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/// Dynamic lighting types (stage DL) — GPU-only sun + point lights.
39mod light;
40
41#[cfg(not(target_arch = "wasm32"))]
42use std::sync::Arc;
43
44use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
45use roxlap_core::opticast::OpticastSettings;
46use roxlap_core::sky::Sky;
47use roxlap_core::Camera;
48use roxlap_formats::voxel_clip::frame_at;
49use roxlap_scene::Scene;
50
51pub use light::{DirectionalLight, LightRig, PointLight};
52pub use roxlap_formats::character::{Attachment, Character, MeshRef};
53pub use roxlap_formats::kfa::KfaSprite;
54pub use roxlap_formats::kv6::Kv6;
55pub use roxlap_formats::material::{BlendMode, Material};
56pub use roxlap_formats::sprite::Sprite;
57pub use roxlap_formats::voxel_clip::{
58 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
59};
60pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
61// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
62// without adding a direct `raw-window-handle` dependency of their own.
63pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
64// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
65// egui version the renderer was built against (`hud` feature).
66#[cfg(feature = "hud")]
67pub use egui;
68
69use crate::cpu::CpuBackend;
70use crate::gpu::GpuBackend;
71
72/// Type-erased display handle stored by the CPU backend's softbuffer
73/// surface. `raw-window-handle` implements `HasDisplayHandle` for
74/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
75/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
76/// for any provider `W`.
77#[cfg(not(target_arch = "wasm32"))]
78pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
79/// Type-erased window handle counterpart to [`DynDisplay`].
80#[cfg(not(target_arch = "wasm32"))]
81pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
82
83/// One placed sprite instance: which [`SpriteSet::models`] entry and
84/// where in the world.
85pub struct SpriteInstanceDesc {
86 pub model: usize,
87 pub pos: [f32; 3],
88}
89
90/// Stable handle to a registered sprite model, returned (one per
91/// [`SpriteSet::models`] entry, in order) by
92/// [`SceneRenderer::set_sprites`]. Pass it to
93/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
94/// re-register that model's geometry after a content edit — so callers
95/// never track the positional `usize` index themselves. Opaque on
96/// purpose: there is no arithmetic to do on it.
97///
98/// Also returned by [`SceneRenderer::add_sprite_model`] for an
99/// incrementally registered model, and accepted by
100/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
101/// to a removed model is **stale**: it resolves to nothing, so passing
102/// it anywhere is a safe no-op. The `gen` (generation) field guards a
103/// future compacting registry; it stays `0` today because model slots
104/// are tombstoned in place and never reused (GPU chain ids are
105/// append-only).
106#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
107pub struct SpriteModelId {
108 pub(crate) slot: u32,
109 pub(crate) gen: u32,
110}
111
112/// Stable handle to a **dynamically added** sprite instance — the result
113/// of [`SceneRenderer::add_sprite_instance`], passed to
114/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
115///
116/// Backends remove instances by swap (O(1)), which moves another instance
117/// into the freed slot; this handle survives that because the facade keeps
118/// the id↔slot mapping up to date. The generation guards against a stale
119/// handle aliasing a recycled slot.
120#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
121pub struct SpriteInstanceId {
122 slot: u32,
123 gen: u32,
124}
125
126/// Facade-side slotmap that turns the backends' swap-remove indexing into
127/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
128/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
129/// owning slot, and a removal fixes up the one slot whose instance was
130/// swapped into the hole.
131#[derive(Default)]
132struct DynInstanceMap {
133 /// Per slot: `(generation, Some(dyn_index) while live)`.
134 slots: Vec<(u32, Option<u32>)>,
135 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
136 /// dynamic sublist (so `order.len()` == the dynamic instance count).
137 order: Vec<u32>,
138 free: Vec<u32>,
139}
140
141impl DynInstanceMap {
142 /// Register a freshly appended instance (always at `dyn_index ==
143 /// order.len()`); returns its stable handle.
144 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
145 debug_assert_eq!(self.order.len() as u32, dyn_index);
146 let slot = self.free.pop().unwrap_or_else(|| {
147 self.slots.push((0, None));
148 (self.slots.len() - 1) as u32
149 });
150 let gen = self.slots[slot as usize].0;
151 self.slots[slot as usize].1 = Some(dyn_index);
152 self.order.push(slot);
153 SpriteInstanceId { slot, gen }
154 }
155
156 /// Resolve a handle to its current backend `dyn_index`, or `None` if
157 /// it's stale / already removed.
158 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
159 let (gen, idx) = *self.slots.get(id.slot as usize)?;
160 (gen == id.gen).then_some(idx).flatten()
161 }
162
163 /// Apply a removal: the backend swap-removed `removed` and reported
164 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
165 /// `None` if `removed` was itself the last).
166 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
167 self.slots[id.slot as usize].1 = None;
168 self.slots[id.slot as usize].0 += 1; // bump generation
169 self.free.push(id.slot);
170 if let Some(last) = moved {
171 let moved_slot = self.order[last as usize];
172 self.slots[moved_slot as usize].1 = Some(removed);
173 self.order[removed as usize] = moved_slot;
174 }
175 self.order.pop();
176 }
177}
178
179/// Facade-side slotmap for registered sprite **models**, mirroring
180/// [`DynInstanceMap`] but **without** the swap-remove fixup: a model
181/// slot maps 1:1 to the backends' positional model index (the GPU LOD
182/// chain id), which is append-only and never reused. A removed model
183/// tombstones its slot *in place* (the backend frees the voxel data but
184/// keeps the id), so a stale [`SpriteModelId`] resolves to `None` → a
185/// safe no-op rather than aliasing another model.
186#[derive(Default)]
187struct DynModelMap {
188 /// Per slot (== backend model index): `(generation, live)`. Slots are
189 /// never reused, so `generation` stays `0`; `live` flips to `false`
190 /// on removal.
191 slots: Vec<(u32, bool)>,
192}
193
194impl DynModelMap {
195 /// Reset to `n` live models with ids `0..n` — used by
196 /// [`SceneRenderer::set_sprites`], which rebuilds the whole model set
197 /// positionally (model index = chain id on both backends).
198 fn reset(&mut self, n: usize) {
199 self.slots.clear();
200 self.slots.resize(n, (0, true));
201 }
202
203 /// Register a freshly appended model at positional index
204 /// `model_index` (always the new `slots.len()`); returns its handle.
205 fn alloc(&mut self, model_index: u32) -> SpriteModelId {
206 debug_assert_eq!(self.slots.len() as u32, model_index);
207 self.slots.push((0, true));
208 SpriteModelId {
209 slot: model_index,
210 gen: 0,
211 }
212 }
213
214 /// Resolve a handle to its backend model index, or `None` if it's
215 /// stale / already removed.
216 fn model_index(&self, id: SpriteModelId) -> Option<usize> {
217 let (gen, live) = *self.slots.get(id.slot as usize)?;
218 (gen == id.gen && live).then_some(id.slot as usize)
219 }
220
221 /// Tombstone a model slot in place. Returns `false` if the handle is
222 /// stale / already removed.
223 fn remove(&mut self, id: SpriteModelId) -> bool {
224 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
225 return false;
226 };
227 if slot.0 != id.gen || !slot.1 {
228 return false;
229 }
230 slot.1 = false;
231 true
232 }
233}
234
235/// Stable handle to a registered animated voxel clip (VCL.4) — the
236/// result of [`SceneRenderer::add_voxel_clip`], passed to
237/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
238/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
239/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
240/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
241/// dynamic + clip layers).
242#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
243pub struct VoxelClipId {
244 slot: u32,
245 gen: u32,
246}
247
248/// Facade-side slotmap for registered voxel clips — mirrors
249/// [`DynModelMap`]: a clip slot maps 1:1 to the backends' positional clip
250/// index (append-only, tombstoned in place on removal, never reused).
251///
252/// `reset` clears the slots **and bumps `epoch`**, which is baked into each
253/// minted id's `gen`. A handle from before a `set_sprites` therefore carries
254/// the old epoch and resolves to `None` rather than silently aliasing the
255/// new clip that re-took its slot.
256#[derive(Default)]
257struct DynClipMap {
258 /// Per slot: `(epoch_at_alloc, live)`.
259 slots: Vec<(u32, bool)>,
260 epoch: u32,
261}
262
263impl DynClipMap {
264 fn alloc(&mut self, clip_index: u32) -> VoxelClipId {
265 debug_assert_eq!(self.slots.len() as u32, clip_index);
266 self.slots.push((self.epoch, true));
267 VoxelClipId {
268 slot: clip_index,
269 gen: self.epoch,
270 }
271 }
272
273 fn clip_index(&self, id: VoxelClipId) -> Option<usize> {
274 let (gen, live) = *self.slots.get(id.slot as usize)?;
275 (gen == id.gen && live).then_some(id.slot as usize)
276 }
277
278 fn remove(&mut self, id: VoxelClipId) -> bool {
279 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
280 return false;
281 };
282 if slot.0 != id.gen || !slot.1 {
283 return false;
284 }
285 slot.1 = false;
286 true
287 }
288
289 fn reset(&mut self) {
290 self.slots.clear();
291 self.epoch = self.epoch.wrapping_add(1);
292 }
293}
294
295/// Stable handle to a registered animated character (VCL.6) — the result
296/// of [`SceneRenderer::add_character`], advanced each frame with
297/// [`advance_character`](SceneRenderer::advance_character) and dropped with
298/// [`remove_character`](SceneRenderer::remove_character). Reset by
299/// [`set_sprites`](SceneRenderer::set_sprites).
300#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
301pub struct CharacterId {
302 slot: u32,
303 gen: u32,
304}
305
306/// Facade-side slotmap for registered characters (mirrors [`DynClipMap`],
307/// including the epoch bump on `reset` so a pre-`set_sprites` handle
308/// resolves to `None` instead of aliasing a new character).
309#[derive(Default)]
310struct CharMap {
311 /// Per slot: `(epoch_at_alloc, live)`.
312 slots: Vec<(u32, bool)>,
313 epoch: u32,
314}
315
316impl CharMap {
317 fn alloc(&mut self, index: u32) -> CharacterId {
318 debug_assert_eq!(self.slots.len() as u32, index);
319 self.slots.push((self.epoch, true));
320 CharacterId {
321 slot: index,
322 gen: self.epoch,
323 }
324 }
325 fn index(&self, id: CharacterId) -> Option<usize> {
326 let (gen, live) = *self.slots.get(id.slot as usize)?;
327 (gen == id.gen && live).then_some(id.slot as usize)
328 }
329 fn remove(&mut self, id: CharacterId) -> bool {
330 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
331 return false;
332 };
333 if slot.0 != id.gen || !slot.1 {
334 return false;
335 }
336 slot.1 = false;
337 true
338 }
339 fn reset(&mut self) {
340 self.slots.clear();
341 self.epoch = self.epoch.wrapping_add(1);
342 }
343}
344
345/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
346/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
347/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
348/// dropped with
349/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
350/// [`set_sprites`](SceneRenderer::set_sprites).
351#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
352pub struct StreamingClipId {
353 slot: u32,
354 gen: u32,
355}
356
357/// Handle to an instance of a streaming clip
358/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
359///
360/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
361/// frame is per-*clip* (all its instances share one re-uploaded model,
362/// advanced by
363/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
364/// a streaming instance is *not* accepted by the per-instance
365/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
366/// trying to scrub two instances of one streaming clip independently is a
367/// compile error, not a silent coupling. (Use a flipbook clip for
368/// per-instance frames.) Move it with
369/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
370/// and drop it with
371/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
372#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
373pub struct StreamingInstanceId(SpriteInstanceId);
374
375/// Facade-side slotmap for streaming clips (mirrors [`CharMap`], epoch bump
376/// on `reset` included).
377#[derive(Default)]
378struct StreamingClipMap {
379 /// Per slot: `(epoch_at_alloc, live)`.
380 slots: Vec<(u32, bool)>,
381 epoch: u32,
382}
383
384impl StreamingClipMap {
385 fn alloc(&mut self, index: u32) -> StreamingClipId {
386 debug_assert_eq!(self.slots.len() as u32, index);
387 self.slots.push((self.epoch, true));
388 StreamingClipId {
389 slot: index,
390 gen: self.epoch,
391 }
392 }
393 fn index(&self, id: StreamingClipId) -> Option<usize> {
394 let (gen, live) = *self.slots.get(id.slot as usize)?;
395 (gen == id.gen && live).then_some(id.slot as usize)
396 }
397 fn remove(&mut self, id: StreamingClipId) -> bool {
398 let Some(slot) = self.slots.get_mut(id.slot as usize) else {
399 return false;
400 };
401 if slot.0 != id.gen || !slot.1 {
402 return false;
403 }
404 slot.1 = false;
405 true
406 }
407 fn reset(&mut self) {
408 self.slots.clear();
409 self.epoch = self.epoch.wrapping_add(1);
410 }
411}
412
413/// One registered streaming clip: the seekable cursor + the single sprite
414/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
415struct StreamingClipState {
416 cursor: StreamingClip,
417 model: SpriteModelId,
418 dims: [u32; 3],
419 pivot: [f32; 3],
420 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
421 /// Re-applied on every per-frame re-upload so the streamed model keeps
422 /// its per-voxel materials as it advances.
423 material_map: Vec<(u32, u8)>,
424}
425
426/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
427/// resolve a frame, plus its own accumulating clock.
428struct ClipClock {
429 durations: Vec<u32>,
430 loop_mode: LoopMode,
431 /// Playback rate, Q8 (256 = 1×).
432 speed_q8: i32,
433 /// Accumulated playback time (ms), seeded from the attachment's
434 /// `start_phase_ms`.
435 clock_ms: f64,
436}
437
438impl ClipClock {
439 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
440 /// frame to show. Shared by character attachments and standalone clip
441 /// players. A negative clock (rewind past 0) reads as frame 0 but is
442 /// kept signed so resuming forward is continuous.
443 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
444 fn tick(&mut self, dt: f64) -> u32 {
445 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
446 frame_at(
447 &self.durations,
448 self.loop_mode,
449 self.clock_ms.max(0.0) as u32,
450 ) as u32
451 }
452}
453
454/// Facade-side metadata captured for a registered flipbook clip, so editor
455/// queries + the auto-player don't shadow the `DecodedClip`.
456struct ClipMeta {
457 dims: [u32; 3],
458 pivot: [f32; 3],
459 voxel_world_size: f32,
460 durations: Vec<u32>,
461 loop_mode: LoopMode,
462 /// Colour→material map the clip was registered with (TV.3), empty for an
463 /// all-opaque clip. Retained so an in-place
464 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
465 /// the edited frame's voxels instead of dropping its per-voxel materials.
466 material_map: Vec<(u32, u8)>,
467}
468
469/// Public metadata for a registered clip — the inspector view returned by
470/// [`SceneRenderer::clip_metadata`].
471#[derive(Clone, Debug, PartialEq)]
472pub struct ClipMetadata {
473 /// Fixed bounding box (voxels).
474 pub dims: [u32; 3],
475 /// Model pivot (the kv6 pivot frames share).
476 pub pivot: [f32; 3],
477 /// Render scale (1 voxel = this many world units).
478 pub voxel_world_size: f32,
479 /// Playback wrap behaviour.
480 pub loop_mode: LoopMode,
481 /// Number of frames.
482 pub frame_count: usize,
483 /// Per-frame durations (ms), one per frame.
484 pub durations: Vec<u32>,
485 /// Total loop length (ms) — sum of `durations`.
486 pub total_ms: u32,
487}
488
489/// What an auto-advancing [`ClipPlayer`] (#6) drives each
490/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
491/// clip's frame is per-instance; a streaming clip's is per-clip (its
492/// instances share one model), so the targets differ.
493#[derive(Clone, Copy)]
494enum PlayerTarget {
495 Flipbook(SpriteInstanceId),
496 Streaming(StreamingClipId),
497}
498
499/// A standalone clip given its own playback clock (#6): the host calls
500/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
501/// `set_clip_instance_frame`.
502struct ClipPlayer {
503 target: PlayerTarget,
504 clock: ClipClock,
505 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
506 /// leaves the clock (and frame) untouched — the editor's play/pause.
507 paused: bool,
508}
509
510/// One live bone attachment: which bone drives it, its local offset, the
511/// renderer instance it owns, and (for a clip target) its playback clock.
512struct AttachInst {
513 bone: usize,
514 local_offset: roxlap_formats::xform::BoneXform,
515 inst: SpriteInstanceId,
516 clip: Option<ClipClock>,
517}
518
519/// A live animated character: the hinge skeleton (the bone-transform
520/// solver) + one [`AttachInst`] per bone attachment.
521struct CharInstance {
522 skeleton: KfaSprite,
523 attaches: Vec<AttachInst>,
524 /// Sprite models + voxel clips this character registered, so
525 /// [`remove_character`](SceneRenderer::remove_character) can free them
526 /// (otherwise they leak until the next `set_sprites`).
527 models: Vec<SpriteModelId>,
528 clips: Vec<VoxelClipId>,
529}
530
531/// Orientation + position for a dynamic sprite instance — the per-frame
532/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
533/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
534///
535/// `right`/`up`/`forward` are the instance's local axes expressed in
536/// world space (the columns of the model→world rotation), mapping
537/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
538/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
539/// orthonormal — a uniform/non-uniform scale or shear is fine. A
540/// near-singular basis falls through the renderer's degenerate-basis
541/// guards and the instance silently skips that frame rather than
542/// panicking. [`Default`] is the identity basis (axis-aligned).
543#[derive(Clone, Copy, Debug)]
544pub struct DynSpriteTransform {
545 /// Instance world position (the kv6 pivot maps here).
546 pub pos: [f32; 3],
547 /// Local +x in world space ↦ [`Sprite::s`].
548 pub right: [f32; 3],
549 /// Local +y in world space ↦ [`Sprite::h`].
550 pub up: [f32; 3],
551 /// Local +z in world space ↦ [`Sprite::f`].
552 pub forward: [f32; 3],
553}
554
555impl Default for DynSpriteTransform {
556 fn default() -> Self {
557 Self {
558 pos: [0.0, 0.0, 0.0],
559 right: [1.0, 0.0, 0.0],
560 up: [0.0, 1.0, 0.0],
561 forward: [0.0, 0.0, 1.0],
562 }
563 }
564}
565
566impl DynSpriteTransform {
567 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
568 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
569 /// model→world columns). Both backends keep the rest of the template
570 /// (`kv6`, `flags`) and only overwrite the pose.
571 pub(crate) fn apply_to(self, s: &mut Sprite) {
572 s.p = self.pos;
573 s.s = self.right;
574 s.h = self.up;
575 s.f = self.forward;
576 }
577}
578
579/// Backend-agnostic sprite description. The facade builds the CPU
580/// per-instance draw list and the GPU instanced registry from the
581/// same data, so both backends show identical sprites. The host owns
582/// content (which models, where, recolouring) — building a recoloured
583/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
584pub struct SpriteSet {
585 /// Distinct voxel models (KV6 + base orientation). Instances index
586 /// into this; their position overrides the model's.
587 pub models: Vec<Sprite>,
588 pub instances: Vec<SpriteInstanceDesc>,
589 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
590 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
591 pub carve_model: Option<usize>,
592}
593
594/// Per-frame inputs both backends consume. The host builds the
595/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
596/// everything else (pool config, sky fill, render, present).
597pub struct FrameParams<'a> {
598 /// CPU opticast settings (scan distance, mip ladder, framebuffer
599 /// geometry). Ignored by the GPU backend.
600 pub settings: &'a OpticastSettings,
601 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
602 /// the clear colour if no scene renders.
603 pub sky_color: u32,
604 /// Optional sky panorama for the CPU rasterizer's sky sampling.
605 pub sky: Option<&'a Sky>,
606 /// CPU fog: packed colour + max scan distance (voxels). `0` scan
607 /// distance disables CPU fog.
608 pub fog_color: u32,
609 pub fog_max_scan_dist: i32,
610 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
611 /// out-of-bounds cameras).
612 pub treat_z_max_as_air: bool,
613 /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
614 /// Ignored by the CPU backend.
615 pub gpu_mip_scan_dist: f32,
616 /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
617 pub gpu_max_outer_steps: u32,
618 /// GPU vertical field of view (radians). Ignored by the CPU
619 /// backend (it derives projection from [`OpticastSettings`]).
620 pub gpu_fov_y_rad: f32,
621 /// Whether to draw the renderer's sprites this frame. Both backends
622 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
623 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
624 /// is needed — this is just the on/off opt-in. `false` skips sprite
625 /// drawing.
626 pub draw_sprites: bool,
627 /// Per-face directional shading for the voxel grids — voxlap's
628 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
629 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
630 /// entry darkens the faces pointing that way; the host typically
631 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
632 /// `sideshademode` off (no per-side shading), so existing hosts and
633 /// the oracle goldens are unaffected. Applied each frame by **both**
634 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
635 /// pass by darkening a hit voxel's brightness by the hit face's
636 /// shade (the face taken from the DDA's last-stepped axis).
637 pub side_shades: [i8; 6],
638 /// Dynamic lighting (stage DL) — runtime sun + point lights + stylized
639 /// shadows. **GPU-only**: the CPU backend ignores this and keeps
640 /// multiplying the baked ambient byte. `None` (the default for hosts
641 /// that don't set it) ⇒ exactly the pre-DL render, both backends. The
642 /// baked brightness byte is reinterpreted as the ambient/AO channel;
643 /// direct light composites on top (`albedo*ambient + Σ direct`).
644 pub lights: Option<LightRig<'a>>,
645}
646
647/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
648/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
649/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
650/// (transform-correct for rotated / translated grids).
651#[derive(Clone, Copy, PartialEq, Debug)]
652pub struct PickHit {
653 pub world: [f32; 3],
654 pub grid: roxlap_scene::GridId,
655 pub voxel: glam::IVec3,
656}
657
658/// A world-space view ray: the canonical unproject output of
659/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
660/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
661/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
662/// intersect it with a plane for tile selection.
663#[derive(Clone, Copy, PartialEq, Debug)]
664pub struct Ray {
665 pub origin: glam::DVec3,
666 pub dir: glam::DVec3,
667}
668
669/// A world-space line segment to draw over a rendered frame via
670/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
671/// grids, axes, hover wireframes), debug paths, etc.
672#[derive(Clone, Copy, PartialEq, Debug)]
673pub struct Line3 {
674 /// World-space endpoints (voxel units), in the same frame the
675 /// rendered scene + `camera` use.
676 pub a: [f64; 3],
677 pub b: [f64; 3],
678 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
679 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
680 pub color: u32,
681 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
682 pub width_px: f32,
683 /// `true`: the segment is occluded by nearer rendered geometry
684 /// (depth-tested against the frame's z-buffer). `false`: always on
685 /// top (e.g. a hover highlight that should show through the model).
686 pub depth_test: bool,
687}
688
689/// A handle to an uploaded image-sprite texture, returned by
690/// [`SceneRenderer::upload_image`]. Positional (like [`SpriteModelId`]):
691/// it indexes the backend's texture store. Pass it in an [`ImageSprite`]
692/// for [`SceneRenderer::draw_images`], or to
693/// [`drop_image`](SceneRenderer::drop_image) to release it. Opaque on
694/// purpose — there's no arithmetic to do on it.
695#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
696pub struct ImageId(pub(crate) usize);
697
698/// How an [`ImageSprite`]'s quad is oriented in the world.
699#[derive(Clone, Copy, PartialEq, Debug)]
700pub enum ImageFacing {
701 /// Fixed in world space: the quad lies in the plane spanned by `u`
702 /// (the image's +column / width direction) and `v` (its +row /
703 /// height direction). Both are world-space directions; their length
704 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
705 /// the plane's axes directly. Row 0 of the image is the `origin`
706 /// edge and rows grow along `v`.
707 World { u: [f32; 3], v: [f32; 3] },
708 /// Always faces the camera (billboard); `up` is the world direction
709 /// the image's top edge points toward (e.g. world `-Z` for the
710 /// scene-demo's z-down world, or any "up" the host prefers).
711 Billboard { up: [f32; 3] },
712}
713
714/// One placed 2D image sprite for the current frame: a flat textured
715/// quad in world space, composited over the rendered scene with the
716/// frame's depth buffer (so the voxel model can occlude it). Built per
717/// frame and passed to [`SceneRenderer::draw_images`], mirroring
718/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
719/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
720///
721/// [`image`]: ImageSprite::image
722#[derive(Clone, Copy, PartialEq, Debug)]
723pub struct ImageSprite {
724 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
725 pub image: ImageId,
726 /// World position of the quad's **top-left** corner — the image's
727 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
728 /// facing's `u` and `size[1]` along its `v`.
729 pub origin: [f32; 3],
730 /// World orientation of the quad — fixed in world or camera-facing.
731 pub facing: ImageFacing,
732 /// World size of the quad along `u` and `v`. For pixel-art traced at
733 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
734 pub size: [f32; 2],
735 /// Multiplied into every sampled texel (tint + opacity), `0xAARRGGBB`.
736 /// `0xFFFFFFFF` draws the texture unchanged; the high byte scales
737 /// the texel alpha (e.g. `0x80FFFFFF` = 50 % opacity).
738 pub tint: u32,
739 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
740 /// this are discarded outright (not blended) — crisp pixel-art edges
741 /// instead of a semi-transparent haze, and the same threshold decides
742 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
743 /// plain straight-alpha over-blend (every non-zero texel draws).
744 pub alpha_cutoff: f32,
745 /// `true`: occluded by nearer rendered geometry (depth-tested against
746 /// the frame's depth buffer, with a bias so a quad resting on a
747 /// coincident voxel face doesn't z-fight). `false`: always on top.
748 pub depth_test: bool,
749 /// `true`: draw regardless of which way the quad faces (no backface
750 /// cull) — what reference images usually want. `false`: cull when the
751 /// quad faces away from the camera. Ignored for
752 /// [`ImageFacing::Billboard`] (it always faces the camera).
753 pub double_sided: bool,
754}
755
756/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
757/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
758/// resolves [`ImageSprite::facing`] into corners and culls back-facing
759/// quads once, so both backends draw from the same geometry.
760#[derive(Clone, Copy, Debug)]
761pub(crate) struct QuadDraw {
762 pub corners: [[f32; 3]; 4],
763 pub image: ImageId,
764 pub tint: u32,
765 pub depth_test: bool,
766 pub alpha_cutoff: f32,
767}
768
769/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
770/// `uv` is the normalised position within the quad (`(0,0)` = top-left
771/// corner); `texel` is the matching source-image pixel; `world` is the
772/// hit point; `t` is its euclidean distance from the camera.
773#[derive(Clone, Copy, PartialEq, Debug)]
774pub struct ImagePickHit {
775 pub image: ImageId,
776 pub uv: [f32; 2],
777 pub texel: (u32, u32),
778 pub world: [f32; 3],
779 pub t: f32,
780}
781
782/// Which renderer a [`SceneRenderer`] resolved to at construction.
783#[derive(Clone, Copy, PartialEq, Eq, Debug)]
784pub enum Backend {
785 /// `roxlap-core` opticast, presented via `softbuffer`.
786 Cpu,
787 /// `roxlap-gpu` compute marcher, presented via wgpu.
788 Gpu,
789}
790
791/// Construction-time options for [`SceneRenderer::new`].
792pub struct RenderOptions {
793 /// Try the GPU backend first. When `false`, or when GPU init
794 /// fails, the renderer uses the CPU backend.
795 pub want_gpu: bool,
796 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
797 /// backend is selected.
798 pub gpu: GpuRendererSettings,
799 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
800 /// with until a scene render lands. Also the CPU sky-miss colour
801 /// default if a frame supplies none.
802 pub clear_sky: u32,
803 /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
804 /// sizing — the largest combined grid `vsid` the CPU rasterizer
805 /// will see. Pre-sizing keeps later frames allocation-free.
806 pub cpu_max_grid_vsid: u32,
807 /// CPU strip-parallel render thread count (capped to the rayon
808 /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
809 /// slot per thread.
810 pub cpu_render_threads: usize,
811}
812
813impl Default for RenderOptions {
814 fn default() -> Self {
815 Self {
816 want_gpu: false,
817 gpu: GpuRendererSettings::default(),
818 clear_sky: 0x0099_b3d9,
819 // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
820 // combined ground grid.
821 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
822 cpu_render_threads: 4,
823 }
824 }
825}
826
827/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
828/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
829/// voxel face isn't rejected as "occluded".
830const PICK_DEPTH_BIAS: f32 = 0.5;
831
832// --- image-sprite geometry helpers (shared by both backends) ---
833
834fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
835 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
836}
837fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
838 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
839}
840fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
841 [a[0] * s, a[1] * s, a[2] * s]
842}
843fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
844 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
845}
846fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
847 [
848 a[1] * b[2] - a[2] * b[1],
849 a[2] * b[0] - a[0] * b[2],
850 a[0] * b[1] - a[1] * b[0],
851 ]
852}
853fn v_norm(a: [f32; 3]) -> [f32; 3] {
854 let len = v_dot(a, a).sqrt();
855 if len < 1e-12 {
856 a
857 } else {
858 v_scale(a, 1.0 / len)
859 }
860}
861
862/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
863/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
864/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
865/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
866/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
867/// affine coords exactly for a (possibly skew) parallelogram. Standalone
868/// so the geometry is unit-testable without a renderer.
869fn ray_quad_uv(
870 origin: [f32; 3],
871 dir: [f32; 3],
872 corners: &[[f32; 3]; 4],
873) -> Option<([f32; 2], f32)> {
874 let [tl, tr, bl, _br] = *corners;
875 let ue = v_sub(tr, tl); // +u edge (width)
876 let ve = v_sub(bl, tl); // +v edge (height)
877 let n = v_cross(ue, ve);
878 let denom = v_dot(dir, n);
879 if denom.abs() < 1e-12 {
880 return None; // ray parallel to the quad's plane
881 }
882 let t = v_dot(v_sub(tl, origin), n) / denom;
883 if t <= 1e-6 {
884 return None; // behind / at the origin
885 }
886 let p = v_add(origin, v_scale(dir, t));
887 let rel = v_sub(p, tl);
888 let guu = v_dot(ue, ue);
889 let guv = v_dot(ue, ve);
890 let gvv = v_dot(ve, ve);
891 let det = guu * gvv - guv * guv;
892 if det.abs() < 1e-12 {
893 return None; // degenerate quad
894 }
895 let wu = v_dot(rel, ue);
896 let wv = v_dot(rel, ve);
897 let a = (gvv * wu - guv * wv) / det;
898 let b = (guu * wv - guv * wu) / det;
899 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
900 return None; // outside the quad
901 }
902 Some(([a, b], t))
903}
904
905/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
906/// BR`), or `None` when a `double_sided == false` world quad faces away
907/// from the camera (back-face cull) or its plane is degenerate. The
908/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
909/// test.
910fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
911 let cam_pos = [
912 camera.pos[0] as f32,
913 camera.pos[1] as f32,
914 camera.pos[2] as f32,
915 ];
916 let cam_fwd = v_norm([
917 camera.forward[0] as f32,
918 camera.forward[1] as f32,
919 camera.forward[2] as f32,
920 ]);
921
922 let (u_hat, v_hat) = match sprite.facing {
923 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
924 ImageFacing::Billboard { up } => {
925 // Horizontal axis ⟂ both the view direction and `up`; fall
926 // back to the camera right when `up` is parallel to the view.
927 let mut u_hat = v_norm(v_cross(up, cam_fwd));
928 if v_dot(u_hat, u_hat) < 1e-12 {
929 u_hat = v_norm([
930 camera.right[0] as f32,
931 camera.right[1] as f32,
932 camera.right[2] as f32,
933 ]);
934 }
935 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
936 // so the top edge ends up toward `up`.
937 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
938 if v_dot(v_hat, up) > 0.0 {
939 v_hat = v_scale(v_hat, -1.0);
940 }
941 (u_hat, v_hat)
942 }
943 };
944
945 let du = v_scale(u_hat, sprite.size[0]);
946 let dv = v_scale(v_hat, sprite.size[1]);
947 let tl = sprite.origin;
948 let tr = v_add(tl, du);
949 let bl = v_add(tl, dv);
950 let br = v_add(tr, dv);
951
952 // Back-face cull for fixed world quads (billboards always face us).
953 if !sprite.double_sided {
954 if let ImageFacing::World { .. } = sprite.facing {
955 let normal = v_cross(du, dv);
956 // Front-facing when the quad normal points toward the camera.
957 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
958 return None;
959 }
960 }
961 }
962
963 Some(QuadDraw {
964 corners: [tl, tr, bl, br],
965 image: sprite.image,
966 tint: sprite.tint,
967 depth_test: sprite.depth_test,
968 alpha_cutoff: sprite.alpha_cutoff,
969 })
970}
971
972/// Renderer-internal backend; never exposes wgpu or softbuffer types.
973/// The GPU variant owns the whole wgpu device/queue/pipelines, so
974/// it's boxed to keep the enum small.
975enum BackendImpl {
976 // Both variants boxed so the enum stays small regardless of which
977 // backend's state is larger (clippy::large_enum_variant).
978 Cpu(Box<CpuBackend>),
979 Gpu(Box<GpuBackend>),
980}
981
982/// Unified renderer over the CPU and GPU paths. See the crate docs.
983pub struct SceneRenderer {
984 inner: BackendImpl,
985 /// Handles for dynamically added sprite instances (see
986 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
987 dyn_map: DynInstanceMap,
988 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
989 /// and the models returned by [`Self::set_sprites`]). Reset by
990 /// [`Self::set_sprites`].
991 model_map: DynModelMap,
992 /// Handles for registered animated voxel clips (see
993 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
994 clip_map: DynClipMap,
995 /// Handles for registered animated characters (see
996 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
997 char_map: CharMap,
998 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
999 char_instances: Vec<CharInstance>,
1000 /// Handles for registered streaming clips (see
1001 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1002 streaming_map: StreamingClipMap,
1003 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1004 /// to `streaming_map` slots; `None` once removed (#3).
1005 streaming_clips: Vec<Option<StreamingClipState>>,
1006 /// Metadata per registered flipbook clip, indexed by the backend clip
1007 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1008 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1009 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1010 /// [`Self::set_sprites`].
1011 clip_meta: Vec<ClipMeta>,
1012 /// Auto-advancing clip players (#6); ticked by
1013 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1014 clip_players: Vec<ClipPlayer>,
1015}
1016
1017impl SceneRenderer {
1018 /// Build a renderer for `window` — any [`raw-window-handle`]
1019 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1020 /// window's initial physical framebuffer size in pixels; thereafter
1021 /// the host reports changes via [`Self::resize`]. Passing the size
1022 /// explicitly keeps the facade decoupled from any one windowing
1023 /// library's size API.
1024 ///
1025 /// Selects the GPU backend when `opts.want_gpu` and WGPU
1026 /// initialises; otherwise the CPU backend. **Never fails** — a
1027 /// missing/incompatible GPU silently yields the CPU path (the
1028 /// message is logged to stderr).
1029 ///
1030 /// [`raw-window-handle`]: raw_window_handle
1031 #[cfg(not(target_arch = "wasm32"))]
1032 #[must_use]
1033 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1034 where
1035 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1036 {
1037 if opts.want_gpu {
1038 match GpuBackend::new(window.clone(), size, opts) {
1039 Ok(g) => {
1040 return Self {
1041 inner: BackendImpl::Gpu(Box::new(g)),
1042 dyn_map: DynInstanceMap::default(),
1043 model_map: DynModelMap::default(),
1044 clip_map: DynClipMap::default(),
1045 char_map: CharMap::default(),
1046 char_instances: Vec::new(),
1047 streaming_map: StreamingClipMap::default(),
1048 streaming_clips: Vec::new(),
1049 clip_meta: Vec::new(),
1050 clip_players: Vec::new(),
1051 };
1052 }
1053 Err(e) => {
1054 eprintln!(
1055 "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
1056 );
1057 }
1058 }
1059 }
1060 Self {
1061 inner: BackendImpl::Cpu(Box::new(CpuBackend::new(window, size, opts))),
1062 dyn_map: DynInstanceMap::default(),
1063 model_map: DynModelMap::default(),
1064 clip_map: DynClipMap::default(),
1065 char_map: CharMap::default(),
1066 char_instances: Vec::new(),
1067 streaming_map: StreamingClipMap::default(),
1068 streaming_clips: Vec::new(),
1069 clip_meta: Vec::new(),
1070 clip_players: Vec::new(),
1071 }
1072 }
1073
1074 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1075 /// `canvas`. `size` is the canvas's initial framebuffer size in
1076 /// pixels; the host reports later changes via [`Self::resize`].
1077 ///
1078 /// Async because the browser drives wgpu's adapter/device requests
1079 /// through its event loop — `await` it inside a
1080 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1081 /// (WebGPU) backend when `opts.want_gpu` and WebGPU is available;
1082 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1083 /// opticast path presented through a WebGL2 blit on the same canvas.
1084 /// **Never fails** — the message is logged to the browser console.
1085 #[cfg(target_arch = "wasm32")]
1086 pub async fn new_from_canvas_async(
1087 canvas: web_sys::HtmlCanvasElement,
1088 size: (u32, u32),
1089 opts: &RenderOptions,
1090 ) -> Self {
1091 if opts.want_gpu {
1092 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1093 // GPU attempt gets a clone — the CPU fallback keeps the
1094 // original if WebGPU init fails.
1095 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1096 Ok(g) => {
1097 return Self {
1098 inner: BackendImpl::Gpu(Box::new(g)),
1099 dyn_map: DynInstanceMap::default(),
1100 model_map: DynModelMap::default(),
1101 clip_map: DynClipMap::default(),
1102 char_map: CharMap::default(),
1103 char_instances: Vec::new(),
1104 streaming_map: StreamingClipMap::default(),
1105 streaming_clips: Vec::new(),
1106 clip_meta: Vec::new(),
1107 clip_players: Vec::new(),
1108 };
1109 }
1110 Err(e) => {
1111 web_sys::console::warn_1(
1112 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1113 .into(),
1114 );
1115 }
1116 }
1117 }
1118 Self {
1119 inner: BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(canvas, size, opts))),
1120 dyn_map: DynInstanceMap::default(),
1121 model_map: DynModelMap::default(),
1122 clip_map: DynClipMap::default(),
1123 char_map: CharMap::default(),
1124 char_instances: Vec::new(),
1125 streaming_map: StreamingClipMap::default(),
1126 streaming_clips: Vec::new(),
1127 clip_meta: Vec::new(),
1128 clip_players: Vec::new(),
1129 }
1130 }
1131
1132 /// Which backend was selected.
1133 #[must_use]
1134 pub fn backend(&self) -> Backend {
1135 match self.inner {
1136 BackendImpl::Cpu(_) => Backend::Cpu,
1137 BackendImpl::Gpu(_) => Backend::Gpu,
1138 }
1139 }
1140
1141 /// The GPU adapter description when on the GPU backend, else
1142 /// `None`.
1143 #[must_use]
1144 pub fn adapter_info(&self) -> Option<&str> {
1145 match &self.inner {
1146 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1147 BackendImpl::Cpu(_) => None,
1148 }
1149 }
1150
1151 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1152 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1153 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1154 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1155 if let BackendImpl::Gpu(g) = &mut self.inner {
1156 g.set_sky_panorama(rgba, w, h);
1157 }
1158 }
1159
1160 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1161 /// this only matters to the GPU swapchain — but it's safe to call
1162 /// for both.
1163 pub fn resize(&mut self, width: u32, height: u32) {
1164 match &mut self.inner {
1165 BackendImpl::Cpu(c) => c.resize(width, height),
1166 BackendImpl::Gpu(g) => g.resize(width, height),
1167 }
1168 }
1169
1170 /// Composite `scene` from `camera` with `frame` params into the
1171 /// backend's frame buffer — **without presenting**. The CPU backend
1172 /// fills sky + runs the opticast compositor into an owned buffer;
1173 /// the GPU backend uploads/refreshes the scene, runs the compute
1174 /// marcher + sprite pass, and acquires (but does not present) the
1175 /// swapchain frame.
1176 ///
1177 /// Finish the frame with exactly one of [`present`](Self::present)
1178 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
1179 /// Calling `render` again without finishing drops the pending frame.
1180 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
1181 match &mut self.inner {
1182 BackendImpl::Cpu(c) => c.render(scene, camera, frame),
1183 BackendImpl::Gpu(g) => g.render(scene, camera, frame),
1184 }
1185 }
1186
1187 /// Draw world-space [`Line3`] segments over the frame
1188 /// [`render`](Self::render) composited, using that frame's camera +
1189 /// projection + depth buffer. Call **after** [`render`](Self::render)
1190 /// and **before** [`present`](Self::present) /
1191 /// [`paint_egui`](Self::paint_egui) — the lines land in the
1192 /// framebuffer, so a subsequent `paint_egui` still draws its panels
1193 /// on top.
1194 ///
1195 /// `camera` must be the one the last frame rendered with (the
1196 /// projection is taken from that frame). Depth-tested segments
1197 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
1198 /// always-on-top segments ignore depth. See [`Line3`] for colour /
1199 /// width / blend semantics.
1200 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
1201 match &mut self.inner {
1202 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
1203 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
1204 }
1205 }
1206
1207 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
1208 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
1209 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
1210 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
1211 /// so the per-frame draw call stays cheap. Sampling is
1212 /// nearest-neighbour (pixel-art friendly — no blurring).
1213 ///
1214 /// Returns `None` for malformed input — a wrong byte count
1215 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
1216 /// confused with the first valid id (`ImageId(0)`).
1217 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
1218 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
1219 return None;
1220 }
1221 Some(match &mut self.inner {
1222 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
1223 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
1224 })
1225 }
1226
1227 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
1228 /// The id must not be reused afterwards (a later `upload_image` may
1229 /// hand the slot back out under a fresh id).
1230 pub fn drop_image(&mut self, id: ImageId) {
1231 match &mut self.inner {
1232 BackendImpl::Cpu(c) => c.drop_image(id),
1233 BackendImpl::Gpu(g) => g.drop_image(id),
1234 }
1235 }
1236
1237 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
1238 /// composited — flat textured quads placed in world space, using that
1239 /// frame's camera + projection + depth buffer. Same contract as
1240 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
1241 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
1242 ///
1243 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
1244 /// quad). Depth-tested sprites are occluded by nearer rendered
1245 /// geometry (with a bias to avoid z-fighting on a coincident face);
1246 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
1247 /// over the scene. `camera` must be the one the last frame rendered.
1248 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
1249 if images.is_empty() {
1250 return;
1251 }
1252 let quads: Vec<QuadDraw> = images
1253 .iter()
1254 .filter_map(|s| resolve_quad(s, camera))
1255 .collect();
1256 if quads.is_empty() {
1257 return;
1258 }
1259 match &mut self.inner {
1260 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
1261 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
1262 }
1263 }
1264
1265 /// Project a world point to window pixel coordinates `(x, y)` under
1266 /// the projection the **last frame** rendered with — the backend-correct
1267 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
1268 /// before the first frame or for a point at/behind the camera near
1269 /// plane.
1270 ///
1271 /// Both backends honour their own projection (CPU `setcamera`
1272 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
1273 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
1274 /// [0, h)` for points off-screen but in front of the camera.
1275 #[must_use]
1276 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
1277 match &self.inner {
1278 BackendImpl::Cpu(c) => c.project_point(camera, world),
1279 BackendImpl::Gpu(g) => g.project_point(camera, world),
1280 }
1281 }
1282
1283 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
1284 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
1285 /// same list passed to [`draw_images`](Self::draw_images) (image
1286 /// sprites are immediate-mode, so the caller owns the set). `None` for
1287 /// a miss.
1288 ///
1289 /// The ray is intersected with each quad's plane and mapped to its
1290 /// `uv` / source texel. A texel whose alpha is below the sprite's
1291 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
1292 /// **see-through** — the pick passes through it to a sprite behind.
1293 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
1294 /// rejected when nearer scene geometry occludes that pixel (shares the
1295 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
1296 /// the occlusion test costs a click-time depth readback).
1297 #[must_use]
1298 pub fn pick_image(
1299 &self,
1300 camera: &Camera,
1301 x: f64,
1302 y: f64,
1303 sprites: &[ImageSprite],
1304 ) -> Option<ImagePickHit> {
1305 if sprites.is_empty() {
1306 return None;
1307 }
1308 let dir = self.pixel_ray(camera, x, y)?;
1309 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
1310 let dir_len = v_dot(dir, dir).sqrt();
1311 if dir_len < 1e-9 {
1312 return None;
1313 }
1314 let origin = [
1315 camera.pos[0] as f32,
1316 camera.pos[1] as f32,
1317 camera.pos[2] as f32,
1318 ];
1319 // Scene surface distance under this pixel (sky / no-hit → None);
1320 // used to occlude depth-tested sprites. Same metric as `pick`.
1321 let scene_t = self.pick_depth(x as u32, y as u32);
1322
1323 let mut best: Option<ImagePickHit> = None;
1324 for sprite in sprites {
1325 // Reuse the render-path resolve (back-face cull included), so
1326 // a single-sided quad that isn't drawn also can't be picked.
1327 let Some(q) = resolve_quad(sprite, camera) else {
1328 continue;
1329 };
1330 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
1331 continue; // miss / parallel / behind
1332 };
1333 let d_eucl = t * dir_len;
1334 if best.is_some_and(|cur| d_eucl >= cur.t) {
1335 continue; // a nearer sprite already won
1336 }
1337 let p = v_add(origin, v_scale(dir, t));
1338
1339 let Some((iw, ih)) = self.image_dims(sprite.image) else {
1340 continue; // dropped / unknown image
1341 };
1342 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
1343 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
1344
1345 // See-through test: a texel is solid when its alpha clears the
1346 // cutoff (and a fully-transparent texel is never solid).
1347 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
1348 let solid_thresh = cutoff_u8.max(1);
1349 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
1350 continue;
1351 }
1352
1353 // Occlusion: a depth-tested sprite behind nearer geometry loses.
1354 if sprite.depth_test {
1355 if let Some(st) = scene_t {
1356 if d_eucl > st + PICK_DEPTH_BIAS {
1357 continue;
1358 }
1359 }
1360 }
1361
1362 best = Some(ImagePickHit {
1363 image: sprite.image,
1364 uv: [a, b],
1365 texel: (tx, ty),
1366 world: p,
1367 t: d_eucl,
1368 });
1369 }
1370 best
1371 }
1372
1373 /// Source dimensions of an uploaded image, or `None` if the id was
1374 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
1375 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
1376 match &self.inner {
1377 BackendImpl::Cpu(c) => c.image_dims(id),
1378 BackendImpl::Gpu(g) => g.image_dims(id),
1379 }
1380 }
1381
1382 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
1383 /// unknown id / out-of-range texel). Internal helper for
1384 /// [`Self::pick_image`].
1385 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
1386 match &self.inner {
1387 BackendImpl::Cpu(c) => c.image_alpha_at(id, tx, ty),
1388 BackendImpl::Gpu(g) => g.image_alpha_at(id, tx, ty),
1389 }
1390 }
1391
1392 /// Mirror the rendered 3D scene horizontally before display. The flip is
1393 /// applied *before* any egui overlay, so the UI stays upright while the
1394 /// viewport un-mirrors — a fix for the engine's left-handed render.
1395 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
1396 /// mirrors the scene blit + line/image overlays). Picking/projection are
1397 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
1398 /// for ray casts.
1399 pub fn set_flip_x(&mut self, flip: bool) {
1400 match &mut self.inner {
1401 BackendImpl::Cpu(c) => c.set_flip_x(flip),
1402 BackendImpl::Gpu(g) => g.set_flip_x(flip),
1403 }
1404 }
1405
1406 /// Present the frame [`render`](Self::render) composited, with no UI
1407 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
1408 /// instead to overlay an egui UI before presenting.
1409 pub fn present(&mut self) {
1410 match &mut self.inner {
1411 BackendImpl::Cpu(c) => c.present(),
1412 BackendImpl::Gpu(g) => g.present(),
1413 }
1414 }
1415
1416 /// Block until the active backend has finished all in-flight work, ready
1417 /// for a clean teardown. On the GPU backend this drains the device queue
1418 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
1419 /// backend it is a no-op (nothing is in flight).
1420 ///
1421 /// Call this at shutdown **before dropping the renderer and its window**,
1422 /// so the GPU device/surface tear down with no commands queued and no
1423 /// half-presented frame. Skipping it (or dropping the window first) can
1424 /// leave the driver/compositor showing stale buffers after an exit — the
1425 /// "leftover triangles / flicker" symptom of an unclean shutdown.
1426 pub fn wait_idle(&mut self) {
1427 match &mut self.inner {
1428 BackendImpl::Cpu(c) => c.wait_idle(),
1429 BackendImpl::Gpu(g) => g.wait_idle(),
1430 }
1431 }
1432
1433 /// Overlay an egui UI on the frame [`render`](Self::render)
1434 /// composited, then present it (`hud` feature). The host runs egui
1435 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
1436 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
1437 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
1438 /// the UI scale (`ctx.pixels_per_point()`).
1439 ///
1440 /// The GPU backend paints via `egui-wgpu`; the CPU backend
1441 /// software-rasterises the tessellation into its framebuffer. Use
1442 /// this **instead of** [`present`](Self::present) — both finish the
1443 /// frame.
1444 #[cfg(feature = "hud")]
1445 pub fn paint_egui(
1446 &mut self,
1447 jobs: &[egui::ClippedPrimitive],
1448 textures: &egui::TexturesDelta,
1449 pixels_per_point: f32,
1450 ) {
1451 match &mut self.inner {
1452 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
1453 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
1454 }
1455 }
1456
1457 /// Register sprite models + instances. The CPU backend builds a
1458 /// per-instance draw list; the GPU backend builds an instanced
1459 /// model registry. Call once at setup (or again to replace).
1460 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
1461 match &mut self.inner {
1462 BackendImpl::Cpu(c) => c.set_sprites(set),
1463 BackendImpl::Gpu(g) => g.set_sprites(set),
1464 }
1465 // A fresh sprite set replaces the instance world, so any
1466 // previously added dynamic instances + models are gone — drop their
1467 // handles and re-seat the model slotmap with `set.models.len()`
1468 // live ids `0..n` (model index = chain id on both backends).
1469 self.dyn_map = DynInstanceMap::default();
1470 self.model_map.reset(set.models.len());
1471 // A full sprite rebuild drops the dynamic + clip layers on both
1472 // backends (the GPU registry is replaced), so reset the clip +
1473 // character maps too.
1474 self.clip_map.reset();
1475 self.char_map.reset();
1476 self.char_instances.clear();
1477 self.streaming_map.reset();
1478 self.streaming_clips.clear();
1479 self.clip_meta.clear();
1480 self.clip_players.clear();
1481 (0..set.models.len() as u32)
1482 .map(|slot| SpriteModelId { slot, gen: 0 })
1483 .collect()
1484 }
1485
1486 /// Re-register one sprite model's geometry after you've edited its
1487 /// content (a carve or recolour of its `kv6`). `model` is the
1488 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
1489 /// `kv6` is the model's **new** geometry — the caller owns the source
1490 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
1491 /// represent) and supplies the refreshed mesh here.
1492 ///
1493 /// This is a **backend-agnostic content refresh**, not a GPU upload:
1494 /// the renderer brings its stored model up to date however its active
1495 /// backend needs to. The instance set is left untouched (an edit never
1496 /// moves or adds an instance), so on the GPU backend only that one
1497 /// model's voxel data is re-uploaded — through a slack-backed
1498 /// suballocator, one model's bytes rather than the whole registry —
1499 /// while the CPU backend swaps the cached `kv6` into each instance of
1500 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
1501 /// models or change the instance set.
1502 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
1503 let Some(idx) = self.model_map.model_index(model) else {
1504 return; // stale / removed handle → no-op
1505 };
1506 match &mut self.inner {
1507 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
1508 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
1509 }
1510 }
1511
1512 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
1513 /// re-classifies the refreshed voxels into per-voxel material ids by
1514 /// colour (TV.3) via `material_map` — used by the material-aware streaming
1515 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
1516 /// empty map matches `refresh_sprite_model`.
1517 pub fn refresh_sprite_model_with_materials(
1518 &mut self,
1519 model: SpriteModelId,
1520 kv6: &Kv6,
1521 material_map: &[(u32, u8)],
1522 ) {
1523 let Some(idx) = self.model_map.model_index(model) else {
1524 return; // stale / removed handle → no-op
1525 };
1526 match &mut self.inner {
1527 BackendImpl::Cpu(c) => {
1528 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
1529 }
1530 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
1531 }
1532 }
1533
1534 /// Add one sprite instance of an already-registered `model` at world
1535 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
1536 /// backends now share (GPU: append to the instance buffer, growing by
1537 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
1538 /// stable [`SpriteInstanceId`] for later removal.
1539 ///
1540 /// `model` must be a [`SpriteModelId`] from the current
1541 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
1542 /// with zero initial instances). Dynamic instances live *after* the
1543 /// static set + any KFA limbs, so register those first.
1544 pub fn add_sprite_instance(&mut self, model: SpriteModelId, pos: [f32; 3]) -> SpriteInstanceId {
1545 self.add_sprite_instance_posed(
1546 model,
1547 DynSpriteTransform {
1548 pos,
1549 ..DynSpriteTransform::default()
1550 },
1551 )
1552 }
1553
1554 /// Add one sprite instance of an already-registered `model`,
1555 /// pre-posed with the orientation in `xf` — the streaming-spawn path
1556 /// for objects that appear mid-flight already rotated (so there's no
1557 /// one-frame axis-aligned flash before the first
1558 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
1559 /// Otherwise identical to
1560 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
1561 /// this with the identity basis). Returns a stable
1562 /// [`SpriteInstanceId`].
1563 ///
1564 /// A stale/removed `model` handle spawns nothing and returns a handle
1565 /// that is itself already stale (it resolves to no instance). `xf`'s
1566 /// basis must be non-singular; a degenerate one makes the instance
1567 /// silently skip drawing (see [`DynSpriteTransform`]).
1568 pub fn add_sprite_instance_posed(
1569 &mut self,
1570 model: SpriteModelId,
1571 xf: DynSpriteTransform,
1572 ) -> SpriteInstanceId {
1573 let Some(idx) = self.model_map.model_index(model) else {
1574 // Stale model → spawn nothing; hand back a sentinel id that
1575 // resolves to no live instance (a safe no-op everywhere).
1576 return SpriteInstanceId {
1577 slot: u32::MAX,
1578 gen: u32::MAX,
1579 };
1580 };
1581 let dyn_index = match &mut self.inner {
1582 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
1583 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
1584 };
1585 self.dyn_map.alloc(dyn_index as u32)
1586 }
1587
1588 /// Remove a dynamic sprite instance added by
1589 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
1590 /// backends (swap-remove); other dynamic handles stay valid. Returns
1591 /// `false` if the handle is stale / already removed.
1592 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
1593 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1594 return false;
1595 };
1596 let moved = match &mut self.inner {
1597 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
1598 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
1599 };
1600 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
1601 true
1602 }
1603
1604 /// Number of live dynamic sprite instances (those added via
1605 /// [`add_sprite_instance`](Self::add_sprite_instance)).
1606 #[must_use]
1607 pub fn dynamic_sprite_count(&self) -> usize {
1608 self.dyn_map.order.len()
1609 }
1610
1611 /// Register one new sprite **model** incrementally from `kv6`,
1612 /// **without** rebuilding the existing model set — the streaming-in
1613 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
1614 /// for unique generated geometry (procedural asteroids, debris).
1615 /// Returns a stable [`SpriteModelId`] usable immediately with
1616 /// [`add_sprite_instance`](Self::add_sprite_instance) /
1617 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
1618 ///
1619 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
1620 /// residency on the GPU backend's first model). The GPU backend
1621 /// appends one LOD chain to the resident registry (amortised O(model
1622 /// Define a global voxel **material** (TV stage): the opacity + blend
1623 /// mode that a per-voxel material id resolves to. The renderer owns one
1624 /// 256-entry palette shared by every model and grid.
1625 ///
1626 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
1627 /// without explicit material data resolves to — and **cannot** be
1628 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
1629 /// other id returns `true`.
1630 ///
1631 /// While no translucent material is defined the renderer stays on the
1632 /// fully-opaque fast path, so this is inert until first called. See
1633 /// `PORTING-TRANSPARENCY.md`.
1634 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
1635 match &mut self.inner {
1636 BackendImpl::Cpu(c) => c.define_material(id, mat),
1637 BackendImpl::Gpu(g) => g.define_material(id, mat),
1638 }
1639 }
1640
1641 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
1642 /// any id never passed to [`define_material`](Self::define_material)).
1643 #[must_use]
1644 pub fn material(&self, id: u8) -> Material {
1645 match &self.inner {
1646 BackendImpl::Cpu(c) => c.material(id),
1647 BackendImpl::Gpu(g) => g.material(id),
1648 }
1649 }
1650
1651 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
1652 /// material_id)` that make matching-colour world (grid) voxels translucent
1653 /// — glass walls, water pools. The materials themselves are defined via
1654 /// [`define_material`](Self::define_material). An empty map (the default)
1655 /// keeps all terrain opaque. The CPU backend composites these today; the
1656 /// GPU backend renders them once the TV.6 device path lands.
1657 pub fn set_terrain_materials(&mut self, map: &[(u32, u8)]) {
1658 match &mut self.inner {
1659 BackendImpl::Cpu(c) => c.set_terrain_materials(map),
1660 BackendImpl::Gpu(g) => g.set_terrain_materials(map),
1661 }
1662 }
1663
1664 /// voxels)); the CPU backend pushes an axis-aligned template.
1665 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
1666 let model_index = match &mut self.inner {
1667 BackendImpl::Cpu(c) => c.add_model(kv6),
1668 BackendImpl::Gpu(g) => g.add_model(kv6),
1669 };
1670 self.model_map.alloc(model_index as u32)
1671 }
1672
1673 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
1674 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
1675 /// [`define_material`](Self::define_material)), so a single model can mix
1676 /// opaque and translucent voxels — an opaque window frame around glass, a
1677 /// bottle around a translucent potion. Voxels whose colour isn't in the
1678 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
1679 /// otherwise.
1680 ///
1681 /// The CPU backend composites per-voxel materials today; the GPU backend
1682 /// carries the data and renders per-voxel materials once the TV.3b device
1683 /// path lands (until then it uses the instance's uniform material).
1684 pub fn add_sprite_model_with_materials(
1685 &mut self,
1686 kv6: &Kv6,
1687 material_map: &[(u32, u8)],
1688 ) -> SpriteModelId {
1689 let model_index = match &mut self.inner {
1690 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
1691 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
1692 };
1693 self.model_map.alloc(model_index as u32)
1694 }
1695
1696 /// Remove a registered sprite model, freeing its voxel data. Returns
1697 /// `false` if `id` is stale / already removed.
1698 ///
1699 /// The model's slot is tombstoned **in place**: its id is never
1700 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
1701 /// Existing instances of the removed model are **not** dropped here —
1702 /// they linger but draw as nothing on the GPU backend (the CPU
1703 /// backend keeps each instance's own kv6 clone, so they keep drawing
1704 /// until removed via
1705 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
1706 /// them when convenient. Call
1707 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
1708 /// to reclaim the GPU buffer holes.
1709 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
1710 let Some(idx) = self.model_map.model_index(id) else {
1711 return false;
1712 };
1713 match &mut self.inner {
1714 BackendImpl::Cpu(c) => c.remove_model(idx),
1715 BackendImpl::Gpu(g) => g.remove_model(idx),
1716 }
1717 self.model_map.remove(id)
1718 }
1719
1720 /// Reclaim the GPU buffer space left by
1721 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
1722 /// resident registry to its live models only. Model ids are preserved
1723 /// (no remap). O(live voxel volume) — call it when many models have
1724 /// been removed, not every frame. No-op on the CPU backend (which
1725 /// keeps cheap empty placeholders) and when nothing was removed.
1726 pub fn compact_sprite_models(&mut self) {
1727 match &mut self.inner {
1728 BackendImpl::Cpu(c) => c.compact_models(),
1729 BackendImpl::Gpu(g) => g.compact_models(),
1730 }
1731 }
1732
1733 /// Update one dynamic instance's full pose (position + orientation)
1734 /// for this frame. `id` is from
1735 /// [`add_sprite_instance`](Self::add_sprite_instance) /
1736 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
1737 /// stale / removed handle is a no-op.
1738 ///
1739 /// For many instances per frame prefer
1740 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
1741 /// the GPU backend flushes all pending pose changes to the device
1742 /// once per [`render`](Self::render), so a per-instance call here is
1743 /// still O(1) device work, but the batch variant avoids re-walking
1744 /// the slotmap.
1745 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
1746 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1747 return;
1748 };
1749 match &mut self.inner {
1750 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1751 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1752 }
1753 }
1754
1755 /// Batch form of
1756 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
1757 /// — apply many `(instance, pose)` updates in one call. Stale handles
1758 /// in `updates` are skipped. On the GPU backend this marks the
1759 /// instance buffer dirty once and uploads the new poses a single time
1760 /// at the next [`render`](Self::render), so spinning a whole cluster
1761 /// of instances per frame is one device upload, not one per instance.
1762 pub fn set_sprite_instance_transforms(
1763 &mut self,
1764 updates: &[(SpriteInstanceId, DynSpriteTransform)],
1765 ) {
1766 for &(id, xf) in updates {
1767 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1768 continue;
1769 };
1770 match &mut self.inner {
1771 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
1772 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
1773 }
1774 }
1775 }
1776
1777 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
1778 /// global palette defined via [`define_material`](Self::define_material)
1779 /// for this whole instance's opacity + blend mode. `0` (the default) is
1780 /// opaque. Stale handles are ignored.
1781 ///
1782 /// Only the CPU backend composites translucent sprites today; the GPU
1783 /// backend retains the value for the forthcoming device-side path (see
1784 /// `PORTING-TRANSPARENCY.md`).
1785 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
1786 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1787 return;
1788 };
1789 match &mut self.inner {
1790 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
1791 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
1792 }
1793 }
1794
1795 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
1796 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
1797 /// effect can fade out by cheap per-frame updates without re-uploading
1798 /// its volume. Stale handles are ignored.
1799 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
1800 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1801 return;
1802 };
1803 match &mut self.inner {
1804 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1805 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
1806 }
1807 }
1808
1809 // ---- animated voxel clips (VCL.4) ------------------------------------
1810
1811 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
1812 /// its frames and upload the flipbook to the active backend (GPU: one
1813 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
1814 /// [`VoxelClipId`] to spawn instances of it via
1815 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
1816 ///
1817 /// Build the [`DecodedClip`] from a `.rvc` via
1818 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
1819 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
1820 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
1821 /// **drops** all registered clips (re-register afterwards).
1822 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
1823 self.add_voxel_clip_with_materials(clip, &[])
1824 }
1825
1826 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
1827 /// analogue of
1828 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
1829 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
1830 /// (defined via [`define_material`](Self::define_material)), classifying
1831 /// every frame's voxels so an animated clip can mix opaque and translucent
1832 /// voxels — an opaque torch handle around an additive flame, a spinning
1833 /// glass orb. Voxels whose colour isn't in the map stay opaque
1834 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
1835 pub fn add_voxel_clip_with_materials(
1836 &mut self,
1837 clip: &DecodedClip,
1838 material_map: &[(u32, u8)],
1839 ) -> VoxelClipId {
1840 let clip_index = match &mut self.inner {
1841 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
1842 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
1843 };
1844 // Capture metadata for editor queries + #6 auto-play; clip indices
1845 // are sequential and parallel to `clip_meta`.
1846 debug_assert_eq!(clip_index, self.clip_meta.len());
1847 self.clip_meta.push(ClipMeta {
1848 dims: clip.dims,
1849 pivot: clip.pivot,
1850 voxel_world_size: clip.voxel_world_size,
1851 durations: clip.durations.clone(),
1852 loop_mode: clip.loop_mode,
1853 material_map: material_map.to_vec(),
1854 });
1855 self.clip_map.alloc(clip_index as u32)
1856 }
1857
1858 /// Remove a registered clip, freeing its per-frame volumes. Instances
1859 /// of it linger but draw nothing until removed via
1860 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
1861 /// `false` if `id` is stale / already removed.
1862 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
1863 let Some(clip_index) = self.clip_map.clip_index(id) else {
1864 return false;
1865 };
1866 match &mut self.inner {
1867 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
1868 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
1869 }
1870 self.clip_map.remove(id)
1871 }
1872
1873 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
1874 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
1875 /// sprite instance, so move it with
1876 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
1877 /// advance its frame with
1878 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
1879 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
1880 /// A stale `clip` handle yields an instance id that resolves to nothing
1881 /// (a safe no-op everywhere).
1882 ///
1883 /// This instance has **no playback clock**: drive its frame yourself via
1884 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
1885 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
1886 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
1887 /// scrubbing — spawn with
1888 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
1889 /// (the player-control methods no-op on an instance with no player).
1890 pub fn add_clip_instance_posed(
1891 &mut self,
1892 clip: VoxelClipId,
1893 xf: DynSpriteTransform,
1894 ) -> SpriteInstanceId {
1895 let Some(clip_index) = self.clip_map.clip_index(clip) else {
1896 return SpriteInstanceId {
1897 slot: u32::MAX,
1898 gen: u32::MAX,
1899 };
1900 };
1901 let dyn_index = match &mut self.inner {
1902 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
1903 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
1904 };
1905 self.dyn_map.alloc(dyn_index as u32)
1906 }
1907
1908 /// Select which frame a clip instance shows — the per-frame playback
1909 /// step. Cheap on both backends (GPU: swap the instance's model id;
1910 /// CPU: select the cached frame grid), with no volume re-upload. Drive
1911 /// it from a playback clock via
1912 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
1913 /// No-op on a stale id or a non-clip instance.
1914 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
1915 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
1916 return;
1917 };
1918 match &mut self.inner {
1919 BackendImpl::Cpu(c) => c.set_clip_frame(dyn_index as usize, frame as usize),
1920 BackendImpl::Gpu(g) => g.set_clip_frame(dyn_index as usize, frame as usize),
1921 }
1922 }
1923
1924 // ---- clip queries (editor inspector) ---------------------------------
1925
1926 /// Frame count of a registered flipbook clip, or `None` if `id` is
1927 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
1928 #[must_use]
1929 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
1930 let idx = self.clip_map.clip_index(id)?;
1931 Some(self.clip_meta[idx].durations.len())
1932 }
1933
1934 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
1935 /// durations) of a registered flipbook clip, or `None` if `id` is stale
1936 /// — so an editor needn't shadow the source [`DecodedClip`].
1937 #[must_use]
1938 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
1939 let idx = self.clip_map.clip_index(id)?;
1940 let m = &self.clip_meta[idx];
1941 Some(ClipMetadata {
1942 dims: m.dims,
1943 pivot: m.pivot,
1944 voxel_world_size: m.voxel_world_size,
1945 loop_mode: m.loop_mode,
1946 frame_count: m.durations.len(),
1947 durations: m.durations.clone(),
1948 total_ms: m
1949 .durations
1950 .iter()
1951 .fold(0u32, |acc, &d| acc.saturating_add(d)),
1952 })
1953 }
1954
1955 /// Which frame a clip instance is currently showing (the timeline
1956 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
1957 #[must_use]
1958 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
1959 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
1960 let frame = match &self.inner {
1961 BackendImpl::Cpu(c) => c.clip_instance_frame(dyn_index),
1962 BackendImpl::Gpu(g) => g.clip_instance_frame(dyn_index),
1963 }?;
1964 u32::try_from(frame).ok()
1965 }
1966
1967 /// Re-upload a **single** `frame` of registered clip `id` in place — the
1968 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
1969 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
1970 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
1971 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
1972 /// the flipbook).
1973 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
1974 let Some(clip_index) = self.clip_map.clip_index(id) else {
1975 return false;
1976 };
1977 let m = &self.clip_meta[clip_index];
1978 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
1979 if vf.validate(dims).is_err() {
1980 return false;
1981 }
1982 // Re-classify with the clip's registered colour→material map (TV.3) so
1983 // an in-place frame edit keeps the clip's per-voxel materials.
1984 let material_map = m.material_map.clone();
1985 let frame = frame as usize;
1986 match &mut self.inner {
1987 BackendImpl::Cpu(c) => {
1988 c.update_clip_frame(clip_index, frame, vf, dims, pivot, &material_map)
1989 }
1990 BackendImpl::Gpu(g) => {
1991 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
1992 }
1993 }
1994 }
1995
1996 // ---- streaming voxel clips (#3) --------------------------------------
1997
1998 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
1999 /// model + the compact encoded stream) rather than the N-volume flipbook
2000 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
2001 /// N frames are too costly to hold resident. Builds the model from frame
2002 /// 0; advance it with
2003 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
2004 /// instances with
2005 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
2006 /// note that, unlike a flipbook, **all** instances of a streaming clip
2007 /// share its one model and so always show the same (current) frame.
2008 ///
2009 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
2010 /// point is to avoid materialising every frame.
2011 ///
2012 /// # Errors
2013 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
2014 /// with a keyframe.
2015 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
2016 self.add_streaming_clip_with_materials(clip, &[])
2017 }
2018
2019 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
2020 /// analogue of
2021 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
2022 /// `material_map` pairs a voxel RGB colour with a material id (defined via
2023 /// [`define_material`](Self::define_material)); it is re-applied on every
2024 /// per-frame re-upload, so the single streamed model keeps its per-voxel
2025 /// materials as the clip advances. An empty map is identical to
2026 /// [`add_streaming_clip`](Self::add_streaming_clip).
2027 ///
2028 /// # Errors
2029 /// As [`add_streaming_clip`](Self::add_streaming_clip).
2030 pub fn add_streaming_clip_with_materials(
2031 &mut self,
2032 clip: &VoxelClip,
2033 material_map: &[(u32, u8)],
2034 ) -> Result<StreamingClipId, DecodeError> {
2035 let cursor = StreamingClip::new(clip)?;
2036 let dims = cursor.dims();
2037 let pivot = cursor.pivot();
2038 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
2039 let model = self.add_sprite_model_with_materials(&kv6, material_map);
2040 let index = self.streaming_clips.len() as u32;
2041 self.streaming_clips.push(Some(StreamingClipState {
2042 cursor,
2043 model,
2044 dims,
2045 pivot,
2046 material_map: material_map.to_vec(),
2047 }));
2048 Ok(self.streaming_map.alloc(index))
2049 }
2050
2051 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
2052 /// [`SpriteInstanceId`] — move it with
2053 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2054 /// and drop it with
2055 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
2056 /// dynamic instance. All instances of one streaming clip share its single
2057 /// model. A stale `id` yields a no-op instance handle.
2058 pub fn add_streaming_clip_instance(
2059 &mut self,
2060 id: StreamingClipId,
2061 xf: DynSpriteTransform,
2062 ) -> StreamingInstanceId {
2063 let model = self
2064 .streaming_map
2065 .index(id)
2066 .and_then(|idx| self.streaming_clips[idx].as_ref())
2067 .map(|s| s.model);
2068 let inst = match model {
2069 Some(model) => self.add_sprite_instance_posed(model, xf),
2070 None => SpriteInstanceId {
2071 slot: u32::MAX,
2072 gen: u32::MAX,
2073 },
2074 };
2075 StreamingInstanceId(inst)
2076 }
2077
2078 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
2079 /// handle.
2080 pub fn set_streaming_instance_transform(
2081 &mut self,
2082 id: StreamingInstanceId,
2083 xf: DynSpriteTransform,
2084 ) {
2085 self.set_sprite_instance_transform(id.0, xf);
2086 }
2087
2088 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
2089 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
2090 self.remove_sprite_instance(id.0)
2091 }
2092
2093 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
2094 /// single model — the per-frame streaming step (one volume re-upload,
2095 /// vs the flipbook's cheap model-select). Updates **every** instance of
2096 /// the clip at once. Drive it from a clock via
2097 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
2098 /// id; `frame` is clamped to the last.
2099 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
2100 let Some(idx) = self.streaming_map.index(id) else {
2101 return;
2102 };
2103 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
2104 let vf = s.cursor.seek(frame as usize).ok()?;
2105 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
2106 }) else {
2107 return;
2108 };
2109 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
2110 }
2111
2112 /// Remove a streaming clip: free its model and drop the cursor (the
2113 /// memory win for huge clips). Instances linger but draw nothing until
2114 /// removed. Returns `false` if `id` is stale / already removed.
2115 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
2116 let Some(idx) = self.streaming_map.index(id) else {
2117 return false;
2118 };
2119 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
2120 self.streaming_clips[idx] = None;
2121 if let Some(model) = model {
2122 self.remove_sprite_model(model);
2123 }
2124 self.streaming_map.remove(id)
2125 }
2126
2127 // ---- auto-advancing clip players (#6) --------------------------------
2128
2129 /// Spawn a flipbook-clip instance that **plays itself**: like
2130 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
2131 /// facade tracks a playback clock so a single
2132 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
2133 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
2134 /// bookkeeping in the host. `speed_q8` is the Q8 playback rate (`256` =
2135 /// 1×); `start_phase_ms` offsets the clock (stagger copies of one clip).
2136 /// A stale `clip` yields a no-op instance handle and no player.
2137 pub fn add_clip_instance_playing(
2138 &mut self,
2139 clip: VoxelClipId,
2140 xf: DynSpriteTransform,
2141 speed_q8: i32,
2142 start_phase_ms: u32,
2143 ) -> SpriteInstanceId {
2144 let Some(clip_index) = self.clip_map.clip_index(clip) else {
2145 return SpriteInstanceId {
2146 slot: u32::MAX,
2147 gen: u32::MAX,
2148 };
2149 };
2150 let meta = &self.clip_meta[clip_index];
2151 let clock = ClipClock {
2152 durations: meta.durations.clone(),
2153 loop_mode: meta.loop_mode,
2154 speed_q8,
2155 clock_ms: f64::from(start_phase_ms),
2156 };
2157 let inst = self.add_clip_instance_posed(clip, xf);
2158 self.clip_players.push(ClipPlayer {
2159 target: PlayerTarget::Flipbook(inst),
2160 clock,
2161 paused: false,
2162 });
2163 inst
2164 }
2165
2166 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
2167 /// its own playback clock, advanced by
2168 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
2169 /// frame is per-clip (all its instances share one model), so this is
2170 /// keyed on the clip, not an instance — register instances separately
2171 /// with
2172 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
2173 /// No-op on a stale `clip`.
2174 ///
2175 /// Control the player (play/pause/scrub) via
2176 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
2177 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
2178 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
2179 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
2180 pub fn play_streaming_clip(
2181 &mut self,
2182 clip: StreamingClipId,
2183 speed_q8: i32,
2184 start_phase_ms: u32,
2185 ) {
2186 let Some(idx) = self.streaming_map.index(clip) else {
2187 return;
2188 };
2189 let Some(state) = self.streaming_clips[idx].as_ref() else {
2190 return;
2191 };
2192 let clock = ClipClock {
2193 durations: state.cursor.durations().to_vec(),
2194 loop_mode: state.cursor.loop_mode(),
2195 speed_q8,
2196 clock_ms: f64::from(start_phase_ms),
2197 };
2198 self.clip_players.push(ClipPlayer {
2199 target: PlayerTarget::Streaming(clip),
2200 clock,
2201 paused: false,
2202 });
2203 }
2204
2205 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
2206 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
2207 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
2208 /// apply it. Players whose instance / clip was removed are pruned. Call
2209 /// once per frame.
2210 ///
2211 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
2212 /// [`play_streaming_clip`]: Self::play_streaming_clip
2213 pub fn advance_voxel_clips(&mut self, dt: f64) {
2214 // Phase 1: tick clocks → (target, frame), pruning dead players.
2215 // Borrow only the maps (disjoint from `clip_players`).
2216 let dyn_map = &self.dyn_map;
2217 let streaming_map = &self.streaming_map;
2218 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
2219 self.clip_players.retain_mut(|p| {
2220 let alive = match p.target {
2221 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
2222 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
2223 };
2224 if !alive {
2225 return false;
2226 }
2227 // A paused player keeps its clock + frame (the editor's pause).
2228 if !p.paused {
2229 updates.push((p.target, p.clock.tick(dt)));
2230 }
2231 true
2232 });
2233 // Phase 2: apply (borrows self mutably, disjoint from the above).
2234 for (target, frame) in updates {
2235 self.apply_player_frame(target, frame);
2236 }
2237 }
2238
2239 /// Apply a resolved frame to a player's target (flipbook instance vs.
2240 /// streaming clip).
2241 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
2242 match target {
2243 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
2244 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
2245 }
2246 }
2247
2248 /// Find the auto-player driving flipbook instance `inst`, if any.
2249 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
2250 self.clip_players
2251 .iter_mut()
2252 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
2253 }
2254
2255 /// Pause / resume the auto-player driving clip instance `id` (the
2256 /// editor's play/pause). No-op if `id` has no player.
2257 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
2258 if let Some(p) = self.flipbook_player_mut(id) {
2259 p.paused = paused;
2260 }
2261 }
2262
2263 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
2264 /// has no player.
2265 #[must_use]
2266 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
2267 self.clip_players
2268 .iter()
2269 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2270 .map(|p| p.paused)
2271 }
2272
2273 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of clip
2274 /// instance `id`'s auto-player. No-op if `id` has no player.
2275 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32) {
2276 if let Some(p) = self.flipbook_player_mut(id) {
2277 p.clock.speed_q8 = speed_q8;
2278 }
2279 }
2280
2281 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
2282 /// immediately show the matching frame (works while paused). No-op if
2283 /// `id` has no player.
2284 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
2285 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
2286 p.clock.clock_ms = clock_ms;
2287 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2288 let frame = frame_at(
2289 &p.clock.durations,
2290 p.clock.loop_mode,
2291 clock_ms.max(0.0) as u32,
2292 ) as u32;
2293 (p.target, frame)
2294 }) else {
2295 return;
2296 };
2297 self.apply_player_frame(target, frame);
2298 }
2299
2300 /// Clip instance `id`'s current playback-clock position (ms), or `None`
2301 /// if it has no player — the scrubber's read-back.
2302 #[must_use]
2303 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
2304 self.clip_players
2305 .iter()
2306 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
2307 .map(|p| p.clock.clock_ms)
2308 }
2309
2310 /// Find the auto-player driving streaming clip `clip`, if any (a player
2311 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
2312 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
2313 self.clip_players
2314 .iter_mut()
2315 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2316 }
2317
2318 /// Pause / resume a streaming clip's auto-player
2319 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
2320 /// has no player.
2321 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
2322 if let Some(p) = self.streaming_player_mut(clip) {
2323 p.paused = paused;
2324 }
2325 }
2326
2327 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
2328 /// has no player.
2329 #[must_use]
2330 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
2331 self.clip_players
2332 .iter()
2333 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2334 .map(|p| p.paused)
2335 }
2336
2337 /// Set the playback speed (Q8: `256` = 1×, negative = reverse) of
2338 /// streaming clip `clip`'s auto-player. No-op if `clip` has no player.
2339 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32) {
2340 if let Some(p) = self.streaming_player_mut(clip) {
2341 p.clock.speed_q8 = speed_q8;
2342 }
2343 }
2344
2345 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
2346 /// and immediately show the matching frame (works while paused). No-op if
2347 /// `clip` has no player.
2348 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
2349 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
2350 p.clock.clock_ms = clock_ms;
2351 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2352 let frame = frame_at(
2353 &p.clock.durations,
2354 p.clock.loop_mode,
2355 clock_ms.max(0.0) as u32,
2356 ) as u32;
2357 (p.target, frame)
2358 }) else {
2359 return;
2360 };
2361 self.apply_player_frame(target, frame);
2362 }
2363
2364 /// Streaming clip `clip`'s current playback-clock position (ms), or
2365 /// `None` if it has no player — the scrubber's read-back.
2366 #[must_use]
2367 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
2368 self.clip_players
2369 .iter()
2370 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
2371 .map(|p| p.clock.clock_ms)
2372 }
2373
2374 // ---- animated characters (VCL.6) -------------------------------------
2375
2376 /// Register an animated character (RKC v3): upload its meshes as sprite
2377 /// models + its embedded voxel clips as flipbooks, then spawn one
2378 /// renderer instance **per bone attachment** — a static mesh sits at
2379 /// its bone, a clip attachment plays back on its own clock. `clip`
2380 /// selects a skeletal animation clip to drive the bones (`None` =
2381 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
2382 /// [`advance_character`](Self::advance_character).
2383 ///
2384 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
2385 /// a later `set_sprites` drops all registered characters.
2386 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
2387 // 1. Meshes → sprite models.
2388 let model_ids: Vec<SpriteModelId> =
2389 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
2390 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
2391 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
2392 .voxel_clips
2393 .iter()
2394 .map(|vc| {
2395 vc.decode().ok().map(|d| {
2396 let id = self.add_voxel_clip(&d);
2397 (id, d.durations, d.loop_mode)
2398 })
2399 })
2400 .collect();
2401 // 3. Build + solve the skeleton (rest pose → bone transforms).
2402 let mut skeleton = ch.to_kfa_sprite(clip);
2403 solve_kfa_limbs(&mut skeleton);
2404 // 4. One instance per attachment, posed by bone × local_offset.
2405 let mut attaches = Vec::new();
2406 for (bi, bone) in ch.bones.iter().enumerate() {
2407 let limb = &skeleton.limbs[bi];
2408 for att in &bone.attachments {
2409 let (s, h, f, p) =
2410 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
2411 let xf = DynSpriteTransform {
2412 pos: p,
2413 right: s,
2414 up: h,
2415 forward: f,
2416 };
2417 match att.target {
2418 MeshRef::Static(mi) => {
2419 if let Some(&mid) = model_ids.get(mi) {
2420 let inst = self.add_sprite_instance_posed(mid, xf);
2421 attaches.push(AttachInst {
2422 bone: bi,
2423 local_offset: att.local_offset,
2424 inst,
2425 clip: None,
2426 });
2427 }
2428 }
2429 MeshRef::Clip(ci) => {
2430 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
2431 let inst = self.add_clip_instance_posed(*cid, xf);
2432 attaches.push(AttachInst {
2433 bone: bi,
2434 local_offset: att.local_offset,
2435 inst,
2436 clip: Some(ClipClock {
2437 durations: durations.clone(),
2438 loop_mode: *loop_mode,
2439 speed_q8: att.playback.speed_q8,
2440 clock_ms: f64::from(att.playback.start_phase_ms),
2441 }),
2442 });
2443 }
2444 }
2445 }
2446 }
2447 }
2448 let clips: Vec<VoxelClipId> = clip_regs
2449 .iter()
2450 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
2451 .collect();
2452 let idx = self.char_instances.len();
2453 self.char_instances.push(CharInstance {
2454 skeleton,
2455 attaches,
2456 models: model_ids,
2457 clips,
2458 });
2459 self.char_map.alloc(idx as u32)
2460 }
2461
2462 /// Advance a character by `dt` seconds: tick its skeletal animation +
2463 /// each clip attachment's clock, then re-pose every attachment
2464 /// (bone × local_offset) and select each clip's current frame. No-op on
2465 /// a stale id.
2466 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
2467 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
2468 let Some(idx) = self.char_map.index(id) else {
2469 return;
2470 };
2471 // Phase 1: solve the skeleton + compute each attachment's update,
2472 // borrowing only `char_instances[idx]`.
2473 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
2474 let CharInstance {
2475 skeleton, attaches, ..
2476 } = &mut self.char_instances[idx];
2477 skeleton.animsprite((dt * 1000.0) as i32);
2478 solve_kfa_limbs(skeleton);
2479 attaches
2480 .iter_mut()
2481 .map(|a| {
2482 let limb = &skeleton.limbs[a.bone];
2483 let (s, h, f, p) =
2484 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2485 let xf = DynSpriteTransform {
2486 pos: p,
2487 right: s,
2488 up: h,
2489 forward: f,
2490 };
2491 let frame = a.clip.as_mut().map(|c| c.tick(dt));
2492 (a.inst, xf, frame)
2493 })
2494 .collect()
2495 };
2496 // Phase 2: apply via the facade primitives (disjoint from
2497 // `char_instances`).
2498 for (inst, xf, frame) in updates {
2499 self.set_sprite_instance_transform(inst, xf);
2500 if let Some(f) = frame {
2501 self.set_clip_instance_frame(inst, f);
2502 }
2503 }
2504 }
2505
2506 /// Move/re-orient a character to a new world transform `xf` (the root
2507 /// limb's world pose) **without** ticking its animation or clip clocks —
2508 /// a teleport that holds the current animation frame (e.g. dragging a
2509 /// paused character in an editor). Re-solves the skeleton from the new
2510 /// root + re-poses every attachment; clip frames are left as-is. No-op on
2511 /// a stale id.
2512 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
2513 let Some(idx) = self.char_map.index(id) else {
2514 return;
2515 };
2516 // Phase 1: set the root pose + re-solve (no animsprite), then compute
2517 // each attachment's new transform — borrowing only `char_instances`.
2518 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
2519 let CharInstance {
2520 skeleton, attaches, ..
2521 } = &mut self.char_instances[idx];
2522 skeleton.p = xf.pos;
2523 skeleton.s = xf.right;
2524 skeleton.h = xf.up;
2525 skeleton.f = xf.forward;
2526 solve_kfa_limbs(skeleton);
2527 attaches
2528 .iter()
2529 .map(|a| {
2530 let limb = &skeleton.limbs[a.bone];
2531 let (s, h, f, p) =
2532 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
2533 (
2534 a.inst,
2535 DynSpriteTransform {
2536 pos: p,
2537 right: s,
2538 up: h,
2539 forward: f,
2540 },
2541 )
2542 })
2543 .collect()
2544 };
2545 // Phase 2: apply (clip frames untouched — clocks didn't tick).
2546 for (inst, t) in updates {
2547 self.set_sprite_instance_transform(inst, t);
2548 }
2549 }
2550
2551 /// Remove a character, dropping all its attachment instances **and**
2552 /// freeing the sprite models + voxel clips it registered. Returns
2553 /// `false` if `id` is stale.
2554 pub fn remove_character(&mut self, id: CharacterId) -> bool {
2555 let Some(idx) = self.char_map.index(id) else {
2556 return false;
2557 };
2558 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
2559 .attaches
2560 .iter()
2561 .map(|a| a.inst)
2562 .collect();
2563 for inst in insts {
2564 self.remove_sprite_instance(inst);
2565 }
2566 self.char_instances[idx].attaches.clear();
2567 // Free the models + clips this character registered (else they leak
2568 // until a `set_sprites` — costly for an editor hot-swapping all
2569 // session). `mem::take` so the per-id frees can borrow `self`.
2570 let models = std::mem::take(&mut self.char_instances[idx].models);
2571 let clips = std::mem::take(&mut self.char_instances[idx].clips);
2572 for model in models {
2573 self.remove_sprite_model(model);
2574 }
2575 for clip in clips {
2576 self.remove_voxel_clip(clip);
2577 }
2578 self.char_map.remove(id)
2579 }
2580
2581 /// Register animated KFA sprites (one or more bone hierarchies).
2582 /// The GPU backend uploads each limb's kv6 as an instanced model
2583 /// **once** (appended to the sprite registry) and seeds the limb
2584 /// instances at their current pose; the CPU backend caches the
2585 /// posed limbs for drawing. Call once at setup, after
2586 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
2587 /// with [`update_kfa_poses`](Self::update_kfa_poses).
2588 ///
2589 /// Limbs are posed from the sprites' current
2590 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
2591 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
2592 /// if using a baked curve), so `kfas` is taken `&mut`.
2593 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
2594 match &mut self.inner {
2595 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
2596 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
2597 }
2598 }
2599
2600 /// Re-pose the registered KFA sprites from their current
2601 /// `kfaval[]`. Call each frame after advancing the animation
2602 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
2603 /// takes the cheap transform-only update (no model-volume
2604 /// re-upload); the CPU backend re-solves limb transforms for the
2605 /// next [`render`](Self::render). Must follow a
2606 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
2607 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
2608 match &mut self.inner {
2609 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
2610 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
2611 }
2612 }
2613
2614 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
2615 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
2616 /// only; a no-op on the CPU backend. Returns the voxels removed.
2617 pub fn carve_active_sprite(&mut self) -> u32 {
2618 match &mut self.inner {
2619 BackendImpl::Cpu(_) => 0,
2620 BackendImpl::Gpu(g) => g.carve_active_sprite(),
2621 }
2622 }
2623
2624 /// Request that the next [`render`](Self::render) capture its
2625 /// framebuffer for [`take_capture`](Self::take_capture). CPU only
2626 /// (the GPU swapchain isn't read back) — a no-op on GPU.
2627 pub fn request_capture(&mut self) {
2628 if let BackendImpl::Cpu(c) = &mut self.inner {
2629 c.request_capture();
2630 }
2631 }
2632
2633 /// Take the most recently captured frame as packed `0x00RRGGBB`
2634 /// pixels + dimensions, or `None` if no capture is ready / GPU.
2635 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
2636 match &mut self.inner {
2637 BackendImpl::Cpu(c) => c.take_capture(),
2638 BackendImpl::Gpu(_) => None,
2639 }
2640 }
2641
2642 /// Screen→world picking input: the world-space hit distance `t` at
2643 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
2644 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
2645 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
2646 /// `ray_dir` is the same per-pixel ray the frame was rendered with
2647 /// (see the backend's projection).
2648 ///
2649 /// `t` is the distance to the nearest **scene-grid** surface
2650 /// (terrain + grids); sprites do not occlude it (the sprite pass
2651 /// reads depth read-only), so a cursor sprite under the pointer is
2652 /// transparent to the pick.
2653 ///
2654 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
2655 /// GPU backend stages the depth buffer and blocks on a device poll
2656 /// (cheap at click time — do not call every frame). The GPU path
2657 /// only has depth when the last frame drew sprites (`write_depth`).
2658 #[must_use]
2659 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
2660 match &self.inner {
2661 BackendImpl::Cpu(c) => c.pick_depth(x, y),
2662 BackendImpl::Gpu(g) => g.pick_depth(x, y),
2663 }
2664 }
2665
2666 /// World-space view-ray direction (un-normalised) for window pixel
2667 /// `(x, y)`, under the projection the **last frame** rendered with.
2668 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
2669 /// pinhole), so this hides which one is active. `None` before the
2670 /// first frame. Intersect it with a plane for tile picking, or feed
2671 /// it to [`Self::pick`] for a voxel.
2672 #[must_use]
2673 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
2674 match &self.inner {
2675 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
2676 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
2677 }
2678 }
2679
2680 /// Canonical screen→world unproject: the full view [`Ray`]
2681 /// (`camera.pos` origin + unit direction) for window pixel
2682 /// `(x, y)`, under whichever projection the last frame used. The
2683 /// one entry point both backends honour — hosts never reconstruct
2684 /// the projection. `None` before the first frame or for a
2685 /// degenerate ray.
2686 ///
2687 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
2688 /// picking that's identical on CPU and GPU:
2689 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
2690 #[must_use]
2691 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
2692 let d = self.pixel_ray(camera, x, y)?;
2693 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
2694 if len < 1e-12 {
2695 return None;
2696 }
2697 Some(Ray {
2698 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
2699 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
2700 })
2701 }
2702
2703 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
2704 /// the active backend's projection, read the last frame's depth
2705 /// there, reconstruct the world hit, and resolve it to the owning
2706 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
2707 /// sky / no-hit, or when no grid claims the surface.
2708 ///
2709 /// `scene` and `camera` must be the ones the last frame rendered;
2710 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
2711 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
2712 /// depth buffer (a click-time device poll — not per frame).
2713 #[must_use]
2714 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
2715 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
2716 let t = f64::from(self.pick_depth(x, y)?);
2717 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
2718 if len < 1e-9 {
2719 return None;
2720 }
2721 let s = t / len; // world = cam.pos + t · (dir / |dir|)
2722 let world = glam::DVec3::new(
2723 camera.pos[0] + dir[0] * s,
2724 camera.pos[1] + dir[1] * s,
2725 camera.pos[2] + dir[2] * s,
2726 );
2727 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
2728 #[allow(clippy::cast_possible_truncation)]
2729 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
2730 Some(PickHit {
2731 world: world_f32,
2732 grid,
2733 voxel,
2734 })
2735 }
2736}
2737
2738#[cfg(test)]
2739mod tests {
2740 use super::*;
2741
2742 /// The handle map must survive the backends' swap-remove indexing:
2743 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
2744 /// swap-removes, and check every live handle keeps resolving to its
2745 /// own payload through a sequence of adds + removes.
2746 #[test]
2747 fn dyn_instance_map_survives_swap_removes() {
2748 let mut map = DynInstanceMap::default();
2749 // The "backend": payload per dynamic index; swap_remove mirrors
2750 // both backends' remove_dyn_instance.
2751 let mut backend: Vec<u32> = Vec::new();
2752 // Our bookkeeping: handle -> the payload we expect it to address.
2753 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
2754
2755 let add = |map: &mut DynInstanceMap,
2756 backend: &mut Vec<u32>,
2757 expect: &mut Vec<(SpriteInstanceId, u32)>,
2758 payload: u32| {
2759 let dyn_index = backend.len() as u32;
2760 backend.push(payload);
2761 let id = map.alloc(dyn_index);
2762 expect.push((id, payload));
2763 };
2764
2765 for p in 0..6 {
2766 add(&mut map, &mut backend, &mut expect, p);
2767 }
2768
2769 // Remove a middle handle (payload 2) and a later one (payload 4),
2770 // plus the current last — covering swap and no-swap paths.
2771 for victim_payload in [2u32, 4, 5] {
2772 let pos = expect
2773 .iter()
2774 .position(|&(_, p)| p == victim_payload)
2775 .unwrap();
2776 let (id, _) = expect.remove(pos);
2777 let dyn_index = map.dyn_index(id).expect("live handle resolves");
2778 // Backend swap-remove + report moved index (old last), exactly
2779 // like remove_dyn_instance on both backends.
2780 let last = backend.len() - 1;
2781 backend.swap_remove(dyn_index as usize);
2782 let moved = (dyn_index as usize != last).then_some(last as u32);
2783 map.remove(id, dyn_index, moved);
2784 // The removed handle is now stale.
2785 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
2786 }
2787
2788 // Every surviving handle still resolves to its own payload.
2789 for &(id, payload) in &expect {
2790 let idx = map.dyn_index(id).expect("survivor resolves");
2791 assert_eq!(
2792 backend[idx as usize], payload,
2793 "handle addresses its payload"
2794 );
2795 }
2796 assert_eq!(map.order.len(), backend.len());
2797 assert_eq!(backend.len(), expect.len());
2798 }
2799
2800 /// The model slotmap mints stable ids, resolves only live handles,
2801 /// and never reuses a slot — so a removed model's id stays dead and
2802 /// every other id survives the remove.
2803 #[test]
2804 fn dyn_model_map_lifecycle() {
2805 let mut map = DynModelMap::default();
2806 // `set_sprites(3 models)` seeds ids 0..3, all live.
2807 map.reset(3);
2808 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
2809 for (i, &id) in ids.iter().enumerate() {
2810 assert_eq!(map.model_index(id), Some(i));
2811 }
2812
2813 // Incrementally add a fourth model.
2814 let extra = map.alloc(3);
2815 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
2816 assert_eq!(map.model_index(extra), Some(3));
2817
2818 // Remove model 1: its handle goes stale, the rest stay valid.
2819 assert!(map.remove(ids[1]));
2820 assert_eq!(map.model_index(ids[1]), None);
2821 assert_eq!(map.model_index(ids[0]), Some(0));
2822 assert_eq!(map.model_index(ids[2]), Some(2));
2823 assert_eq!(map.model_index(extra), Some(3));
2824
2825 // Double remove / stale removal is a no-op returning false.
2826 assert!(!map.remove(ids[1]));
2827
2828 // A bogus / out-of-range handle resolves to nothing, no panic.
2829 let bogus = SpriteModelId { slot: 999, gen: 0 };
2830 assert_eq!(map.model_index(bogus), None);
2831 assert!(!map.remove(bogus));
2832
2833 // A handle with a mismatched generation never resolves (guards a
2834 // future compacting registry).
2835 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
2836 assert_eq!(map.model_index(wrong_gen), None);
2837 }
2838
2839 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
2840 /// handles, tombstones in place, and `reset` clears it — mirroring the
2841 /// model slotmap, since clips register append-only too.
2842 #[test]
2843 fn dyn_clip_map_lifecycle() {
2844 let mut map = DynClipMap::default();
2845 // Two clips registered incrementally (indices 0, 1).
2846 let c0 = map.alloc(0);
2847 let c1 = map.alloc(1);
2848 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
2849 assert_eq!(map.clip_index(c0), Some(0));
2850 assert_eq!(map.clip_index(c1), Some(1));
2851
2852 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
2853 assert!(map.remove(c0));
2854 assert_eq!(map.clip_index(c0), None);
2855 assert_eq!(map.clip_index(c1), Some(1));
2856 // Double / stale / out-of-range removes are false, no panic.
2857 assert!(!map.remove(c0));
2858 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
2859 // Mismatched generation never resolves.
2860 assert_eq!(map.clip_index(VoxelClipId { slot: 1, gen: 5 }), None);
2861
2862 // `set_sprites` resets the clip layer → ids restart at slot 0, but
2863 // the epoch bumps so old handles don't alias the new clips.
2864 map.reset();
2865 assert_eq!(map.clip_index(c1), None, "reset invalidates old handles");
2866 let again = map.alloc(0); // re-takes slot 0 under the new epoch
2867 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
2868 assert_eq!(map.clip_index(again), Some(0));
2869 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
2870 // clip now occupying slot 0.
2871 assert_eq!(
2872 map.clip_index(c0),
2873 None,
2874 "a pre-reset handle must not alias a new clip on the same slot"
2875 );
2876 }
2877
2878 /// The character slotmap (VCL.6) mints stable ids, resolves only live
2879 /// handles, tombstones in place, and `reset` clears it.
2880 #[test]
2881 fn char_map_lifecycle() {
2882 let mut map = CharMap::default();
2883 let a = map.alloc(0);
2884 let b = map.alloc(1);
2885 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
2886 assert_eq!(map.index(a), Some(0));
2887 assert_eq!(map.index(b), Some(1));
2888
2889 assert!(map.remove(a));
2890 assert_eq!(map.index(a), None);
2891 assert_eq!(map.index(b), Some(1));
2892 assert!(!map.remove(a)); // double remove is a no-op
2893 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
2894 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
2895
2896 map.reset();
2897 assert_eq!(map.index(b), None);
2898 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
2899 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2900 }
2901
2902 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
2903 /// handles, tombstones in place, and `reset` clears it.
2904 #[test]
2905 fn streaming_clip_map_lifecycle() {
2906 let mut map = StreamingClipMap::default();
2907 let a = map.alloc(0);
2908 let b = map.alloc(1);
2909 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
2910 assert_eq!(map.index(a), Some(0));
2911 assert_eq!(map.index(b), Some(1));
2912
2913 assert!(map.remove(a));
2914 assert_eq!(map.index(a), None);
2915 assert_eq!(map.index(b), Some(1));
2916 assert!(!map.remove(a)); // double remove is a no-op
2917 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
2918 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
2919
2920 map.reset();
2921 assert_eq!(map.index(b), None);
2922 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
2923 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
2924 }
2925
2926 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
2927 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
2928 /// a rewound (negative) clock as frame 0.
2929 #[test]
2930 fn clip_clock_tick_advances_and_resolves_frames() {
2931 // 3 frames, 100 ms each → total 300 ms, looping.
2932 let mut c = ClipClock {
2933 durations: vec![100, 100, 100],
2934 loop_mode: LoopMode::Loop,
2935 speed_q8: 256, // 1×
2936 clock_ms: 0.0,
2937 };
2938 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
2939 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
2940 assert_eq!(c.clock_ms as u32, 100);
2941 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
2942 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
2943 // 0.5× speed advances half as fast.
2944 let mut slow = ClipClock {
2945 durations: vec![100, 100],
2946 loop_mode: LoopMode::Once,
2947 speed_q8: 128, // 0.5×
2948 clock_ms: 0.0,
2949 };
2950 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
2951 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
2952 // start_phase seeds the clock; negative clock reads as frame 0.
2953 let mut phased = ClipClock {
2954 durations: vec![50, 50, 50],
2955 loop_mode: LoopMode::Loop,
2956 speed_q8: -256, // rewind
2957 clock_ms: 50.0, // start mid frame 1
2958 };
2959 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
2960 assert!(phased.clock_ms < 0.0); // kept signed
2961 }
2962
2963 #[test]
2964 fn dyn_sprite_transform_default_is_identity_and_applies() {
2965 let xf = DynSpriteTransform::default();
2966 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
2967 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
2968 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
2969 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
2970
2971 let mut s = Sprite::axis_aligned(
2972 roxlap_formats::kv6::Kv6::solid_cube(2, 0x80_FF_FF_FF),
2973 [9.0, 9.0, 9.0],
2974 );
2975 let posed = DynSpriteTransform {
2976 pos: [1.0, 2.0, 3.0],
2977 right: [0.0, 0.0, 1.0],
2978 up: [0.0, 1.0, 0.0],
2979 forward: [1.0, 0.0, 0.0],
2980 };
2981 posed.apply_to(&mut s);
2982 assert_eq!(s.p, [1.0, 2.0, 3.0]);
2983 assert_eq!(s.s, [0.0, 0.0, 1.0]);
2984 assert_eq!(s.h, [0.0, 1.0, 0.0]);
2985 assert_eq!(s.f, [1.0, 0.0, 0.0]);
2986 }
2987
2988 #[test]
2989 fn options_default_is_cpu_intent() {
2990 let o = RenderOptions::default();
2991 assert!(!o.want_gpu);
2992 assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
2993 }
2994
2995 /// A camera at the origin looking down +Y (voxlap z-down world): right
2996 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
2997 fn cam_looking_y() -> Camera {
2998 Camera {
2999 pos: [0.0, 0.0, 0.0],
3000 right: [1.0, 0.0, 0.0],
3001 down: [0.0, 0.0, 1.0],
3002 forward: [0.0, 1.0, 0.0],
3003 }
3004 }
3005
3006 #[test]
3007 fn world_quad_corner_layout() {
3008 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
3009 // 10×10 quad facing the camera (its +Y normal points back at us).
3010 let sprite = ImageSprite {
3011 image: ImageId(0),
3012 origin: [-5.0, 10.0, -5.0],
3013 facing: ImageFacing::World {
3014 u: [1.0, 0.0, 0.0],
3015 v: [0.0, 0.0, 1.0],
3016 },
3017 size: [10.0, 10.0],
3018 tint: 0xFFFF_FFFF,
3019 alpha_cutoff: 0.0,
3020 depth_test: true,
3021 double_sided: true,
3022 };
3023 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
3024 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
3025 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
3026 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
3027 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
3028 }
3029
3030 #[test]
3031 fn world_quad_backface_culls_when_single_sided() {
3032 // Same plane but spanned so its normal (u × v) points *away* from
3033 // the camera: swap u/v so the winding flips.
3034 let sprite = ImageSprite {
3035 image: ImageId(0),
3036 origin: [-5.0, 10.0, -5.0],
3037 facing: ImageFacing::World {
3038 u: [0.0, 0.0, 1.0], // v-ish
3039 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
3040 },
3041 size: [10.0, 10.0],
3042 tint: 0xFFFF_FFFF,
3043 alpha_cutoff: 0.0,
3044 depth_test: true,
3045 double_sided: false,
3046 };
3047 // With double_sided=false one of the two windings must cull; the
3048 // opposite winding must draw. Exactly one of the two resolves.
3049 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
3050 let mut flipped = sprite;
3051 flipped.facing = ImageFacing::World {
3052 u: [1.0, 0.0, 0.0],
3053 v: [0.0, 0.0, 1.0],
3054 };
3055 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
3056 assert!(a ^ b, "exactly one winding is front-facing");
3057 }
3058
3059 #[test]
3060 fn double_sided_never_culls() {
3061 let mut sprite = ImageSprite {
3062 image: ImageId(0),
3063 origin: [-5.0, 10.0, -5.0],
3064 facing: ImageFacing::World {
3065 u: [0.0, 0.0, 1.0],
3066 v: [1.0, 0.0, 0.0],
3067 },
3068 size: [10.0, 10.0],
3069 tint: 0xFFFF_FFFF,
3070 alpha_cutoff: 0.0,
3071 depth_test: true,
3072 double_sided: true,
3073 };
3074 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3075 sprite.facing = ImageFacing::World {
3076 u: [1.0, 0.0, 0.0],
3077 v: [0.0, 0.0, 1.0],
3078 };
3079 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
3080 }
3081
3082 #[test]
3083 fn ray_quad_uv_center_and_corners() {
3084 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
3085 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
3086 let corners = [
3087 [-5.0, 10.0, -5.0], // TL
3088 [5.0, 10.0, -5.0], // TR
3089 [-5.0, 10.0, 5.0], // BL
3090 [5.0, 10.0, 5.0], // BR
3091 ];
3092 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
3093 assert!(
3094 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
3095 "centre → (.5,.5)"
3096 );
3097 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
3098 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
3099 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
3100 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
3101 }
3102
3103 #[test]
3104 fn ray_quad_uv_misses_outside_and_behind() {
3105 let corners = [
3106 [-5.0, 10.0, -5.0],
3107 [5.0, 10.0, -5.0],
3108 [-5.0, 10.0, 5.0],
3109 [5.0, 10.0, 5.0],
3110 ];
3111 // Ray pointing away (−Y) never reaches the +Y plane in front.
3112 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
3113 // Ray parallel to the quad plane (in +X) → no intersection.
3114 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
3115 // Ray hitting the plane far outside the quad → outside uv.
3116 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
3117 }
3118
3119 #[test]
3120 fn billboard_axes_orthogonal_and_top_toward_up() {
3121 // World up = -Z (z-down world). The billboard's v (top→bottom)
3122 // must point away from `up`, and u/v must be ⟂ the view direction.
3123 let up = [0.0, 0.0, -1.0];
3124 let sprite = ImageSprite {
3125 image: ImageId(0),
3126 origin: [0.0, 50.0, 0.0],
3127 facing: ImageFacing::Billboard { up },
3128 size: [4.0, 4.0],
3129 tint: 0xFFFF_FFFF,
3130 alpha_cutoff: 0.0,
3131 depth_test: false,
3132 double_sided: false, // billboards must NEVER cull
3133 };
3134 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
3135 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
3136 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
3137 let fwd = [0.0, 1.0, 0.0];
3138 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
3139 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
3140 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
3141 assert!(
3142 v_dot(v, up) < 0.0,
3143 "rows grow away from `up` (top edge toward up)"
3144 );
3145 }
3146}