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roxlap_render/
lib.rs

1//! roxlap-render — unified CPU/GPU renderer facade.
2//!
3//! One [`SceneRenderer`] hides the choice between the CPU opticast
4//! path (`roxlap-core` / `roxlap-scene`, presented via `softbuffer`)
5//! and the GPU compute-shader path (`roxlap-gpu`, presented via its
6//! own wgpu surface). Construction picks the GPU backend when asked
7//! and able, and **falls back to CPU automatically** when WGPU init
8//! fails — so a host never has to branch on GPU availability or carry
9//! the `Scene`→GPU upload/refresh/transform glue itself.
10//!
11//! Hosts stay thin: build a `Scene`, advance it from input, then call
12//! [`SceneRenderer::render`] each frame. The facade owns the window
13//! surface, the framebuffer/z-buffer (CPU) or the resident scene +
14//! dirty-chunk tracking (GPU), and presentation.
15//!
16//! The per-frame flow is `render` → *(optional overlays)* → finish.
17//! Between [`SceneRenderer::render`] and the finishing
18//! [`SceneRenderer::present`] / [`SceneRenderer::paint_egui`] call, a
19//! host may overlay depth-tested world-space lines with
20//! [`SceneRenderer::draw_lines`] (editor gizmos, debug geometry — see
21//! [`Line3`]); they land in the framebuffer, occluded by the rendered
22//! scene, with egui still painting panels on top.
23//!
24//! This is the RF.0 skeleton: backend selection + fallback + a
25//! clear-to-sky frame. RF.1/RF.2 fill in the real CPU/GPU scene
26//! render; RF.3 adds sprites; RF.4 adds framebuffer capture.
27
28#![forbid(unsafe_code)]
29
30mod cpu;
31/// WebGL2 framebuffer presenter for the CPU backend on wasm (the
32/// browser has no `softbuffer`).
33#[cfg(target_arch = "wasm32")]
34mod cpu_blit;
35#[cfg(feature = "hud")]
36mod cpu_egui;
37mod gpu;
38
39#[cfg(not(target_arch = "wasm32"))]
40use std::sync::Arc;
41
42use roxlap_core::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    /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
418    /// Re-applied on every per-frame re-upload so the streamed model keeps
419    /// its per-voxel materials as it advances.
420    material_map: Vec<(u32, u8)>,
421}
422
423/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
424/// resolve a frame, plus its own accumulating clock.
425struct ClipClock {
426    durations: Vec<u32>,
427    loop_mode: LoopMode,
428    /// Playback rate, Q8 (256 = 1×).
429    speed_q8: i32,
430    /// Accumulated playback time (ms), seeded from the attachment's
431    /// `start_phase_ms`.
432    clock_ms: f64,
433}
434
435impl ClipClock {
436    /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
437    /// frame to show. Shared by character attachments and standalone clip
438    /// players. A negative clock (rewind past 0) reads as frame 0 but is
439    /// kept signed so resuming forward is continuous.
440    #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
441    fn tick(&mut self, dt: f64) -> u32 {
442        self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
443        frame_at(
444            &self.durations,
445            self.loop_mode,
446            self.clock_ms.max(0.0) as u32,
447        ) as u32
448    }
449}
450
451/// Facade-side metadata captured for a registered flipbook clip, so editor
452/// queries + the auto-player don't shadow the `DecodedClip`.
453struct ClipMeta {
454    dims: [u32; 3],
455    pivot: [f32; 3],
456    voxel_world_size: f32,
457    durations: Vec<u32>,
458    loop_mode: LoopMode,
459    /// Colour→material map the clip was registered with (TV.3), empty for an
460    /// all-opaque clip. Retained so an in-place
461    /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
462    /// the edited frame's voxels instead of dropping its per-voxel materials.
463    material_map: Vec<(u32, u8)>,
464}
465
466/// Public metadata for a registered clip — the inspector view returned by
467/// [`SceneRenderer::clip_metadata`].
468#[derive(Clone, Debug, PartialEq)]
469pub struct ClipMetadata {
470    /// Fixed bounding box (voxels).
471    pub dims: [u32; 3],
472    /// Model pivot (the kv6 pivot frames share).
473    pub pivot: [f32; 3],
474    /// Render scale (1 voxel = this many world units).
475    pub voxel_world_size: f32,
476    /// Playback wrap behaviour.
477    pub loop_mode: LoopMode,
478    /// Number of frames.
479    pub frame_count: usize,
480    /// Per-frame durations (ms), one per frame.
481    pub durations: Vec<u32>,
482    /// Total loop length (ms) — sum of `durations`.
483    pub total_ms: u32,
484}
485
486/// What an auto-advancing [`ClipPlayer`] (#6) drives each
487/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
488/// clip's frame is per-instance; a streaming clip's is per-clip (its
489/// instances share one model), so the targets differ.
490#[derive(Clone, Copy)]
491enum PlayerTarget {
492    Flipbook(SpriteInstanceId),
493    Streaming(StreamingClipId),
494}
495
496/// A standalone clip given its own playback clock (#6): the host calls
497/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
498/// `set_clip_instance_frame`.
499struct ClipPlayer {
500    target: PlayerTarget,
501    clock: ClipClock,
502    /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
503    /// leaves the clock (and frame) untouched — the editor's play/pause.
504    paused: bool,
505}
506
507/// One live bone attachment: which bone drives it, its local offset, the
508/// renderer instance it owns, and (for a clip target) its playback clock.
509struct AttachInst {
510    bone: usize,
511    local_offset: roxlap_formats::xform::BoneXform,
512    inst: SpriteInstanceId,
513    clip: Option<ClipClock>,
514}
515
516/// A live animated character: the hinge skeleton (the bone-transform
517/// solver) + one [`AttachInst`] per bone attachment.
518struct CharInstance {
519    skeleton: KfaSprite,
520    attaches: Vec<AttachInst>,
521    /// Sprite models + voxel clips this character registered, so
522    /// [`remove_character`](SceneRenderer::remove_character) can free them
523    /// (otherwise they leak until the next `set_sprites`).
524    models: Vec<SpriteModelId>,
525    clips: Vec<VoxelClipId>,
526}
527
528/// Orientation + position for a dynamic sprite instance — the per-frame
529/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
530/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
531///
532/// `right`/`up`/`forward` are the instance's local axes expressed in
533/// world space (the columns of the model→world rotation), mapping
534/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
535/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
536/// orthonormal — a uniform/non-uniform scale or shear is fine. A
537/// near-singular basis falls through the renderer's degenerate-basis
538/// guards and the instance silently skips that frame rather than
539/// panicking. [`Default`] is the identity basis (axis-aligned).
540#[derive(Clone, Copy, Debug)]
541pub struct DynSpriteTransform {
542    /// Instance world position (the kv6 pivot maps here).
543    pub pos: [f32; 3],
544    /// Local +x in world space ↦ [`Sprite::s`].
545    pub right: [f32; 3],
546    /// Local +y in world space ↦ [`Sprite::h`].
547    pub up: [f32; 3],
548    /// Local +z in world space ↦ [`Sprite::f`].
549    pub forward: [f32; 3],
550}
551
552impl Default for DynSpriteTransform {
553    fn default() -> Self {
554        Self {
555            pos: [0.0, 0.0, 0.0],
556            right: [1.0, 0.0, 0.0],
557            up: [0.0, 1.0, 0.0],
558            forward: [0.0, 0.0, 1.0],
559        }
560    }
561}
562
563impl DynSpriteTransform {
564    /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
565    /// `right/up/forward → s/h/f` (a direct copy — the basis is the
566    /// model→world columns). Both backends keep the rest of the template
567    /// (`kv6`, `flags`) and only overwrite the pose.
568    pub(crate) fn apply_to(self, s: &mut Sprite) {
569        s.p = self.pos;
570        s.s = self.right;
571        s.h = self.up;
572        s.f = self.forward;
573    }
574}
575
576/// Backend-agnostic sprite description. The facade builds the CPU
577/// per-instance draw list and the GPU instanced registry from the
578/// same data, so both backends show identical sprites. The host owns
579/// content (which models, where, recolouring) — building a recoloured
580/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
581pub struct SpriteSet {
582    /// Distinct voxel models (KV6 + base orientation). Instances index
583    /// into this; their position overrides the model's.
584    pub models: Vec<Sprite>,
585    pub instances: Vec<SpriteInstanceDesc>,
586    /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
587    /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
588    pub carve_model: Option<usize>,
589}
590
591/// Per-frame inputs both backends consume. The host builds the
592/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
593/// everything else (pool config, sky fill, render, present).
594pub struct FrameParams<'a> {
595    /// CPU opticast settings (scan distance, mip ladder, framebuffer
596    /// geometry). Ignored by the GPU backend.
597    pub settings: &'a OpticastSettings,
598    /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
599    /// the clear colour if no scene renders.
600    pub sky_color: u32,
601    /// Optional sky panorama for the CPU rasterizer's sky sampling.
602    pub sky: Option<&'a Sky>,
603    /// CPU fog: packed colour + max scan distance (voxels). `0` scan
604    /// distance disables CPU fog.
605    pub fog_color: u32,
606    pub fog_max_scan_dist: i32,
607    /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
608    /// out-of-bounds cameras).
609    pub treat_z_max_as_air: bool,
610    /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
611    /// Ignored by the CPU backend.
612    pub gpu_mip_scan_dist: f32,
613    /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
614    pub gpu_max_outer_steps: u32,
615    /// GPU vertical field of view (radians). Ignored by the CPU
616    /// backend (it derives projection from [`OpticastSettings`]).
617    pub gpu_fov_y_rad: f32,
618    /// Whether to draw the renderer's sprites this frame. Both backends
619    /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
620    /// CPU; uploaded model colours on GPU), so no host-supplied lighting
621    /// is needed — this is just the on/off opt-in. `false` skips sprite
622    /// drawing.
623    pub draw_sprites: bool,
624    /// Per-face directional shading for the voxel grids — voxlap's
625    /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
626    /// analogue of [`draw_sprites`](Self::draw_sprites). Each
627    /// entry darkens the faces pointing that way; the host typically
628    /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
629    /// `sideshademode` off (no per-side shading), so existing hosts and
630    /// the oracle goldens are unaffected. Applied each frame by **both**
631    /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
632    /// pass by darkening a hit voxel's brightness by the hit face's
633    /// shade (the face taken from the DDA's last-stepped axis).
634    pub side_shades: [i8; 6],
635}
636
637/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
638/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
639/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
640/// (transform-correct for rotated / translated grids).
641#[derive(Clone, Copy, PartialEq, Debug)]
642pub struct PickHit {
643    pub world: [f32; 3],
644    pub grid: roxlap_scene::GridId,
645    pub voxel: glam::IVec3,
646}
647
648/// A world-space view ray: the canonical unproject output of
649/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
650/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
651/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
652/// intersect it with a plane for tile selection.
653#[derive(Clone, Copy, PartialEq, Debug)]
654pub struct Ray {
655    pub origin: glam::DVec3,
656    pub dir: glam::DVec3,
657}
658
659/// A world-space line segment to draw over a rendered frame via
660/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
661/// grids, axes, hover wireframes), debug paths, etc.
662#[derive(Clone, Copy, PartialEq, Debug)]
663pub struct Line3 {
664    /// World-space endpoints (voxel units), in the same frame the
665    /// rendered scene + `camera` use.
666    pub a: [f64; 3],
667    pub b: [f64; 3],
668    /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
669    /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
670    pub color: u32,
671    /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
672    pub width_px: f32,
673    /// `true`: the segment is occluded by nearer rendered geometry
674    /// (depth-tested against the frame's z-buffer). `false`: always on
675    /// top (e.g. a hover highlight that should show through the model).
676    pub depth_test: bool,
677}
678
679/// A handle to an uploaded image-sprite texture, returned by
680/// [`SceneRenderer::upload_image`]. Positional (like [`SpriteModelId`]):
681/// it indexes the backend's texture store. Pass it in an [`ImageSprite`]
682/// for [`SceneRenderer::draw_images`], or to
683/// [`drop_image`](SceneRenderer::drop_image) to release it. Opaque on
684/// purpose — there's no arithmetic to do on it.
685#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
686pub struct ImageId(pub(crate) usize);
687
688/// How an [`ImageSprite`]'s quad is oriented in the world.
689#[derive(Clone, Copy, PartialEq, Debug)]
690pub enum ImageFacing {
691    /// Fixed in world space: the quad lies in the plane spanned by `u`
692    /// (the image's +column / width direction) and `v` (its +row /
693    /// height direction). Both are world-space directions; their length
694    /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
695    /// the plane's axes directly. Row 0 of the image is the `origin`
696    /// edge and rows grow along `v`.
697    World { u: [f32; 3], v: [f32; 3] },
698    /// Always faces the camera (billboard); `up` is the world direction
699    /// the image's top edge points toward (e.g. world `-Z` for the
700    /// scene-demo's z-down world, or any "up" the host prefers).
701    Billboard { up: [f32; 3] },
702}
703
704/// One placed 2D image sprite for the current frame: a flat textured
705/// quad in world space, composited over the rendered scene with the
706/// frame's depth buffer (so the voxel model can occlude it). Built per
707/// frame and passed to [`SceneRenderer::draw_images`], mirroring
708/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
709/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
710///
711/// [`image`]: ImageSprite::image
712#[derive(Clone, Copy, PartialEq, Debug)]
713pub struct ImageSprite {
714    /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
715    pub image: ImageId,
716    /// World position of the quad's **top-left** corner — the image's
717    /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
718    /// facing's `u` and `size[1]` along its `v`.
719    pub origin: [f32; 3],
720    /// World orientation of the quad — fixed in world or camera-facing.
721    pub facing: ImageFacing,
722    /// World size of the quad along `u` and `v`. For pixel-art traced at
723    /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
724    pub size: [f32; 2],
725    /// Multiplied into every sampled texel (tint + opacity), `0xAARRGGBB`.
726    /// `0xFFFFFFFF` draws the texture unchanged; the high byte scales
727    /// the texel alpha (e.g. `0x80FFFFFF` = 50 % opacity).
728    pub tint: u32,
729    /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
730    /// this are discarded outright (not blended) — crisp pixel-art edges
731    /// instead of a semi-transparent haze, and the same threshold decides
732    /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
733    /// plain straight-alpha over-blend (every non-zero texel draws).
734    pub alpha_cutoff: f32,
735    /// `true`: occluded by nearer rendered geometry (depth-tested against
736    /// the frame's depth buffer, with a bias so a quad resting on a
737    /// coincident voxel face doesn't z-fight). `false`: always on top.
738    pub depth_test: bool,
739    /// `true`: draw regardless of which way the quad faces (no backface
740    /// cull) — what reference images usually want. `false`: cull when the
741    /// quad faces away from the camera. Ignored for
742    /// [`ImageFacing::Billboard`] (it always faces the camera).
743    pub double_sided: bool,
744}
745
746/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
747/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
748/// resolves [`ImageSprite::facing`] into corners and culls back-facing
749/// quads once, so both backends draw from the same geometry.
750#[derive(Clone, Copy, Debug)]
751pub(crate) struct QuadDraw {
752    pub corners: [[f32; 3]; 4],
753    pub image: ImageId,
754    pub tint: u32,
755    pub depth_test: bool,
756    pub alpha_cutoff: f32,
757}
758
759/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
760/// `uv` is the normalised position within the quad (`(0,0)` = top-left
761/// corner); `texel` is the matching source-image pixel; `world` is the
762/// hit point; `t` is its euclidean distance from the camera.
763#[derive(Clone, Copy, PartialEq, Debug)]
764pub struct ImagePickHit {
765    pub image: ImageId,
766    pub uv: [f32; 2],
767    pub texel: (u32, u32),
768    pub world: [f32; 3],
769    pub t: f32,
770}
771
772/// Which renderer a [`SceneRenderer`] resolved to at construction.
773#[derive(Clone, Copy, PartialEq, Eq, Debug)]
774pub enum Backend {
775    /// `roxlap-core` opticast, presented via `softbuffer`.
776    Cpu,
777    /// `roxlap-gpu` compute marcher, presented via wgpu.
778    Gpu,
779}
780
781/// Construction-time options for [`SceneRenderer::new`].
782pub struct RenderOptions {
783    /// Try the GPU backend first. When `false`, or when GPU init
784    /// fails, the renderer uses the CPU backend.
785    pub want_gpu: bool,
786    /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
787    /// backend is selected.
788    pub gpu: GpuRendererSettings,
789    /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
790    /// with until a scene render lands. Also the CPU sky-miss colour
791    /// default if a frame supplies none.
792    pub clear_sky: u32,
793    /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
794    /// sizing — the largest combined grid `vsid` the CPU rasterizer
795    /// will see. Pre-sizing keeps later frames allocation-free.
796    pub cpu_max_grid_vsid: u32,
797    /// CPU strip-parallel render thread count (capped to the rayon
798    /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
799    /// slot per thread.
800    pub cpu_render_threads: usize,
801}
802
803impl Default for RenderOptions {
804    fn default() -> Self {
805        Self {
806            want_gpu: false,
807            gpu: GpuRendererSettings::default(),
808            clear_sky: 0x0099_b3d9,
809            // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
810            // combined ground grid.
811            cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
812            cpu_render_threads: 4,
813        }
814    }
815}
816
817/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
818/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
819/// voxel face isn't rejected as "occluded".
820const PICK_DEPTH_BIAS: f32 = 0.5;
821
822// --- image-sprite geometry helpers (shared by both backends) ---
823
824fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
825    [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
826}
827fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
828    [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
829}
830fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
831    [a[0] * s, a[1] * s, a[2] * s]
832}
833fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
834    a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
835}
836fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
837    [
838        a[1] * b[2] - a[2] * b[1],
839        a[2] * b[0] - a[0] * b[2],
840        a[0] * b[1] - a[1] * b[0],
841    ]
842}
843fn v_norm(a: [f32; 3]) -> [f32; 3] {
844    let len = v_dot(a, a).sqrt();
845    if len < 1e-12 {
846        a
847    } else {
848        v_scale(a, 1.0 / len)
849    }
850}
851
852/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
853/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
854/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
855/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
856/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
857/// affine coords exactly for a (possibly skew) parallelogram. Standalone
858/// so the geometry is unit-testable without a renderer.
859fn ray_quad_uv(
860    origin: [f32; 3],
861    dir: [f32; 3],
862    corners: &[[f32; 3]; 4],
863) -> Option<([f32; 2], f32)> {
864    let [tl, tr, bl, _br] = *corners;
865    let ue = v_sub(tr, tl); // +u edge (width)
866    let ve = v_sub(bl, tl); // +v edge (height)
867    let n = v_cross(ue, ve);
868    let denom = v_dot(dir, n);
869    if denom.abs() < 1e-12 {
870        return None; // ray parallel to the quad's plane
871    }
872    let t = v_dot(v_sub(tl, origin), n) / denom;
873    if t <= 1e-6 {
874        return None; // behind / at the origin
875    }
876    let p = v_add(origin, v_scale(dir, t));
877    let rel = v_sub(p, tl);
878    let guu = v_dot(ue, ue);
879    let guv = v_dot(ue, ve);
880    let gvv = v_dot(ve, ve);
881    let det = guu * gvv - guv * guv;
882    if det.abs() < 1e-12 {
883        return None; // degenerate quad
884    }
885    let wu = v_dot(rel, ue);
886    let wv = v_dot(rel, ve);
887    let a = (gvv * wu - guv * wv) / det;
888    let b = (guu * wv - guv * wu) / det;
889    if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
890        return None; // outside the quad
891    }
892    Some(([a, b], t))
893}
894
895/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
896/// BR`), or `None` when a `double_sided == false` world quad faces away
897/// from the camera (back-face cull) or its plane is degenerate. The
898/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
899/// test.
900fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
901    let cam_pos = [
902        camera.pos[0] as f32,
903        camera.pos[1] as f32,
904        camera.pos[2] as f32,
905    ];
906    let cam_fwd = v_norm([
907        camera.forward[0] as f32,
908        camera.forward[1] as f32,
909        camera.forward[2] as f32,
910    ]);
911
912    let (u_hat, v_hat) = match sprite.facing {
913        ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
914        ImageFacing::Billboard { up } => {
915            // Horizontal axis ⟂ both the view direction and `up`; fall
916            // back to the camera right when `up` is parallel to the view.
917            let mut u_hat = v_norm(v_cross(up, cam_fwd));
918            if v_dot(u_hat, u_hat) < 1e-12 {
919                u_hat = v_norm([
920                    camera.right[0] as f32,
921                    camera.right[1] as f32,
922                    camera.right[2] as f32,
923                ]);
924            }
925            // Vertical axis ⟂ both, pointing *down* (rows grow downward)
926            // so the top edge ends up toward `up`.
927            let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
928            if v_dot(v_hat, up) > 0.0 {
929                v_hat = v_scale(v_hat, -1.0);
930            }
931            (u_hat, v_hat)
932        }
933    };
934
935    let du = v_scale(u_hat, sprite.size[0]);
936    let dv = v_scale(v_hat, sprite.size[1]);
937    let tl = sprite.origin;
938    let tr = v_add(tl, du);
939    let bl = v_add(tl, dv);
940    let br = v_add(tr, dv);
941
942    // Back-face cull for fixed world quads (billboards always face us).
943    if !sprite.double_sided {
944        if let ImageFacing::World { .. } = sprite.facing {
945            let normal = v_cross(du, dv);
946            // Front-facing when the quad normal points toward the camera.
947            if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
948                return None;
949            }
950        }
951    }
952
953    Some(QuadDraw {
954        corners: [tl, tr, bl, br],
955        image: sprite.image,
956        tint: sprite.tint,
957        depth_test: sprite.depth_test,
958        alpha_cutoff: sprite.alpha_cutoff,
959    })
960}
961
962/// Renderer-internal backend; never exposes wgpu or softbuffer types.
963/// The GPU variant owns the whole wgpu device/queue/pipelines, so
964/// it's boxed to keep the enum small.
965enum BackendImpl {
966    // Both variants boxed so the enum stays small regardless of which
967    // backend's state is larger (clippy::large_enum_variant).
968    Cpu(Box<CpuBackend>),
969    Gpu(Box<GpuBackend>),
970}
971
972/// Unified renderer over the CPU and GPU paths. See the crate docs.
973pub struct SceneRenderer {
974    inner: BackendImpl,
975    /// Handles for dynamically added sprite instances (see
976    /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
977    dyn_map: DynInstanceMap,
978    /// Handles for registered sprite models (see [`Self::add_sprite_model`]
979    /// and the models returned by [`Self::set_sprites`]). Reset by
980    /// [`Self::set_sprites`].
981    model_map: DynModelMap,
982    /// Handles for registered animated voxel clips (see
983    /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
984    clip_map: DynClipMap,
985    /// Handles for registered animated characters (see
986    /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
987    char_map: CharMap,
988    /// Live character runtimes, parallel to `char_map` slots (VCL.6).
989    char_instances: Vec<CharInstance>,
990    /// Handles for registered streaming clips (see
991    /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
992    streaming_map: StreamingClipMap,
993    /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
994    /// to `streaming_map` slots; `None` once removed (#3).
995    streaming_clips: Vec<Option<StreamingClipState>>,
996    /// Metadata per registered flipbook clip, indexed by the backend clip
997    /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
998    /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
999    /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1000    /// [`Self::set_sprites`].
1001    clip_meta: Vec<ClipMeta>,
1002    /// Auto-advancing clip players (#6); ticked by
1003    /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1004    clip_players: Vec<ClipPlayer>,
1005}
1006
1007impl SceneRenderer {
1008    /// Build a renderer for `window` — any [`raw-window-handle`]
1009    /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1010    /// window's initial physical framebuffer size in pixels; thereafter
1011    /// the host reports changes via [`Self::resize`]. Passing the size
1012    /// explicitly keeps the facade decoupled from any one windowing
1013    /// library's size API.
1014    ///
1015    /// Selects the GPU backend when `opts.want_gpu` and WGPU
1016    /// initialises; otherwise the CPU backend. **Never fails** — a
1017    /// missing/incompatible GPU silently yields the CPU path (the
1018    /// message is logged to stderr).
1019    ///
1020    /// [`raw-window-handle`]: raw_window_handle
1021    #[cfg(not(target_arch = "wasm32"))]
1022    #[must_use]
1023    pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1024    where
1025        W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1026    {
1027        if opts.want_gpu {
1028            match GpuBackend::new(window.clone(), size, opts) {
1029                Ok(g) => {
1030                    return Self {
1031                        inner: BackendImpl::Gpu(Box::new(g)),
1032                        dyn_map: DynInstanceMap::default(),
1033                        model_map: DynModelMap::default(),
1034                        clip_map: DynClipMap::default(),
1035                        char_map: CharMap::default(),
1036                        char_instances: Vec::new(),
1037                        streaming_map: StreamingClipMap::default(),
1038                        streaming_clips: Vec::new(),
1039                        clip_meta: Vec::new(),
1040                        clip_players: Vec::new(),
1041                    };
1042                }
1043                Err(e) => {
1044                    eprintln!(
1045                        "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
1046                    );
1047                }
1048            }
1049        }
1050        Self {
1051            inner: BackendImpl::Cpu(Box::new(CpuBackend::new(window, size, opts))),
1052            dyn_map: DynInstanceMap::default(),
1053            model_map: DynModelMap::default(),
1054            clip_map: DynClipMap::default(),
1055            char_map: CharMap::default(),
1056            char_instances: Vec::new(),
1057            streaming_map: StreamingClipMap::default(),
1058            streaming_clips: Vec::new(),
1059            clip_meta: Vec::new(),
1060            clip_players: Vec::new(),
1061        }
1062    }
1063
1064    /// wasm/WebGPU build-time entry: build a renderer over an HTML
1065    /// `canvas`. `size` is the canvas's initial framebuffer size in
1066    /// pixels; the host reports later changes via [`Self::resize`].
1067    ///
1068    /// Async because the browser drives wgpu's adapter/device requests
1069    /// through its event loop — `await` it inside a
1070    /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1071    /// (WebGPU) backend when `opts.want_gpu` and WebGPU is available;
1072    /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1073    /// opticast path presented through a WebGL2 blit on the same canvas.
1074    /// **Never fails** — the message is logged to the browser console.
1075    #[cfg(target_arch = "wasm32")]
1076    pub async fn new_from_canvas_async(
1077        canvas: web_sys::HtmlCanvasElement,
1078        size: (u32, u32),
1079        opts: &RenderOptions,
1080    ) -> Self {
1081        if opts.want_gpu {
1082            // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1083            // GPU attempt gets a clone — the CPU fallback keeps the
1084            // original if WebGPU init fails.
1085            match GpuBackend::new_async(canvas.clone(), size, opts).await {
1086                Ok(g) => {
1087                    return Self {
1088                        inner: BackendImpl::Gpu(Box::new(g)),
1089                        dyn_map: DynInstanceMap::default(),
1090                        model_map: DynModelMap::default(),
1091                        clip_map: DynClipMap::default(),
1092                        char_map: CharMap::default(),
1093                        char_instances: Vec::new(),
1094                        streaming_map: StreamingClipMap::default(),
1095                        streaming_clips: Vec::new(),
1096                        clip_meta: Vec::new(),
1097                        clip_players: Vec::new(),
1098                    };
1099                }
1100                Err(e) => {
1101                    web_sys::console::warn_1(
1102                        &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1103                            .into(),
1104                    );
1105                }
1106            }
1107        }
1108        Self {
1109            inner: BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(canvas, size, opts))),
1110            dyn_map: DynInstanceMap::default(),
1111            model_map: DynModelMap::default(),
1112            clip_map: DynClipMap::default(),
1113            char_map: CharMap::default(),
1114            char_instances: Vec::new(),
1115            streaming_map: StreamingClipMap::default(),
1116            streaming_clips: Vec::new(),
1117            clip_meta: Vec::new(),
1118            clip_players: Vec::new(),
1119        }
1120    }
1121
1122    /// Which backend was selected.
1123    #[must_use]
1124    pub fn backend(&self) -> Backend {
1125        match self.inner {
1126            BackendImpl::Cpu(_) => Backend::Cpu,
1127            BackendImpl::Gpu(_) => Backend::Gpu,
1128        }
1129    }
1130
1131    /// The GPU adapter description when on the GPU backend, else
1132    /// `None`.
1133    #[must_use]
1134    pub fn adapter_info(&self) -> Option<&str> {
1135        match &self.inner {
1136            BackendImpl::Gpu(g) => Some(g.adapter_info()),
1137            BackendImpl::Cpu(_) => None,
1138        }
1139    }
1140
1141    /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1142    /// GPU marcher's sky sampling. No-op on the CPU backend, which
1143    /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1144    pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1145        if let BackendImpl::Gpu(g) = &mut self.inner {
1146            g.set_sky_panorama(rgba, w, h);
1147        }
1148    }
1149
1150    /// Follow a window resize. CPU resizes its framebuffer lazily, so
1151    /// this only matters to the GPU swapchain — but it's safe to call
1152    /// for both.
1153    pub fn resize(&mut self, width: u32, height: u32) {
1154        match &mut self.inner {
1155            BackendImpl::Cpu(c) => c.resize(width, height),
1156            BackendImpl::Gpu(g) => g.resize(width, height),
1157        }
1158    }
1159
1160    /// Composite `scene` from `camera` with `frame` params into the
1161    /// backend's frame buffer — **without presenting**. The CPU backend
1162    /// fills sky + runs the opticast compositor into an owned buffer;
1163    /// the GPU backend uploads/refreshes the scene, runs the compute
1164    /// marcher + sprite pass, and acquires (but does not present) the
1165    /// swapchain frame.
1166    ///
1167    /// Finish the frame with exactly one of [`present`](Self::present)
1168    /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
1169    /// Calling `render` again without finishing drops the pending frame.
1170    pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
1171        match &mut self.inner {
1172            BackendImpl::Cpu(c) => c.render(scene, camera, frame),
1173            BackendImpl::Gpu(g) => g.render(scene, camera, frame),
1174        }
1175    }
1176
1177    /// Draw world-space [`Line3`] segments over the frame
1178    /// [`render`](Self::render) composited, using that frame's camera +
1179    /// projection + depth buffer. Call **after** [`render`](Self::render)
1180    /// and **before** [`present`](Self::present) /
1181    /// [`paint_egui`](Self::paint_egui) — the lines land in the
1182    /// framebuffer, so a subsequent `paint_egui` still draws its panels
1183    /// on top.
1184    ///
1185    /// `camera` must be the one the last frame rendered with (the
1186    /// projection is taken from that frame). Depth-tested segments
1187    /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
1188    /// always-on-top segments ignore depth. See [`Line3`] for colour /
1189    /// width / blend semantics.
1190    pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
1191        match &mut self.inner {
1192            BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
1193            BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
1194        }
1195    }
1196
1197    /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
1198    /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
1199    /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
1200    /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
1201    /// so the per-frame draw call stays cheap. Sampling is
1202    /// nearest-neighbour (pixel-art friendly — no blurring).
1203    ///
1204    /// Returns `None` for malformed input — a wrong byte count
1205    /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
1206    /// confused with the first valid id (`ImageId(0)`).
1207    pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
1208        if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
1209            return None;
1210        }
1211        Some(match &mut self.inner {
1212            BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
1213            BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
1214        })
1215    }
1216
1217    /// Release a texture uploaded with [`upload_image`](Self::upload_image).
1218    /// The id must not be reused afterwards (a later `upload_image` may
1219    /// hand the slot back out under a fresh id).
1220    pub fn drop_image(&mut self, id: ImageId) {
1221        match &mut self.inner {
1222            BackendImpl::Cpu(c) => c.drop_image(id),
1223            BackendImpl::Gpu(g) => g.drop_image(id),
1224        }
1225    }
1226
1227    /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
1228    /// composited — flat textured quads placed in world space, using that
1229    /// frame's camera + projection + depth buffer. Same contract as
1230    /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
1231    /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
1232    ///
1233    /// UVs are perspective-correct (no affine warp on an obliquely-viewed
1234    /// quad). Depth-tested sprites are occluded by nearer rendered
1235    /// geometry (with a bias to avoid z-fighting on a coincident face);
1236    /// the texture's straight alpha + the [`ImageSprite::tint`] composite
1237    /// over the scene. `camera` must be the one the last frame rendered.
1238    pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
1239        if images.is_empty() {
1240            return;
1241        }
1242        let quads: Vec<QuadDraw> = images
1243            .iter()
1244            .filter_map(|s| resolve_quad(s, camera))
1245            .collect();
1246        if quads.is_empty() {
1247            return;
1248        }
1249        match &mut self.inner {
1250            BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
1251            BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
1252        }
1253    }
1254
1255    /// Project a world point to window pixel coordinates `(x, y)` under
1256    /// the projection the **last frame** rendered with — the backend-correct
1257    /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
1258    /// before the first frame or for a point at/behind the camera near
1259    /// plane.
1260    ///
1261    /// Both backends honour their own projection (CPU `setcamera`
1262    /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
1263    /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
1264    /// [0, h)` for points off-screen but in front of the camera.
1265    #[must_use]
1266    pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
1267        match &self.inner {
1268            BackendImpl::Cpu(c) => c.project_point(camera, world),
1269            BackendImpl::Gpu(g) => g.project_point(camera, world),
1270        }
1271    }
1272
1273    /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
1274    /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
1275    /// same list passed to [`draw_images`](Self::draw_images) (image
1276    /// sprites are immediate-mode, so the caller owns the set). `None` for
1277    /// a miss.
1278    ///
1279    /// The ray is intersected with each quad's plane and mapped to its
1280    /// `uv` / source texel. A texel whose alpha is below the sprite's
1281    /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
1282    /// **see-through** — the pick passes through it to a sprite behind.
1283    /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
1284    /// rejected when nearer scene geometry occludes that pixel (shares the
1285    /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
1286    /// the occlusion test costs a click-time depth readback).
1287    #[must_use]
1288    pub fn pick_image(
1289        &self,
1290        camera: &Camera,
1291        x: f64,
1292        y: f64,
1293        sprites: &[ImageSprite],
1294    ) -> Option<ImagePickHit> {
1295        if sprites.is_empty() {
1296            return None;
1297        }
1298        let dir = self.pixel_ray(camera, x, y)?;
1299        let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
1300        let dir_len = v_dot(dir, dir).sqrt();
1301        if dir_len < 1e-9 {
1302            return None;
1303        }
1304        let origin = [
1305            camera.pos[0] as f32,
1306            camera.pos[1] as f32,
1307            camera.pos[2] as f32,
1308        ];
1309        // Scene surface distance under this pixel (sky / no-hit → None);
1310        // used to occlude depth-tested sprites. Same metric as `pick`.
1311        let scene_t = self.pick_depth(x as u32, y as u32);
1312
1313        let mut best: Option<ImagePickHit> = None;
1314        for sprite in sprites {
1315            // Reuse the render-path resolve (back-face cull included), so
1316            // a single-sided quad that isn't drawn also can't be picked.
1317            let Some(q) = resolve_quad(sprite, camera) else {
1318                continue;
1319            };
1320            let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
1321                continue; // miss / parallel / behind
1322            };
1323            let d_eucl = t * dir_len;
1324            if best.is_some_and(|cur| d_eucl >= cur.t) {
1325                continue; // a nearer sprite already won
1326            }
1327            let p = v_add(origin, v_scale(dir, t));
1328
1329            let Some((iw, ih)) = self.image_dims(sprite.image) else {
1330                continue; // dropped / unknown image
1331            };
1332            let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
1333            let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
1334
1335            // See-through test: a texel is solid when its alpha clears the
1336            // cutoff (and a fully-transparent texel is never solid).
1337            let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
1338            let solid_thresh = cutoff_u8.max(1);
1339            if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
1340                continue;
1341            }
1342
1343            // Occlusion: a depth-tested sprite behind nearer geometry loses.
1344            if sprite.depth_test {
1345                if let Some(st) = scene_t {
1346                    if d_eucl > st + PICK_DEPTH_BIAS {
1347                        continue;
1348                    }
1349                }
1350            }
1351
1352            best = Some(ImagePickHit {
1353                image: sprite.image,
1354                uv: [a, b],
1355                texel: (tx, ty),
1356                world: p,
1357                t: d_eucl,
1358            });
1359        }
1360        best
1361    }
1362
1363    /// Source dimensions of an uploaded image, or `None` if the id was
1364    /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
1365    fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
1366        match &self.inner {
1367            BackendImpl::Cpu(c) => c.image_dims(id),
1368            BackendImpl::Gpu(g) => g.image_dims(id),
1369        }
1370    }
1371
1372    /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
1373    /// unknown id / out-of-range texel). Internal helper for
1374    /// [`Self::pick_image`].
1375    fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
1376        match &self.inner {
1377            BackendImpl::Cpu(c) => c.image_alpha_at(id, tx, ty),
1378            BackendImpl::Gpu(g) => g.image_alpha_at(id, tx, ty),
1379        }
1380    }
1381
1382    /// Mirror the rendered 3D scene horizontally before display. The flip is
1383    /// applied *before* any egui overlay, so the UI stays upright while the
1384    /// viewport un-mirrors — a fix for the engine's left-handed render.
1385    /// Supported on both backends (CPU reverses the framebuffer rows; GPU
1386    /// mirrors the scene blit + line/image overlays). Picking/projection are
1387    /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
1388    /// for ray casts.
1389    pub fn set_flip_x(&mut self, flip: bool) {
1390        match &mut self.inner {
1391            BackendImpl::Cpu(c) => c.set_flip_x(flip),
1392            BackendImpl::Gpu(g) => g.set_flip_x(flip),
1393        }
1394    }
1395
1396    /// Present the frame [`render`](Self::render) composited, with no UI
1397    /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
1398    /// instead to overlay an egui UI before presenting.
1399    pub fn present(&mut self) {
1400        match &mut self.inner {
1401            BackendImpl::Cpu(c) => c.present(),
1402            BackendImpl::Gpu(g) => g.present(),
1403        }
1404    }
1405
1406    /// Block until the active backend has finished all in-flight work, ready
1407    /// for a clean teardown. On the GPU backend this drains the device queue
1408    /// and releases any acquired-but-unpresented swapchain frame; on the CPU
1409    /// backend it is a no-op (nothing is in flight).
1410    ///
1411    /// Call this at shutdown **before dropping the renderer and its window**,
1412    /// so the GPU device/surface tear down with no commands queued and no
1413    /// half-presented frame. Skipping it (or dropping the window first) can
1414    /// leave the driver/compositor showing stale buffers after an exit — the
1415    /// "leftover triangles / flicker" symptom of an unclean shutdown.
1416    pub fn wait_idle(&mut self) {
1417        match &mut self.inner {
1418            BackendImpl::Cpu(c) => c.wait_idle(),
1419            BackendImpl::Gpu(g) => g.wait_idle(),
1420        }
1421    }
1422
1423    /// Overlay an egui UI on the frame [`render`](Self::render)
1424    /// composited, then present it (`hud` feature). The host runs egui
1425    /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
1426    /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
1427    /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
1428    /// the UI scale (`ctx.pixels_per_point()`).
1429    ///
1430    /// The GPU backend paints via `egui-wgpu`; the CPU backend
1431    /// software-rasterises the tessellation into its framebuffer. Use
1432    /// this **instead of** [`present`](Self::present) — both finish the
1433    /// frame.
1434    #[cfg(feature = "hud")]
1435    pub fn paint_egui(
1436        &mut self,
1437        jobs: &[egui::ClippedPrimitive],
1438        textures: &egui::TexturesDelta,
1439        pixels_per_point: f32,
1440    ) {
1441        match &mut self.inner {
1442            BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
1443            BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
1444        }
1445    }
1446
1447    /// Register sprite models + instances. The CPU backend builds a
1448    /// per-instance draw list; the GPU backend builds an instanced
1449    /// model registry. Call once at setup (or again to replace).
1450    pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
1451        match &mut self.inner {
1452            BackendImpl::Cpu(c) => c.set_sprites(set),
1453            BackendImpl::Gpu(g) => g.set_sprites(set),
1454        }
1455        // A fresh sprite set replaces the instance world, so any
1456        // previously added dynamic instances + models are gone — drop their
1457        // handles and re-seat the model slotmap with `set.models.len()`
1458        // live ids `0..n` (model index = chain id on both backends).
1459        self.dyn_map = DynInstanceMap::default();
1460        self.model_map.reset(set.models.len());
1461        // A full sprite rebuild drops the dynamic + clip layers on both
1462        // backends (the GPU registry is replaced), so reset the clip +
1463        // character maps too.
1464        self.clip_map.reset();
1465        self.char_map.reset();
1466        self.char_instances.clear();
1467        self.streaming_map.reset();
1468        self.streaming_clips.clear();
1469        self.clip_meta.clear();
1470        self.clip_players.clear();
1471        (0..set.models.len() as u32)
1472            .map(|slot| SpriteModelId { slot, gen: 0 })
1473            .collect()
1474    }
1475
1476    /// Re-register one sprite model's geometry after you've edited its
1477    /// content (a carve or recolour of its `kv6`). `model` is the
1478    /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
1479    /// `kv6` is the model's **new** geometry — the caller owns the source
1480    /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
1481    /// represent) and supplies the refreshed mesh here.
1482    ///
1483    /// This is a **backend-agnostic content refresh**, not a GPU upload:
1484    /// the renderer brings its stored model up to date however its active
1485    /// backend needs to. The instance set is left untouched (an edit never
1486    /// moves or adds an instance), so on the GPU backend only that one
1487    /// model's voxel data is re-uploaded — through a slack-backed
1488    /// suballocator, one model's bytes rather than the whole registry —
1489    /// while the CPU backend swaps the cached `kv6` into each instance of
1490    /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
1491    /// models or change the instance set.
1492    pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
1493        let Some(idx) = self.model_map.model_index(model) else {
1494            return; // stale / removed handle → no-op
1495        };
1496        match &mut self.inner {
1497            BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
1498            BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
1499        }
1500    }
1501
1502    /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
1503    /// re-classifies the refreshed voxels into per-voxel material ids by
1504    /// colour (TV.3) via `material_map` — used by the material-aware streaming
1505    /// clip path so a re-uploaded frame keeps its per-voxel materials. An
1506    /// empty map matches `refresh_sprite_model`.
1507    pub fn refresh_sprite_model_with_materials(
1508        &mut self,
1509        model: SpriteModelId,
1510        kv6: &Kv6,
1511        material_map: &[(u32, u8)],
1512    ) {
1513        let Some(idx) = self.model_map.model_index(model) else {
1514            return; // stale / removed handle → no-op
1515        };
1516        match &mut self.inner {
1517            BackendImpl::Cpu(c) => {
1518                c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
1519            }
1520            BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
1521        }
1522    }
1523
1524    /// Add one sprite instance of an already-registered `model` at world
1525    /// `pos`, **incrementally** — the cheap streaming-spawn path that both
1526    /// backends now share (GPU: append to the instance buffer, growing by
1527    /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
1528    /// stable [`SpriteInstanceId`] for later removal.
1529    ///
1530    /// `model` must be a [`SpriteModelId`] from the current
1531    /// [`set_sprites`](Self::set_sprites) (a model registered there, even
1532    /// with zero initial instances). Dynamic instances live *after* the
1533    /// static set + any KFA limbs, so register those first.
1534    pub fn add_sprite_instance(&mut self, model: SpriteModelId, pos: [f32; 3]) -> SpriteInstanceId {
1535        self.add_sprite_instance_posed(
1536            model,
1537            DynSpriteTransform {
1538                pos,
1539                ..DynSpriteTransform::default()
1540            },
1541        )
1542    }
1543
1544    /// Add one sprite instance of an already-registered `model`,
1545    /// pre-posed with the orientation in `xf` — the streaming-spawn path
1546    /// for objects that appear mid-flight already rotated (so there's no
1547    /// one-frame axis-aligned flash before the first
1548    /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
1549    /// Otherwise identical to
1550    /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
1551    /// this with the identity basis). Returns a stable
1552    /// [`SpriteInstanceId`].
1553    ///
1554    /// A stale/removed `model` handle spawns nothing and returns a handle
1555    /// that is itself already stale (it resolves to no instance). `xf`'s
1556    /// basis must be non-singular; a degenerate one makes the instance
1557    /// silently skip drawing (see [`DynSpriteTransform`]).
1558    pub fn add_sprite_instance_posed(
1559        &mut self,
1560        model: SpriteModelId,
1561        xf: DynSpriteTransform,
1562    ) -> SpriteInstanceId {
1563        let Some(idx) = self.model_map.model_index(model) else {
1564            // Stale model → spawn nothing; hand back a sentinel id that
1565            // resolves to no live instance (a safe no-op everywhere).
1566            return SpriteInstanceId {
1567                slot: u32::MAX,
1568                gen: u32::MAX,
1569            };
1570        };
1571        let dyn_index = match &mut self.inner {
1572            BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
1573            BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
1574        };
1575        self.dyn_map.alloc(dyn_index as u32)
1576    }
1577
1578    /// Remove a dynamic sprite instance added by
1579    /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
1580    /// backends (swap-remove); other dynamic handles stay valid. Returns
1581    /// `false` if the handle is stale / already removed.
1582    pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
1583        let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1584            return false;
1585        };
1586        let moved = match &mut self.inner {
1587            BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
1588            BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
1589        };
1590        self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
1591        true
1592    }
1593
1594    /// Number of live dynamic sprite instances (those added via
1595    /// [`add_sprite_instance`](Self::add_sprite_instance)).
1596    #[must_use]
1597    pub fn dynamic_sprite_count(&self) -> usize {
1598        self.dyn_map.order.len()
1599    }
1600
1601    /// Register one new sprite **model** incrementally from `kv6`,
1602    /// **without** rebuilding the existing model set — the streaming-in
1603    /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
1604    /// for unique generated geometry (procedural asteroids, debris).
1605    /// Returns a stable [`SpriteModelId`] usable immediately with
1606    /// [`add_sprite_instance`](Self::add_sprite_instance) /
1607    /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
1608    ///
1609    /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
1610    /// residency on the GPU backend's first model). The GPU backend
1611    /// appends one LOD chain to the resident registry (amortised O(model
1612    /// Define a global voxel **material** (TV stage): the opacity + blend
1613    /// mode that a per-voxel material id resolves to. The renderer owns one
1614    /// 256-entry palette shared by every model and grid.
1615    ///
1616    /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
1617    /// without explicit material data resolves to — and **cannot** be
1618    /// redefined; passing `id == 0` is a no-op that returns `false`. Any
1619    /// other id returns `true`.
1620    ///
1621    /// While no translucent material is defined the renderer stays on the
1622    /// fully-opaque fast path, so this is inert until first called. See
1623    /// `PORTING-TRANSPARENCY.md`.
1624    pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
1625        match &mut self.inner {
1626            BackendImpl::Cpu(c) => c.define_material(id, mat),
1627            BackendImpl::Gpu(g) => g.define_material(id, mat),
1628        }
1629    }
1630
1631    /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
1632    /// any id never passed to [`define_material`](Self::define_material)).
1633    #[must_use]
1634    pub fn material(&self, id: u8) -> Material {
1635        match &self.inner {
1636            BackendImpl::Cpu(c) => c.material(id),
1637            BackendImpl::Gpu(g) => g.material(id),
1638        }
1639    }
1640
1641    /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
1642    /// material_id)` that make matching-colour world (grid) voxels translucent
1643    /// — glass walls, water pools. The materials themselves are defined via
1644    /// [`define_material`](Self::define_material). An empty map (the default)
1645    /// keeps all terrain opaque. The CPU backend composites these today; the
1646    /// GPU backend renders them once the TV.6 device path lands.
1647    pub fn set_terrain_materials(&mut self, map: &[(u32, u8)]) {
1648        match &mut self.inner {
1649            BackendImpl::Cpu(c) => c.set_terrain_materials(map),
1650            BackendImpl::Gpu(g) => g.set_terrain_materials(map),
1651        }
1652    }
1653
1654    /// voxels)); the CPU backend pushes an axis-aligned template.
1655    pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
1656        let model_index = match &mut self.inner {
1657            BackendImpl::Cpu(c) => c.add_model(kv6),
1658            BackendImpl::Gpu(g) => g.add_model(kv6),
1659        };
1660        self.model_map.alloc(model_index as u32)
1661    }
1662
1663    /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
1664    /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
1665    /// [`define_material`](Self::define_material)), so a single model can mix
1666    /// opaque and translucent voxels — an opaque window frame around glass, a
1667    /// bottle around a translucent potion. Voxels whose colour isn't in the
1668    /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
1669    /// otherwise.
1670    ///
1671    /// The CPU backend composites per-voxel materials today; the GPU backend
1672    /// carries the data and renders per-voxel materials once the TV.3b device
1673    /// path lands (until then it uses the instance's uniform material).
1674    pub fn add_sprite_model_with_materials(
1675        &mut self,
1676        kv6: &Kv6,
1677        material_map: &[(u32, u8)],
1678    ) -> SpriteModelId {
1679        let model_index = match &mut self.inner {
1680            BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
1681            BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
1682        };
1683        self.model_map.alloc(model_index as u32)
1684    }
1685
1686    /// Remove a registered sprite model, freeing its voxel data. Returns
1687    /// `false` if `id` is stale / already removed.
1688    ///
1689    /// The model's slot is tombstoned **in place**: its id is never
1690    /// reused, so every other [`SpriteModelId`] stays valid (no remap).
1691    /// Existing instances of the removed model are **not** dropped here —
1692    /// they linger but draw as nothing on the GPU backend (the CPU
1693    /// backend keeps each instance's own kv6 clone, so they keep drawing
1694    /// until removed via
1695    /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
1696    /// them when convenient. Call
1697    /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
1698    /// to reclaim the GPU buffer holes.
1699    pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
1700        let Some(idx) = self.model_map.model_index(id) else {
1701            return false;
1702        };
1703        match &mut self.inner {
1704            BackendImpl::Cpu(c) => c.remove_model(idx),
1705            BackendImpl::Gpu(g) => g.remove_model(idx),
1706        }
1707        self.model_map.remove(id)
1708    }
1709
1710    /// Reclaim the GPU buffer space left by
1711    /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
1712    /// resident registry to its live models only. Model ids are preserved
1713    /// (no remap). O(live voxel volume) — call it when many models have
1714    /// been removed, not every frame. No-op on the CPU backend (which
1715    /// keeps cheap empty placeholders) and when nothing was removed.
1716    pub fn compact_sprite_models(&mut self) {
1717        match &mut self.inner {
1718            BackendImpl::Cpu(c) => c.compact_models(),
1719            BackendImpl::Gpu(g) => g.compact_models(),
1720        }
1721    }
1722
1723    /// Update one dynamic instance's full pose (position + orientation)
1724    /// for this frame. `id` is from
1725    /// [`add_sprite_instance`](Self::add_sprite_instance) /
1726    /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
1727    /// stale / removed handle is a no-op.
1728    ///
1729    /// For many instances per frame prefer
1730    /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
1731    /// the GPU backend flushes all pending pose changes to the device
1732    /// once per [`render`](Self::render), so a per-instance call here is
1733    /// still O(1) device work, but the batch variant avoids re-walking
1734    /// the slotmap.
1735    pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
1736        let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1737            return;
1738        };
1739        match &mut self.inner {
1740            BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1741            BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1742        }
1743    }
1744
1745    /// Batch form of
1746    /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
1747    /// — apply many `(instance, pose)` updates in one call. Stale handles
1748    /// in `updates` are skipped. On the GPU backend this marks the
1749    /// instance buffer dirty once and uploads the new poses a single time
1750    /// at the next [`render`](Self::render), so spinning a whole cluster
1751    /// of instances per frame is one device upload, not one per instance.
1752    pub fn set_sprite_instance_transforms(
1753        &mut self,
1754        updates: &[(SpriteInstanceId, DynSpriteTransform)],
1755    ) {
1756        for &(id, xf) in updates {
1757            let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1758                continue;
1759            };
1760            match &mut self.inner {
1761                BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1762                BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1763            }
1764        }
1765    }
1766
1767    /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
1768    /// global palette defined via [`define_material`](Self::define_material)
1769    /// for this whole instance's opacity + blend mode. `0` (the default) is
1770    /// opaque. Stale handles are ignored.
1771    ///
1772    /// Only the CPU backend composites translucent sprites today; the GPU
1773    /// backend retains the value for the forthcoming device-side path (see
1774    /// `PORTING-TRANSPARENCY.md`).
1775    pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
1776        let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1777            return;
1778        };
1779        match &mut self.inner {
1780            BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
1781            BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
1782        }
1783    }
1784
1785    /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
1786    /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
1787    /// effect can fade out by cheap per-frame updates without re-uploading
1788    /// its volume. Stale handles are ignored.
1789    pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
1790        let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1791            return;
1792        };
1793        match &mut self.inner {
1794            BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1795            BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1796        }
1797    }
1798
1799    // ---- animated voxel clips (VCL.4) ------------------------------------
1800
1801    /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
1802    /// its frames and upload the flipbook to the active backend (GPU: one
1803    /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
1804    /// [`VoxelClipId`] to spawn instances of it via
1805    /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
1806    ///
1807    /// Build the [`DecodedClip`] from a `.rvc` via
1808    /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
1809    /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
1810    /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
1811    /// **drops** all registered clips (re-register afterwards).
1812    pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
1813        self.add_voxel_clip_with_materials(clip, &[])
1814    }
1815
1816    /// Register a **mixed-material** animated voxel clip (TV.3): the clip
1817    /// analogue of
1818    /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
1819    /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
1820    /// (defined via [`define_material`](Self::define_material)), classifying
1821    /// every frame's voxels so an animated clip can mix opaque and translucent
1822    /// voxels — an opaque torch handle around an additive flame, a spinning
1823    /// glass orb. Voxels whose colour isn't in the map stay opaque
1824    /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
1825    pub fn add_voxel_clip_with_materials(
1826        &mut self,
1827        clip: &DecodedClip,
1828        material_map: &[(u32, u8)],
1829    ) -> VoxelClipId {
1830        let clip_index = match &mut self.inner {
1831            BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
1832            BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
1833        };
1834        // Capture metadata for editor queries + #6 auto-play; clip indices
1835        // are sequential and parallel to `clip_meta`.
1836        debug_assert_eq!(clip_index, self.clip_meta.len());
1837        self.clip_meta.push(ClipMeta {
1838            dims: clip.dims,
1839            pivot: clip.pivot,
1840            voxel_world_size: clip.voxel_world_size,
1841            durations: clip.durations.clone(),
1842            loop_mode: clip.loop_mode,
1843            material_map: material_map.to_vec(),
1844        });
1845        self.clip_map.alloc(clip_index as u32)
1846    }
1847
1848    /// Remove a registered clip, freeing its per-frame volumes. Instances
1849    /// of it linger but draw nothing until removed via
1850    /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
1851    /// `false` if `id` is stale / already removed.
1852    pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
1853        let Some(clip_index) = self.clip_map.clip_index(id) else {
1854            return false;
1855        };
1856        match &mut self.inner {
1857            BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
1858            BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
1859        }
1860        self.clip_map.remove(id)
1861    }
1862
1863    /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
1864    /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
1865    /// sprite instance, so move it with
1866    /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
1867    /// advance its frame with
1868    /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
1869    /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
1870    /// A stale `clip` handle yields an instance id that resolves to nothing
1871    /// (a safe no-op everywhere).
1872    ///
1873    /// This instance has **no playback clock**: drive its frame yourself via
1874    /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
1875    /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
1876    /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
1877    /// scrubbing — spawn with
1878    /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
1879    /// (the player-control methods no-op on an instance with no player).
1880    pub fn add_clip_instance_posed(
1881        &mut self,
1882        clip: VoxelClipId,
1883        xf: DynSpriteTransform,
1884    ) -> SpriteInstanceId {
1885        let Some(clip_index) = self.clip_map.clip_index(clip) else {
1886            return SpriteInstanceId {
1887                slot: u32::MAX,
1888                gen: u32::MAX,
1889            };
1890        };
1891        let dyn_index = match &mut self.inner {
1892            BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
1893            BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
1894        };
1895        self.dyn_map.alloc(dyn_index as u32)
1896    }
1897
1898    /// Select which frame a clip instance shows — the per-frame playback
1899    /// step. Cheap on both backends (GPU: swap the instance's model id;
1900    /// CPU: select the cached frame grid), with no volume re-upload. Drive
1901    /// it from a playback clock via
1902    /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
1903    /// No-op on a stale id or a non-clip instance.
1904    pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
1905        let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1906            return;
1907        };
1908        match &mut self.inner {
1909            BackendImpl::Cpu(c) => c.set_clip_frame(dyn_index as usize, frame as usize),
1910            BackendImpl::Gpu(g) => g.set_clip_frame(dyn_index as usize, frame as usize),
1911        }
1912    }
1913
1914    // ---- clip queries (editor inspector) ---------------------------------
1915
1916    /// Frame count of a registered flipbook clip, or `None` if `id` is
1917    /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
1918    #[must_use]
1919    pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
1920        let idx = self.clip_map.clip_index(id)?;
1921        Some(self.clip_meta[idx].durations.len())
1922    }
1923
1924    /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
1925    /// durations) of a registered flipbook clip, or `None` if `id` is stale
1926    /// — so an editor needn't shadow the source [`DecodedClip`].
1927    #[must_use]
1928    pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
1929        let idx = self.clip_map.clip_index(id)?;
1930        let m = &self.clip_meta[idx];
1931        Some(ClipMetadata {
1932            dims: m.dims,
1933            pivot: m.pivot,
1934            voxel_world_size: m.voxel_world_size,
1935            loop_mode: m.loop_mode,
1936            frame_count: m.durations.len(),
1937            durations: m.durations.clone(),
1938            total_ms: m
1939                .durations
1940                .iter()
1941                .fold(0u32, |acc, &d| acc.saturating_add(d)),
1942        })
1943    }
1944
1945    /// Which frame a clip instance is currently showing (the timeline
1946    /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
1947    #[must_use]
1948    pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
1949        let dyn_index = self.dyn_map.dyn_index(id)? as usize;
1950        let frame = match &self.inner {
1951            BackendImpl::Cpu(c) => c.clip_instance_frame(dyn_index),
1952            BackendImpl::Gpu(g) => g.clip_instance_frame(dyn_index),
1953        }?;
1954        u32::try_from(frame).ok()
1955    }
1956
1957    /// Re-upload a **single** `frame` of registered clip `id` in place — the
1958    /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
1959    /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
1960    /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
1961    /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
1962    /// the flipbook).
1963    pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
1964        let Some(clip_index) = self.clip_map.clip_index(id) else {
1965            return false;
1966        };
1967        let m = &self.clip_meta[clip_index];
1968        let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
1969        if vf.validate(dims).is_err() {
1970            return false;
1971        }
1972        // Re-classify with the clip's registered colour→material map (TV.3) so
1973        // an in-place frame edit keeps the clip's per-voxel materials.
1974        let material_map = m.material_map.clone();
1975        let frame = frame as usize;
1976        match &mut self.inner {
1977            BackendImpl::Cpu(c) => {
1978                c.update_clip_frame(clip_index, frame, vf, dims, pivot, &material_map)
1979            }
1980            BackendImpl::Gpu(g) => {
1981                g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
1982            }
1983        }
1984    }
1985
1986    // ---- streaming voxel clips (#3) --------------------------------------
1987
1988    /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
1989    /// model + the compact encoded stream) rather than the N-volume flipbook
1990    /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
1991    /// N frames are too costly to hold resident. Builds the model from frame
1992    /// 0; advance it with
1993    /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
1994    /// instances with
1995    /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
1996    /// note that, unlike a flipbook, **all** instances of a streaming clip
1997    /// share its one model and so always show the same (current) frame.
1998    ///
1999    /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
2000    /// point is to avoid materialising every frame.
2001    ///
2002    /// # Errors
2003    /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
2004    /// with a keyframe.
2005    pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
2006        self.add_streaming_clip_with_materials(clip, &[])
2007    }
2008
2009    /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
2010    /// analogue of
2011    /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
2012    /// `material_map` pairs a voxel RGB colour with a material id (defined via
2013    /// [`define_material`](Self::define_material)); it is re-applied on every
2014    /// per-frame re-upload, so the single streamed model keeps its per-voxel
2015    /// materials as the clip advances. An empty map is identical to
2016    /// [`add_streaming_clip`](Self::add_streaming_clip).
2017    ///
2018    /// # Errors
2019    /// As [`add_streaming_clip`](Self::add_streaming_clip).
2020    pub fn add_streaming_clip_with_materials(
2021        &mut self,
2022        clip: &VoxelClip,
2023        material_map: &[(u32, u8)],
2024    ) -> Result<StreamingClipId, DecodeError> {
2025        let cursor = StreamingClip::new(clip)?;
2026        let dims = cursor.dims();
2027        let pivot = cursor.pivot();
2028        let kv6 = cursor.current_frame().to_kv6(dims, pivot);
2029        let model = self.add_sprite_model_with_materials(&kv6, material_map);
2030        let index = self.streaming_clips.len() as u32;
2031        self.streaming_clips.push(Some(StreamingClipState {
2032            cursor,
2033            model,
2034            dims,
2035            pivot,
2036            material_map: material_map.to_vec(),
2037        }));
2038        Ok(self.streaming_map.alloc(index))
2039    }
2040
2041    /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
2042    /// [`SpriteInstanceId`] — move it with
2043    /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2044    /// and drop it with
2045    /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
2046    /// dynamic instance. All instances of one streaming clip share its single
2047    /// model. A stale `id` yields a no-op instance handle.
2048    pub fn add_streaming_clip_instance(
2049        &mut self,
2050        id: StreamingClipId,
2051        xf: DynSpriteTransform,
2052    ) -> StreamingInstanceId {
2053        let model = self
2054            .streaming_map
2055            .index(id)
2056            .and_then(|idx| self.streaming_clips[idx].as_ref())
2057            .map(|s| s.model);
2058        let inst = match model {
2059            Some(model) => self.add_sprite_instance_posed(model, xf),
2060            None => SpriteInstanceId {
2061                slot: u32::MAX,
2062                gen: u32::MAX,
2063            },
2064        };
2065        StreamingInstanceId(inst)
2066    }
2067
2068    /// Re-pose a streaming-clip instance (world transform). No-op on a stale
2069    /// handle.
2070    pub fn set_streaming_instance_transform(
2071        &mut self,
2072        id: StreamingInstanceId,
2073        xf: DynSpriteTransform,
2074    ) {
2075        self.set_sprite_instance_transform(id.0, xf);
2076    }
2077
2078    /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
2079    pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
2080        self.remove_sprite_instance(id.0)
2081    }
2082
2083    /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
2084    /// single model — the per-frame streaming step (one volume re-upload,
2085    /// vs the flipbook's cheap model-select). Updates **every** instance of
2086    /// the clip at once. Drive it from a clock via
2087    /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
2088    /// id; `frame` is clamped to the last.
2089    pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
2090        let Some(idx) = self.streaming_map.index(id) else {
2091            return;
2092        };
2093        let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
2094            let vf = s.cursor.seek(frame as usize).ok()?;
2095            Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
2096        }) else {
2097            return;
2098        };
2099        self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
2100    }
2101
2102    /// Remove a streaming clip: free its model and drop the cursor (the
2103    /// memory win for huge clips). Instances linger but draw nothing until
2104    /// removed. Returns `false` if `id` is stale / already removed.
2105    pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
2106        let Some(idx) = self.streaming_map.index(id) else {
2107            return false;
2108        };
2109        let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
2110        self.streaming_clips[idx] = None;
2111        if let Some(model) = model {
2112            self.remove_sprite_model(model);
2113        }
2114        self.streaming_map.remove(id)
2115    }
2116
2117    // ---- auto-advancing clip players (#6) --------------------------------
2118
2119    /// Spawn a flipbook-clip instance that **plays itself**: like
2120    /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
2121    /// facade tracks a playback clock so a single
2122    /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
2123    /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
2124    /// bookkeeping in the host. `speed_q8` is the Q8 playback rate (`256` =
2125    /// 1×); `start_phase_ms` offsets the clock (stagger copies of one clip).
2126    /// A stale `clip` yields a no-op instance handle and no player.
2127    pub fn add_clip_instance_playing(
2128        &mut self,
2129        clip: VoxelClipId,
2130        xf: DynSpriteTransform,
2131        speed_q8: i32,
2132        start_phase_ms: u32,
2133    ) -> SpriteInstanceId {
2134        let Some(clip_index) = self.clip_map.clip_index(clip) else {
2135            return SpriteInstanceId {
2136                slot: u32::MAX,
2137                gen: u32::MAX,
2138            };
2139        };
2140        let meta = &self.clip_meta[clip_index];
2141        let clock = ClipClock {
2142            durations: meta.durations.clone(),
2143            loop_mode: meta.loop_mode,
2144            speed_q8,
2145            clock_ms: f64::from(start_phase_ms),
2146        };
2147        let inst = self.add_clip_instance_posed(clip, xf);
2148        self.clip_players.push(ClipPlayer {
2149            target: PlayerTarget::Flipbook(inst),
2150            clock,
2151            paused: false,
2152        });
2153        inst
2154    }
2155
2156    /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
2157    /// its own playback clock, advanced by
2158    /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
2159    /// frame is per-clip (all its instances share one model), so this is
2160    /// keyed on the clip, not an instance — register instances separately
2161    /// with
2162    /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
2163    /// No-op on a stale `clip`.
2164    ///
2165    /// Control the player (play/pause/scrub) via
2166    /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
2167    /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
2168    /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
2169    /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
2170    pub fn play_streaming_clip(
2171        &mut self,
2172        clip: StreamingClipId,
2173        speed_q8: i32,
2174        start_phase_ms: u32,
2175    ) {
2176        let Some(idx) = self.streaming_map.index(clip) else {
2177            return;
2178        };
2179        let Some(state) = self.streaming_clips[idx].as_ref() else {
2180            return;
2181        };
2182        let clock = ClipClock {
2183            durations: state.cursor.durations().to_vec(),
2184            loop_mode: state.cursor.loop_mode(),
2185            speed_q8,
2186            clock_ms: f64::from(start_phase_ms),
2187        };
2188        self.clip_players.push(ClipPlayer {
2189            target: PlayerTarget::Streaming(clip),
2190            clock,
2191            paused: false,
2192        });
2193    }
2194
2195    /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
2196    /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
2197    /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
2198    /// apply it. Players whose instance / clip was removed are pruned. Call
2199    /// once per frame.
2200    ///
2201    /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
2202    /// [`play_streaming_clip`]: Self::play_streaming_clip
2203    pub fn advance_voxel_clips(&mut self, dt: f64) {
2204        // Phase 1: tick clocks → (target, frame), pruning dead players.
2205        // Borrow only the maps (disjoint from `clip_players`).
2206        let dyn_map = &self.dyn_map;
2207        let streaming_map = &self.streaming_map;
2208        let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
2209        self.clip_players.retain_mut(|p| {
2210            let alive = match p.target {
2211                PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
2212                PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
2213            };
2214            if !alive {
2215                return false;
2216            }
2217            // A paused player keeps its clock + frame (the editor's pause).
2218            if !p.paused {
2219                updates.push((p.target, p.clock.tick(dt)));
2220            }
2221            true
2222        });
2223        // Phase 2: apply (borrows self mutably, disjoint from the above).
2224        for (target, frame) in updates {
2225            self.apply_player_frame(target, frame);
2226        }
2227    }
2228
2229    /// Apply a resolved frame to a player's target (flipbook instance vs.
2230    /// streaming clip).
2231    fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
2232        match target {
2233            PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
2234            PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
2235        }
2236    }
2237
2238    /// Find the auto-player driving flipbook instance `inst`, if any.
2239    fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
2240        self.clip_players
2241            .iter_mut()
2242            .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
2243    }
2244
2245    /// Pause / resume the auto-player driving clip instance `id` (the
2246    /// editor's play/pause). No-op if `id` has no player.
2247    pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
2248        if let Some(p) = self.flipbook_player_mut(id) {
2249            p.paused = paused;
2250        }
2251    }
2252
2253    /// Whether clip instance `id`'s auto-player is paused, or `None` if it
2254    /// has no player.
2255    #[must_use]
2256    pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
2257        self.clip_players
2258            .iter()
2259            .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2260            .map(|p| p.paused)
2261    }
2262
2263    /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of clip
2264    /// instance `id`'s auto-player. No-op if `id` has no player.
2265    pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32) {
2266        if let Some(p) = self.flipbook_player_mut(id) {
2267            p.clock.speed_q8 = speed_q8;
2268        }
2269    }
2270
2271    /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
2272    /// immediately show the matching frame (works while paused). No-op if
2273    /// `id` has no player.
2274    pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
2275        let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
2276            p.clock.clock_ms = clock_ms;
2277            #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2278            let frame = frame_at(
2279                &p.clock.durations,
2280                p.clock.loop_mode,
2281                clock_ms.max(0.0) as u32,
2282            ) as u32;
2283            (p.target, frame)
2284        }) else {
2285            return;
2286        };
2287        self.apply_player_frame(target, frame);
2288    }
2289
2290    /// Clip instance `id`'s current playback-clock position (ms), or `None`
2291    /// if it has no player — the scrubber's read-back.
2292    #[must_use]
2293    pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
2294        self.clip_players
2295            .iter()
2296            .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2297            .map(|p| p.clock.clock_ms)
2298    }
2299
2300    /// Find the auto-player driving streaming clip `clip`, if any (a player
2301    /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
2302    fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
2303        self.clip_players
2304            .iter_mut()
2305            .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2306    }
2307
2308    /// Pause / resume a streaming clip's auto-player
2309    /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
2310    /// has no player.
2311    pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
2312        if let Some(p) = self.streaming_player_mut(clip) {
2313            p.paused = paused;
2314        }
2315    }
2316
2317    /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
2318    /// has no player.
2319    #[must_use]
2320    pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
2321        self.clip_players
2322            .iter()
2323            .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2324            .map(|p| p.paused)
2325    }
2326
2327    /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of
2328    /// streaming clip `clip`'s auto-player. No-op if `clip` has no player.
2329    pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32) {
2330        if let Some(p) = self.streaming_player_mut(clip) {
2331            p.clock.speed_q8 = speed_q8;
2332        }
2333    }
2334
2335    /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
2336    /// and immediately show the matching frame (works while paused). No-op if
2337    /// `clip` has no player.
2338    pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
2339        let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
2340            p.clock.clock_ms = clock_ms;
2341            #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2342            let frame = frame_at(
2343                &p.clock.durations,
2344                p.clock.loop_mode,
2345                clock_ms.max(0.0) as u32,
2346            ) as u32;
2347            (p.target, frame)
2348        }) else {
2349            return;
2350        };
2351        self.apply_player_frame(target, frame);
2352    }
2353
2354    /// Streaming clip `clip`'s current playback-clock position (ms), or
2355    /// `None` if it has no player — the scrubber's read-back.
2356    #[must_use]
2357    pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
2358        self.clip_players
2359            .iter()
2360            .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2361            .map(|p| p.clock.clock_ms)
2362    }
2363
2364    // ---- animated characters (VCL.6) -------------------------------------
2365
2366    /// Register an animated character (RKC v3): upload its meshes as sprite
2367    /// models + its embedded voxel clips as flipbooks, then spawn one
2368    /// renderer instance **per bone attachment** — a static mesh sits at
2369    /// its bone, a clip attachment plays back on its own clock. `clip`
2370    /// selects a skeletal animation clip to drive the bones (`None` =
2371    /// rest pose). Returns a [`CharacterId`]; advance it each frame with
2372    /// [`advance_character`](Self::advance_character).
2373    ///
2374    /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
2375    /// a later `set_sprites` drops all registered characters.
2376    pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
2377        // 1. Meshes → sprite models.
2378        let model_ids: Vec<SpriteModelId> =
2379            ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
2380        // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
2381        let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
2382            .voxel_clips
2383            .iter()
2384            .map(|vc| {
2385                vc.decode().ok().map(|d| {
2386                    let id = self.add_voxel_clip(&d);
2387                    (id, d.durations, d.loop_mode)
2388                })
2389            })
2390            .collect();
2391        // 3. Build + solve the skeleton (rest pose → bone transforms).
2392        let mut skeleton = ch.to_kfa_sprite(clip);
2393        solve_kfa_limbs(&mut skeleton);
2394        // 4. One instance per attachment, posed by bone × local_offset.
2395        let mut attaches = Vec::new();
2396        for (bi, bone) in ch.bones.iter().enumerate() {
2397            let limb = &skeleton.limbs[bi];
2398            for att in &bone.attachments {
2399                let (s, h, f, p) =
2400                    compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
2401                let xf = DynSpriteTransform {
2402                    pos: p,
2403                    right: s,
2404                    up: h,
2405                    forward: f,
2406                };
2407                match att.target {
2408                    MeshRef::Static(mi) => {
2409                        if let Some(&mid) = model_ids.get(mi) {
2410                            let inst = self.add_sprite_instance_posed(mid, xf);
2411                            attaches.push(AttachInst {
2412                                bone: bi,
2413                                local_offset: att.local_offset,
2414                                inst,
2415                                clip: None,
2416                            });
2417                        }
2418                    }
2419                    MeshRef::Clip(ci) => {
2420                        if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
2421                            let inst = self.add_clip_instance_posed(*cid, xf);
2422                            attaches.push(AttachInst {
2423                                bone: bi,
2424                                local_offset: att.local_offset,
2425                                inst,
2426                                clip: Some(ClipClock {
2427                                    durations: durations.clone(),
2428                                    loop_mode: *loop_mode,
2429                                    speed_q8: att.playback.speed_q8,
2430                                    clock_ms: f64::from(att.playback.start_phase_ms),
2431                                }),
2432                            });
2433                        }
2434                    }
2435                }
2436            }
2437        }
2438        let clips: Vec<VoxelClipId> = clip_regs
2439            .iter()
2440            .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
2441            .collect();
2442        let idx = self.char_instances.len();
2443        self.char_instances.push(CharInstance {
2444            skeleton,
2445            attaches,
2446            models: model_ids,
2447            clips,
2448        });
2449        self.char_map.alloc(idx as u32)
2450    }
2451
2452    /// Advance a character by `dt` seconds: tick its skeletal animation +
2453    /// each clip attachment's clock, then re-pose every attachment
2454    /// (bone × local_offset) and select each clip's current frame. No-op on
2455    /// a stale id.
2456    #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2457    pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
2458        let Some(idx) = self.char_map.index(id) else {
2459            return;
2460        };
2461        // Phase 1: solve the skeleton + compute each attachment's update,
2462        // borrowing only `char_instances[idx]`.
2463        let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
2464            let CharInstance {
2465                skeleton, attaches, ..
2466            } = &mut self.char_instances[idx];
2467            skeleton.animsprite((dt * 1000.0) as i32);
2468            solve_kfa_limbs(skeleton);
2469            attaches
2470                .iter_mut()
2471                .map(|a| {
2472                    let limb = &skeleton.limbs[a.bone];
2473                    let (s, h, f, p) =
2474                        compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2475                    let xf = DynSpriteTransform {
2476                        pos: p,
2477                        right: s,
2478                        up: h,
2479                        forward: f,
2480                    };
2481                    let frame = a.clip.as_mut().map(|c| c.tick(dt));
2482                    (a.inst, xf, frame)
2483                })
2484                .collect()
2485        };
2486        // Phase 2: apply via the facade primitives (disjoint from
2487        // `char_instances`).
2488        for (inst, xf, frame) in updates {
2489            self.set_sprite_instance_transform(inst, xf);
2490            if let Some(f) = frame {
2491                self.set_clip_instance_frame(inst, f);
2492            }
2493        }
2494    }
2495
2496    /// Move/re-orient a character to a new world transform `xf` (the root
2497    /// limb's world pose) **without** ticking its animation or clip clocks —
2498    /// a teleport that holds the current animation frame (e.g. dragging a
2499    /// paused character in an editor). Re-solves the skeleton from the new
2500    /// root + re-poses every attachment; clip frames are left as-is. No-op on
2501    /// a stale id.
2502    pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
2503        let Some(idx) = self.char_map.index(id) else {
2504            return;
2505        };
2506        // Phase 1: set the root pose + re-solve (no animsprite), then compute
2507        // each attachment's new transform — borrowing only `char_instances`.
2508        let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
2509            let CharInstance {
2510                skeleton, attaches, ..
2511            } = &mut self.char_instances[idx];
2512            skeleton.p = xf.pos;
2513            skeleton.s = xf.right;
2514            skeleton.h = xf.up;
2515            skeleton.f = xf.forward;
2516            solve_kfa_limbs(skeleton);
2517            attaches
2518                .iter()
2519                .map(|a| {
2520                    let limb = &skeleton.limbs[a.bone];
2521                    let (s, h, f, p) =
2522                        compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2523                    (
2524                        a.inst,
2525                        DynSpriteTransform {
2526                            pos: p,
2527                            right: s,
2528                            up: h,
2529                            forward: f,
2530                        },
2531                    )
2532                })
2533                .collect()
2534        };
2535        // Phase 2: apply (clip frames untouched — clocks didn't tick).
2536        for (inst, t) in updates {
2537            self.set_sprite_instance_transform(inst, t);
2538        }
2539    }
2540
2541    /// Remove a character, dropping all its attachment instances **and**
2542    /// freeing the sprite models + voxel clips it registered. Returns
2543    /// `false` if `id` is stale.
2544    pub fn remove_character(&mut self, id: CharacterId) -> bool {
2545        let Some(idx) = self.char_map.index(id) else {
2546            return false;
2547        };
2548        let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
2549            .attaches
2550            .iter()
2551            .map(|a| a.inst)
2552            .collect();
2553        for inst in insts {
2554            self.remove_sprite_instance(inst);
2555        }
2556        self.char_instances[idx].attaches.clear();
2557        // Free the models + clips this character registered (else they leak
2558        // until a `set_sprites` — costly for an editor hot-swapping all
2559        // session). `mem::take` so the per-id frees can borrow `self`.
2560        let models = std::mem::take(&mut self.char_instances[idx].models);
2561        let clips = std::mem::take(&mut self.char_instances[idx].clips);
2562        for model in models {
2563            self.remove_sprite_model(model);
2564        }
2565        for clip in clips {
2566            self.remove_voxel_clip(clip);
2567        }
2568        self.char_map.remove(id)
2569    }
2570
2571    /// Register animated KFA sprites (one or more bone hierarchies).
2572    /// The GPU backend uploads each limb's kv6 as an instanced model
2573    /// **once** (appended to the sprite registry) and seeds the limb
2574    /// instances at their current pose; the CPU backend caches the
2575    /// posed limbs for drawing. Call once at setup, after
2576    /// [`set_sprites`](Self::set_sprites), then drive motion per frame
2577    /// with [`update_kfa_poses`](Self::update_kfa_poses).
2578    ///
2579    /// Limbs are posed from the sprites' current
2580    /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
2581    /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
2582    /// if using a baked curve), so `kfas` is taken `&mut`.
2583    pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
2584        match &mut self.inner {
2585            BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
2586            BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
2587        }
2588    }
2589
2590    /// Re-pose the registered KFA sprites from their current
2591    /// `kfaval[]`. Call each frame after advancing the animation
2592    /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
2593    /// takes the cheap transform-only update (no model-volume
2594    /// re-upload); the CPU backend re-solves limb transforms for the
2595    /// next [`render`](Self::render). Must follow a
2596    /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
2597    pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
2598        match &mut self.inner {
2599            BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
2600            BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
2601        }
2602    }
2603
2604    /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
2605    /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
2606    /// only; a no-op on the CPU backend. Returns the voxels removed.
2607    pub fn carve_active_sprite(&mut self) -> u32 {
2608        match &mut self.inner {
2609            BackendImpl::Cpu(_) => 0,
2610            BackendImpl::Gpu(g) => g.carve_active_sprite(),
2611        }
2612    }
2613
2614    /// Request that the next [`render`](Self::render) capture its
2615    /// framebuffer for [`take_capture`](Self::take_capture). CPU only
2616    /// (the GPU swapchain isn't read back) — a no-op on GPU.
2617    pub fn request_capture(&mut self) {
2618        if let BackendImpl::Cpu(c) = &mut self.inner {
2619            c.request_capture();
2620        }
2621    }
2622
2623    /// Take the most recently captured frame as packed `0x00RRGGBB`
2624    /// pixels + dimensions, or `None` if no capture is ready / GPU.
2625    pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
2626        match &mut self.inner {
2627            BackendImpl::Cpu(c) => c.take_capture(),
2628            BackendImpl::Gpu(_) => None,
2629        }
2630    }
2631
2632    /// Screen→world picking input: the world-space hit distance `t` at
2633    /// window pixel `(x, y)` from the **last rendered frame**, or `None`
2634    /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
2635    /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
2636    /// `ray_dir` is the same per-pixel ray the frame was rendered with
2637    /// (see the backend's projection).
2638    ///
2639    /// `t` is the distance to the nearest **scene-grid** surface
2640    /// (terrain + grids); sprites do not occlude it (the sprite pass
2641    /// reads depth read-only), so a cursor sprite under the pointer is
2642    /// transparent to the pick.
2643    ///
2644    /// Cost: the CPU backend reads its in-memory z-buffer (free); the
2645    /// GPU backend stages the depth buffer and blocks on a device poll
2646    /// (cheap at click time — do not call every frame). The GPU path
2647    /// only has depth when the last frame drew sprites (`write_depth`).
2648    #[must_use]
2649    pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
2650        match &self.inner {
2651            BackendImpl::Cpu(c) => c.pick_depth(x, y),
2652            BackendImpl::Gpu(g) => g.pick_depth(x, y),
2653        }
2654    }
2655
2656    /// World-space view-ray direction (un-normalised) for window pixel
2657    /// `(x, y)`, under the projection the **last frame** rendered with.
2658    /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
2659    /// pinhole), so this hides which one is active. `None` before the
2660    /// first frame. Intersect it with a plane for tile picking, or feed
2661    /// it to [`Self::pick`] for a voxel.
2662    #[must_use]
2663    pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
2664        match &self.inner {
2665            BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
2666            BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
2667        }
2668    }
2669
2670    /// Canonical screen→world unproject: the full view [`Ray`]
2671    /// (`camera.pos` origin + unit direction) for window pixel
2672    /// `(x, y)`, under whichever projection the last frame used. The
2673    /// one entry point both backends honour — hosts never reconstruct
2674    /// the projection. `None` before the first frame or for a
2675    /// degenerate ray.
2676    ///
2677    /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
2678    /// picking that's identical on CPU and GPU:
2679    /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
2680    #[must_use]
2681    pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
2682        let d = self.pixel_ray(camera, x, y)?;
2683        let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
2684        if len < 1e-12 {
2685            return None;
2686        }
2687        Some(Ray {
2688            origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
2689            dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
2690        })
2691    }
2692
2693    /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
2694    /// the active backend's projection, read the last frame's depth
2695    /// there, reconstruct the world hit, and resolve it to the owning
2696    /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
2697    /// sky / no-hit, or when no grid claims the surface.
2698    ///
2699    /// `scene` and `camera` must be the ones the last frame rendered;
2700    /// the projection (size + FOV / `hx,hy,hz`) is taken from that
2701    /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
2702    /// depth buffer (a click-time device poll — not per frame).
2703    #[must_use]
2704    pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
2705        let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
2706        let t = f64::from(self.pick_depth(x, y)?);
2707        let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
2708        if len < 1e-9 {
2709            return None;
2710        }
2711        let s = t / len; // world = cam.pos + t · (dir / |dir|)
2712        let world = glam::DVec3::new(
2713            camera.pos[0] + dir[0] * s,
2714            camera.pos[1] + dir[1] * s,
2715            camera.pos[2] + dir[2] * s,
2716        );
2717        let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
2718        #[allow(clippy::cast_possible_truncation)]
2719        let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
2720        Some(PickHit {
2721            world: world_f32,
2722            grid,
2723            voxel,
2724        })
2725    }
2726}
2727
2728#[cfg(test)]
2729mod tests {
2730    use super::*;
2731
2732    /// The handle map must survive the backends' swap-remove indexing:
2733    /// drive a model `DynInstanceMap` against a `Vec` "backend" that
2734    /// swap-removes, and check every live handle keeps resolving to its
2735    /// own payload through a sequence of adds + removes.
2736    #[test]
2737    fn dyn_instance_map_survives_swap_removes() {
2738        let mut map = DynInstanceMap::default();
2739        // The "backend": payload per dynamic index; swap_remove mirrors
2740        // both backends' remove_dyn_instance.
2741        let mut backend: Vec<u32> = Vec::new();
2742        // Our bookkeeping: handle -> the payload we expect it to address.
2743        let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
2744
2745        let add = |map: &mut DynInstanceMap,
2746                   backend: &mut Vec<u32>,
2747                   expect: &mut Vec<(SpriteInstanceId, u32)>,
2748                   payload: u32| {
2749            let dyn_index = backend.len() as u32;
2750            backend.push(payload);
2751            let id = map.alloc(dyn_index);
2752            expect.push((id, payload));
2753        };
2754
2755        for p in 0..6 {
2756            add(&mut map, &mut backend, &mut expect, p);
2757        }
2758
2759        // Remove a middle handle (payload 2) and a later one (payload 4),
2760        // plus the current last — covering swap and no-swap paths.
2761        for victim_payload in [2u32, 4, 5] {
2762            let pos = expect
2763                .iter()
2764                .position(|&(_, p)| p == victim_payload)
2765                .unwrap();
2766            let (id, _) = expect.remove(pos);
2767            let dyn_index = map.dyn_index(id).expect("live handle resolves");
2768            // Backend swap-remove + report moved index (old last), exactly
2769            // like remove_dyn_instance on both backends.
2770            let last = backend.len() - 1;
2771            backend.swap_remove(dyn_index as usize);
2772            let moved = (dyn_index as usize != last).then_some(last as u32);
2773            map.remove(id, dyn_index, moved);
2774            // The removed handle is now stale.
2775            assert!(map.dyn_index(id).is_none(), "removed handle is stale");
2776        }
2777
2778        // Every surviving handle still resolves to its own payload.
2779        for &(id, payload) in &expect {
2780            let idx = map.dyn_index(id).expect("survivor resolves");
2781            assert_eq!(
2782                backend[idx as usize], payload,
2783                "handle addresses its payload"
2784            );
2785        }
2786        assert_eq!(map.order.len(), backend.len());
2787        assert_eq!(backend.len(), expect.len());
2788    }
2789
2790    /// The model slotmap mints stable ids, resolves only live handles,
2791    /// and never reuses a slot — so a removed model's id stays dead and
2792    /// every other id survives the remove.
2793    #[test]
2794    fn dyn_model_map_lifecycle() {
2795        let mut map = DynModelMap::default();
2796        // `set_sprites(3 models)` seeds ids 0..3, all live.
2797        map.reset(3);
2798        let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
2799        for (i, &id) in ids.iter().enumerate() {
2800            assert_eq!(map.model_index(id), Some(i));
2801        }
2802
2803        // Incrementally add a fourth model.
2804        let extra = map.alloc(3);
2805        assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
2806        assert_eq!(map.model_index(extra), Some(3));
2807
2808        // Remove model 1: its handle goes stale, the rest stay valid.
2809        assert!(map.remove(ids[1]));
2810        assert_eq!(map.model_index(ids[1]), None);
2811        assert_eq!(map.model_index(ids[0]), Some(0));
2812        assert_eq!(map.model_index(ids[2]), Some(2));
2813        assert_eq!(map.model_index(extra), Some(3));
2814
2815        // Double remove / stale removal is a no-op returning false.
2816        assert!(!map.remove(ids[1]));
2817
2818        // A bogus / out-of-range handle resolves to nothing, no panic.
2819        let bogus = SpriteModelId { slot: 999, gen: 0 };
2820        assert_eq!(map.model_index(bogus), None);
2821        assert!(!map.remove(bogus));
2822
2823        // A handle with a mismatched generation never resolves (guards a
2824        // future compacting registry).
2825        let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
2826        assert_eq!(map.model_index(wrong_gen), None);
2827    }
2828
2829    /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
2830    /// handles, tombstones in place, and `reset` clears it — mirroring the
2831    /// model slotmap, since clips register append-only too.
2832    #[test]
2833    fn dyn_clip_map_lifecycle() {
2834        let mut map = DynClipMap::default();
2835        // Two clips registered incrementally (indices 0, 1).
2836        let c0 = map.alloc(0);
2837        let c1 = map.alloc(1);
2838        assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
2839        assert_eq!(map.clip_index(c0), Some(0));
2840        assert_eq!(map.clip_index(c1), Some(1));
2841
2842        // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
2843        assert!(map.remove(c0));
2844        assert_eq!(map.clip_index(c0), None);
2845        assert_eq!(map.clip_index(c1), Some(1));
2846        // Double / stale / out-of-range removes are false, no panic.
2847        assert!(!map.remove(c0));
2848        assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
2849        // Mismatched generation never resolves.
2850        assert_eq!(map.clip_index(VoxelClipId { slot: 1, gen: 5 }), None);
2851
2852        // `set_sprites` resets the clip layer → ids restart at slot 0, but
2853        // the epoch bumps so old handles don't alias the new clips.
2854        map.reset();
2855        assert_eq!(map.clip_index(c1), None, "reset invalidates old handles");
2856        let again = map.alloc(0); // re-takes slot 0 under the new epoch
2857        assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
2858        assert_eq!(map.clip_index(again), Some(0));
2859        // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
2860        // clip now occupying slot 0.
2861        assert_eq!(
2862            map.clip_index(c0),
2863            None,
2864            "a pre-reset handle must not alias a new clip on the same slot"
2865        );
2866    }
2867
2868    /// The character slotmap (VCL.6) mints stable ids, resolves only live
2869    /// handles, tombstones in place, and `reset` clears it.
2870    #[test]
2871    fn char_map_lifecycle() {
2872        let mut map = CharMap::default();
2873        let a = map.alloc(0);
2874        let b = map.alloc(1);
2875        assert_eq!(a, CharacterId { slot: 0, gen: 0 });
2876        assert_eq!(map.index(a), Some(0));
2877        assert_eq!(map.index(b), Some(1));
2878
2879        assert!(map.remove(a));
2880        assert_eq!(map.index(a), None);
2881        assert_eq!(map.index(b), Some(1));
2882        assert!(!map.remove(a)); // double remove is a no-op
2883        assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
2884        assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
2885
2886        map.reset();
2887        assert_eq!(map.index(b), None);
2888        assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
2889        assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2890    }
2891
2892    /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
2893    /// handles, tombstones in place, and `reset` clears it.
2894    #[test]
2895    fn streaming_clip_map_lifecycle() {
2896        let mut map = StreamingClipMap::default();
2897        let a = map.alloc(0);
2898        let b = map.alloc(1);
2899        assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
2900        assert_eq!(map.index(a), Some(0));
2901        assert_eq!(map.index(b), Some(1));
2902
2903        assert!(map.remove(a));
2904        assert_eq!(map.index(a), None);
2905        assert_eq!(map.index(b), Some(1));
2906        assert!(!map.remove(a)); // double remove is a no-op
2907        assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
2908        assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
2909
2910        map.reset();
2911        assert_eq!(map.index(b), None);
2912        assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
2913        assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2914    }
2915
2916    /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
2917    /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
2918    /// a rewound (negative) clock as frame 0.
2919    #[test]
2920    fn clip_clock_tick_advances_and_resolves_frames() {
2921        // 3 frames, 100 ms each → total 300 ms, looping.
2922        let mut c = ClipClock {
2923            durations: vec![100, 100, 100],
2924            loop_mode: LoopMode::Loop,
2925            speed_q8: 256, // 1×
2926            clock_ms: 0.0,
2927        };
2928        assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
2929        assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
2930        assert_eq!(c.clock_ms as u32, 100);
2931        assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
2932        assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
2933                                     // 0.5× speed advances half as fast.
2934        let mut slow = ClipClock {
2935            durations: vec![100, 100],
2936            loop_mode: LoopMode::Once,
2937            speed_q8: 128, // 0.5×
2938            clock_ms: 0.0,
2939        };
2940        assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
2941        assert!((slow.clock_ms - 100.0).abs() < 1e-6);
2942        // start_phase seeds the clock; negative clock reads as frame 0.
2943        let mut phased = ClipClock {
2944            durations: vec![50, 50, 50],
2945            loop_mode: LoopMode::Loop,
2946            speed_q8: -256, // rewind
2947            clock_ms: 50.0, // start mid frame 1
2948        };
2949        assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
2950        assert!(phased.clock_ms < 0.0); // kept signed
2951    }
2952
2953    #[test]
2954    fn dyn_sprite_transform_default_is_identity_and_applies() {
2955        let xf = DynSpriteTransform::default();
2956        assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
2957        assert_eq!(xf.right, [1.0, 0.0, 0.0]);
2958        assert_eq!(xf.up, [0.0, 1.0, 0.0]);
2959        assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
2960
2961        let mut s = Sprite::axis_aligned(
2962            roxlap_formats::kv6::Kv6::solid_cube(2, 0x80_FF_FF_FF),
2963            [9.0, 9.0, 9.0],
2964        );
2965        let posed = DynSpriteTransform {
2966            pos: [1.0, 2.0, 3.0],
2967            right: [0.0, 0.0, 1.0],
2968            up: [0.0, 1.0, 0.0],
2969            forward: [1.0, 0.0, 0.0],
2970        };
2971        posed.apply_to(&mut s);
2972        assert_eq!(s.p, [1.0, 2.0, 3.0]);
2973        assert_eq!(s.s, [0.0, 0.0, 1.0]);
2974        assert_eq!(s.h, [0.0, 1.0, 0.0]);
2975        assert_eq!(s.f, [1.0, 0.0, 0.0]);
2976    }
2977
2978    #[test]
2979    fn options_default_is_cpu_intent() {
2980        let o = RenderOptions::default();
2981        assert!(!o.want_gpu);
2982        assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
2983    }
2984
2985    /// A camera at the origin looking down +Y (voxlap z-down world): right
2986    /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
2987    fn cam_looking_y() -> Camera {
2988        Camera {
2989            pos: [0.0, 0.0, 0.0],
2990            right: [1.0, 0.0, 0.0],
2991            down: [0.0, 0.0, 1.0],
2992            forward: [0.0, 1.0, 0.0],
2993        }
2994    }
2995
2996    #[test]
2997    fn world_quad_corner_layout() {
2998        // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
2999        // 10×10 quad facing the camera (its +Y normal points back at us).
3000        let sprite = ImageSprite {
3001            image: ImageId(0),
3002            origin: [-5.0, 10.0, -5.0],
3003            facing: ImageFacing::World {
3004                u: [1.0, 0.0, 0.0],
3005                v: [0.0, 0.0, 1.0],
3006            },
3007            size: [10.0, 10.0],
3008            tint: 0xFFFF_FFFF,
3009            alpha_cutoff: 0.0,
3010            depth_test: true,
3011            double_sided: true,
3012        };
3013        let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
3014        assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
3015        assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
3016        assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
3017        assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
3018    }
3019
3020    #[test]
3021    fn world_quad_backface_culls_when_single_sided() {
3022        // Same plane but spanned so its normal (u × v) points *away* from
3023        // the camera: swap u/v so the winding flips.
3024        let sprite = ImageSprite {
3025            image: ImageId(0),
3026            origin: [-5.0, 10.0, -5.0],
3027            facing: ImageFacing::World {
3028                u: [0.0, 0.0, 1.0], // v-ish
3029                v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
3030            },
3031            size: [10.0, 10.0],
3032            tint: 0xFFFF_FFFF,
3033            alpha_cutoff: 0.0,
3034            depth_test: true,
3035            double_sided: false,
3036        };
3037        // With double_sided=false one of the two windings must cull; the
3038        // opposite winding must draw. Exactly one of the two resolves.
3039        let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
3040        let mut flipped = sprite;
3041        flipped.facing = ImageFacing::World {
3042            u: [1.0, 0.0, 0.0],
3043            v: [0.0, 0.0, 1.0],
3044        };
3045        let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
3046        assert!(a ^ b, "exactly one winding is front-facing");
3047    }
3048
3049    #[test]
3050    fn double_sided_never_culls() {
3051        let mut sprite = ImageSprite {
3052            image: ImageId(0),
3053            origin: [-5.0, 10.0, -5.0],
3054            facing: ImageFacing::World {
3055                u: [0.0, 0.0, 1.0],
3056                v: [1.0, 0.0, 0.0],
3057            },
3058            size: [10.0, 10.0],
3059            tint: 0xFFFF_FFFF,
3060            alpha_cutoff: 0.0,
3061            depth_test: true,
3062            double_sided: true,
3063        };
3064        assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3065        sprite.facing = ImageFacing::World {
3066            u: [1.0, 0.0, 0.0],
3067            v: [0.0, 0.0, 1.0],
3068        };
3069        assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3070    }
3071
3072    #[test]
3073    fn ray_quad_uv_center_and_corners() {
3074        // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
3075        // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
3076        let corners = [
3077            [-5.0, 10.0, -5.0], // TL
3078            [5.0, 10.0, -5.0],  // TR
3079            [-5.0, 10.0, 5.0],  // BL
3080            [5.0, 10.0, 5.0],   // BR
3081        ];
3082        let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
3083        assert!(
3084            (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
3085            "centre → (.5,.5)"
3086        );
3087        assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
3088        // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
3089        let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
3090        assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
3091    }
3092
3093    #[test]
3094    fn ray_quad_uv_misses_outside_and_behind() {
3095        let corners = [
3096            [-5.0, 10.0, -5.0],
3097            [5.0, 10.0, -5.0],
3098            [-5.0, 10.0, 5.0],
3099            [5.0, 10.0, 5.0],
3100        ];
3101        // Ray pointing away (−Y) never reaches the +Y plane in front.
3102        assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
3103        // Ray parallel to the quad plane (in +X) → no intersection.
3104        assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
3105        // Ray hitting the plane far outside the quad → outside uv.
3106        assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
3107    }
3108
3109    #[test]
3110    fn billboard_axes_orthogonal_and_top_toward_up() {
3111        // World up = -Z (z-down world). The billboard's v (top→bottom)
3112        // must point away from `up`, and u/v must be ⟂ the view direction.
3113        let up = [0.0, 0.0, -1.0];
3114        let sprite = ImageSprite {
3115            image: ImageId(0),
3116            origin: [0.0, 50.0, 0.0],
3117            facing: ImageFacing::Billboard { up },
3118            size: [4.0, 4.0],
3119            tint: 0xFFFF_FFFF,
3120            alpha_cutoff: 0.0,
3121            depth_test: false,
3122            double_sided: false, // billboards must NEVER cull
3123        };
3124        let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
3125        let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
3126        let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
3127        let fwd = [0.0, 1.0, 0.0];
3128        assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
3129        assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
3130        assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
3131        assert!(
3132            v_dot(v, up) < 0.0,
3133            "rows grow away from `up` (top edge toward up)"
3134        );
3135    }
3136}