
294/// [`advance_character`](SceneRenderer::advance_character) and dropped with
295/// [`remove_character`](SceneRenderer::remove_character). Reset by
296/// [`set_sprites`](SceneRenderer::set_sprites).
297#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
298pub struct CharacterId {
299 slot: u32,
300 gen: u32,
301}
302
303/// Facade-side slotmap for registered characters (mirrors [`DynClipMap`],
304/// including the epoch bump on `reset` so a pre-`set_sprites` handle
305/// resolves to `None` instead of aliasing a new character).
306#[derive(Default)]
307struct CharMap {
308 /// Per slot: `(epoch_at_alloc, live)`.
309 slots: Vec<(u32, bool)>,
310 epoch: u32,
311}
312
313impl CharMap {
314 fn alloc(&mut self, index: u32) -> CharacterId {
315 debug_assert_eq!(self.slots.len() as u32, index);
316 self.slots.push((self.epoch, true));
317 CharacterId {
318 slot: index,
319 gen: self.epoch,
320 }
321 }
322 fn index(&self, id: CharacterId) -> Option<usize> {
323 let (gen, live) = *self.slots.get(id.slot as usize)?;
324 (gen == id.gen && live).then_some(id.slot as usize)
325 }
326 fn remove(&mut self, id: CharacterId) -> bool {
327 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
328 return false;
329 };
330 if slot.0 != id.gen || !slot.1 {
331 return false;
332 }
333 slot.1 = false;
334 true
335 }
336 fn reset(&mut self) {
337 self.slots.clear();
338 self.epoch = self.epoch.wrapping_add(1);
339 }
340}
341
342/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
343/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
344/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
345/// dropped with
346/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
347/// [`set_sprites`](SceneRenderer::set_sprites).
348#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
349pub struct StreamingClipId {
350 slot: u32,
351 gen: u32,
352}
353
354/// Handle to an instance of a streaming clip
355/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
356///
357/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
358/// frame is per-*clip* (all its instances share one re-uploaded model,
359/// advanced by
360/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
361/// a streaming instance is *not* accepted by the per-instance
362/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
363/// trying to scrub two instances of one streaming clip independently is a
364/// compile error, not a silent coupling. (Use a flipbook clip for
365/// per-instance frames.) Move it with
366/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
367/// and drop it with
368/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
369#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
370pub struct StreamingInstanceId(SpriteInstanceId);
371
372/// Facade-side slotmap for streaming clips (mirrors [`CharMap`], epoch bump
373/// on `reset` included).
374#[derive(Default)]
375struct StreamingClipMap {
376 /// Per slot: `(epoch_at_alloc, live)`.
377 slots: Vec<(u32, bool)>,
378 epoch: u32,
379}
380
381impl StreamingClipMap {
382 fn alloc(&mut self, index: u32) -> StreamingClipId {
383 debug_assert_eq!(self.slots.len() as u32, index);
384 self.slots.push((self.epoch, true));
385 StreamingClipId {
386 slot: index,
387 gen: self.epoch,
388 }
389 }
390 fn index(&self, id: StreamingClipId) -> Option<usize> {
391 let (gen, live) = *self.slots.get(id.slot as usize)?;
392 (gen == id.gen && live).then_some(id.slot as usize)
393 }
394 fn remove(&mut self, id: StreamingClipId) -> bool {
395 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
396 return false;
397 };
398 if slot.0 != id.gen || !slot.1 {
399 return false;
400 }
401 slot.1 = false;
402 true
403 }
404 fn reset(&mut self) {
405 self.slots.clear();
406 self.epoch = self.epoch.wrapping_add(1);
407 }
408}
409
410/// One registered streaming clip: the seekable cursor + the single sprite
411/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
412struct StreamingClipState {
413 cursor: StreamingClip,
414 model: SpriteModelId,
415 dims: [u32; 3],
416 pivot: [f32; 3],
417}
418
419/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
420/// resolve a frame, plus its own accumulating clock.
421struct ClipClock {
422 durations: Vec<u32>,
423 loop_mode: LoopMode,
424 /// Playback rate, Q8 (256 = 1×).
425 speed_q8: i32,
426 /// Accumulated playback time (ms), seeded from the attachment's
427 /// `start_phase_ms`.
428 clock_ms: f64,
429}
430
431impl ClipClock {
432 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
433 /// frame to show. Shared by character attachments and standalone clip
434 /// players. A negative clock (rewind past 0) reads as frame 0 but is
435 /// kept signed so resuming forward is continuous.
436 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
437 fn tick(&mut self, dt: f64) -> u32 {
438 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
439 frame_at(
440 &self.durations,
441 self.loop_mode,
442 self.clock_ms.max(0.0) as u32,
443 ) as u32
444 }
445}
446
447/// Facade-side metadata captured for a registered flipbook clip, so editor
448/// queries + the auto-player don't shadow the `DecodedClip`.
449struct ClipMeta {
450 dims: [u32; 3],
451 pivot: [f32; 3],
452 voxel_world_size: f32,
453 durations: Vec<u32>,
454 loop_mode: LoopMode,
455}
456
457/// Public metadata for a registered clip — the inspector view returned by
458/// [`SceneRenderer::clip_metadata`].
459#[derive(Clone, Debug, PartialEq)]
460pub struct ClipMetadata {
461 /// Fixed bounding box (voxels).
462 pub dims: [u32; 3],
463 /// Model pivot (the kv6 pivot frames share).
464 pub pivot: [f32; 3],
465 /// Render scale (1 voxel = this many world units).
466 pub voxel_world_size: f32,
467 /// Playback wrap behaviour.
468 pub loop_mode: LoopMode,
469 /// Number of frames.
470 pub frame_count: usize,
471 /// Per-frame durations (ms), one per frame.
472 pub durations: Vec<u32>,
473 /// Total loop length (ms) — sum of `durations`.
474 pub total_ms: u32,
475}
476
477/// What an auto-advancing [`ClipPlayer`] (#6) drives each
478/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
479/// clip's frame is per-instance; a streaming clip's is per-clip (its
480/// instances share one model), so the targets differ.
481#[derive(Clone, Copy)]
482enum PlayerTarget {
483 Flipbook(SpriteInstanceId),
484 Streaming(StreamingClipId),
485}
486
487/// A standalone clip given its own playback clock (#6): the host calls
488/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
489/// `set_clip_instance_frame`.
490struct ClipPlayer {
491 target: PlayerTarget,
492 clock: ClipClock,
493 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
494 /// leaves the clock (and frame) untouched — the editor's play/pause.
495 paused: bool,
496}
497
498/// One live bone attachment: which bone drives it, its local offset, the
499/// renderer instance it owns, and (for a clip target) its playback clock.
500struct AttachInst {
501 bone: usize,
502 local_offset: roxlap_formats::xform::BoneXform,
503 inst: SpriteInstanceId,
504 clip: Option<ClipClock>,
505}
506
507/// A live animated character: the hinge skeleton (the bone-transform
508/// solver) + one [`AttachInst`] per bone attachment.
509struct CharInstance {
510 skeleton: KfaSprite,
511 attaches: Vec<AttachInst>,
512 /// Sprite models + voxel clips this character registered, so
513 /// [`remove_character`](SceneRenderer::remove_character) can free them
514 /// (otherwise they leak until the next `set_sprites`).
515 models: Vec<SpriteModelId>,
516 clips: Vec<VoxelClipId>,
517}
518
519/// Orientation + position for a dynamic sprite instance — the per-frame
520/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
521/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
522///
523/// `right`/`up`/`forward` are the instance's local axes expressed in
524/// world space (the columns of the model→world rotation), mapping
525/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
526/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
527/// orthonormal — a uniform/non-uniform scale or shear is fine. A
528/// near-singular basis falls through the renderer's degenerate-basis
529/// guards and the instance silently skips that frame rather than
530/// panicking. [`Default`] is the identity basis (axis-aligned).
531#[derive(Clone, Copy, Debug)]
532pub struct DynSpriteTransform {
533 /// Instance world position (the kv6 pivot maps here).
534 pub pos: [f32; 3],
535 /// Local +x in world space ↦ [`Sprite::s`].
536 pub right: [f32; 3],
537 /// Local +y in world space ↦ [`Sprite::h`].
538 pub up: [f32; 3],
539 /// Local +z in world space ↦ [`Sprite::f`].
540 pub forward: [f32; 3],
541}
542
543impl Default for DynSpriteTransform {
544 fn default() -> Self {
545 Self {
546 pos: [0.0, 0.0, 0.0],
547 right: [1.0, 0.0, 0.0],
548 up: [0.0, 1.0, 0.0],
549 forward: [0.0, 0.0, 1.0],
550 }
551 }
552}
553
554impl DynSpriteTransform {
555 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
556 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
557 /// model→world columns). Both backends keep the rest of the template
558 /// (`kv6`, `flags`) and only overwrite the pose.
559 pub(crate) fn apply_to(self, s: &mut Sprite) {
560 s.p = self.pos;
561 s.s = self.right;
562 s.h = self.up;
563 s.f = self.forward;
564 }
565}
566
567/// Backend-agnostic sprite description. The facade builds the CPU
568/// per-instance draw list and the GPU instanced registry from the
569/// same data, so both backends show identical sprites. The host owns
570/// content (which models, where, recolouring) — building a recoloured
571/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
572pub struct SpriteSet {
573 /// Distinct voxel models (KV6 + base orientation). Instances index
574 /// into this; their position overrides the model's.
575 pub models: Vec<Sprite>,
576 pub instances: Vec<SpriteInstanceDesc>,
577 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
578 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
579 pub carve_model: Option<usize>,
580}
581
582/// Per-frame inputs both backends consume. The host builds the
583/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
584/// everything else (pool config, sky fill, render, present).
585pub struct FrameParams<'a> {
586 /// CPU opticast settings (scan distance, mip ladder, framebuffer
587 /// geometry). Ignored by the GPU backend.
588 pub settings: &'a OpticastSettings,
589 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
590 /// the clear colour if no scene renders.
591 pub sky_color: u32,
592 /// Optional sky panorama for the CPU rasterizer's sky sampling.
593 pub sky: Option<&'a Sky>,
594 /// CPU fog: packed colour + max scan distance (voxels). `0` scan
595 /// distance disables CPU fog.
596 pub fog_color: u32,
597 pub fog_max_scan_dist: i32,
598 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
599 /// out-of-bounds cameras).
600 pub treat_z_max_as_air: bool,
601 /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
602 /// Ignored by the CPU backend.
603 pub gpu_mip_scan_dist: f32,
604 /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
605 pub gpu_max_outer_steps: u32,
606 /// GPU vertical field of view (radians). Ignored by the CPU
607 /// backend (it derives projection from [`OpticastSettings`]).
608 pub gpu_fov_y_rad: f32,
609 /// Whether to draw the renderer's sprites this frame. Both backends
610 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
611 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
612 /// is needed — this is just the on/off opt-in. `false` skips sprite
613 /// drawing.
614 pub draw_sprites: bool,
615 /// Per-face directional shading for the voxel grids — voxlap's
616 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
617 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
618 /// entry darkens the faces pointing that way; the host typically
619 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
620 /// `sideshademode` off (no per-side shading), so existing hosts and
621 /// the oracle goldens are unaffected. Applied each frame by **both**
622 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
623 /// pass by darkening a hit voxel's brightness by the hit face's
624 /// shade (the face taken from the DDA's last-stepped axis).
625 pub side_shades: [i8; 6],
626}
627
628/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
629/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
630/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
631/// (transform-correct for rotated / translated grids).
632#[derive(Clone, Copy, PartialEq, Debug)]
633pub struct PickHit {
634 pub world: [f32; 3],
635 pub grid: roxlap_scene::GridId,
636 pub voxel: glam::IVec3,
637}
638
639/// A world-space view ray: the canonical unproject output of
640/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
641/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
642/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
643/// intersect it with a plane for tile selection.
644#[derive(Clone, Copy, PartialEq, Debug)]
645pub struct Ray {
646 pub origin: glam::DVec3,
647 pub dir: glam::DVec3,
648}
649
650/// A world-space line segment to draw over a rendered frame via
651/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
652/// grids, axes, hover wireframes), debug paths, etc.
653#[derive(Clone, Copy, PartialEq, Debug)]
654pub struct Line3 {
655 /// World-space endpoints (voxel units), in the same frame the
656 /// rendered scene + `camera` use.
657 pub a: [f64; 3],
658 pub b: [f64; 3],
659 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
660 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
661 pub color: u32,
662 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
663 pub width_px: f32,
664 /// `true`: the segment is occluded by nearer rendered geometry
665 /// (depth-tested against the frame's z-buffer). `false`: always on
666 /// top (e.g. a hover highlight that should show through the model).
667 pub depth_test: bool,
668}
669
670/// A handle to an uploaded image-sprite texture, returned by
671/// [`SceneRenderer::upload_image`]. Positional (like [`SpriteModelId`]):
672/// it indexes the backend's texture store. Pass it in an [`ImageSprite`]
673/// for [`SceneRenderer::draw_images`], or to
674/// [`drop_image`](SceneRenderer::drop_image) to release it. Opaque on
675/// purpose — there's no arithmetic to do on it.
676#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
677pub struct ImageId(pub(crate) usize);
678
679/// How an [`ImageSprite`]'s quad is oriented in the world.
680#[derive(Clone, Copy, PartialEq, Debug)]
681pub enum ImageFacing {
682 /// Fixed in world space: the quad lies in the plane spanned by `u`
683 /// (the image's +column / width direction) and `v` (its +row /
684 /// height direction). Both are world-space directions; their length
685 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
686 /// the plane's axes directly. Row 0 of the image is the `origin`
687 /// edge and rows grow along `v`.
688 World { u: [f32; 3], v: [f32; 3] },
689 /// Always faces the camera (billboard); `up` is the world direction
690 /// the image's top edge points toward (e.g. world `-Z` for the
691 /// scene-demo's z-down world, or any "up" the host prefers).
692 Billboard { up: [f32; 3] },
693}
694
695/// One placed 2D image sprite for the current frame: a flat textured
696/// quad in world space, composited over the rendered scene with the
697/// frame's depth buffer (so the voxel model can occlude it). Built per
698/// frame and passed to [`SceneRenderer::draw_images`], mirroring
699/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
700/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
701///
702/// [`image`]: ImageSprite::image
703#[derive(Clone, Copy, PartialEq, Debug)]
704pub struct ImageSprite {
705 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
706 pub image: ImageId,
707 /// World position of the quad's **top-left** corner — the image's
708 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
709 /// facing's `u` and `size[1]` along its `v`.
710 pub origin: [f32; 3],
711 /// World orientation of the quad — fixed in world or camera-facing.
712 pub facing: ImageFacing,
713 /// World size of the quad along `u` and `v`. For pixel-art traced at
714 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
715 pub size: [f32; 2],
716 /// Multiplied into every sampled texel (tint + opacity), `0xAARRGGBB`.
717 /// `0xFFFFFFFF` draws the texture unchanged; the high byte scales
718 /// the texel alpha (e.g. `0x80FFFFFF` = 50 % opacity).
719 pub tint: u32,
720 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
721 /// this are discarded outright (not blended) — crisp pixel-art edges
722 /// instead of a semi-transparent haze, and the same threshold decides
723 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
724 /// plain straight-alpha over-blend (every non-zero texel draws).
725 pub alpha_cutoff: f32,
726 /// `true`: occluded by nearer rendered geometry (depth-tested against
727 /// the frame's depth buffer, with a bias so a quad resting on a
728 /// coincident voxel face doesn't z-fight). `false`: always on top.
729 pub depth_test: bool,
730 /// `true`: draw regardless of which way the quad faces (no backface
731 /// cull) — what reference images usually want. `false`: cull when the
732 /// quad faces away from the camera. Ignored for
733 /// [`ImageFacing::Billboard`] (it always faces the camera).
734 pub double_sided: bool,
735}
736
737/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
738/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
739/// resolves [`ImageSprite::facing`] into corners and culls back-facing
740/// quads once, so both backends draw from the same geometry.
741#[derive(Clone, Copy, Debug)]
742pub(crate) struct QuadDraw {
743 pub corners: [[f32; 3]; 4],
744 pub image: ImageId,
745 pub tint: u32,
746 pub depth_test: bool,
747 pub alpha_cutoff: f32,
748}
749
750/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
751/// `uv` is the normalised position within the quad (`(0,0)` = top-left
752/// corner); `texel` is the matching source-image pixel; `world` is the
753/// hit point; `t` is its euclidean distance from the camera.
754#[derive(Clone, Copy, PartialEq, Debug)]
755pub struct ImagePickHit {
756 pub image: ImageId,
757 pub uv: [f32; 2],
758 pub texel: (u32, u32),
759 pub world: [f32; 3],
760 pub t: f32,
761}
762
763/// Which renderer a [`SceneRenderer`] resolved to at construction.
764#[derive(Clone, Copy, PartialEq, Eq, Debug)]
765pub enum Backend {
766 /// `roxlap-core` opticast, presented via `softbuffer`.
767 Cpu,
768 /// `roxlap-gpu` compute marcher, presented via wgpu.
769 Gpu,
770}
771
772/// Construction-time options for [`SceneRenderer::new`].
773pub struct RenderOptions {
774 /// Try the GPU backend first. When `false`, or when GPU init
775 /// fails, the renderer uses the CPU backend.
776 pub want_gpu: bool,
777 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
778 /// backend is selected.
779 pub gpu: GpuRendererSettings,
780 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
781 /// with until a scene render lands. Also the CPU sky-miss colour
782 /// default if a frame supplies none.
783 pub clear_sky: u32,
784 /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
785 /// sizing — the largest combined grid `vsid` the CPU rasterizer
786 /// will see. Pre-sizing keeps later frames allocation-free.
787 pub cpu_max_grid_vsid: u32,
788 /// CPU strip-parallel render thread count (capped to the rayon
789 /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
790 /// slot per thread.
791 pub cpu_render_threads: usize,
792}
793
794impl Default for RenderOptions {
795 fn default() -> Self {
796 Self {
797 want_gpu: false,
798 gpu: GpuRendererSettings::default(),
799 clear_sky: 0x0099_b3d9,
800 // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
801 // combined ground grid.
802 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
803 cpu_render_threads: 4,
804 }
805 }
806}
807
808/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
809/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
810/// voxel face isn't rejected as "occluded".
811const PICK_DEPTH_BIAS: f32 = 0.5;
812
813// --- image-sprite geometry helpers (shared by both backends) ---
814
815fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
816 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
817}
818fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
819 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
820}
821fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
822 [a[0] * s, a[1] * s, a[2] * s]
823}
824fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
825 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
826}
827fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
828 [
829 a[1] * b[2] - a[2] * b[1],
830 a[2] * b[0] - a[0] * b[2],
831 a[0] * b[1] - a[1] * b[0],
832 ]
833}
834fn v_norm(a: [f32; 3]) -> [f32; 3] {
835 let len = v_dot(a, a).sqrt();
836 if len < 1e-12 {
837 a
838 } else {
839 v_scale(a, 1.0 / len)
840 }
841}
842
843/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
844/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
845/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
846/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
847/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
848/// affine coords exactly for a (possibly skew) parallelogram. Standalone
849/// so the geometry is unit-testable without a renderer.
850fn ray_quad_uv(
851 origin: [f32; 3],
852 dir: [f32; 3],
853 corners: &[[f32; 3]; 4],
854) -> Option<([f32; 2], f32)> {
855 let [tl, tr, bl, _br] = *corners;
856 let ue = v_sub(tr, tl); // +u edge (width)
857 let ve = v_sub(bl, tl); // +v edge (height)
858 let n = v_cross(ue, ve);
859 let denom = v_dot(dir, n);
860 if denom.abs() < 1e-12 {
861 return None; // ray parallel to the quad's plane
862 }
863 let t = v_dot(v_sub(tl, origin), n) / denom;
864 if t <= 1e-6 {
865 return None; // behind / at the origin
866 }
867 let p = v_add(origin, v_scale(dir, t));
868 let rel = v_sub(p, tl);
869 let guu = v_dot(ue, ue);
870 let guv = v_dot(ue, ve);
871 let gvv = v_dot(ve, ve);
872 let det = guu * gvv - guv * guv;
873 if det.abs() < 1e-12 {
874 return None; // degenerate quad
875 }
876 let wu = v_dot(rel, ue);
877 let wv = v_dot(rel, ve);
878 let a = (gvv * wu - guv * wv) / det;
879 let b = (guu * wv - guv * wu) / det;
880 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
881 return None; // outside the quad
882 }
883 Some(([a, b], t))
884}
885
886/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
887/// BR`), or `None` when a `double_sided == false` world quad faces away
888/// from the camera (back-face cull) or its plane is degenerate. The
889/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
890/// test.
891fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
892 let cam_pos = [
893 camera.pos[0] as f32,
894 camera.pos[1] as f32,
895 camera.pos[2] as f32,
896 ];
897 let cam_fwd = v_norm([
898 camera.forward[0] as f32,
899 camera.forward[1] as f32,
900 camera.forward[2] as f32,
901 ]);
902
903 let (u_hat, v_hat) = match sprite.facing {
904 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
905 ImageFacing::Billboard { up } => {
906 // Horizontal axis ⟂ both the view direction and `up`; fall
907 // back to the camera right when `up` is parallel to the view.
908 let mut u_hat = v_norm(v_cross(up, cam_fwd));
909 if v_dot(u_hat, u_hat) < 1e-12 {
910 u_hat = v_norm([
911 camera.right[0] as f32,
912 camera.right[1] as f32,
913 camera.right[2] as f32,
914 ]);
915 }
916 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
917 // so the top edge ends up toward `up`.
918 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
919 if v_dot(v_hat, up) > 0.0 {
920 v_hat = v_scale(v_hat, -1.0);
921 }
922 (u_hat, v_hat)
923 }
924 };
925
926 let du = v_scale(u_hat, sprite.size[0]);
927 let dv = v_scale(v_hat, sprite.size[1]);
928 let tl = sprite.origin;
929 let tr = v_add(tl, du);
930 let bl = v_add(tl, dv);
931 let br = v_add(tr, dv);
932
933 // Back-face cull for fixed world quads (billboards always face us).
934 if !sprite.double_sided {
935 if let ImageFacing::World { .. } = sprite.facing {
936 let normal = v_cross(du, dv);
937 // Front-facing when the quad normal points toward the camera.
938 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
939 return None;
940 }
941 }
942 }
943
944 Some(QuadDraw {
945 corners: [tl, tr, bl, br],
946 image: sprite.image,
947 tint: sprite.tint,
948 depth_test: sprite.depth_test,
949 alpha_cutoff: sprite.alpha_cutoff,
950 })
951}
952
953/// Renderer-internal backend; never exposes wgpu or softbuffer types.
954/// The GPU variant owns the whole wgpu device/queue/pipelines, so
955/// it's boxed to keep the enum small.
956enum BackendImpl {
957 // Both variants boxed so the enum stays small regardless of which
958 // backend's state is larger (clippy::large_enum_variant).
959 Cpu(Box<CpuBackend>),
960 Gpu(Box<GpuBackend>),
961}
962
963/// Unified renderer over the CPU and GPU paths. See the crate docs.
964pub struct SceneRenderer {
965 inner: BackendImpl,
966 /// Handles for dynamically added sprite instances (see
967 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
968 dyn_map: DynInstanceMap,
969 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
970 /// and the models returned by [`Self::set_sprites`]). Reset by
971 /// [`Self::set_sprites`].
972 model_map: DynModelMap,
973 /// Handles for registered animated voxel clips (see
974 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
975 clip_map: DynClipMap,
976 /// Handles for registered animated characters (see
977 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
978 char_map: CharMap,
979 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
980 char_instances: Vec<CharInstance>,
981 /// Handles for registered streaming clips (see
982 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
983 streaming_map: StreamingClipMap,
984 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
985 /// to `streaming_map` slots; `None` once removed (#3).
986 streaming_clips: Vec<Option<StreamingClipState>>,
987 /// Metadata per registered flipbook clip, indexed by the backend clip
988 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
989 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
990 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
991 /// [`Self::set_sprites`].
992 clip_meta: Vec<ClipMeta>,
993 /// Auto-advancing clip players (#6); ticked by
994 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
995 clip_players: Vec<ClipPlayer>,
996}
997
998impl SceneRenderer {
999 /// Build a renderer for `window` — any [`raw-window-handle`]
1000 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1001 /// window's initial physical framebuffer size in pixels; thereafter
1002 /// the host reports changes via [`Self::resize`]. Passing the size
1003 /// explicitly keeps the facade decoupled from any one windowing
1004 /// library's size API.
1005 ///
1006 /// Selects the GPU backend when `opts.want_gpu` and WGPU
1007 /// initialises; otherwise the CPU backend. **Never fails** — a
1008 /// missing/incompatible GPU silently yields the CPU path (the
1009 /// message is logged to stderr).
1010 ///
1011 /// [`raw-window-handle`]: raw_window_handle
1012 #[cfg(not(target_arch = "wasm32"))]
1013 #[must_use]
1014 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1015 where
1016 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1017 {
1018 if opts.want_gpu {
1019 match GpuBackend::new(window.clone(), size, opts) {
1020 Ok(g) => {
1021 return Self {
1022 inner: BackendImpl::Gpu(Box::new(g)),
1023 dyn_map: DynInstanceMap::default(),
1024 model_map: DynModelMap::default(),
1025 clip_map: DynClipMap::default(),
1026 char_map: CharMap::default(),
1027 char_instances: Vec::new(),
1028 streaming_map: StreamingClipMap::default(),
1029 streaming_clips: Vec::new(),
1030 clip_meta: Vec::new(),
1031 clip_players: Vec::new(),
1032 };
1033 }
1034 Err(e) => {
1035 eprintln!(
1036 "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
1037 );
1038 }
1039 }
1040 }
1041 Self {
1042 inner: BackendImpl::Cpu(Box::new(CpuBackend::new(window, size, opts))),
1043 dyn_map: DynInstanceMap::default(),
1044 model_map: DynModelMap::default(),
1045 clip_map: DynClipMap::default(),
1046 char_map: CharMap::default(),
1047 char_instances: Vec::new(),
1048 streaming_map: StreamingClipMap::default(),
1049 streaming_clips: Vec::new(),
1050 clip_meta: Vec::new(),
1051 clip_players: Vec::new(),
1052 }
1053 }
1054
1055 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1056 /// `canvas`. `size` is the canvas's initial framebuffer size in
1057 /// pixels; the host reports later changes via [`Self::resize`].
1058 ///
1059 /// Async because the browser drives wgpu's adapter/device requests
1060 /// through its event loop — `await` it inside a
1061 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1062 /// (WebGPU) backend when `opts.want_gpu` and WebGPU is available;
1063 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1064 /// opticast path presented through a WebGL2 blit on the same canvas.
1065 /// **Never fails** — the message is logged to the browser console.
1066 #[cfg(target_arch = "wasm32")]
1067 pub async fn new_from_canvas_async(
1068 canvas: web_sys::HtmlCanvasElement,
1069 size: (u32, u32),
1070 opts: &RenderOptions,
1071 ) -> Self {
1072 if opts.want_gpu {
1073 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1074 // GPU attempt gets a clone — the CPU fallback keeps the
1075 // original if WebGPU init fails.
1076 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1077 Ok(g) => {
1078 return Self {
1079 inner: BackendImpl::Gpu(Box::new(g)),
1080 dyn_map: DynInstanceMap::default(),
1081 model_map: DynModelMap::default(),
1082 clip_map: DynClipMap::default(),
1083 char_map: CharMap::default(),
1084 char_instances: Vec::new(),
1085 streaming_map: StreamingClipMap::default(),
1086 streaming_clips: Vec::new(),
1087 clip_meta: Vec::new(),
1088 clip_players: Vec::new(),
1089 };
1090 }
1091 Err(e) => {
1092 web_sys::console::warn_1(
1093 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1094 .into(),
1095 );
1096 }
1097 }
1098 }
1099 Self {
1100 inner: BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(canvas, size, opts))),
1101 dyn_map: DynInstanceMap::default(),
1102 model_map: DynModelMap::default(),
1103 clip_map: DynClipMap::default(),
1104 char_map: CharMap::default(),
1105 char_instances: Vec::new(),
1106 streaming_map: StreamingClipMap::default(),
1107 streaming_clips: Vec::new(),
1108 clip_meta: Vec::new(),
1109 clip_players: Vec::new(),
1110 }
1111 }
1112
1113 /// Which backend was selected.
1114 #[must_use]
1115 pub fn backend(&self) -> Backend {
1116 match self.inner {
1117 BackendImpl::Cpu(_) => Backend::Cpu,
1118 BackendImpl::Gpu(_) => Backend::Gpu,
1119 }
1120 }
1121
1122 /// The GPU adapter description when on the GPU backend, else
1123 /// `None`.
1124 #[must_use]
1125 pub fn adapter_info(&self) -> Option<&str> {
1126 match &self.inner {
1127 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1128 BackendImpl::Cpu(_) => None,
1129 }
1130 }
1131
1132 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1133 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1134 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1135 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1136 if let BackendImpl::Gpu(g) = &mut self.inner {
1137 g.set_sky_panorama(rgba, w, h);
1138 }
1139 }
1140
1141 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1142 /// this only matters to the GPU swapchain — but it's safe to call
1143 /// for both.
1144 pub fn resize(&mut self, width: u32, height: u32) {
1145 match &mut self.inner {
1146 BackendImpl::Cpu(c) => c.resize(width, height),
1147 BackendImpl::Gpu(g) => g.resize(width, height),
1148 }
1149 }
1150
1151 /// Composite `scene` from `camera` with `frame` params into the
1152 /// backend's frame buffer — **without presenting**. The CPU backend
1153 /// fills sky + runs the opticast compositor into an owned buffer;
1154 /// the GPU backend uploads/refreshes the scene, runs the compute
1155 /// marcher + sprite pass, and acquires (but does not present) the
1156 /// swapchain frame.
1157 ///
1158 /// Finish the frame with exactly one of [`present`](Self::present)
1159 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
1160 /// Calling `render` again without finishing drops the pending frame.
1161 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
1162 match &mut self.inner {
1163 BackendImpl::Cpu(c) => c.render(scene, camera, frame),
1164 BackendImpl::Gpu(g) => g.render(scene, camera, frame),
1165 }
1166 }
1167
1168 /// Draw world-space [`Line3`] segments over the frame
1169 /// [`render`](Self::render) composited, using that frame's camera +
1170 /// projection + depth buffer. Call **after** [`render`](Self::render)
1171 /// and **before** [`present`](Self::present) /
1172 /// [`paint_egui`](Self::paint_egui) — the lines land in the
1173 /// framebuffer, so a subsequent `paint_egui` still draws its panels
1174 /// on top.
1175 ///
1176 /// `camera` must be the one the last frame rendered with (the
1177 /// projection is taken from that frame). Depth-tested segments
1178 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
1179 /// always-on-top segments ignore depth. See [`Line3`] for colour /
1180 /// width / blend semantics.
1181 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
1182 match &mut self.inner {
1183 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
1184 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
1185 }
1186 }
1187
1188 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
1189 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
1190 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
1191 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
1192 /// so the per-frame draw call stays cheap. Sampling is
1193 /// nearest-neighbour (pixel-art friendly — no blurring).
1194 ///
1195 /// Returns `None` for malformed input — a wrong byte count
1196 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
1197 /// confused with the first valid id (`ImageId(0)`).
1198 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
1199 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
1200 return None;
1201 }
1202 Some(match &mut self.inner {
1203 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
1204 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
1205 })
1206 }
1207
1208 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
1209 /// The id must not be reused afterwards (a later `upload_image` may
1210 /// hand the slot back out under a fresh id).
1211 pub fn drop_image(&mut self, id: ImageId) {
1212 match &mut self.inner {
1213 BackendImpl::Cpu(c) => c.drop_image(id),
1214 BackendImpl::Gpu(g) => g.drop_image(id),
1215 }
1216 }
1217
1218 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
1219 /// composited — flat textured quads placed in world space, using that
1220 /// frame's camera + projection + depth buffer. Same contract as
1221 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
1222 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
1223 ///
1224 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
1225 /// quad). Depth-tested sprites are occluded by nearer rendered
1226 /// geometry (with a bias to avoid z-fighting on a coincident face);
1227 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
1228 /// over the scene. `camera` must be the one the last frame rendered.
1229 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
1230 if images.is_empty() {
1231 return;
1232 }
1233 let quads: Vec<QuadDraw> = images
1234 .iter()
1235 .filter_map(|s| resolve_quad(s, camera))
1236 .collect();
1237 if quads.is_empty() {
1238 return;
1239 }
1240 match &mut self.inner {
1241 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
1242 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
1243 }
1244 }
1245
1246 /// Project a world point to window pixel coordinates `(x, y)` under
1247 /// the projection the **last frame** rendered with — the backend-correct
1248 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
1249 /// before the first frame or for a point at/behind the camera near
1250 /// plane.
1251 ///
1252 /// Both backends honour their own projection (CPU `setcamera`
1253 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
1254 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
1255 /// [0, h)` for points off-screen but in front of the camera.
1256 #[must_use]
1257 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
1258 match &self.inner {
1259 BackendImpl::Cpu(c) => c.project_point(camera, world),
1260 BackendImpl::Gpu(g) => g.project_point(camera, world),
1261 }
1262 }
1263
1264 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
1265 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
1266 /// same list passed to [`draw_images`](Self::draw_images) (image
1267 /// sprites are immediate-mode, so the caller owns the set). `None` for
1268 /// a miss.
1269 ///
1270 /// The ray is intersected with each quad's plane and mapped to its
1271 /// `uv` / source texel. A texel whose alpha is below the sprite's
1272 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
1273 /// **see-through** — the pick passes through it to a sprite behind.
1274 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
1275 /// rejected when nearer scene geometry occludes that pixel (shares the
1276 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
1277 /// the occlusion test costs a click-time depth readback).
1278 #[must_use]
1279 pub fn pick_image(
1280 &self,
1281 camera: &Camera,
1282 x: f64,
1283 y: f64,
1284 sprites: &[ImageSprite],
1285 ) -> Option<ImagePickHit> {
1286 if sprites.is_empty() {
1287 return None;
1288 }
1289 let dir = self.pixel_ray(camera, x, y)?;
1290 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
1291 let dir_len = v_dot(dir, dir).sqrt();
1292 if dir_len < 1e-9 {
1293 return None;
1294 }
1295 let origin = [
1296 camera.pos[0] as f32,
1297 camera.pos[1] as f32,
1298 camera.pos[2] as f32,
1299 ];
1300 // Scene surface distance under this pixel (sky / no-hit → None);
1301 // used to occlude depth-tested sprites. Same metric as `pick`.
1302 let scene_t = self.pick_depth(x as u32, y as u32);
1303
1304 let mut best: Option<ImagePickHit> = None;
1305 for sprite in sprites {
1306 // Reuse the render-path resolve (back-face cull included), so
1307 // a single-sided quad that isn't drawn also can't be picked.
1308 let Some(q) = resolve_quad(sprite, camera) else {
1309 continue;
1310 };
1311 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
1312 continue; // miss / parallel / behind
1313 };
1314 let d_eucl = t * dir_len;
1315 if best.is_some_and(|cur| d_eucl >= cur.t) {
1316 continue; // a nearer sprite already won
1317 }
1318 let p = v_add(origin, v_scale(dir, t));
1319
1320 let Some((iw, ih)) = self.image_dims(sprite.image) else {
1321 continue; // dropped / unknown image
1322 };
1323 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
1324 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
1325
1326 // See-through test: a texel is solid when its alpha clears the
1327 // cutoff (and a fully-transparent texel is never solid).
1328 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
1329 let solid_thresh = cutoff_u8.max(1);
1330 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
1331 continue;
1332 }
1333
1334 // Occlusion: a depth-tested sprite behind nearer geometry loses.
1335 if sprite.depth_test {
1336 if let Some(st) = scene_t {
1337 if d_eucl > st + PICK_DEPTH_BIAS {
1338 continue;
1339 }
1340 }
1341 }
1342
1343 best = Some(ImagePickHit {
1344 image: sprite.image,
1345 uv: [a, b],
1346 texel: (tx, ty),
1347 world: p,
1348 t: d_eucl,
1349 });
1350 }
1351 best
1352 }
1353
1354 /// Source dimensions of an uploaded image, or `None` if the id was
1355 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
1356 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
1357 match &self.inner {
1358 BackendImpl::Cpu(c) => c.image_dims(id),
1359 BackendImpl::Gpu(g) => g.image_dims(id),
1360 }
1361 }
1362
1363 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
1364 /// unknown id / out-of-range texel). Internal helper for
1365 /// [`Self::pick_image`].
1366 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
1367 match &self.inner {
1368 BackendImpl::Cpu(c) => c.image_alpha_at(id, tx, ty),
1369 BackendImpl::Gpu(g) => g.image_alpha_at(id, tx, ty),
1370 }
1371 }
1372
1373 /// Mirror the rendered 3D scene horizontally before display. The flip is
1374 /// applied *before* any egui overlay, so the UI stays upright while the
1375 /// viewport un-mirrors — a fix for the engine's left-handed render.
1376 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
1377 /// mirrors the scene blit + line/image overlays). Picking/projection are
1378 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
1379 /// for ray casts.
1380 pub fn set_flip_x(&mut self, flip: bool) {
1381 match &mut self.inner {
1382 BackendImpl::Cpu(c) => c.set_flip_x(flip),
1383 BackendImpl::Gpu(g) => g.set_flip_x(flip),
1384 }
1385 }
1386
1387 /// Present the frame [`render`](Self::render) composited, with no UI
1388 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
1389 /// instead to overlay an egui UI before presenting.
1390 pub fn present(&mut self) {
1391 match &mut self.inner {
1392 BackendImpl::Cpu(c) => c.present(),
1393 BackendImpl::Gpu(g) => g.present(),
1394 }
1395 }
1396
1397 /// Overlay an egui UI on the frame [`render`](Self::render)
1398 /// composited, then present it (`hud` feature). The host runs egui
1399 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
1400 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
1401 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
1402 /// the UI scale (`ctx.pixels_per_point()`).
1403 ///
1404 /// The GPU backend paints via `egui-wgpu`; the CPU backend
1405 /// software-rasterises the tessellation into its framebuffer. Use
1406 /// this **instead of** [`present`](Self::present) — both finish the
1407 /// frame.
1408 #[cfg(feature = "hud")]
1409 pub fn paint_egui(
1410 &mut self,
1411 jobs: &[egui::ClippedPrimitive],
1412 textures: &egui::TexturesDelta,
1413 pixels_per_point: f32,
1414 ) {
1415 match &mut self.inner {
1416 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
1417 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
1418 }
1419 }
1420
1421 /// Register sprite models + instances. The CPU backend builds a
1422 /// per-instance draw list; the GPU backend builds an instanced
1423 /// model registry. Call once at setup (or again to replace).
1424 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
1425 match &mut self.inner {
1426 BackendImpl::Cpu(c) => c.set_sprites(set),
1427 BackendImpl::Gpu(g) => g.set_sprites(set),
1428 }
1429 // A fresh sprite set replaces the instance world, so any
1430 // previously added dynamic instances + models are gone — drop their
1431 // handles and re-seat the model slotmap with `set.models.len()`
1432 // live ids `0..n` (model index = chain id on both backends).
1433 self.dyn_map = DynInstanceMap::default();
1434 self.model_map.reset(set.models.len());
1435 // A full sprite rebuild drops the dynamic + clip layers on both
1436 // backends (the GPU registry is replaced), so reset the clip +
1437 // character maps too.
1438 self.clip_map.reset();
1439 self.char_map.reset();
1440 self.char_instances.clear();
1441 self.streaming_map.reset();
1442 self.streaming_clips.clear();
1443 self.clip_meta.clear();
1444 self.clip_players.clear();
1445 (0..set.models.len() as u32)
1446 .map(|slot| SpriteModelId { slot, gen: 0 })
1447 .collect()
1448 }
1449
1450 /// Re-register one sprite model's geometry after you've edited its
1451 /// content (a carve or recolour of its `kv6`). `model` is the
1452 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
1453 /// `kv6` is the model's **new** geometry — the caller owns the source
1454 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
1455 /// represent) and supplies the refreshed mesh here.
1456 ///
1457 /// This is a **backend-agnostic content refresh**, not a GPU upload:
1458 /// the renderer brings its stored model up to date however its active
1459 /// backend needs to. The instance set is left untouched (an edit never
1460 /// moves or adds an instance), so on the GPU backend only that one
1461 /// model's voxel data is re-uploaded — through a slack-backed
1462 /// suballocator, one model's bytes rather than the whole registry —
1463 /// while the CPU backend swaps the cached `kv6` into each instance of
1464 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
1465 /// models or change the instance set.
1466 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
1467 let Some(idx) = self.model_map.model_index(model) else {
1468 return; // stale / removed handle → no-op
1469 };
1470 match &mut self.inner {
1471 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
1472 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
1473 }
1474 }
1475
1476 /// Add one sprite instance of an already-registered `model` at world
1477 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
1478 /// backends now share (GPU: append to the instance buffer, growing by
1479 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
1480 /// stable [`SpriteInstanceId`] for later removal.
1481 ///
1482 /// `model` must be a [`SpriteModelId`] from the current
1483 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
1484 /// with zero initial instances). Dynamic instances live *after* the
1485 /// static set + any KFA limbs, so register those first.
1486 pub fn add_sprite_instance(&mut self, model: SpriteModelId, pos: [f32; 3]) -> SpriteInstanceId {
1487 self.add_sprite_instance_posed(
1488 model,
1489 DynSpriteTransform {
1490 pos,
1491 ..DynSpriteTransform::default()
1492 },
1493 )
1494 }
1495
1496 /// Add one sprite instance of an already-registered `model`,
1497 /// pre-posed with the orientation in `xf` — the streaming-spawn path
1498 /// for objects that appear mid-flight already rotated (so there's no
1499 /// one-frame axis-aligned flash before the first
1500 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
1501 /// Otherwise identical to
1502 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
1503 /// this with the identity basis). Returns a stable
1504 /// [`SpriteInstanceId`].
1505 ///
1506 /// A stale/removed `model` handle spawns nothing and returns a handle
1507 /// that is itself already stale (it resolves to no instance). `xf`'s
1508 /// basis must be non-singular; a degenerate one makes the instance
1509 /// silently skip drawing (see [`DynSpriteTransform`]).
1510 pub fn add_sprite_instance_posed(
1511 &mut self,
1512 model: SpriteModelId,
1513 xf: DynSpriteTransform,
1514 ) -> SpriteInstanceId {
1515 let Some(idx) = self.model_map.model_index(model) else {
1516 // Stale model → spawn nothing; hand back a sentinel id that
1517 // resolves to no live instance (a safe no-op everywhere).
1518 return SpriteInstanceId {
1519 slot: u32::MAX,
1520 gen: u32::MAX,
1521 };
1522 };
1523 let dyn_index = match &mut self.inner {
1524 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
1525 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
1526 };
1527 self.dyn_map.alloc(dyn_index as u32)
1528 }
1529
1530 /// Remove a dynamic sprite instance added by
1531 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
1532 /// backends (swap-remove); other dynamic handles stay valid. Returns
1533 /// `false` if the handle is stale / already removed.
1534 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
1535 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1536 return false;
1537 };
1538 let moved = match &mut self.inner {
1539 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
1540 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
1541 };
1542 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
1543 true
1544 }
1545
1546 /// Number of live dynamic sprite instances (those added via
1547 /// [`add_sprite_instance`](Self::add_sprite_instance)).
1548 #[must_use]
1549 pub fn dynamic_sprite_count(&self) -> usize {
1550 self.dyn_map.order.len()
1551 }
1552
1553 /// Register one new sprite **model** incrementally from `kv6`,
1554 /// **without** rebuilding the existing model set — the streaming-in
1555 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
1556 /// for unique generated geometry (procedural asteroids, debris).
1557 /// Returns a stable [`SpriteModelId`] usable immediately with
1558 /// [`add_sprite_instance`](Self::add_sprite_instance) /
1559 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
1560 ///
1561 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
1562 /// residency on the GPU backend's first model). The GPU backend
1563 /// appends one LOD chain to the resident registry (amortised O(model
1564 /// Define a global voxel **material** (TV stage): the opacity + blend
1565 /// mode that a per-voxel material id resolves to. The renderer owns one
1566 /// 256-entry palette shared by every model and grid.
1567 ///
1568 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
1569 /// without explicit material data resolves to — and **cannot** be
1570 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
1571 /// other id returns `true`.
1572 ///
1573 /// While no translucent material is defined the renderer stays on the
1574 /// fully-opaque fast path, so this is inert until first called. See
1575 /// `PORTING-TRANSPARENCY.md`.
1576 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
1577 match &mut self.inner {
1578 BackendImpl::Cpu(c) => c.define_material(id, mat),
1579 BackendImpl::Gpu(g) => g.define_material(id, mat),
1580 }
1581 }
1582
1583 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
1584 /// any id never passed to [`define_material`](Self::define_material)).
1585 #[must_use]
1586 pub fn material(&self, id: u8) -> Material {
1587 match &self.inner {
1588 BackendImpl::Cpu(c) => c.material(id),
1589 BackendImpl::Gpu(g) => g.material(id),
1590 }
1591 }
1592
1593 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
1594 /// material_id)` that make matching-colour world (grid) voxels translucent
1595 /// — glass walls, water pools. The materials themselves are defined via
1596 /// [`define_material`](Self::define_material). An empty map (the default)
1597 /// keeps all terrain opaque. The CPU backend composites these today; the
1598 /// GPU backend renders them once the TV.6 device path lands.
1599 pub fn set_terrain_materials(&mut self, map: &[(u32, u8)]) {
1600 match &mut self.inner {
1601 BackendImpl::Cpu(c) => c.set_terrain_materials(map),
1602 BackendImpl::Gpu(g) => g.set_terrain_materials(map),
1603 }
1604 }
1605
1606 /// voxels)); the CPU backend pushes an axis-aligned template.
1607 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
1608 let model_index = match &mut self.inner {
1609 BackendImpl::Cpu(c) => c.add_model(kv6),
1610 BackendImpl::Gpu(g) => g.add_model(kv6),
1611 };
1612 self.model_map.alloc(model_index as u32)
1613 }
1614
1615 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
1616 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
1617 /// [`define_material`](Self::define_material)), so a single model can mix
1618 /// opaque and translucent voxels — an opaque window frame around glass, a
1619 /// bottle around a translucent potion. Voxels whose colour isn't in the
1620 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
1621 /// otherwise.
1622 ///
1623 /// The CPU backend composites per-voxel materials today; the GPU backend
1624 /// carries the data and renders per-voxel materials once the TV.3b device
1625 /// path lands (until then it uses the instance's uniform material).
1626 pub fn add_sprite_model_with_materials(
1627 &mut self,
1628 kv6: &Kv6,
1629 material_map: &[(u32, u8)],
1630 ) -> SpriteModelId {
1631 let model_index = match &mut self.inner {
1632 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
1633 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
1634 };
1635 self.model_map.alloc(model_index as u32)
1636 }
1637
1638 /// Remove a registered sprite model, freeing its voxel data. Returns
1639 /// `false` if `id` is stale / already removed.
1640 ///
1641 /// The model's slot is tombstoned **in place**: its id is never
1642 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
1643 /// Existing instances of the removed model are **not** dropped here —
1644 /// they linger but draw as nothing on the GPU backend (the CPU
1645 /// backend keeps each instance's own kv6 clone, so they keep drawing
1646 /// until removed via
1647 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
1648 /// them when convenient. Call
1649 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
1650 /// to reclaim the GPU buffer holes.
1651 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
1652 let Some(idx) = self.model_map.model_index(id) else {
1653 return false;
1654 };
1655 match &mut self.inner {
1656 BackendImpl::Cpu(c) => c.remove_model(idx),
1657 BackendImpl::Gpu(g) => g.remove_model(idx),
1658 }
1659 self.model_map.remove(id)
1660 }
1661
1662 /// Reclaim the GPU buffer space left by
1663 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
1664 /// resident registry to its live models only. Model ids are preserved
1665 /// (no remap). O(live voxel volume) — call it when many models have
1666 /// been removed, not every frame. No-op on the CPU backend (which
1667 /// keeps cheap empty placeholders) and when nothing was removed.
1668 pub fn compact_sprite_models(&mut self) {
1669 match &mut self.inner {
1670 BackendImpl::Cpu(c) => c.compact_models(),
1671 BackendImpl::Gpu(g) => g.compact_models(),
1672 }
1673 }
1674
1675 /// Update one dynamic instance's full pose (position + orientation)
1676 /// for this frame. `id` is from
1677 /// [`add_sprite_instance`](Self::add_sprite_instance) /
1678 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
1679 /// stale / removed handle is a no-op.
1680 ///
1681 /// For many instances per frame prefer
1682 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
1683 /// the GPU backend flushes all pending pose changes to the device
1684 /// once per [`render`](Self::render), so a per-instance call here is
1685 /// still O(1) device work, but the batch variant avoids re-walking
1686 /// the slotmap.
1687 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
1688 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1689 return;
1690 };
1691 match &mut self.inner {
1692 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1693 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1694 }
1695 }
1696
1697 /// Batch form of
1698 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
1699 /// — apply many `(instance, pose)` updates in one call. Stale handles
1700 /// in `updates` are skipped. On the GPU backend this marks the
1701 /// instance buffer dirty once and uploads the new poses a single time
1702 /// at the next [`render`](Self::render), so spinning a whole cluster
1703 /// of instances per frame is one device upload, not one per instance.
1704 pub fn set_sprite_instance_transforms(
1705 &mut self,
1706 updates: &[(SpriteInstanceId, DynSpriteTransform)],
1707 ) {
1708 for &(id, xf) in updates {
1709 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1710 continue;
1711 };
1712 match &mut self.inner {
1713 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1714 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1715 }
1716 }
1717 }
1718
1719 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
1720 /// global palette defined via [`define_material`](Self::define_material)
1721 /// for this whole instance's opacity + blend mode. `0` (the default) is
1722 /// opaque. Stale handles are ignored.
1723 ///
1724 /// Only the CPU backend composites translucent sprites today; the GPU
1725 /// backend retains the value for the forthcoming device-side path (see
1726 /// `PORTING-TRANSPARENCY.md`).
1727 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
1728 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1729 return;
1730 };
1731 match &mut self.inner {
1732 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
1733 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
1734 }
1735 }
1736
1737 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
1738 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
1739 /// effect can fade out by cheap per-frame updates without re-uploading
1740 /// its volume. Stale handles are ignored.
1741 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
1742 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1743 return;
1744 };
1745 match &mut self.inner {
1746 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1747 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1748 }
1749 }
1750
1751 // ---- animated voxel clips (VCL.4) ------------------------------------
1752
1753 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
1754 /// its frames and upload the flipbook to the active backend (GPU: one
1755 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
1756 /// [`VoxelClipId`] to spawn instances of it via
1757 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
1758 ///
1759 /// Build the [`DecodedClip`] from a `.rvc` via
1760 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
1761 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
1762 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
1763 /// **drops** all registered clips (re-register afterwards).
1764 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
1765 let clip_index = match &mut self.inner {
1766 BackendImpl::Cpu(c) => c.add_voxel_clip(clip),
1767 BackendImpl::Gpu(g) => g.add_voxel_clip(clip),
1768 };
1769 // Capture metadata for editor queries + #6 auto-play; clip indices
1770 // are sequential and parallel to `clip_meta`.
1771 debug_assert_eq!(clip_index, self.clip_meta.len());
1772 self.clip_meta.push(ClipMeta {
1773 dims: clip.dims,
1774 pivot: clip.pivot,
1775 voxel_world_size: clip.voxel_world_size,
1776 durations: clip.durations.clone(),
1777 loop_mode: clip.loop_mode,
1778 });
1779 self.clip_map.alloc(clip_index as u32)
1780 }
1781
1782 /// Remove a registered clip, freeing its per-frame volumes. Instances
1783 /// of it linger but draw nothing until removed via
1784 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
1785 /// `false` if `id` is stale / already removed.
1786 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
1787 let Some(clip_index) = self.clip_map.clip_index(id) else {
1788 return false;
1789 };
1790 match &mut self.inner {
1791 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
1792 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
1793 }
1794 self.clip_map.remove(id)
1795 }
1796
1797 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
1798 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
1799 /// sprite instance, so move it with
1800 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
1801 /// advance its frame with
1802 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
1803 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
1804 /// A stale `clip` handle yields an instance id that resolves to nothing
1805 /// (a safe no-op everywhere).
1806 ///
1807 /// This instance has **no playback clock**: drive its frame yourself via
1808 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
1809 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
1810 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
1811 /// scrubbing — spawn with
1812 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
1813 /// (the player-control methods no-op on an instance with no player).
1814 pub fn add_clip_instance_posed(
1815 &mut self,
1816 clip: VoxelClipId,
1817 xf: DynSpriteTransform,
1818 ) -> SpriteInstanceId {
1819 let Some(clip_index) = self.clip_map.clip_index(clip) else {
1820 return SpriteInstanceId {
1821 slot: u32::MAX,
1822 gen: u32::MAX,
1823 };
1824 };
1825 let dyn_index = match &mut self.inner {
1826 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
1827 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
1828 };
1829 self.dyn_map.alloc(dyn_index as u32)
1830 }
1831
1832 /// Select which frame a clip instance shows — the per-frame playback
1833 /// step. Cheap on both backends (GPU: swap the instance's model id;
1834 /// CPU: select the cached frame grid), with no volume re-upload. Drive
1835 /// it from a playback clock via
1836 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
1837 /// No-op on a stale id or a non-clip instance.
1838 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
1839 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1840 return;
1841 };
1842 match &mut self.inner {
1843 BackendImpl::Cpu(c) => c.set_clip_frame(dyn_index as usize, frame as usize),
1844 BackendImpl::Gpu(g) => g.set_clip_frame(dyn_index as usize, frame as usize),
1845 }
1846 }
1847
1848 // ---- clip queries (editor inspector) ---------------------------------
1849
1850 /// Frame count of a registered flipbook clip, or `None` if `id` is
1851 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
1852 #[must_use]
1853 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
1854 let idx = self.clip_map.clip_index(id)?;
1855 Some(self.clip_meta[idx].durations.len())
1856 }
1857
1858 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
1859 /// durations) of a registered flipbook clip, or `None` if `id` is stale
1860 /// — so an editor needn't shadow the source [`DecodedClip`].
1861 #[must_use]
1862 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
1863 let idx = self.clip_map.clip_index(id)?;
1864 let m = &self.clip_meta[idx];
1865 Some(ClipMetadata {
1866 dims: m.dims,
1867 pivot: m.pivot,
1868 voxel_world_size: m.voxel_world_size,
1869 loop_mode: m.loop_mode,
1870 frame_count: m.durations.len(),
1871 durations: m.durations.clone(),
1872 total_ms: m
1873 .durations
1874 .iter()
1875 .fold(0u32, |acc, &d| acc.saturating_add(d)),
1876 })
1877 }
1878
1879 /// Which frame a clip instance is currently showing (the timeline
1880 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
1881 #[must_use]
1882 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
1883 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
1884 let frame = match &self.inner {
1885 BackendImpl::Cpu(c) => c.clip_instance_frame(dyn_index),
1886 BackendImpl::Gpu(g) => g.clip_instance_frame(dyn_index),
1887 }?;
1888 u32::try_from(frame).ok()
1889 }
1890
1891 /// Re-upload a **single** `frame` of registered clip `id` in place — the
1892 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
1893 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
1894 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
1895 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
1896 /// the flipbook).
1897 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
1898 let Some(clip_index) = self.clip_map.clip_index(id) else {
1899 return false;
1900 };
1901 let m = &self.clip_meta[clip_index];
1902 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
1903 if vf.validate(dims).is_err() {
1904 return false;
1905 }
1906 let frame = frame as usize;
1907 match &mut self.inner {
1908 BackendImpl::Cpu(c) => c.update_clip_frame(clip_index, frame, vf, dims, pivot),
1909 BackendImpl::Gpu(g) => g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws),
1910 }
1911 }
1912
1913 // ---- streaming voxel clips (#3) --------------------------------------
1914
1915 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
1916 /// model + the compact encoded stream) rather than the N-volume flipbook
1917 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
1918 /// N frames are too costly to hold resident. Builds the model from frame
1919 /// 0; advance it with
1920 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
1921 /// instances with
1922 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
1923 /// note that, unlike a flipbook, **all** instances of a streaming clip
1924 /// share its one model and so always show the same (current) frame.
1925 ///
1926 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
1927 /// point is to avoid materialising every frame.
1928 ///
1929 /// # Errors
1930 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
1931 /// with a keyframe.
1932 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
1933 let cursor = StreamingClip::new(clip)?;
1934 let dims = cursor.dims();
1935 let pivot = cursor.pivot();
1936 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
1937 let model = self.add_sprite_model(&kv6);
1938 let index = self.streaming_clips.len() as u32;
1939 self.streaming_clips.push(Some(StreamingClipState {
1940 cursor,
1941 model,
1942 dims,
1943 pivot,
1944 }));
1945 Ok(self.streaming_map.alloc(index))
1946 }
1947
1948 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
1949 /// [`SpriteInstanceId`] — move it with
1950 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
1951 /// and drop it with
1952 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
1953 /// dynamic instance. All instances of one streaming clip share its single
1954 /// model. A stale `id` yields a no-op instance handle.
1955 pub fn add_streaming_clip_instance(
1956 &mut self,
1957 id: StreamingClipId,
1958 xf: DynSpriteTransform,
1959 ) -> StreamingInstanceId {
1960 let model = self
1961 .streaming_map
1962 .index(id)
1963 .and_then(|idx| self.streaming_clips[idx].as_ref())
1964 .map(|s| s.model);
1965 let inst = match model {
1966 Some(model) => self.add_sprite_instance_posed(model, xf),
1967 None => SpriteInstanceId {
1968 slot: u32::MAX,
1969 gen: u32::MAX,
1970 },
1971 };
1972 StreamingInstanceId(inst)
1973 }
1974
1975 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
1976 /// handle.
1977 pub fn set_streaming_instance_transform(
1978 &mut self,
1979 id: StreamingInstanceId,
1980 xf: DynSpriteTransform,
1981 ) {
1982 self.set_sprite_instance_transform(id.0, xf);
1983 }
1984
1985 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
1986 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
1987 self.remove_sprite_instance(id.0)
1988 }
1989
1990 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
1991 /// single model — the per-frame streaming step (one volume re-upload,
1992 /// vs the flipbook's cheap model-select). Updates **every** instance of
1993 /// the clip at once. Drive it from a clock via
1994 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
1995 /// id; `frame` is clamped to the last.
1996 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
1997 let Some(idx) = self.streaming_map.index(id) else {
1998 return;
1999 };
2000 let Some((model, kv6)) = self.streaming_clips[idx].as_mut().and_then(|s| {
2001 let vf = s.cursor.seek(frame as usize).ok()?;
2002 Some((s.model, vf.to_kv6(s.dims, s.pivot)))
2003 }) else {
2004 return;
2005 };
2006 self.refresh_sprite_model(model, &kv6);
2007 }
2008
2009 /// Remove a streaming clip: free its model and drop the cursor (the
2010 /// memory win for huge clips). Instances linger but draw nothing until
2011 /// removed. Returns `false` if `id` is stale / already removed.
2012 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
2013 let Some(idx) = self.streaming_map.index(id) else {
2014 return false;
2015 };
2016 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
2017 self.streaming_clips[idx] = None;
2018 if let Some(model) = model {
2019 self.remove_sprite_model(model);
2020 }
2021 self.streaming_map.remove(id)
2022 }
2023
2024 // ---- auto-advancing clip players (#6) --------------------------------
2025
2026 /// Spawn a flipbook-clip instance that **plays itself**: like
2027 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
2028 /// facade tracks a playback clock so a single
2029 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
2030 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
2031 /// bookkeeping in the host. `speed_q8` is the Q8 playback rate (`256` =
2032 /// 1×); `start_phase_ms` offsets the clock (stagger copies of one clip).
2033 /// A stale `clip` yields a no-op instance handle and no player.
2034 pub fn add_clip_instance_playing(
2035 &mut self,
2036 clip: VoxelClipId,
2037 xf: DynSpriteTransform,
2038 speed_q8: i32,
2039 start_phase_ms: u32,
2040 ) -> SpriteInstanceId {
2041 let Some(clip_index) = self.clip_map.clip_index(clip) else {
2042 return SpriteInstanceId {
2043 slot: u32::MAX,
2044 gen: u32::MAX,
2045 };
2046 };
2047 let meta = &self.clip_meta[clip_index];
2048 let clock = ClipClock {
2049 durations: meta.durations.clone(),
2050 loop_mode: meta.loop_mode,
2051 speed_q8,
2052 clock_ms: f64::from(start_phase_ms),
2053 };
2054 let inst = self.add_clip_instance_posed(clip, xf);
2055 self.clip_players.push(ClipPlayer {
2056 target: PlayerTarget::Flipbook(inst),
2057 clock,
2058 paused: false,
2059 });
2060 inst
2061 }
2062
2063 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
2064 /// its own playback clock, advanced by
2065 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
2066 /// frame is per-clip (all its instances share one model), so this is
2067 /// keyed on the clip, not an instance — register instances separately
2068 /// with
2069 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
2070 /// No-op on a stale `clip`.
2071 ///
2072 /// Control the player (play/pause/scrub) via
2073 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
2074 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
2075 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
2076 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
2077 pub fn play_streaming_clip(
2078 &mut self,
2079 clip: StreamingClipId,
2080 speed_q8: i32,
2081 start_phase_ms: u32,
2082 ) {
2083 let Some(idx) = self.streaming_map.index(clip) else {
2084 return;
2085 };
2086 let Some(state) = self.streaming_clips[idx].as_ref() else {
2087 return;
2088 };
2089 let clock = ClipClock {
2090 durations: state.cursor.durations().to_vec(),
2091 loop_mode: state.cursor.loop_mode(),
2092 speed_q8,
2093 clock_ms: f64::from(start_phase_ms),
2094 };
2095 self.clip_players.push(ClipPlayer {
2096 target: PlayerTarget::Streaming(clip),
2097 clock,
2098 paused: false,
2099 });
2100 }
2101
2102 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
2103 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
2104 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
2105 /// apply it. Players whose instance / clip was removed are pruned. Call
2106 /// once per frame.
2107 ///
2108 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
2109 /// [`play_streaming_clip`]: Self::play_streaming_clip
2110 pub fn advance_voxel_clips(&mut self, dt: f64) {
2111 // Phase 1: tick clocks → (target, frame), pruning dead players.
2112 // Borrow only the maps (disjoint from `clip_players`).
2113 let dyn_map = &self.dyn_map;
2114 let streaming_map = &self.streaming_map;
2115 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
2116 self.clip_players.retain_mut(|p| {
2117 let alive = match p.target {
2118 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
2119 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
2120 };
2121 if !alive {
2122 return false;
2123 }
2124 // A paused player keeps its clock + frame (the editor's pause).
2125 if !p.paused {
2126 updates.push((p.target, p.clock.tick(dt)));
2127 }
2128 true
2129 });
2130 // Phase 2: apply (borrows self mutably, disjoint from the above).
2131 for (target, frame) in updates {
2132 self.apply_player_frame(target, frame);
2133 }
2134 }
2135
2136 /// Apply a resolved frame to a player's target (flipbook instance vs.
2137 /// streaming clip).
2138 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
2139 match target {
2140 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
2141 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
2142 }
2143 }
2144
2145 /// Find the auto-player driving flipbook instance `inst`, if any.
2146 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
2147 self.clip_players
2148 .iter_mut()
2149 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
2150 }
2151
2152 /// Pause / resume the auto-player driving clip instance `id` (the
2153 /// editor's play/pause). No-op if `id` has no player.
2154 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
2155 if let Some(p) = self.flipbook_player_mut(id) {
2156 p.paused = paused;
2157 }
2158 }
2159
2160 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
2161 /// has no player.
2162 #[must_use]
2163 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
2164 self.clip_players
2165 .iter()
2166 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2167 .map(|p| p.paused)
2168 }
2169
2170 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of clip
2171 /// instance `id`'s auto-player. No-op if `id` has no player.
2172 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32) {
2173 if let Some(p) = self.flipbook_player_mut(id) {
2174 p.clock.speed_q8 = speed_q8;
2175 }
2176 }
2177
2178 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
2179 /// immediately show the matching frame (works while paused). No-op if
2180 /// `id` has no player.
2181 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
2182 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
2183 p.clock.clock_ms = clock_ms;
2184 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2185 let frame = frame_at(
2186 &p.clock.durations,
2187 p.clock.loop_mode,
2188 clock_ms.max(0.0) as u32,
2189 ) as u32;
2190 (p.target, frame)
2191 }) else {
2192 return;
2193 };
2194 self.apply_player_frame(target, frame);
2195 }
2196
2197 /// Clip instance `id`'s current playback-clock position (ms), or `None`
2198 /// if it has no player — the scrubber's read-back.
2199 #[must_use]
2200 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
2201 self.clip_players
2202 .iter()
2203 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2204 .map(|p| p.clock.clock_ms)
2205 }
2206
2207 /// Find the auto-player driving streaming clip `clip`, if any (a player
2208 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
2209 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
2210 self.clip_players
2211 .iter_mut()
2212 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2213 }
2214
2215 /// Pause / resume a streaming clip's auto-player
2216 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
2217 /// has no player.
2218 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
2219 if let Some(p) = self.streaming_player_mut(clip) {
2220 p.paused = paused;
2221 }
2222 }
2223
2224 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
2225 /// has no player.
2226 #[must_use]
2227 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
2228 self.clip_players
2229 .iter()
2230 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2231 .map(|p| p.paused)
2232 }
2233
2234 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of
2235 /// streaming clip `clip`'s auto-player. No-op if `clip` has no player.
2236 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32) {
2237 if let Some(p) = self.streaming_player_mut(clip) {
2238 p.clock.speed_q8 = speed_q8;
2239 }
2240 }
2241
2242 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
2243 /// and immediately show the matching frame (works while paused). No-op if
2244 /// `clip` has no player.
2245 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
2246 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
2247 p.clock.clock_ms = clock_ms;
2248 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2249 let frame = frame_at(
2250 &p.clock.durations,
2251 p.clock.loop_mode,
2252 clock_ms.max(0.0) as u32,
2253 ) as u32;
2254 (p.target, frame)
2255 }) else {
2256 return;
2257 };
2258 self.apply_player_frame(target, frame);
2259 }
2260
2261 /// Streaming clip `clip`'s current playback-clock position (ms), or
2262 /// `None` if it has no player — the scrubber's read-back.
2263 #[must_use]
2264 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
2265 self.clip_players
2266 .iter()
2267 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2268 .map(|p| p.clock.clock_ms)
2269 }
2270
2271 // ---- animated characters (VCL.6) -------------------------------------
2272
2273 /// Register an animated character (RKC v3): upload its meshes as sprite
2274 /// models + its embedded voxel clips as flipbooks, then spawn one
2275 /// renderer instance **per bone attachment** — a static mesh sits at
2276 /// its bone, a clip attachment plays back on its own clock. `clip`
2277 /// selects a skeletal animation clip to drive the bones (`None` =
2278 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
2279 /// [`advance_character`](Self::advance_character).
2280 ///
2281 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
2282 /// a later `set_sprites` drops all registered characters.
2283 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
2284 // 1. Meshes → sprite models.
2285 let model_ids: Vec<SpriteModelId> =
2286 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
2287 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
2288 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
2289 .voxel_clips
2290 .iter()
2291 .map(|vc| {
2292 vc.decode().ok().map(|d| {
2293 let id = self.add_voxel_clip(&d);
2294 (id, d.durations, d.loop_mode)
2295 })
2296 })
2297 .collect();
2298 // 3. Build + solve the skeleton (rest pose → bone transforms).
2299 let mut skeleton = ch.to_kfa_sprite(clip);
2300 solve_kfa_limbs(&mut skeleton);
2301 // 4. One instance per attachment, posed by bone × local_offset.
2302 let mut attaches = Vec::new();
2303 for (bi, bone) in ch.bones.iter().enumerate() {
2304 let limb = &skeleton.limbs[bi];
2305 for att in &bone.attachments {
2306 let (s, h, f, p) =
2307 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
2308 let xf = DynSpriteTransform {
2309 pos: p,
2310 right: s,
2311 up: h,
2312 forward: f,
2313 };
2314 match att.target {
2315 MeshRef::Static(mi) => {
2316 if let Some(&mid) = model_ids.get(mi) {
2317 let inst = self.add_sprite_instance_posed(mid, xf);
2318 attaches.push(AttachInst {
2319 bone: bi,
2320 local_offset: att.local_offset,
2321 inst,
2322 clip: None,
2323 });
2324 }
2325 }
2326 MeshRef::Clip(ci) => {
2327 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
2328 let inst = self.add_clip_instance_posed(*cid, xf);
2329 attaches.push(AttachInst {
2330 bone: bi,
2331 local_offset: att.local_offset,
2332 inst,
2333 clip: Some(ClipClock {
2334 durations: durations.clone(),
2335 loop_mode: *loop_mode,
2336 speed_q8: att.playback.speed_q8,
2337 clock_ms: f64::from(att.playback.start_phase_ms),
2338 }),
2339 });
2340 }
2341 }
2342 }
2343 }
2344 }
2345 let clips: Vec<VoxelClipId> = clip_regs
2346 .iter()
2347 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
2348 .collect();
2349 let idx = self.char_instances.len();
2350 self.char_instances.push(CharInstance {
2351 skeleton,
2352 attaches,
2353 models: model_ids,
2354 clips,
2355 });
2356 self.char_map.alloc(idx as u32)
2357 }
2358
2359 /// Advance a character by `dt` seconds: tick its skeletal animation +
2360 /// each clip attachment's clock, then re-pose every attachment
2361 /// (bone × local_offset) and select each clip's current frame. No-op on
2362 /// a stale id.
2363 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2364 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
2365 let Some(idx) = self.char_map.index(id) else {
2366 return;
2367 };
2368 // Phase 1: solve the skeleton + compute each attachment's update,
2369 // borrowing only `char_instances[idx]`.
2370 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
2371 let CharInstance {
2372 skeleton, attaches, ..
2373 } = &mut self.char_instances[idx];
2374 skeleton.animsprite((dt * 1000.0) as i32);
2375 solve_kfa_limbs(skeleton);
2376 attaches
2377 .iter_mut()
2378 .map(|a| {
2379 let limb = &skeleton.limbs[a.bone];
2380 let (s, h, f, p) =
2381 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2382 let xf = DynSpriteTransform {
2383 pos: p,
2384 right: s,
2385 up: h,
2386 forward: f,
2387 };
2388 let frame = a.clip.as_mut().map(|c| c.tick(dt));
2389 (a.inst, xf, frame)
2390 })
2391 .collect()
2392 };
2393 // Phase 2: apply via the facade primitives (disjoint from
2394 // `char_instances`).
2395 for (inst, xf, frame) in updates {
2396 self.set_sprite_instance_transform(inst, xf);
2397 if let Some(f) = frame {
2398 self.set_clip_instance_frame(inst, f);
2399 }
2400 }
2401 }
2402
2403 /// Move/re-orient a character to a new world transform `xf` (the root
2404 /// limb's world pose) **without** ticking its animation or clip clocks —
2405 /// a teleport that holds the current animation frame (e.g. dragging a
2406 /// paused character in an editor). Re-solves the skeleton from the new
2407 /// root + re-poses every attachment; clip frames are left as-is. No-op on
2408 /// a stale id.
2409 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
2410 let Some(idx) = self.char_map.index(id) else {
2411 return;
2412 };
2413 // Phase 1: set the root pose + re-solve (no animsprite), then compute
2414 // each attachment's new transform — borrowing only `char_instances`.
2415 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
2416 let CharInstance {
2417 skeleton, attaches, ..
2418 } = &mut self.char_instances[idx];
2419 skeleton.p = xf.pos;
2420 skeleton.s = xf.right;
2421 skeleton.h = xf.up;
2422 skeleton.f = xf.forward;
2423 solve_kfa_limbs(skeleton);
2424 attaches
2425 .iter()
2426 .map(|a| {
2427 let limb = &skeleton.limbs[a.bone];
2428 let (s, h, f, p) =
2429 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2430 (
2431 a.inst,
2432 DynSpriteTransform {
2433 pos: p,
2434 right: s,
2435 up: h,
2436 forward: f,
2437 },
2438 )
2439 })
2440 .collect()
2441 };
2442 // Phase 2: apply (clip frames untouched — clocks didn't tick).
2443 for (inst, t) in updates {
2444 self.set_sprite_instance_transform(inst, t);
2445 }
2446 }
2447
2448 /// Remove a character, dropping all its attachment instances **and**
2449 /// freeing the sprite models + voxel clips it registered. Returns
2450 /// `false` if `id` is stale.
2451 pub fn remove_character(&mut self, id: CharacterId) -> bool {
2452 let Some(idx) = self.char_map.index(id) else {
2453 return false;
2454 };
2455 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
2456 .attaches
2457 .iter()
2458 .map(|a| a.inst)
2459 .collect();
2460 for inst in insts {
2461 self.remove_sprite_instance(inst);
2462 }
2463 self.char_instances[idx].attaches.clear();
2464 // Free the models + clips this character registered (else they leak
2465 // until a `set_sprites` — costly for an editor hot-swapping all
2466 // session). `mem::take` so the per-id frees can borrow `self`.
2467 let models = std::mem::take(&mut self.char_instances[idx].models);
2468 let clips = std::mem::take(&mut self.char_instances[idx].clips);
2469 for model in models {
2470 self.remove_sprite_model(model);
2471 }
2472 for clip in clips {
2473 self.remove_voxel_clip(clip);
2474 }
2475 self.char_map.remove(id)
2476 }
2477
2478 /// Register animated KFA sprites (one or more bone hierarchies).
2479 /// The GPU backend uploads each limb's kv6 as an instanced model
2480 /// **once** (appended to the sprite registry) and seeds the limb
2481 /// instances at their current pose; the CPU backend caches the
2482 /// posed limbs for drawing. Call once at setup, after
2483 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
2484 /// with [`update_kfa_poses`](Self::update_kfa_poses).
2485 ///
2486 /// Limbs are posed from the sprites' current
2487 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
2488 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
2489 /// if using a baked curve), so `kfas` is taken `&mut`.
2490 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
2491 match &mut self.inner {
2492 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
2493 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
2494 }
2495 }
2496
2497 /// Re-pose the registered KFA sprites from their current
2498 /// `kfaval[]`. Call each frame after advancing the animation
2499 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
2500 /// takes the cheap transform-only update (no model-volume
2501 /// re-upload); the CPU backend re-solves limb transforms for the
2502 /// next [`render`](Self::render). Must follow a
2503 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
2504 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
2505 match &mut self.inner {
2506 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
2507 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
2508 }
2509 }
2510
2511 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
2512 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
2513 /// only; a no-op on the CPU backend. Returns the voxels removed.
2514 pub fn carve_active_sprite(&mut self) -> u32 {
2515 match &mut self.inner {
2516 BackendImpl::Cpu(_) => 0,
2517 BackendImpl::Gpu(g) => g.carve_active_sprite(),
2518 }
2519 }
2520
2521 /// Request that the next [`render`](Self::render) capture its
2522 /// framebuffer for [`take_capture`](Self::take_capture). CPU only
2523 /// (the GPU swapchain isn't read back) — a no-op on GPU.
2524 pub fn request_capture(&mut self) {
2525 if let BackendImpl::Cpu(c) = &mut self.inner {
2526 c.request_capture();
2527 }
2528 }
2529
2530 /// Take the most recently captured frame as packed `0x00RRGGBB`
2531 /// pixels + dimensions, or `None` if no capture is ready / GPU.
2532 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
2533 match &mut self.inner {
2534 BackendImpl::Cpu(c) => c.take_capture(),
2535 BackendImpl::Gpu(_) => None,
2536 }
2537 }
2538
2539 /// Screen→world picking input: the world-space hit distance `t` at
2540 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
2541 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
2542 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
2543 /// `ray_dir` is the same per-pixel ray the frame was rendered with
2544 /// (see the backend's projection).
2545 ///
2546 /// `t` is the distance to the nearest **scene-grid** surface
2547 /// (terrain + grids); sprites do not occlude it (the sprite pass
2548 /// reads depth read-only), so a cursor sprite under the pointer is
2549 /// transparent to the pick.
2550 ///
2551 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
2552 /// GPU backend stages the depth buffer and blocks on a device poll
2553 /// (cheap at click time — do not call every frame). The GPU path
2554 /// only has depth when the last frame drew sprites (`write_depth`).
2555 #[must_use]
2556 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
2557 match &self.inner {
2558 BackendImpl::Cpu(c) => c.pick_depth(x, y),
2559 BackendImpl::Gpu(g) => g.pick_depth(x, y),
2560 }
2561 }
2562
2563 /// World-space view-ray direction (un-normalised) for window pixel
2564 /// `(x, y)`, under the projection the **last frame** rendered with.
2565 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
2566 /// pinhole), so this hides which one is active. `None` before the
2567 /// first frame. Intersect it with a plane for tile picking, or feed
2568 /// it to [`Self::pick`] for a voxel.
2569 #[must_use]
2570 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
2571 match &self.inner {
2572 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
2573 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
2574 }
2575 }
2576
2577 /// Canonical screen→world unproject: the full view [`Ray`]
2578 /// (`camera.pos` origin + unit direction) for window pixel
2579 /// `(x, y)`, under whichever projection the last frame used. The
2580 /// one entry point both backends honour — hosts never reconstruct
2581 /// the projection. `None` before the first frame or for a
2582 /// degenerate ray.
2583 ///
2584 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
2585 /// picking that's identical on CPU and GPU:
2586 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
2587 #[must_use]
2588 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
2589 let d = self.pixel_ray(camera, x, y)?;
2590 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
2591 if len < 1e-12 {
2592 return None;
2593 }
2594 Some(Ray {
2595 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
2596 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
2597 })
2598 }
2599
2600 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
2601 /// the active backend's projection, read the last frame's depth
2602 /// there, reconstruct the world hit, and resolve it to the owning
2603 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
2604 /// sky / no-hit, or when no grid claims the surface.
2605 ///
2606 /// `scene` and `camera` must be the ones the last frame rendered;
2607 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
2608 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
2609 /// depth buffer (a click-time device poll — not per frame).
2610 #[must_use]
2611 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
2612 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
2613 let t = f64::from(self.pick_depth(x, y)?);
2614 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
2615 if len < 1e-9 {
2616 return None;
2617 }
2618 let s = t / len; // world = cam.pos + t · (dir / |dir|)
2619 let world = glam::DVec3::new(
2620 camera.pos[0] + dir[0] * s,
2621 camera.pos[1] + dir[1] * s,
2622 camera.pos[2] + dir[2] * s,
2623 );
2624 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
2625 #[allow(clippy::cast_possible_truncation)]
2626 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
2627 Some(PickHit {
2628 world: world_f32,
2629 grid,
2630 voxel,
2631 })
2632 }
2633}
2634
2635#[cfg(test)]
2636mod tests {
2637 use super::*;
2638
2639 /// The handle map must survive the backends' swap-remove indexing:
2640 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
2641 /// swap-removes, and check every live handle keeps resolving to its
2642 /// own payload through a sequence of adds + removes.
2643 #[test]
2644 fn dyn_instance_map_survives_swap_removes() {
2645 let mut map = DynInstanceMap::default();
2646 // The "backend": payload per dynamic index; swap_remove mirrors
2647 // both backends' remove_dyn_instance.
2648 let mut backend: Vec<u32> = Vec::new();
2649 // Our bookkeeping: handle -> the payload we expect it to address.
2650 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
2651
2652 let add = |map: &mut DynInstanceMap,
2653 backend: &mut Vec<u32>,
2654 expect: &mut Vec<(SpriteInstanceId, u32)>,
2655 payload: u32| {
2656 let dyn_index = backend.len() as u32;
2657 backend.push(payload);
2658 let id = map.alloc(dyn_index);
2659 expect.push((id, payload));
2660 };
2661
2662 for p in 0..6 {
2663 add(&mut map, &mut backend, &mut expect, p);
2664 }
2665
2666 // Remove a middle handle (payload 2) and a later one (payload 4),
2667 // plus the current last — covering swap and no-swap paths.
2668 for victim_payload in [2u32, 4, 5] {
2669 let pos = expect
2670 .iter()
2671 .position(|&(_, p)| p == victim_payload)
2672 .unwrap();
2673 let (id, _) = expect.remove(pos);
2674 let dyn_index = map.dyn_index(id).expect("live handle resolves");
2675 // Backend swap-remove + report moved index (old last), exactly
2676 // like remove_dyn_instance on both backends.
2677 let last = backend.len() - 1;
2678 backend.swap_remove(dyn_index as usize);
2679 let moved = (dyn_index as usize != last).then_some(last as u32);
2680 map.remove(id, dyn_index, moved);
2681 // The removed handle is now stale.
2682 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
2683 }
2684
2685 // Every surviving handle still resolves to its own payload.
2686 for &(id, payload) in &expect {
2687 let idx = map.dyn_index(id).expect("survivor resolves");
2688 assert_eq!(
2689 backend[idx as usize], payload,
2690 "handle addresses its payload"
2691 );
2692 }
2693 assert_eq!(map.order.len(), backend.len());
2694 assert_eq!(backend.len(), expect.len());
2695 }
2696
2697 /// The model slotmap mints stable ids, resolves only live handles,
2698 /// and never reuses a slot — so a removed model's id stays dead and
2699 /// every other id survives the remove.
2700 #[test]
2701 fn dyn_model_map_lifecycle() {
2702 let mut map = DynModelMap::default();
2703 // `set_sprites(3 models)` seeds ids 0..3, all live.
2704 map.reset(3);
2705 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
2706 for (i, &id) in ids.iter().enumerate() {
2707 assert_eq!(map.model_index(id), Some(i));
2708 }
2709
2710 // Incrementally add a fourth model.
2711 let extra = map.alloc(3);
2712 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
2713 assert_eq!(map.model_index(extra), Some(3));
2714
2715 // Remove model 1: its handle goes stale, the rest stay valid.
2716 assert!(map.remove(ids[1]));
2717 assert_eq!(map.model_index(ids[1]), None);
2718 assert_eq!(map.model_index(ids[0]), Some(0));
2719 assert_eq!(map.model_index(ids[2]), Some(2));
2720 assert_eq!(map.model_index(extra), Some(3));
2721
2722 // Double remove / stale removal is a no-op returning false.
2723 assert!(!map.remove(ids[1]));
2724
2725 // A bogus / out-of-range handle resolves to nothing, no panic.
2726 let bogus = SpriteModelId { slot: 999, gen: 0 };
2727 assert_eq!(map.model_index(bogus), None);
2728 assert!(!map.remove(bogus));
2729
2730 // A handle with a mismatched generation never resolves (guards a
2731 // future compacting registry).
2732 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
2733 assert_eq!(map.model_index(wrong_gen), None);
2734 }
2735
2736 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
2737 /// handles, tombstones in place, and `reset` clears it — mirroring the
2738 /// model slotmap, since clips register append-only too.
2739 #[test]
2740 fn dyn_clip_map_lifecycle() {
2741 let mut map = DynClipMap::default();
2742 // Two clips registered incrementally (indices 0, 1).
2743 let c0 = map.alloc(0);
2744 let c1 = map.alloc(1);
2745 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
2746 assert_eq!(map.clip_index(c0), Some(0));
2747 assert_eq!(map.clip_index(c1), Some(1));
2748
2749 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
2750 assert!(map.remove(c0));
2751 assert_eq!(map.clip_index(c0), None);
2752 assert_eq!(map.clip_index(c1), Some(1));
2753 // Double / stale / out-of-range removes are false, no panic.
2754 assert!(!map.remove(c0));
2755 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
2756 // Mismatched generation never resolves.
2757 assert_eq!(map.clip_index(VoxelClipId { slot: 1, gen: 5 }), None);
2758
2759 // `set_sprites` resets the clip layer → ids restart at slot 0, but
2760 // the epoch bumps so old handles don't alias the new clips.
2761 map.reset();
2762 assert_eq!(map.clip_index(c1), None, "reset invalidates old handles");
2763 let again = map.alloc(0); // re-takes slot 0 under the new epoch
2764 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
2765 assert_eq!(map.clip_index(again), Some(0));
2766 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
2767 // clip now occupying slot 0.
2768 assert_eq!(
2769 map.clip_index(c0),
2770 None,
2771 "a pre-reset handle must not alias a new clip on the same slot"
2772 );
2773 }
2774
2775 /// The character slotmap (VCL.6) mints stable ids, resolves only live
2776 /// handles, tombstones in place, and `reset` clears it.
2777 #[test]
2778 fn char_map_lifecycle() {
2779 let mut map = CharMap::default();
2780 let a = map.alloc(0);
2781 let b = map.alloc(1);
2782 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
2783 assert_eq!(map.index(a), Some(0));
2784 assert_eq!(map.index(b), Some(1));
2785
2786 assert!(map.remove(a));
2787 assert_eq!(map.index(a), None);
2788 assert_eq!(map.index(b), Some(1));
2789 assert!(!map.remove(a)); // double remove is a no-op
2790 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
2791 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
2792
2793 map.reset();
2794 assert_eq!(map.index(b), None);
2795 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
2796 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2797 }
2798
2799 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
2800 /// handles, tombstones in place, and `reset` clears it.
2801 #[test]
2802 fn streaming_clip_map_lifecycle() {
2803 let mut map = StreamingClipMap::default();
2804 let a = map.alloc(0);
2805 let b = map.alloc(1);
2806 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
2807 assert_eq!(map.index(a), Some(0));
2808 assert_eq!(map.index(b), Some(1));
2809
2810 assert!(map.remove(a));
2811 assert_eq!(map.index(a), None);
2812 assert_eq!(map.index(b), Some(1));
2813 assert!(!map.remove(a)); // double remove is a no-op
2814 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
2815 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
2816
2817 map.reset();
2818 assert_eq!(map.index(b), None);
2819 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
2820 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2821 }
2822
2823 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
2824 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
2825 /// a rewound (negative) clock as frame 0.
2826 #[test]
2827 fn clip_clock_tick_advances_and_resolves_frames() {
2828 // 3 frames, 100 ms each → total 300 ms, looping.
2829 let mut c = ClipClock {
2830 durations: vec![100, 100, 100],
2831 loop_mode: LoopMode::Loop,
2832 speed_q8: 256, // 1×
2833 clock_ms: 0.0,
2834 };
2835 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
2836 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
2837 assert_eq!(c.clock_ms as u32, 100);
2838 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
2839 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
2840 // 0.5× speed advances half as fast.
2841 let mut slow = ClipClock {
2842 durations: vec![100, 100],
2843 loop_mode: LoopMode::Once,
2844 speed_q8: 128, // 0.5×
2845 clock_ms: 0.0,
2846 };
2847 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
2848 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
2849 // start_phase seeds the clock; negative clock reads as frame 0.
2850 let mut phased = ClipClock {
2851 durations: vec![50, 50, 50],
2852 loop_mode: LoopMode::Loop,
2853 speed_q8: -256, // rewind
2854 clock_ms: 50.0, // start mid frame 1
2855 };
2856 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
2857 assert!(phased.clock_ms < 0.0); // kept signed
2858 }
2859
2860 #[test]
2861 fn dyn_sprite_transform_default_is_identity_and_applies() {
2862 let xf = DynSpriteTransform::default();
2863 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
2864 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
2865 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
2866 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
2867
2868 let mut s = Sprite::axis_aligned(
2869 roxlap_formats::kv6::Kv6::solid_cube(2, 0x80_FF_FF_FF),
2870 [9.0, 9.0, 9.0],
2871 );
2872 let posed = DynSpriteTransform {
2873 pos: [1.0, 2.0, 3.0],
2874 right: [0.0, 0.0, 1.0],
2875 up: [0.0, 1.0, 0.0],
2876 forward: [1.0, 0.0, 0.0],
2877 };
2878 posed.apply_to(&mut s);
2879 assert_eq!(s.p, [1.0, 2.0, 3.0]);
2880 assert_eq!(s.s, [0.0, 0.0, 1.0]);
2881 assert_eq!(s.h, [0.0, 1.0, 0.0]);
2882 assert_eq!(s.f, [1.0, 0.0, 0.0]);
2883 }
2884
2885 #[test]
2886 fn options_default_is_cpu_intent() {
2887 let o = RenderOptions::default();
2888 assert!(!o.want_gpu);
2889 assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
2890 }
2891
2892 /// A camera at the origin looking down +Y (voxlap z-down world): right
2893 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
2894 fn cam_looking_y() -> Camera {
2895 Camera {
2896 pos: [0.0, 0.0, 0.0],
2897 right: [1.0, 0.0, 0.0],
2898 down: [0.0, 0.0, 1.0],
2899 forward: [0.0, 1.0, 0.0],
2900 }
2901 }
2902
2903 #[test]
2904 fn world_quad_corner_layout() {
2905 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
2906 // 10×10 quad facing the camera (its +Y normal points back at us).
2907 let sprite = ImageSprite {
2908 image: ImageId(0),
2909 origin: [-5.0, 10.0, -5.0],
2910 facing: ImageFacing::World {
2911 u: [1.0, 0.0, 0.0],
2912 v: [0.0, 0.0, 1.0],
2913 },
2914 size: [10.0, 10.0],
2915 tint: 0xFFFF_FFFF,
2916 alpha_cutoff: 0.0,
2917 depth_test: true,
2918 double_sided: true,
2919 };
2920 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
2921 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
2922 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
2923 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
2924 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
2925 }
2926
2927 #[test]
2928 fn world_quad_backface_culls_when_single_sided() {
2929 // Same plane but spanned so its normal (u × v) points *away* from
2930 // the camera: swap u/v so the winding flips.
2931 let sprite = ImageSprite {
2932 image: ImageId(0),
2933 origin: [-5.0, 10.0, -5.0],
2934 facing: ImageFacing::World {
2935 u: [0.0, 0.0, 1.0], // v-ish
2936 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
2937 },
2938 size: [10.0, 10.0],
2939 tint: 0xFFFF_FFFF,
2940 alpha_cutoff: 0.0,
2941 depth_test: true,
2942 double_sided: false,
2943 };
2944 // With double_sided=false one of the two windings must cull; the
2945 // opposite winding must draw. Exactly one of the two resolves.
2946 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
2947 let mut flipped = sprite;
2948 flipped.facing = ImageFacing::World {
2949 u: [1.0, 0.0, 0.0],
2950 v: [0.0, 0.0, 1.0],
2951 };
2952 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
2953 assert!(a ^ b, "exactly one winding is front-facing");
2954 }
2955
2956 #[test]
2957 fn double_sided_never_culls() {
2958 let mut sprite = ImageSprite {
2959 image: ImageId(0),
2960 origin: [-5.0, 10.0, -5.0],
2961 facing: ImageFacing::World {
2962 u: [0.0, 0.0, 1.0],
2963 v: [1.0, 0.0, 0.0],
2964 },
2965 size: [10.0, 10.0],
2966 tint: 0xFFFF_FFFF,
2967 alpha_cutoff: 0.0,
2968 depth_test: true,
2969 double_sided: true,
2970 };
2971 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
2972 sprite.facing = ImageFacing::World {
2973 u: [1.0, 0.0, 0.0],
2974 v: [0.0, 0.0, 1.0],
2975 };
2976 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
2977 }
2978
2979 #[test]
2980 fn ray_quad_uv_center_and_corners() {
2981 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
2982 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
2983 let corners = [
2984 [-5.0, 10.0, -5.0], // TL
2985 [5.0, 10.0, -5.0], // TR
2986 [-5.0, 10.0, 5.0], // BL
2987 [5.0, 10.0, 5.0], // BR
2988 ];
2989 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
2990 assert!(
2991 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
2992 "centre → (.5,.5)"
2993 );
2994 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
2995 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
2996 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
2997 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
2998 }
2999
3000 #[test]
3001 fn ray_quad_uv_misses_outside_and_behind() {
3002 let corners = [
3003 [-5.0, 10.0, -5.0],
3004 [5.0, 10.0, -5.0],
3005 [-5.0, 10.0, 5.0],
3006 [5.0, 10.0, 5.0],
3007 ];
3008 // Ray pointing away (−Y) never reaches the +Y plane in front.
3009 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
3010 // Ray parallel to the quad plane (in +X) → no intersection.
3011 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
3012 // Ray hitting the plane far outside the quad → outside uv.
3013 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
3014 }
3015
3016 #[test]
3017 fn billboard_axes_orthogonal_and_top_toward_up() {
3018 // World up = -Z (z-down world). The billboard's v (top→bottom)
3019 // must point away from `up`, and u/v must be ⟂ the view direction.
3020 let up = [0.0, 0.0, -1.0];
3021 let sprite = ImageSprite {
3022 image: ImageId(0),
3023 origin: [0.0, 50.0, 0.0],
3024 facing: ImageFacing::Billboard { up },
3025 size: [4.0, 4.0],
3026 tint: 0xFFFF_FFFF,
3027 alpha_cutoff: 0.0,
3028 depth_test: false,
3029 double_sided: false, // billboards must NEVER cull
3030 };
3031 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
3032 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
3033 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
3034 let fwd = [0.0, 1.0, 0.0];
3035 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
3036 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
3037 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
3038 assert!(
3039 v_dot(v, up) < 0.0,
3040 "rows grow away from `up` (top edge toward up)"
3041 );
3042 }
3043}