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//! Beyond the scene render itself, the facade owns sprites (static +
25//! per-instance dynamic), animated voxel clips, billboard sprites +
26//! actors, characters (`.rkc`), materials + transparency, dynamic
27//! lighting ([`FrameParams::lights`]), screen→world picking, overlay
28//! lines / images / egui, and the fixed-resolution post pipeline
29//! ([`SceneRenderer::set_render_resolution`] / `set_ssaa` /
30//! `set_posterize`).
31
32#![forbid(unsafe_code)]
33// QE.0 — the facade's public surface is fully documented; keep it that
34// way (CI's `-D warnings` turns this into a hard gate for new items).
35#![warn(missing_docs)]
36
37// Compile the workspace README's Rust snippets as doctests so the
38// "Use it in your game" example can never rot the way the pre-QE.0
39// Multicore snippet did (it kept calling API deleted releases earlier).
40// `cfg(doctest)` keeps the README out of the rendered crate docs.
41#[cfg(doctest)]
42#[doc = include_str!("../../../README.md")]
43struct ReadmeDoctests;
44
45mod cpu;
46/// WebGL2 framebuffer presenter for the CPU backend on wasm (the
47/// browser has no `softbuffer`).
48#[cfg(target_arch = "wasm32")]
49mod cpu_blit;
50#[cfg(feature = "hud")]
51mod cpu_egui;
52mod gpu;
53/// Dynamic lighting types (stages DL + SL) — runtime sun, point and
54/// spot lights, on both backends.
55mod light;
56/// Particle system over dynamic sprite instances (stage PS) — see
57/// `docs/porting/PORTING-PARTICLES.md`.
58mod particles;
59
60#[cfg(not(target_arch = "wasm32"))]
61use std::sync::Arc;
62
63use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
64use roxlap_core::opticast::OpticastSettings;
65use roxlap_core::sky::Sky;
66use roxlap_core::Camera;
67use roxlap_formats::material::MaterialTable;
68use roxlap_formats::voxel_clip::{duration_prefix_sums, frame_at_prefix};
69use roxlap_scene::Scene;
70
71pub use light::{DirectionalLight, LightRig, PointLight, SpotLight};
72pub use particles::{
73 CollisionMode, ConeDef, EmitterId, EmitterShape, Particle, ParticleEmitterDef, ParticleSystem,
74 SpawnMode, VelocityDef, CARVE_DEBRIS_CAP, DEFAULT_MAX_PARTICLES,
75};
76pub use roxlap_formats::character::{Attachment, Character, MeshRef};
77/// Animated-GIF → [`VoxelClip`] importer for Doom-style billboard sprites
78/// (stage BB). Behind the `gif` feature; see `PORTING-BILLBOARD.md`.
79#[cfg(feature = "gif")]
80pub use roxlap_formats::gif_import;
81pub use roxlap_formats::kfa::KfaSprite;
82pub use roxlap_formats::kv6::Kv6;
83pub use roxlap_formats::material::{BlendMode, Material};
84/// PNG-sequence / APNG → [`VoxelClip`] importer (stage BB). Behind the `png`
85/// feature; see `PORTING-BILLBOARD.md`.
86#[cfg(feature = "png")]
87pub use roxlap_formats::png_import;
88pub use roxlap_formats::sprite::Sprite;
89pub use roxlap_formats::voxel_clip::{
90 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
91};
92pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
93// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
94// without adding a direct `raw-window-handle` dependency of their own.
95pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
96// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
97// egui version the renderer was built against (`hud` feature).
98#[cfg(feature = "hud")]
99pub use egui;
100
101use crate::cpu::CpuBackend;
102use crate::gpu::GpuBackend;
103
104/// Type-erased display handle stored by the CPU backend's softbuffer
105/// surface. `raw-window-handle` implements `HasDisplayHandle` for
106/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
107/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
108/// for any provider `W`.
109#[cfg(not(target_arch = "wasm32"))]
110pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
111/// Type-erased window handle counterpart to [`DynDisplay`].
112#[cfg(not(target_arch = "wasm32"))]
113pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
114
115/// One placed sprite instance: which [`SpriteSet::models`] entry and
116/// where in the world.
117pub struct SpriteInstanceDesc {
118 /// Positional index into [`SpriteSet::models`].
119 pub model: usize,
120 /// World position of the model's anchor (voxel units).
121 pub pos: [f32; 3],
122}
123
124/// Stable handle to a registered sprite model, returned (one per
125/// [`SpriteSet::models`] entry, in order) by
126/// [`SceneRenderer::set_sprites`]. Pass it to
127/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
128/// re-register that model's geometry after a content edit — so callers
129/// never track the positional `usize` index themselves. Opaque on
130/// purpose: there is no arithmetic to do on it.
131///
132/// Also returned by [`SceneRenderer::add_sprite_model`] for an
133/// incrementally registered model, and accepted by
134/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
135/// to a removed model is **stale**: it resolves to nothing, so passing
136/// it anywhere is a safe no-op. The `gen` (generation) field guards a
137/// future compacting registry; it stays `0` today because model slots
138/// are tombstoned in place and never reused (GPU chain ids are
139/// append-only).
140#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
141pub struct SpriteModelId {
142 pub(crate) slot: u32,
143 pub(crate) gen: u32,
144}
145
146/// Stable handle to a **dynamically added** sprite instance — the result
147/// of [`SceneRenderer::add_sprite_instance`], passed to
148/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
149///
150/// Backends remove instances by swap (O(1)), which moves another instance
151/// into the freed slot; this handle survives that because the facade keeps
152/// the id↔slot mapping up to date. The generation guards against a stale
153/// handle aliasing a recycled slot.
154#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
155pub struct SpriteInstanceId {
156 slot: u32,
157 gen: u32,
158}
159
160/// Facade-side slotmap that turns the backends' swap-remove indexing into
161/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
162/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
163/// owning slot, and a removal fixes up the one slot whose instance was
164/// swapped into the hole.
165#[derive(Default)]
166struct DynInstanceMap {
167 /// Per slot: `(generation, Some(dyn_index) while live)`.
168 slots: Vec<(u32, Option<u32>)>,
169 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
170 /// dynamic sublist (so `order.len()` == the dynamic instance count).
171 order: Vec<u32>,
172 free: Vec<u32>,
173}
174
175impl DynInstanceMap {
176 /// Register a freshly appended instance (always at `dyn_index ==
177 /// order.len()`); returns its stable handle.
178 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
179 debug_assert_eq!(self.order.len() as u32, dyn_index);
180 let slot = self.free.pop().unwrap_or_else(|| {
181 self.slots.push((0, None));
182 (self.slots.len() - 1) as u32
183 });
184 let gen = self.slots[slot as usize].0;
185 self.slots[slot as usize].1 = Some(dyn_index);
186 self.order.push(slot);
187 SpriteInstanceId { slot, gen }
188 }
189
190 /// Resolve a handle to its current backend `dyn_index`, or `None` if
191 /// it's stale / already removed.
192 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
193 let (gen, idx) = *self.slots.get(id.slot as usize)?;
194 (gen == id.gen).then_some(idx).flatten()
195 }
196
197 /// Apply a removal: the backend swap-removed `removed` and reported
198 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
199 /// `None` if `removed` was itself the last).
200 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
201 self.slots[id.slot as usize].1 = None;
202 self.slots[id.slot as usize].0 += 1; // bump generation
203 self.free.push(id.slot);
204 if let Some(last) = moved {
205 let moved_slot = self.order[last as usize];
206 self.slots[moved_slot as usize].1 = Some(removed);
207 self.order[removed as usize] = moved_slot;
208 }
209 self.order.pop();
210 }
211}
212
213/// Crate-internal contract of every epoch-slotmap handle type
214/// ([`SpriteModelId`], [`VoxelClipId`], [`CharacterId`],
215/// [`StreamingClipId`], [`BillboardActorId`]): mint from / split into
216/// the `(slot, generation)` pair. Lets one generic [`EpochSlotMap`]
217/// serve all five families while each keeps its own distinct handle
218/// type (so a `CharacterId` can never be passed where a `VoxelClipId`
219/// is expected).
220trait SlotHandle: Copy {
221 fn mint(slot: u32, gen: u32) -> Self;
222 fn parts(self) -> (u32, u32);
223}
224
225macro_rules! impl_slot_handle {
226 ($($t:ty),+ $(,)?) => {$(
227 impl SlotHandle for $t {
228 fn mint(slot: u32, gen: u32) -> Self {
229 Self { slot, gen }
230 }
231 fn parts(self) -> (u32, u32) {
232 (self.slot, self.gen)
233 }
234 }
235 )+};
236}
237
238impl_slot_handle!(
239 SpriteModelId,
240 VoxelClipId,
241 CharacterId,
242 StreamingClipId,
243 BillboardActorId,
244);
245
246/// Facade-side epoch slotmap (QE.1a — one generic replacing five
247/// hand-rolled copies). Unlike [`DynInstanceMap`] there is **no**
248/// swap-remove fixup: a slot maps 1:1 to the backends' positional
249/// index, which is append-only and never reused. A removed entry
250/// tombstones its slot *in place* (the backend frees the data but
251/// keeps the index), so a stale handle resolves to `None` → a safe
252/// no-op rather than aliasing another entry.
253///
254/// [`reset`](Self::reset) clears the slots **and bumps `epoch`**,
255/// which is baked into each minted id's generation. A handle from
256/// before a [`SceneRenderer::set_sprites`] therefore carries the old
257/// epoch and resolves to `None` rather than silently aliasing the
258/// entry that re-took its slot. ([`reset_live`](Self::reset_live) is
259/// the model map's deliberate exception.)
260struct EpochSlotMap<I> {
261 /// Per slot (== backend positional index): `(epoch_at_alloc, live)`.
262 slots: Vec<(u32, bool)>,
263 epoch: u32,
264 _handle: std::marker::PhantomData<I>,
265}
266
267impl<I> Default for EpochSlotMap<I> {
268 fn default() -> Self {
269 Self {
270 slots: Vec::new(),
271 epoch: 0,
272 _handle: std::marker::PhantomData,
273 }
274 }
275}
276
277impl<I: SlotHandle> EpochSlotMap<I> {
278 /// Register a freshly appended entry at positional `index` (always
279 /// the current `slots.len()`); returns its stable handle.
280 fn alloc(&mut self, index: u32) -> I {
281 debug_assert_eq!(self.slots.len() as u32, index);
282 self.slots.push((self.epoch, true));
283 I::mint(index, self.epoch)
284 }
285
286 /// The handle a live slot at `index` resolves from — used by
287 /// [`SceneRenderer::set_sprites`] to hand back ids for the `0..n`
288 /// entries seeded by [`reset_live`](Self::reset_live).
289 fn minted(&self, index: u32) -> I {
290 I::mint(index, self.epoch)
291 }
292
293 /// Resolve a handle to its backend positional index, or `None` if
294 /// it's stale / already removed.
295 fn index(&self, id: I) -> Option<usize> {
296 let (slot, gen) = id.parts();
297 let (epoch, live) = *self.slots.get(slot as usize)?;
298 (epoch == gen && live).then_some(slot as usize)
299 }
300
301 /// Tombstone a slot in place. Returns `false` if the handle is
302 /// stale / already removed.
303 fn remove(&mut self, id: I) -> bool {
304 let (slot, gen) = id.parts();
305 let Some(entry) = self.slots.get_mut(slot as usize) else {
306 return false;
307 };
308 if entry.0 != gen || !entry.1 {
309 return false;
310 }
311 entry.1 = false;
312 true
313 }
314
315 /// Drop every entry and invalidate every outstanding handle (the
316 /// epoch bump).
317 fn reset(&mut self) {
318 self.slots.clear();
319 self.epoch = self.epoch.wrapping_add(1);
320 }
321
322 /// Positional indices of every live entry, ascending — the
323 /// iteration [`SceneRenderer::tick`] drives collection updates
324 /// from.
325 fn live_indices(&self) -> impl Iterator<Item = usize> + '_ {
326 self.slots
327 .iter()
328 .enumerate()
329 .filter_map(|(i, &(_, live))| live.then_some(i))
330 }
331
332 /// Re-seat `n` live entries with positional ids `0..n` **without**
333 /// bumping the epoch — [`SceneRenderer::set_sprites`]' model-map
334 /// semantics, where model index = chain id on both backends and a
335 /// pre-rebuild positional id deliberately keeps meaning "model
336 /// `i` of the current set".
337 fn reset_live(&mut self, n: usize) {
338 self.slots.clear();
339 self.slots.resize(n, (self.epoch, true));
340 }
341}
342
343/// Stable handle to a registered animated voxel clip (VCL.4) — the
344/// result of [`SceneRenderer::add_voxel_clip`], passed to
345/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
346/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
347/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
348/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
349/// dynamic + clip layers).
350#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
351pub struct VoxelClipId {
352 slot: u32,
353 gen: u32,
354}
355
356/// Stable handle to a registered animated character (VCL.6) — the result
357/// of [`SceneRenderer::add_character`], advanced each frame with
358/// [`advance_character`](SceneRenderer::advance_character) and dropped with
359/// [`remove_character`](SceneRenderer::remove_character). Reset by
360/// [`set_sprites`](SceneRenderer::set_sprites).
361#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
362pub struct CharacterId {
363 slot: u32,
364 gen: u32,
365}
366
367/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
368/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
369/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
370/// dropped with
371/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
372/// [`set_sprites`](SceneRenderer::set_sprites).
373#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
374pub struct StreamingClipId {
375 slot: u32,
376 gen: u32,
377}
378
379/// Handle to an instance of a streaming clip
380/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
381///
382/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
383/// frame is per-*clip* (all its instances share one re-uploaded model,
384/// advanced by
385/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
386/// a streaming instance is *not* accepted by the per-instance
387/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
388/// trying to scrub two instances of one streaming clip independently is a
389/// compile error, not a silent coupling. (Use a flipbook clip for
390/// per-instance frames.) Move it with
391/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
392/// and drop it with
393/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
394#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
395pub struct StreamingInstanceId(SpriteInstanceId);
396
397/// One registered streaming clip: the seekable cursor + the single sprite
398/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
399struct StreamingClipState {
400 cursor: StreamingClip,
401 model: SpriteModelId,
402 dims: [u32; 3],
403 pivot: [f32; 3],
404 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
405 /// Re-applied on every per-frame re-upload so the streamed model keeps
406 /// its per-voxel materials as it advances.
407 material_map: Vec<(u32, u8)>,
408 /// PF.5 — the clip frame currently resident on `model`. A player driven
409 /// at render rate re-applies the same clip frame most ticks (10 fps clip
410 /// on a 144 fps render = 14×); when it matches, the dense `to_kv6`
411 /// rebuild + LOD chain + GPU re-upload are skipped entirely.
412 last_applied: Option<usize>,
413}
414
415/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
416/// resolve a frame, plus its own accumulating clock.
417struct ClipClock {
418 /// PF.13 (S4) — inclusive duration prefix sums (ms), built once per
419 /// timeline via [`duration_prefix_sums`] so every tick resolves its
420 /// frame by binary search instead of re-summing the duration list.
421 prefix: Vec<u64>,
422 loop_mode: LoopMode,
423 /// Playback rate, Q8 (256 = 1×).
424 speed_q8: i32,
425 /// Accumulated playback time (ms), seeded from the attachment's
426 /// `start_phase_ms`.
427 clock_ms: f64,
428}
429
430impl ClipClock {
431 /// Build a clock over `durations` starting at `clock_ms`.
432 fn new(durations: &[u32], loop_mode: LoopMode, speed_q8: i32, clock_ms: f64) -> Self {
433 Self {
434 prefix: duration_prefix_sums(durations),
435 loop_mode,
436 speed_q8,
437 clock_ms,
438 }
439 }
440
441 /// Frame shown at `elapsed_ms` on this clock's timeline —
442 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at) over the
443 /// cached prefix sums.
444 fn frame_for(&self, elapsed_ms: u32) -> u32 {
445 frame_at_prefix(&self.prefix, self.loop_mode, elapsed_ms) as u32
446 }
447
448 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
449 /// frame to show. Shared by character attachments and standalone clip
450 /// players. A negative clock (rewind past 0) reads as frame 0 but is
451 /// kept signed so resuming forward is continuous.
452 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
453 fn tick(&mut self, dt: f64) -> u32 {
454 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
455 self.frame_for(self.clock_ms.max(0.0) as u32)
456 }
457
458 /// Retarget this clock to a different clip's timeline (BB.1): swap the
459 /// per-frame `durations` + `loop_mode` and restart at `0`, **preserving
460 /// the playback rate** (`speed_q8`). Used by
461 /// [`SceneRenderer::set_clip_instance_clip`] so swapping a billboard's
462 /// animation keeps its speed / pause policy.
463 fn retarget(&mut self, durations: &[u32], loop_mode: LoopMode) {
464 self.prefix = duration_prefix_sums(durations);
465 self.loop_mode = loop_mode;
466 self.clock_ms = 0.0;
467 }
468}
469
470/// Facade-side metadata captured for a registered flipbook clip, so editor
471/// queries + the auto-player don't shadow the `DecodedClip`.
472struct ClipMeta {
473 dims: [u32; 3],
474 pivot: [f32; 3],
475 voxel_world_size: f32,
476 durations: Vec<u32>,
477 loop_mode: LoopMode,
478 /// Colour→material map the clip was registered with (TV.3), empty for an
479 /// all-opaque clip. Retained so an in-place
480 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
481 /// the edited frame's voxels instead of dropping its per-voxel materials.
482 material_map: Vec<(u32, u8)>,
483}
484
485/// Public metadata for a registered clip — the inspector view returned by
486/// [`SceneRenderer::clip_metadata`].
487#[derive(Clone, Debug, PartialEq)]
488pub struct ClipMetadata {
489 /// Fixed bounding box (voxels).
490 pub dims: [u32; 3],
491 /// Model pivot (the kv6 pivot frames share).
492 pub pivot: [f32; 3],
493 /// Render scale (1 voxel = this many world units).
494 pub voxel_world_size: f32,
495 /// Playback wrap behaviour.
496 pub loop_mode: LoopMode,
497 /// Number of frames.
498 pub frame_count: usize,
499 /// Per-frame durations (ms), one per frame.
500 pub durations: Vec<u32>,
501 /// Total loop length (ms) — sum of `durations`.
502 pub total_ms: u32,
503}
504
505/// What an auto-advancing [`ClipPlayer`] (#6) drives each
506/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
507/// clip's frame is per-instance; a streaming clip's is per-clip (its
508/// instances share one model), so the targets differ.
509#[derive(Clone, Copy)]
510enum PlayerTarget {
511 Flipbook(SpriteInstanceId),
512 Streaming(StreamingClipId),
513}
514
515/// A standalone clip given its own playback clock (#6): the host calls
516/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
517/// `set_clip_instance_frame`.
518struct ClipPlayer {
519 target: PlayerTarget,
520 clock: ClipClock,
521 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
522 /// leaves the clock (and frame) untouched — the editor's play/pause.
523 paused: bool,
524}
525
526/// One live bone attachment: which bone drives it, its local offset, the
527/// renderer instance it owns, and (for a clip target) its playback clock.
528struct AttachInst {
529 bone: usize,
530 local_offset: roxlap_formats::xform::BoneXform,
531 inst: SpriteInstanceId,
532 clip: Option<ClipClock>,
533}
534
535/// A live animated character: the hinge skeleton (the bone-transform
536/// solver) + one [`AttachInst`] per bone attachment.
537struct CharInstance {
538 skeleton: KfaSprite,
539 attaches: Vec<AttachInst>,
540 /// Sprite models + voxel clips this character registered, so
541 /// [`remove_character`](SceneRenderer::remove_character) can free them
542 /// (otherwise they leak until the next `set_sprites`).
543 models: Vec<SpriteModelId>,
544 clips: Vec<VoxelClipId>,
545}
546
547/// Orientation + position for a dynamic sprite instance — the per-frame
548/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
549/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
550///
551/// `right`/`up`/`forward` are the instance's local axes expressed in
552/// world space (the columns of the model→world rotation), mapping
553/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
554/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
555/// orthonormal — a uniform/non-uniform scale or shear is fine. A
556/// near-singular basis falls through the renderer's degenerate-basis
557/// guards and the instance silently skips that frame rather than
558/// panicking. [`Default`] is the identity basis (axis-aligned).
559#[derive(Clone, Copy, Debug)]
560pub struct DynSpriteTransform {
561 /// Instance world position (the kv6 pivot maps here).
562 pub pos: [f32; 3],
563 /// Local +x in world space ↦ [`Sprite::s`].
564 pub right: [f32; 3],
565 /// Local +y in world space ↦ [`Sprite::h`].
566 pub up: [f32; 3],
567 /// Local +z in world space ↦ [`Sprite::f`].
568 pub forward: [f32; 3],
569}
570
571impl Default for DynSpriteTransform {
572 fn default() -> Self {
573 Self {
574 pos: [0.0, 0.0, 0.0],
575 right: [1.0, 0.0, 0.0],
576 up: [0.0, 1.0, 0.0],
577 forward: [0.0, 0.0, 1.0],
578 }
579 }
580}
581
582impl DynSpriteTransform {
583 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
584 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
585 /// model→world columns). Both backends keep the rest of the template
586 /// (`kv6`, `flags`) and only overwrite the pose.
587 pub(crate) fn apply_to(self, s: &mut Sprite) {
588 s.p = self.pos;
589 s.s = self.right;
590 s.h = self.up;
591 s.f = self.forward;
592 }
593}
594
595/// How a billboard instance turns to face the camera (BB.2). Set per
596/// instance via [`SceneRenderer::add_billboard_instance`] /
597/// [`set_billboard_mode`](SceneRenderer::set_billboard_mode); applied each
598/// [`face_billboards_to`](SceneRenderer::face_billboards_to).
599#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
600pub enum BillboardMode {
601 /// Not auto-oriented — the host drives its transform directly. Default
602 /// (so a billboard record with no mode is inert).
603 #[default]
604 None,
605 /// Yaw-only: the slab stays vertical (image up = world up) and rotates
606 /// about the vertical axis to face the camera. The Doom/Build default —
607 /// its cast shadow stays sane (a vertical card) as the camera orbits.
608 Cylindrical,
609 /// Full face: the slab is always perpendicular to the camera direction
610 /// (pitches with the view). Ideal head-on, but its cast shadow rotates
611 /// as you orbit.
612 Spherical,
613}
614
615/// How a sprite/billboard instance derives its **shading normal** (BB.2b) —
616/// a per-instance choice that rides the sprite `flags`. A camera-facing
617/// billboard's DDA face normal tracks the camera, so its `N·L` would shift as
618/// you orbit; `WorldUp` / `AmbientOnly` tame that. Only affects the dynamic
619/// lighting path (a disabled rig is unaffected). Set via
620/// [`set_sprite_instance_lighting`](SceneRenderer::set_sprite_instance_lighting)
621/// or [`BillboardActorDef::lighting`].
622#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
623pub enum BillboardLighting {
624 /// The DDA hit-face normal — today's DL.7 look (default).
625 #[default]
626 FaceNormal,
627 /// A fixed world-up normal: stable directional shading regardless of the
628 /// camera angle.
629 WorldUp,
630 /// Ambient only — no sun / point-light direct term, the flattest,
631 /// most Doom-faithful cutout look (still scaled by the scene's ambient
632 /// level, so it dims in a dim scene).
633 AmbientOnly,
634 /// Full-bright / **emissive** — the voxel colour at full intensity,
635 /// ignoring all lighting. The right look for glows (fire, spell auras,
636 /// muzzle flashes) and markers that shouldn't darken in shadow.
637 FullBright,
638}
639
640/// One camera-facing billboard instance (BB.2): the clip/sprite instance it
641/// drives, its world position, and how it orients.
642struct BillboardRec {
643 id: SpriteInstanceId,
644 pos: [f32; 3],
645 mode: BillboardMode,
646}
647
648/// roxlap world up — voxlap is z-down, so up is `-z` (matches the
649/// scene-demo camera builder + the lighting bake's z convention). Billboard
650/// orientation assumes this; an app with a different up convention would
651/// need this generalised (not exposed yet — YAGNI).
652const BILLBOARD_UP: [f32; 3] = [0.0, 0.0, -1.0];
653
654fn bb_norm(v: [f32; 3]) -> Option<[f32; 3]> {
655 let m = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
656 (m > 1e-6).then(|| [v[0] / m, v[1] / m, v[2] / m])
657}
658
659fn bb_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
660 [
661 a[1] * b[2] - a[2] * b[1],
662 a[2] * b[0] - a[0] * b[2],
663 a[0] * b[1] - a[1] * b[0],
664 ]
665}
666
667/// The camera-facing basis for a billboard at `pos` (the slab's local axes:
668/// `+x` = image horizontal, `+y` = normal toward the camera, `+z` = image
669/// vertical). Returns `None` for [`BillboardMode::None`] or a degenerate
670/// pose (camera on the sprite's vertical axis for cylindrical; looking
671/// straight along world-up for spherical) — the caller then skips it.
672fn billboard_transform(
673 pos: [f32; 3],
674 cam: [f64; 3],
675 mode: BillboardMode,
676) -> Option<DynSpriteTransform> {
677 #[allow(clippy::cast_possible_truncation)]
678 let to_cam = [
679 cam[0] as f32 - pos[0],
680 cam[1] as f32 - pos[1],
681 cam[2] as f32 - pos[2],
682 ];
683 // `+y` = slab normal toward the camera (horizontal-only for cylindrical).
684 let ny = match mode {
685 BillboardMode::Cylindrical => bb_norm([to_cam[0], to_cam[1], 0.0])?,
686 BillboardMode::Spherical => bb_norm(to_cam)?,
687 BillboardMode::None => return None,
688 };
689 // `+x` = image horizontal = screen-right (non-mirrored): up × normal.
690 let nx = bb_norm(bb_cross(BILLBOARD_UP, ny))?;
691 // `+z` = image vertical (≈ world up; exactly world up for cylindrical).
692 let nz = bb_cross(ny, nx);
693 Some(DynSpriteTransform {
694 pos,
695 right: nx,
696 up: ny,
697 forward: nz,
698 })
699}
700
701/// Apply shadow cast/receive booleans to a sprite `flags` word in place
702/// (XS.4 bits 4/5), preserving the other bits. Shared by both backends'
703/// per-instance shadow-flag setters (BB.3).
704pub(crate) fn apply_shadow_flags(flags: &mut u32, casts: bool, receives: bool) {
705 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
706 if casts {
707 *flags &= !SPRITE_FLAG_NO_SHADOW_CAST;
708 } else {
709 *flags |= SPRITE_FLAG_NO_SHADOW_CAST;
710 }
711 if receives {
712 *flags &= !SPRITE_FLAG_NO_SHADOW_RECEIVE;
713 } else {
714 *flags |= SPRITE_FLAG_NO_SHADOW_RECEIVE;
715 }
716}
717
718/// Apply a [`BillboardLighting`] mode to a sprite `flags` word in place
719/// (BB.2b bits 6/7), preserving the other bits. Shared by both backends'
720/// per-instance lighting setters.
721pub(crate) fn apply_lighting_flags(flags: &mut u32, mode: BillboardLighting) {
722 use roxlap_formats::sprite::{SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP};
723 *flags &= !(SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY);
724 match mode {
725 BillboardLighting::FaceNormal => {}
726 BillboardLighting::WorldUp => *flags |= SPRITE_FLAG_LIGHT_WORLD_UP,
727 BillboardLighting::AmbientOnly => *flags |= SPRITE_FLAG_LIGHT_AMBIENT_ONLY,
728 // Full-bright is encoded as both bits set (the decoders check it first).
729 BillboardLighting::FullBright => {
730 *flags |= SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY;
731 }
732 }
733}
734
735// ---- billboard actors (BB.4) --------------------------------------------
736
737/// Stable handle to a [`BillboardActor`](SceneRenderer::add_billboard_actor)
738/// — a high-level directional billboard managed by the renderer (it owns one
739/// clip instance, picks the directional clip by view angle, and plays a
740/// named-state animation). Reset by [`set_sprites`](SceneRenderer::set_sprites);
741/// a removed actor's handle is stale → a safe no-op.
742#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
743pub struct BillboardActorId {
744 slot: u32,
745 gen: u32,
746}
747
748/// One animation state of a [`BillboardActorDef`]: its name plus the clips
749/// for each viewing direction. `dirs.len()` may be `1` (non-directional),
750/// `8` (classic Doom rotations), or any `N` (uniform angular bins). Index 0
751/// is the view-from-front (camera in the actor's facing direction),
752/// increasing counter-clockwise.
753pub struct ActorState {
754 /// State name [`SceneRenderer::set_actor_state`] selects by
755 /// (e.g. `"walk"`, `"attack"`). Owned since QE.7b, so actor
756 /// definitions can come from data files (monster definitions
757 /// loaded at runtime) without `Box::leak`.
758 pub name: String,
759 /// One clip per view direction, counter-clockwise from "facing the
760 /// viewer" — 1 (billboard), 4, or 8 entries.
761 pub dirs: Vec<VoxelClipId>,
762}
763
764/// How a sprite instance participates in dynamic-light shadows
765/// (QE.7b — replaces the unreadable
766/// `set_sprite_instance_shadow_flags(id, true, false)` bool pair).
767#[derive(Clone, Copy, PartialEq, Eq, Debug)]
768pub struct ShadowFlags {
769 /// The instance's voxels block dynamic-light shadow rays.
770 pub casts: bool,
771 /// Terrain / other-caster shadows darken the instance's voxels.
772 pub receives: bool,
773}
774
775impl Default for ShadowFlags {
776 /// Both on — the participating default every spawn starts with.
777 fn default() -> Self {
778 Self {
779 casts: true,
780 receives: true,
781 }
782 }
783}
784
785/// Recipe for [`add_billboard_actor`](SceneRenderer::add_billboard_actor).
786pub struct BillboardActorDef {
787 /// Animation states (≥1, each with ≥1 directional clip). The first is
788 /// the initial state.
789 pub states: Vec<ActorState>,
790 /// How the slab turns to face the camera (default [`BillboardMode::Cylindrical`]).
791 pub mode: BillboardMode,
792 /// Shading-normal mode (BB.2b; default [`BillboardLighting::FaceNormal`]).
793 pub lighting: BillboardLighting,
794 /// Playback rate of the state animation (`1.0` = authored speed,
795 /// negative = reverse). QE.7b — was Q8 fixed point (`speed_q8:
796 /// 256`); migrate with `speed = speed_q8 as f32 / 256.0`.
797 pub speed: f32,
798 /// Shadow participation for the actor's voxels.
799 pub shadows: ShadowFlags,
800}
801
802impl Default for BillboardActorDef {
803 fn default() -> Self {
804 Self {
805 states: Vec::new(),
806 mode: BillboardMode::Cylindrical,
807 lighting: BillboardLighting::FaceNormal,
808 speed: 1.0,
809 shadows: ShadowFlags::default(),
810 }
811 }
812}
813
814/// QE.7b — the public API speaks `f32` speed (`1.0` = authored rate);
815/// the clip clocks keep their Q8 fixed-point internals.
816#[allow(clippy::cast_possible_truncation)]
817fn speed_to_q8(speed: f32) -> i32 {
818 (speed * 256.0).round() as i32
819}
820
821/// A live directional billboard: one clip instance whose directional clip is
822/// reselected by view angle and whose animation plays a named state.
823struct BillboardActor {
824 inst: SpriteInstanceId,
825 states: Vec<ActorState>,
826 cur_state: usize,
827 pos: [f32; 3],
828 /// World yaw the actor "faces" (radians); the dir picker compares the
829 /// camera's bearing against it.
830 facing_yaw: f64,
831 mode: BillboardMode,
832 clock: ClipClock,
833 /// The directional clip currently shown, to avoid redundant clip swaps.
834 showing: Option<VoxelClipId>,
835 /// The def's playback rate, kept for state-switch clock rebuilds.
836 speed: f32,
837}
838
839impl BillboardActor {
840 /// Pick the directional clip index for a camera at `cam` (world). See
841 /// [`dir_index`].
842 fn pick_dir(&self, cam: [f64; 3]) -> usize {
843 dir_index(
844 self.pos,
845 self.facing_yaw,
846 cam,
847 self.states[self.cur_state].dirs.len(),
848 )
849 }
850}
851
852/// Bin a camera's bearing (relative to an actor at `pos` facing `facing_yaw`)
853/// into one of `n` viewing-direction sectors. Index 0 = viewed-from-front
854/// (camera in the actor's facing direction), increasing counter-clockwise.
855/// `n <= 1` or a camera directly above/below ⇒ 0.
856fn dir_index(pos: [f32; 3], facing_yaw: f64, cam: [f64; 3], n: usize) -> usize {
857 if n <= 1 {
858 return 0;
859 }
860 let dx = cam[0] - f64::from(pos[0]);
861 let dy = cam[1] - f64::from(pos[1]);
862 if dx * dx + dy * dy < 1e-12 {
863 return 0; // camera directly above/below → no horizontal bearing
864 }
865 let rel = (dy.atan2(dx) - facing_yaw).rem_euclid(std::f64::consts::TAU);
866 let sector = std::f64::consts::TAU / n as f64;
867 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
868 let idx = (rel / sector).round() as usize % n;
869 idx
870}
871
872/// Backend-agnostic sprite description. The facade builds the CPU
873/// per-instance draw list and the GPU instanced registry from the
874/// same data, so both backends show identical sprites. The host owns
875/// content (which models, where, recolouring) — building a recoloured
876/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
877pub struct SpriteSet {
878 /// Distinct voxel models (KV6 + base orientation). Instances index
879 /// into this; their position overrides the model's.
880 pub models: Vec<Sprite>,
881 /// Initial placements — one drawn sprite per entry, each binding a
882 /// [`models`](Self::models) index to a world position.
883 pub instances: Vec<SpriteInstanceDesc>,
884 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
885 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
886 pub carve_model: Option<usize>,
887}
888
889/// Per-frame inputs both backends consume. The host builds the
890/// [`OpticastSettings`] (it owns scan distance, projection etc.); the
891/// facade does everything else (pool config, sky fill, render,
892/// present).
893///
894/// **Both backends derive their projection from
895/// [`settings`](Self::settings)** (QE.2a): the vertical field of view
896/// is `2·atan(yres/2 / hz)` and the GPU outer-DDA step budget follows
897/// [`OpticastSettings::max_scan_dist`], so the two backends can no
898/// longer disagree about what they show. Pick an explicit FOV with
899/// [`OpticastSettings::with_fov_y`].
900///
901/// `#[non_exhaustive]`: construct with [`FrameParams::new`] and
902/// override fields — a future field addition is then not a breaking
903/// change (pre-QE.2, every added field broke every host's struct
904/// literal).
905#[non_exhaustive]
906pub struct FrameParams<'a> {
907 /// Render settings both backends share: framebuffer geometry +
908 /// projection (`hx`/`hy`/`hz`), scan distances, and the mip
909 /// ladder. (Named for the CPU renderer it configured first; the
910 /// GPU backend derives its FOV + step budget from it too.)
911 pub settings: &'a OpticastSettings,
912 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
913 /// the clear colour if no scene renders.
914 pub sky_color: u32,
915 /// Optional sky panorama for the CPU rasterizer's sky sampling.
916 pub sky: Option<&'a Sky>,
917 /// CPU fog: the packed colour distant voxels fade toward.
918 pub fog_color: u32,
919 /// CPU fog: full-fog distance (voxels). `0` disables CPU fog.
920 pub fog_max_scan_dist: i32,
921 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
922 /// out-of-bounds cameras).
923 pub treat_z_max_as_air: bool,
924 /// Whether to draw the renderer's sprites this frame. Both backends
925 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
926 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
927 /// is needed — this is just the on/off opt-in. `false` skips sprite
928 /// drawing.
929 pub draw_sprites: bool,
930 /// Per-face directional shading for the voxel grids — voxlap's
931 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
932 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
933 /// entry darkens the faces pointing that way; the host typically
934 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
935 /// `sideshademode` off (no per-side shading), so existing hosts and
936 /// the oracle goldens are unaffected. Applied each frame by **both**
937 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
938 /// pass by darkening a hit voxel's brightness by the hit face's
939 /// shade (the face taken from the DDA's last-stepped axis).
940 pub side_shades: [i8; 6],
941 /// Dynamic lighting (stages DL + SL) — runtime sun + point + spot
942 /// lights + stylized shadows, applied by **both** backends (GPU
943 /// shaders since DL; the CPU renderer since CPU.1/CPU.2). `None`
944 /// (the default for hosts that don't set it) ⇒ exactly the pre-DL
945 /// render, both backends. The baked brightness byte is
946 /// reinterpreted as the ambient/AO channel; direct light composites
947 /// on top (`albedo*ambient + Σ direct`).
948 pub lights: Option<LightRig<'a>>,
949}
950
951impl<'a> FrameParams<'a> {
952 /// Frame params with sensible defaults for everything except
953 /// [`settings`](Self::settings) (which the host owns): the default
954 /// sky colour ([`RenderOptions::clear_sky`]'s default), no
955 /// panorama, CPU fog off, sprites on, no per-side shading, no
956 /// dynamic lights. Both backends' projection comes from
957 /// `settings` (see the struct docs).
958 ///
959 /// `treat_z_max_as_air` defaults to `true` (what every demo passes;
960 /// out-of-bounds cameras skip the bedrock path). Hosts that want
961 /// the pre-QE literal-struct behaviour set it back to `false`.
962 ///
963 /// Every field stays public — construct with `new` and override
964 /// what differs:
965 ///
966 /// ```ignore
967 /// let mut fp = FrameParams::new(&settings);
968 /// fp.sky = Some(&sky);
969 /// fp.lights = Some(rig);
970 /// ```
971 #[must_use]
972 pub fn new(settings: &'a OpticastSettings) -> Self {
973 let default_sky = RenderOptions::default().clear_sky;
974 Self {
975 settings,
976 sky_color: default_sky,
977 sky: None,
978 fog_color: default_sky,
979 fog_max_scan_dist: 0,
980 treat_z_max_as_air: true,
981 draw_sprites: true,
982 side_shades: [0; 6],
983 lights: None,
984 }
985 }
986
987 /// The vertical field of view both backends render `settings`
988 /// with: `2·atan(yres/2 / hz)` — resolution-independent, so it
989 /// holds at any window / logical size.
990 // Screen dims cast to f32 are bounded by realistic resolutions.
991 #[allow(clippy::cast_precision_loss)]
992 #[must_use]
993 pub fn fov_y_rad(&self) -> f32 {
994 2.0 * ((self.settings.yres as f32) * 0.5 / self.settings.hz).atan()
995 }
996
997 /// The GPU outer-DDA step budget (chunks) derived from
998 /// [`OpticastSettings::max_scan_dist`]: enough chunk steps to cover
999 /// the scan distance, plus slack for the entry/exit chunks.
1000 #[allow(clippy::cast_sign_loss)]
1001 #[must_use]
1002 pub fn gpu_outer_steps(&self) -> u32 {
1003 (self.settings.max_scan_dist.max(1) as u32) / roxlap_scene::CHUNK_SIZE_XY + 4
1004 }
1005}
1006
1007/// Backend-agnostic scene bookkeeping the facade owns **once** (QE.3a
1008/// — previously each backend kept a duplicate copy, and every new
1009/// feature needed three coordinated edits: facade arm + cpu + gpu,
1010/// with parity drift as the failure mode: the GPU copy had grown
1011/// change-detection the CPU copy lacked).
1012///
1013/// Backends receive `&SceneState` where they need it (the render
1014/// passes); the truly divergent reactions (CPU flipbook draw, GPU
1015/// instance-buffer/model-id writes, device palette mirror) stay in the
1016/// backends behind small `apply_*` hooks.
1017pub(crate) struct SceneState {
1018 /// Global voxel-material palette (TV stage): per-voxel material
1019 /// ids resolve to opacity + blend mode here. The CPU compositor
1020 /// reads it live each frame; the GPU mirrors it to device
1021 /// palettes when [`materials_dirty`](Self::materials_dirty).
1022 pub(crate) materials: MaterialTable,
1023 /// Terrain colour→material map (TV.4) — matching-colour world
1024 /// voxels render with that material (glass walls, water).
1025 pub(crate) terrain_materials: Vec<(u32, u8)>,
1026 /// PF.5 — set when `materials` / `terrain_materials` change;
1027 /// cleared after each `render` (the GPU mirrors device palettes
1028 /// only then). Starts `true` so the first GPU frame seeds them.
1029 pub(crate) materials_dirty: bool,
1030 /// Per **dynamic** instance (parallel to the backends' dynamic
1031 /// sublist): `Some((clip_index, current_frame))` for a clip
1032 /// instance, `None` for a plain model instance. The CPU render
1033 /// picks each instance's flipbook frame from this; the GPU keeps
1034 /// its instance buffer in sync via the `apply_clip_*` hooks.
1035 pub(crate) dyn_clip: Vec<Option<(usize, usize)>>,
1036}
1037
1038impl Default for SceneState {
1039 fn default() -> Self {
1040 Self {
1041 materials: MaterialTable::new(),
1042 terrain_materials: Vec::new(),
1043 materials_dirty: true,
1044 dyn_clip: Vec::new(),
1045 }
1046 }
1047}
1048
1049/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
1050/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
1051/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
1052/// (transform-correct for rotated / translated grids).
1053#[derive(Clone, Copy, PartialEq, Debug)]
1054pub struct PickHit {
1055 /// World-space surface point of the hit.
1056 pub world: [f32; 3],
1057 /// The grid owning the hit voxel.
1058 pub grid: roxlap_scene::GridId,
1059 /// The hit voxel, in `grid`-local coordinates.
1060 pub voxel: glam::IVec3,
1061}
1062
1063/// A world-space view ray: the canonical unproject output of
1064/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
1065/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
1066/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
1067/// intersect it with a plane for tile selection.
1068#[derive(Clone, Copy, PartialEq, Debug)]
1069pub struct Ray {
1070 /// World-space ray origin (the camera position for view rays).
1071 pub origin: glam::DVec3,
1072 /// Unit-length world-space ray direction.
1073 pub dir: glam::DVec3,
1074}
1075
1076/// A world-space line segment to draw over a rendered frame via
1077/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
1078/// grids, axes, hover wireframes), debug paths, etc.
1079#[derive(Clone, Copy, PartialEq, Debug)]
1080pub struct Line3 {
1081 /// World-space endpoints (voxel units), in the same frame the
1082 /// rendered scene + `camera` use.
1083 pub a: [f64; 3],
1084 /// The segment's other endpoint, same space as `a`.
1085 pub b: [f64; 3],
1086 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
1087 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
1088 pub color: u32,
1089 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
1090 pub width_px: f32,
1091 /// `true`: the segment is occluded by nearer rendered geometry
1092 /// (depth-tested against the frame's z-buffer). `false`: always on
1093 /// top (e.g. a hover highlight that should show through the model).
1094 pub depth_test: bool,
1095}
1096
1097/// A handle to an uploaded image-sprite texture, returned by
1098/// [`SceneRenderer::upload_image`]. Positional (like [`SpriteModelId`]):
1099/// it indexes the backend's texture store. Pass it in an [`ImageSprite`]
1100/// for [`SceneRenderer::draw_images`], or to
1101/// [`drop_image`](SceneRenderer::drop_image) to release it. Opaque on
1102/// purpose — there's no arithmetic to do on it.
1103#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
1104pub struct ImageId(pub(crate) usize);
1105
1106/// How an [`ImageSprite`]'s quad is oriented in the world.
1107#[derive(Clone, Copy, PartialEq, Debug)]
1108pub enum ImageFacing {
1109 /// Fixed in world space: the quad lies in the plane spanned by `u`
1110 /// (the image's +column / width direction) and `v` (its +row /
1111 /// height direction). Both are world-space directions; their length
1112 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
1113 /// the plane's axes directly. Row 0 of the image is the `origin`
1114 /// edge and rows grow along `v`.
1115 World {
1116 /// World direction of the image's +column (width) axis.
1117 u: [f32; 3],
1118 /// World direction of the image's +row (height) axis.
1119 v: [f32; 3],
1120 },
1121 /// Always faces the camera (billboard); `up` is the world direction
1122 /// the image's top edge points toward (e.g. world `-Z` for the
1123 /// scene-demo's z-down world, or any "up" the host prefers).
1124 Billboard {
1125 /// World direction the image's top edge points toward.
1126 up: [f32; 3],
1127 },
1128}
1129
1130/// One placed 2D image sprite for the current frame: a flat textured
1131/// quad in world space, composited over the rendered scene with the
1132/// frame's depth buffer (so the voxel model can occlude it). Built per
1133/// frame and passed to [`SceneRenderer::draw_images`], mirroring
1134/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
1135/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
1136///
1137/// [`image`]: ImageSprite::image
1138#[derive(Clone, Copy, PartialEq, Debug)]
1139pub struct ImageSprite {
1140 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
1141 pub image: ImageId,
1142 /// World position of the quad's **top-left** corner — the image's
1143 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
1144 /// facing's `u` and `size[1]` along its `v`.
1145 pub origin: [f32; 3],
1146 /// World orientation of the quad — fixed in world or camera-facing.
1147 pub facing: ImageFacing,
1148 /// World size of the quad along `u` and `v`. For pixel-art traced at
1149 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
1150 pub size: [f32; 2],
1151 /// Multiplied into every sampled texel (tint + opacity), `0xAARRGGBB`.
1152 /// `0xFFFFFFFF` draws the texture unchanged; the high byte scales
1153 /// the texel alpha (e.g. `0x80FFFFFF` = 50 % opacity).
1154 pub tint: u32,
1155 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
1156 /// this are discarded outright (not blended) — crisp pixel-art edges
1157 /// instead of a semi-transparent haze, and the same threshold decides
1158 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
1159 /// plain straight-alpha over-blend (every non-zero texel draws).
1160 pub alpha_cutoff: f32,
1161 /// `true`: occluded by nearer rendered geometry (depth-tested against
1162 /// the frame's depth buffer, with a bias so a quad resting on a
1163 /// coincident voxel face doesn't z-fight). `false`: always on top.
1164 pub depth_test: bool,
1165 /// `true`: draw regardless of which way the quad faces (no backface
1166 /// cull) — what reference images usually want. `false`: cull when the
1167 /// quad faces away from the camera. Ignored for
1168 /// [`ImageFacing::Billboard`] (it always faces the camera).
1169 pub double_sided: bool,
1170}
1171
1172/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
1173/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
1174/// resolves [`ImageSprite::facing`] into corners and culls back-facing
1175/// quads once, so both backends draw from the same geometry.
1176#[derive(Clone, Copy, Debug)]
1177pub(crate) struct QuadDraw {
1178 pub corners: [[f32; 3]; 4],
1179 pub image: ImageId,
1180 pub tint: u32,
1181 pub depth_test: bool,
1182 pub alpha_cutoff: f32,
1183}
1184
1185/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
1186/// `uv` is the normalised position within the quad (`(0,0)` = top-left
1187/// corner); `texel` is the matching source-image pixel; `world` is the
1188/// hit point; `t` is its euclidean distance from the camera.
1189#[derive(Clone, Copy, PartialEq, Debug)]
1190pub struct ImagePickHit {
1191 /// The hit sprite's texture handle.
1192 pub image: ImageId,
1193 /// Normalised position within the quad (`(0,0)` = top-left).
1194 pub uv: [f32; 2],
1195 /// The matching source-image pixel (column, row).
1196 pub texel: (u32, u32),
1197 /// World-space hit point on the quad.
1198 pub world: [f32; 3],
1199 /// Euclidean distance from the camera to `world`.
1200 pub t: f32,
1201}
1202
1203/// Which renderer a [`SceneRenderer`] resolved to at construction.
1204#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1205pub enum Backend {
1206 /// `roxlap-core` opticast, presented via `softbuffer`.
1207 Cpu,
1208 /// `roxlap-gpu` compute marcher, presented via wgpu.
1209 Gpu,
1210}
1211
1212/// A backend-dependent capability, probed via
1213/// [`SceneRenderer::supports`] (QE.7a). Every method below the parity
1214/// line degrades to a silent no-op on the unsupporting backend; this
1215/// enum turns the tribal knowledge into a queryable answer.
1216///
1217/// | Feature | CPU | GPU |
1218/// |---|---|---|
1219/// | [`Capture`](Self::Capture) | ✅ | ✅ native (❌ wasm — WebGPU can't block) |
1220/// | [`SkyPanorama`](Self::SkyPanorama) | ❌ (use [`FrameParams::sky`]) | ✅ |
1221/// | [`CarveActiveSprite`](Self::CarveActiveSprite) | ❌ | ✅ |
1222/// | [`TranslucentSpriteMaterials`](Self::TranslucentSpriteMaterials) | ✅ | ❌ (owed: TV.3b) |
1223/// | [`TranslucentTerrain`](Self::TranslucentTerrain) | ✅ | ❌ (owed: TV.6) |
1224/// | [`FreePickDepth`](Self::FreePickDepth) | ✅ | ❌ (blocking readback) |
1225#[non_exhaustive]
1226#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1227pub enum Feature {
1228 /// [`SceneRenderer::request_capture`] / `take_capture` produce
1229 /// frames.
1230 Capture,
1231 /// [`SceneRenderer::set_sky_panorama`] uploads a sampled sky (the
1232 /// CPU backend samples [`FrameParams::sky`] instead).
1233 SkyPanorama,
1234 /// [`SceneRenderer::carve_active_sprite`] carves.
1235 CarveActiveSprite,
1236 /// Per-voxel / per-instance **sprite** materials composite
1237 /// translucently (an unsupporting backend renders them opaque).
1238 TranslucentSpriteMaterials,
1239 /// [`SceneRenderer::set_terrain_materials`] terrain translucency
1240 /// composites (an unsupporting backend renders terrain opaque).
1241 TranslucentTerrain,
1242 /// [`SceneRenderer::pick_depth`] is cheap enough for per-frame use
1243 /// (an in-memory read). Unsupporting = it works but **blocks** on
1244 /// a device readback — hotkey-grade, not reticle-grade.
1245 FreePickDepth,
1246}
1247
1248/// Which backend [`SceneRenderer::try_new`] should build (QE.7b —
1249/// replaces `RenderOptions.want_gpu: bool`, which couldn't express
1250/// "GPU or fail": headless CI rigs and benchmarks silently fell back
1251/// to a software render and measured the wrong thing).
1252#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
1253pub enum BackendPreference {
1254 /// The CPU renderer, unconditionally (the pre-QE.7 `want_gpu:
1255 /// false`). The default.
1256 #[default]
1257 Cpu,
1258 /// Try the GPU; fall back to CPU with a logged `warn` when WGPU
1259 /// init fails (the pre-QE.7 `want_gpu: true`).
1260 PreferGpu,
1261 /// GPU or [`RenderError::GpuInit`] — no silent software fallback.
1262 /// (The wasm constructor has no `Result` channel and treats this
1263 /// as [`PreferGpu`](Self::PreferGpu).)
1264 RequireGpu,
1265}
1266
1267/// Construction failure from [`SceneRenderer::try_new`] (QE.2b).
1268///
1269/// Under [`BackendPreference::PreferGpu`] a GPU failure is not an
1270/// error (it logs a `warn` and falls back to CPU); `try_new` fails
1271/// when the last-resort CPU surface can't be created, or when
1272/// [`BackendPreference::RequireGpu`] couldn't get its GPU.
1273#[derive(Debug)]
1274pub enum RenderError {
1275 /// The CPU backend couldn't bind its software present surface
1276 /// (softbuffer context/surface creation failed — e.g. a broken or
1277 /// unsupported display connection).
1278 CpuSurface(String),
1279 /// [`BackendPreference::RequireGpu`] and WGPU init failed (QE.7b).
1280 GpuInit(GpuInitError),
1281}
1282
1283impl std::fmt::Display for RenderError {
1284 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
1285 match self {
1286 Self::CpuSurface(msg) => write!(f, "CPU present surface init failed: {msg}"),
1287 Self::GpuInit(e) => write!(f, "GPU init failed (RequireGpu, no fallback): {e}"),
1288 }
1289 }
1290}
1291
1292impl std::error::Error for RenderError {
1293 fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
1294 match self {
1295 Self::GpuInit(e) => Some(e),
1296 Self::CpuSurface(_) => None,
1297 }
1298 }
1299}
1300
1301/// Construction-time options for [`SceneRenderer::new`].
1302pub struct RenderOptions {
1303 /// Which backend to build (QE.7b — replaces `want_gpu: bool`;
1304 /// migrate `want_gpu: true` → [`BackendPreference::PreferGpu`],
1305 /// `false` → [`BackendPreference::Cpu`]).
1306 pub backend: BackendPreference,
1307 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
1308 /// backend is selected.
1309 pub gpu: GpuRendererSettings,
1310 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
1311 /// with until a scene render lands. Also the CPU sky-miss colour
1312 /// default if a frame supplies none.
1313 pub clear_sky: u32,
1314 /// GPU scene-grid LOD scan distance in world units (GPU.11.1):
1315 /// rays farther than this from the camera sample coarser chunk
1316 /// mips. QE.2a — construction-time here (was a per-frame
1317 /// `FrameParams` field); the `ROXLAP_GPU_MIP_SCAN_DIST` env var
1318 /// still overrides it as a user-side escape hatch. Ignored by the
1319 /// CPU backend (its mip ladder comes from
1320 /// [`OpticastSettings::mip_scan_dist`]).
1321 pub gpu_mip_scan_dist: f32,
1322 /// GPU per-frame dirty-chunk install budget (QE.2c — was env-only
1323 /// `ROXLAP_GPU_CHUNK_BUDGET`, which still overrides). Each chunk
1324 /// install issues several `queue.write_buffer` calls; a big batch
1325 /// can exhaust the device staging pool (seen as egui-wgpu panics on
1326 /// Mesa/NVK while flying fast). Small budget = bounded per-frame
1327 /// writes, more terrain pop-in when moving quickly. `0` =
1328 /// unbounded.
1329 pub gpu_chunk_upload_budget: u32,
1330 /// GPU frames-per-staging-flush while registering a flipbook clip
1331 /// (QE.2c — was env-only `ROXLAP_GPU_CLIP_BUDGET`, which still
1332 /// overrides). `0` = unbounded.
1333 pub gpu_clip_upload_budget: u32,
1334 /// Unused. Sized the strip-parallel opticast's per-frame scratch
1335 /// pool; the per-pixel DDA renderer that replaced it needs no
1336 /// pre-sizing, so the value is ignored.
1337 #[deprecated(
1338 since = "0.22.0",
1339 note = "ignored — the DDA renderer replaced the strip-parallel \
1340 opticast and needs no scratch-pool pre-sizing"
1341 )]
1342 pub cpu_max_grid_vsid: u32,
1343 /// Unused. Set the strip-parallel opticast's thread count; the DDA
1344 /// renderer parallelises internally over the rayon pool (bound it
1345 /// with `RAYON_NUM_THREADS` if needed), so the value is ignored.
1346 #[deprecated(
1347 since = "0.22.0",
1348 note = "ignored — the DDA renderer parallelises over the rayon \
1349 pool; bound it with RAYON_NUM_THREADS"
1350 )]
1351 pub cpu_render_threads: usize,
1352}
1353
1354// The deprecated fields still have to be constructed until they are
1355// removed for real (QE has a breaking window; see docs/porting/
1356// PORTING-QUALITY.md).
1357#[allow(deprecated)]
1358impl Default for RenderOptions {
1359 fn default() -> Self {
1360 Self {
1361 backend: BackendPreference::Cpu,
1362 gpu: GpuRendererSettings::default(),
1363 clear_sky: 0x0099_b3d9,
1364 gpu_mip_scan_dist: 64.0,
1365 gpu_chunk_upload_budget: 2,
1366 gpu_clip_upload_budget: 8,
1367 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
1368 cpu_render_threads: 4,
1369 }
1370 }
1371}
1372
1373/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
1374/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
1375/// voxel face isn't rejected as "occluded".
1376const PICK_DEPTH_BIAS: f32 = 0.5;
1377
1378// --- image-sprite geometry helpers (shared by both backends) ---
1379
1380fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1381 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
1382}
1383fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1384 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
1385}
1386fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
1387 [a[0] * s, a[1] * s, a[2] * s]
1388}
1389fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
1390 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
1391}
1392fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1393 [
1394 a[1] * b[2] - a[2] * b[1],
1395 a[2] * b[0] - a[0] * b[2],
1396 a[0] * b[1] - a[1] * b[0],
1397 ]
1398}
1399fn v_norm(a: [f32; 3]) -> [f32; 3] {
1400 let len = v_dot(a, a).sqrt();
1401 if len < 1e-12 {
1402 a
1403 } else {
1404 v_scale(a, 1.0 / len)
1405 }
1406}
1407
1408/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
1409/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
1410/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
1411/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
1412/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
1413/// affine coords exactly for a (possibly skew) parallelogram. Standalone
1414/// so the geometry is unit-testable without a renderer.
1415fn ray_quad_uv(
1416 origin: [f32; 3],
1417 dir: [f32; 3],
1418 corners: &[[f32; 3]; 4],
1419) -> Option<([f32; 2], f32)> {
1420 let [tl, tr, bl, _br] = *corners;
1421 let ue = v_sub(tr, tl); // +u edge (width)
1422 let ve = v_sub(bl, tl); // +v edge (height)
1423 let n = v_cross(ue, ve);
1424 let denom = v_dot(dir, n);
1425 if denom.abs() < 1e-12 {
1426 return None; // ray parallel to the quad's plane
1427 }
1428 let t = v_dot(v_sub(tl, origin), n) / denom;
1429 if t <= 1e-6 {
1430 return None; // behind / at the origin
1431 }
1432 let p = v_add(origin, v_scale(dir, t));
1433 let rel = v_sub(p, tl);
1434 let guu = v_dot(ue, ue);
1435 let guv = v_dot(ue, ve);
1436 let gvv = v_dot(ve, ve);
1437 let det = guu * gvv - guv * guv;
1438 if det.abs() < 1e-12 {
1439 return None; // degenerate quad
1440 }
1441 let wu = v_dot(rel, ue);
1442 let wv = v_dot(rel, ve);
1443 let a = (gvv * wu - guv * wv) / det;
1444 let b = (guu * wv - guv * wu) / det;
1445 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
1446 return None; // outside the quad
1447 }
1448 Some(([a, b], t))
1449}
1450
1451/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
1452/// BR`), or `None` when a `double_sided == false` world quad faces away
1453/// from the camera (back-face cull) or its plane is degenerate. The
1454/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
1455/// test.
1456fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
1457 let cam_pos = [
1458 camera.pos[0] as f32,
1459 camera.pos[1] as f32,
1460 camera.pos[2] as f32,
1461 ];
1462 let cam_fwd = v_norm([
1463 camera.forward[0] as f32,
1464 camera.forward[1] as f32,
1465 camera.forward[2] as f32,
1466 ]);
1467
1468 let (u_hat, v_hat) = match sprite.facing {
1469 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
1470 ImageFacing::Billboard { up } => {
1471 // Horizontal axis ⟂ both the view direction and `up`; fall
1472 // back to the camera right when `up` is parallel to the view.
1473 let mut u_hat = v_norm(v_cross(up, cam_fwd));
1474 if v_dot(u_hat, u_hat) < 1e-12 {
1475 u_hat = v_norm([
1476 camera.right[0] as f32,
1477 camera.right[1] as f32,
1478 camera.right[2] as f32,
1479 ]);
1480 }
1481 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
1482 // so the top edge ends up toward `up`.
1483 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
1484 if v_dot(v_hat, up) > 0.0 {
1485 v_hat = v_scale(v_hat, -1.0);
1486 }
1487 (u_hat, v_hat)
1488 }
1489 };
1490
1491 let du = v_scale(u_hat, sprite.size[0]);
1492 let dv = v_scale(v_hat, sprite.size[1]);
1493 let tl = sprite.origin;
1494 let tr = v_add(tl, du);
1495 let bl = v_add(tl, dv);
1496 let br = v_add(tr, dv);
1497
1498 // Back-face cull for fixed world quads (billboards always face us).
1499 if !sprite.double_sided {
1500 if let ImageFacing::World { .. } = sprite.facing {
1501 let normal = v_cross(du, dv);
1502 // Front-facing when the quad normal points toward the camera.
1503 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
1504 return None;
1505 }
1506 }
1507 }
1508
1509 Some(QuadDraw {
1510 corners: [tl, tr, bl, br],
1511 image: sprite.image,
1512 tint: sprite.tint,
1513 depth_test: sprite.depth_test,
1514 alpha_cutoff: sprite.alpha_cutoff,
1515 })
1516}
1517
1518/// Where the per-pixel raycaster actually runs, decoupled from the window
1519/// size (RP.0). Both backends are per-pixel marchers, so frame cost scales
1520/// with the pixel count — rendering into a fixed **logical** target and
1521/// nearest-upscaling it to the window makes FPS independent of window size
1522/// and creates the seam for the later posterize / SSAA post (RP.1/RP.2).
1523///
1524/// The default ([`Native`](RenderResolution::Native)) keeps `logical == window`
1525/// and is **byte-identical** to the pre-RP straight blit.
1526#[derive(Clone, Copy, Debug, PartialEq, Default)]
1527pub enum RenderResolution {
1528 /// Logical resolution == window. Default. Identical to pre-RP behaviour.
1529 #[default]
1530 Native,
1531 /// Fixed logical grid, independent of the window (the retro pixel grid).
1532 /// Upscaled to the window with nearest sampling (hard pixels). A logical
1533 /// aspect ratio different from the window's stretches non-uniformly — a
1534 /// deliberate, classic fixed-res look (no letterbox in RP.0).
1535 Fixed {
1536 /// Logical framebuffer width, pixels.
1537 w: u32,
1538 /// Logical framebuffer height, pixels.
1539 h: u32,
1540 },
1541 /// Logical = `round(window * factor)`. `0.5` ⇒ a quarter of the pixels,
1542 /// aspect preserved. Clamped to `>= 1px` per axis.
1543 Scale(f32),
1544}
1545
1546impl RenderResolution {
1547 /// Resolve to a concrete logical pixel size given the current window
1548 /// (native) size. Always `>= 1` per axis.
1549 #[must_use]
1550 pub(crate) fn logical_for(self, native: (u32, u32)) -> (u32, u32) {
1551 let (nw, nh) = (native.0.max(1), native.1.max(1));
1552 match self {
1553 Self::Native => (nw, nh),
1554 Self::Fixed { w, h } => (w.max(1), h.max(1)),
1555 Self::Scale(f) => {
1556 let s = f.max(1e-3);
1557 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1558 let lw = ((nw as f32) * s).round() as u32;
1559 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1560 let lh = ((nh as f32) * s).round() as u32;
1561 (lw.max(1), lh.max(1))
1562 }
1563 }
1564 }
1565}
1566
1567/// Dither applied before the posterize quantization (RP.2), to break up
1568/// banding and turn it into a stable retro pattern instead of crawling edges.
1569/// Indexed by the *logical* pixel, so each hard pixel still resolves to one
1570/// colour.
1571#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
1572pub enum DitherMode {
1573 /// No dither — plain round-to-nearest quantization (hard banding).
1574 #[default]
1575 None,
1576 /// Classic `4×4` ordered (Bayer) dither — the cross-hatch console look.
1577 Bayer4x4,
1578 /// Interleaved-gradient noise — a cheap, texture-free blue-noise-ish
1579 /// stochastic dither (finer than Bayer, no repeating grid).
1580 BlueNoise,
1581}
1582
1583/// Reduced-palette post (RP.2), applied at the logical resolution in the
1584/// resolve step (after the SSAA box-downfilter, before the nearest upscale).
1585/// Each channel is quantized to its own number of levels; `levels <= 1` leaves
1586/// that channel untouched. `None` posterize ⇒ the RP.0/RP.1 paths verbatim.
1587#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1588pub struct PosterizeConfig {
1589 /// Quantisation levels for the red channel (≥ 2).
1590 pub levels_r: u8,
1591 /// Quantisation levels for the green channel (≥ 2).
1592 pub levels_g: u8,
1593 /// Quantisation levels for the blue channel (≥ 2).
1594 pub levels_b: u8,
1595 /// Dither pattern applied before quantisation.
1596 pub dither: DitherMode,
1597}
1598
1599impl PosterizeConfig {
1600 /// Uniform per-channel level count with the given dither.
1601 #[must_use]
1602 pub fn uniform(levels: u8, dither: DitherMode) -> Self {
1603 Self {
1604 levels_r: levels,
1605 levels_g: levels,
1606 levels_b: levels,
1607 dither,
1608 }
1609 }
1610}
1611
1612/// Renderer-internal backend; never exposes wgpu or softbuffer types.
1613/// The GPU variant owns the whole wgpu device/queue/pipelines, so
1614/// it's boxed to keep the enum small.
1615enum BackendImpl {
1616 // Both variants boxed so the enum stays small regardless of which
1617 // backend's state is larger (clippy::large_enum_variant).
1618 Cpu(Box<CpuBackend>),
1619 Gpu(Box<GpuBackend>),
1620}
1621
1622/// Unified renderer over the CPU and GPU paths. See the crate docs.
1623pub struct SceneRenderer {
1624 inner: BackendImpl,
1625 /// Handles for dynamically added sprite instances (see
1626 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
1627 dyn_map: DynInstanceMap,
1628 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
1629 /// and the models returned by [`Self::set_sprites`]). Reset by
1630 /// [`Self::set_sprites`].
1631 model_map: EpochSlotMap<SpriteModelId>,
1632 /// Handles for registered animated voxel clips (see
1633 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
1634 clip_map: EpochSlotMap<VoxelClipId>,
1635 /// Handles for registered animated characters (see
1636 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
1637 char_map: EpochSlotMap<CharacterId>,
1638 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
1639 char_instances: Vec<CharInstance>,
1640 /// Handles for registered streaming clips (see
1641 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1642 streaming_map: EpochSlotMap<StreamingClipId>,
1643 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1644 /// to `streaming_map` slots; `None` once removed (#3).
1645 streaming_clips: Vec<Option<StreamingClipState>>,
1646 /// Metadata per registered flipbook clip, indexed by the backend clip
1647 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1648 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1649 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1650 /// [`Self::set_sprites`].
1651 clip_meta: Vec<ClipMeta>,
1652 /// Auto-advancing clip players (#6); ticked by
1653 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1654 clip_players: Vec<ClipPlayer>,
1655 /// Camera-facing billboard instances (BB.2): each carries its world
1656 /// position + mode, re-oriented every [`Self::face_billboards_to`].
1657 /// Reset by [`Self::set_sprites`].
1658 billboards: Vec<BillboardRec>,
1659 /// Handles for high-level directional billboard actors (BB.4). Reset by
1660 /// [`Self::set_sprites`].
1661 actor_map: EpochSlotMap<BillboardActorId>,
1662 /// Live billboard-actor runtimes, parallel to `actor_map` slots; `None`
1663 /// once removed. Driven by [`Self::update_billboard_actors`].
1664 billboard_actors: Vec<Option<BillboardActor>>,
1665 /// QE.3a - the once-per-facade scene bookkeeping both backends
1666 /// read (materials, terrain map, clip-instance frames).
1667 state: SceneState,
1668}
1669
1670impl SceneRenderer {
1671 /// Wrap a constructed backend with the facade's (empty) handle
1672 /// registries — the shared tail of every constructor.
1673 fn from_backend(inner: BackendImpl) -> Self {
1674 Self {
1675 inner,
1676 dyn_map: DynInstanceMap::default(),
1677 model_map: EpochSlotMap::default(),
1678 clip_map: EpochSlotMap::default(),
1679 char_map: EpochSlotMap::default(),
1680 char_instances: Vec::new(),
1681 streaming_map: EpochSlotMap::default(),
1682 streaming_clips: Vec::new(),
1683 clip_meta: Vec::new(),
1684 clip_players: Vec::new(),
1685 billboards: Vec::new(),
1686 actor_map: EpochSlotMap::default(),
1687 billboard_actors: Vec::new(),
1688 state: SceneState::default(),
1689 }
1690 }
1691
1692 /// Build a renderer for `window` — any [`raw-window-handle`]
1693 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1694 /// window's initial physical framebuffer size in pixels; thereafter
1695 /// the host reports changes via [`Self::resize`]. Passing the size
1696 /// explicitly keeps the facade decoupled from any one windowing
1697 /// library's size API.
1698 ///
1699 /// Builds the backend [`opts.backend`](RenderOptions::backend)
1700 /// asks for. Under [`BackendPreference::PreferGpu`] a WGPU-init
1701 /// failure falls back to the CPU backend with a `warn` through
1702 /// the [`log`] facade (install a logger like `env_logger` to see
1703 /// why a machine is software-rendering);
1704 /// [`BackendPreference::RequireGpu`] turns that failure into an
1705 /// error instead (QE.7b — headless CI / benchmark rigs must not
1706 /// silently measure a software render).
1707 ///
1708 /// # Errors
1709 /// [`RenderError::CpuSurface`] — the last-resort softbuffer
1710 /// context/surface couldn't bind to `window`;
1711 /// [`RenderError::GpuInit`] — `RequireGpu` and WGPU init failed.
1712 ///
1713 /// [`raw-window-handle`]: raw_window_handle
1714 #[cfg(not(target_arch = "wasm32"))]
1715 pub fn try_new<W>(
1716 window: Arc<W>,
1717 size: (u32, u32),
1718 opts: &RenderOptions,
1719 ) -> Result<Self, RenderError>
1720 where
1721 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1722 {
1723 if opts.backend != BackendPreference::Cpu {
1724 match GpuBackend::new(window.clone(), size, opts) {
1725 Ok(g) => return Ok(Self::from_backend(BackendImpl::Gpu(Box::new(g)))),
1726 Err(e) if opts.backend == BackendPreference::RequireGpu => {
1727 return Err(RenderError::GpuInit(e));
1728 }
1729 Err(e) => {
1730 log::warn!("GPU init failed ({e}); falling back to the CPU renderer");
1731 }
1732 }
1733 }
1734 let cpu = CpuBackend::try_new(window, size, opts)?;
1735 Ok(Self::from_backend(BackendImpl::Cpu(Box::new(cpu))))
1736 }
1737
1738 /// Infallible [`Self::try_new`]: **panics** if even the CPU
1739 /// software surface can't be created — the convenient default for
1740 /// demos and tools, where "no window surface at all" has no
1741 /// meaningful recovery. Games that want to show their own error UI
1742 /// call [`try_new`](Self::try_new).
1743 ///
1744 /// # Panics
1745 /// When [`Self::try_new`] returns [`RenderError::CpuSurface`].
1746 #[cfg(not(target_arch = "wasm32"))]
1747 #[must_use]
1748 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1749 where
1750 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1751 {
1752 match Self::try_new(window, size, opts) {
1753 Ok(r) => r,
1754 Err(e) => panic!("SceneRenderer::new: {e} (use try_new to handle this)"),
1755 }
1756 }
1757
1758 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1759 /// `canvas`. `size` is the canvas's initial framebuffer size in
1760 /// pixels; the host reports later changes via [`Self::resize`].
1761 ///
1762 /// Async because the browser drives wgpu's adapter/device requests
1763 /// through its event loop — `await` it inside a
1764 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1765 /// (WebGPU) backend when `opts.backend` asks for GPU and WebGPU is
1766 /// available (`RequireGpu` degrades to `PreferGpu` here — no
1767 /// `Result` channel in the async wasm constructor);
1768 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1769 /// opticast path presented through a WebGL2 blit on the same canvas.
1770 /// **Never fails** — the message is logged to the browser console.
1771 #[cfg(target_arch = "wasm32")]
1772 pub async fn new_from_canvas_async(
1773 canvas: web_sys::HtmlCanvasElement,
1774 size: (u32, u32),
1775 opts: &RenderOptions,
1776 ) -> Self {
1777 if opts.backend != BackendPreference::Cpu {
1778 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1779 // GPU attempt gets a clone — the CPU fallback keeps the
1780 // original if WebGPU init fails.
1781 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1782 Ok(g) => return Self::from_backend(BackendImpl::Gpu(Box::new(g))),
1783 Err(e) => {
1784 web_sys::console::warn_1(
1785 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1786 .into(),
1787 );
1788 }
1789 }
1790 }
1791 Self::from_backend(BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(
1792 canvas, size, opts,
1793 ))))
1794 }
1795
1796 /// Which backend was selected.
1797 #[must_use]
1798 pub fn backend(&self) -> Backend {
1799 match self.inner {
1800 BackendImpl::Cpu(_) => Backend::Cpu,
1801 BackendImpl::Gpu(_) => Backend::Gpu,
1802 }
1803 }
1804
1805 /// Whether the active backend supports `feature` (QE.7a) — the
1806 /// queryable form of the parity table on [`Feature`]. Methods on
1807 /// the "❌" side stay callable and degrade to documented no-ops;
1808 /// use this to pick a strategy up front (e.g. photo mode: capture
1809 /// vs "not available on this platform").
1810 #[must_use]
1811 pub fn supports(&self, feature: Feature) -> bool {
1812 let gpu = matches!(self.inner, BackendImpl::Gpu(_));
1813 match feature {
1814 Feature::Capture => {
1815 // GPU capture is a blocking readback — native only.
1816 !gpu || cfg!(not(target_arch = "wasm32"))
1817 }
1818 Feature::SkyPanorama | Feature::CarveActiveSprite => gpu,
1819 Feature::TranslucentSpriteMaterials
1820 | Feature::TranslucentTerrain
1821 | Feature::FreePickDepth => !gpu,
1822 }
1823 }
1824
1825 /// The GPU adapter description when on the GPU backend, else
1826 /// `None`.
1827 #[must_use]
1828 pub fn adapter_info(&self) -> Option<&str> {
1829 match &self.inner {
1830 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1831 BackendImpl::Cpu(_) => None,
1832 }
1833 }
1834
1835 /// `true` when this renderer runs on modest hardware: the CPU
1836 /// backend, or a GPU adapter that is not a discrete card
1837 /// (integrated / software / virtual). A hint for hosts to pick a
1838 /// lighter default render resolution — never consulted internally.
1839 #[must_use]
1840 pub fn is_low_power(&self) -> bool {
1841 match &self.inner {
1842 BackendImpl::Cpu(_) => true,
1843 BackendImpl::Gpu(g) => g.low_power(),
1844 }
1845 }
1846
1847 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1848 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1849 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1850 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1851 if let BackendImpl::Gpu(g) = &mut self.inner {
1852 g.set_sky_panorama(rgba, w, h);
1853 }
1854 }
1855
1856 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1857 /// this only matters to the GPU swapchain — but it's safe to call
1858 /// for both.
1859 pub fn resize(&mut self, width: u32, height: u32) {
1860 match &mut self.inner {
1861 BackendImpl::Cpu(c) => c.resize(width, height),
1862 BackendImpl::Gpu(g) => g.resize(width, height),
1863 }
1864 }
1865
1866 /// Set the logical (fixed) render resolution (RP.0). The scene marches at
1867 /// the resolved logical size and is nearest-upscaled to the window, so the
1868 /// raycaster's cost — and thus FPS — stops depending on the window size.
1869 /// [`RenderResolution::Native`] (the default) keeps `logical == window`
1870 /// and is byte-identical to pre-RP rendering. Takes effect from the next
1871 /// [`render`](Self::render).
1872 pub fn set_render_resolution(&mut self, res: RenderResolution) {
1873 match &mut self.inner {
1874 BackendImpl::Cpu(c) => c.set_render_resolution(res),
1875 BackendImpl::Gpu(g) => g.set_render_resolution(res),
1876 }
1877 }
1878
1879 /// Set the supersampling factor (RP.1). `1` = off; `2` marches `2×2`
1880 /// samples per logical pixel and box-downfilters back before the upscale,
1881 /// anti-aliasing the retro grid. Clamped to `1..=4`. The marcher then runs
1882 /// at `logical_dims × factor` — predictable cost, independent of the window
1883 /// size. Takes effect from the next [`render`](Self::render).
1884 pub fn set_ssaa(&mut self, factor: u8) {
1885 match &mut self.inner {
1886 BackendImpl::Cpu(c) => c.set_ssaa(factor),
1887 BackendImpl::Gpu(g) => g.set_ssaa(factor),
1888 }
1889 }
1890
1891 /// The resolution the raycaster actually runs at this frame —
1892 /// `logical_dims × ssaa` (RP.1). Reflects the most recent window size,
1893 /// [`RenderResolution`], and SSAA factor.
1894 #[must_use]
1895 pub fn render_dims(&self) -> (u32, u32) {
1896 match &self.inner {
1897 BackendImpl::Cpu(c) => c.render_dims(),
1898 BackendImpl::Gpu(g) => g.render_dims(),
1899 }
1900 }
1901
1902 /// Set the reduced-palette posterize post (RP.2), or `None` to disable it
1903 /// (the default — RP.0/RP.1 paths verbatim). Quantization runs at the
1904 /// logical resolution in the resolve step, after the SSAA downfilter and
1905 /// before the nearest upscale, with the configured dither. Takes effect
1906 /// from the next [`render`](Self::render).
1907 pub fn set_posterize(&mut self, cfg: Option<PosterizeConfig>) {
1908 match &mut self.inner {
1909 BackendImpl::Cpu(c) => c.set_posterize(cfg),
1910 BackendImpl::Gpu(g) => g.set_posterize(cfg),
1911 }
1912 }
1913
1914 /// The logical (fixed) render-target size resolved against the current
1915 /// window size, per the active [`RenderResolution`].
1916 #[must_use]
1917 pub fn logical_dims(&self) -> (u32, u32) {
1918 match &self.inner {
1919 BackendImpl::Cpu(c) => c.logical_dims(),
1920 BackendImpl::Gpu(g) => g.logical_dims(),
1921 }
1922 }
1923
1924 /// One-call per-frame animation tick (QE.1b): drives **every**
1925 /// facade-owned animated collection, replacing the multi-call
1926 /// protocol hosts previously had to know (and could silently get
1927 /// wrong — a missed call meant frozen clips or unfaced
1928 /// billboards). Call once per frame before [`render`](Self::render):
1929 ///
1930 /// 1. [`advance_voxel_clips`](Self::advance_voxel_clips) —
1931 /// auto-playing flipbook + streaming clip players;
1932 /// 2. every live character — skeleton + clip attachments (the
1933 /// all-characters sweep of
1934 /// [`advance_character`](Self::advance_character));
1935 /// 3. [`update_billboard_actors`](Self::update_billboard_actors) —
1936 /// actor direction/state clips + camera facing;
1937 /// 4. [`face_billboards_to`](Self::face_billboards_to) — plain
1938 /// billboard instances.
1939 ///
1940 /// The fine-grained methods stay public for hosts that need a
1941 /// custom per-entity `dt` (slow-motion on one character) or their
1942 /// own ordering — `tick` is the "do the right thing" default and
1943 /// is exactly equivalent to calling them in the order above.
1944 /// KFA sprites driven via
1945 /// [`update_kfa_poses`](Self::update_kfa_poses) remain a separate
1946 /// call (they mutate host-owned skeletons).
1947 pub fn tick(&mut self, camera: &Camera, dt: f64) {
1948 self.advance_voxel_clips(dt);
1949 let live: Vec<usize> = self.char_map.live_indices().collect();
1950 for idx in live {
1951 self.advance_character_at(idx, dt);
1952 }
1953 self.update_billboard_actors(camera, dt);
1954 self.face_billboards_to(camera);
1955 }
1956
1957 /// Composite `scene` from `camera` with `frame` params into the
1958 /// backend's frame buffer — **without presenting**. The CPU backend
1959 /// fills sky + runs the opticast compositor into an owned buffer;
1960 /// the GPU backend uploads/refreshes the scene, runs the compute
1961 /// marcher + sprite pass, and acquires (but does not present) the
1962 /// swapchain frame.
1963 ///
1964 /// Finish the frame with exactly one of [`present`](Self::present)
1965 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
1966 /// Calling `render` again without finishing drops the pending frame.
1967 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
1968 match &mut self.inner {
1969 BackendImpl::Cpu(c) => c.render(scene, camera, frame, &self.state),
1970 BackendImpl::Gpu(g) => g.render(scene, camera, frame, &self.state),
1971 }
1972 // The GPU mirrored its device palettes this frame if it needed
1973 // to; the CPU reads the table live. Either way the change flag
1974 // is consumed.
1975 self.state.materials_dirty = false;
1976 }
1977
1978 /// Draw world-space [`Line3`] segments over the frame
1979 /// [`render`](Self::render) composited, using that frame's camera +
1980 /// projection + depth buffer. Call **after** [`render`](Self::render)
1981 /// and **before** [`present`](Self::present) /
1982 /// [`paint_egui`](Self::paint_egui) — the lines land in the
1983 /// framebuffer, so a subsequent `paint_egui` still draws its panels
1984 /// on top.
1985 ///
1986 /// `camera` must be the one the last frame rendered with (the
1987 /// projection is taken from that frame). Depth-tested segments
1988 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
1989 /// always-on-top segments ignore depth. See [`Line3`] for colour /
1990 /// width / blend semantics.
1991 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
1992 match &mut self.inner {
1993 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
1994 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
1995 }
1996 }
1997
1998 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
1999 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
2000 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
2001 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
2002 /// so the per-frame draw call stays cheap. Sampling is
2003 /// nearest-neighbour (pixel-art friendly — no blurring).
2004 ///
2005 /// Returns `None` for malformed input — a wrong byte count
2006 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
2007 /// confused with the first valid id (`ImageId(0)`).
2008 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
2009 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
2010 return None;
2011 }
2012 Some(match &mut self.inner {
2013 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
2014 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
2015 })
2016 }
2017
2018 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
2019 /// The id must not be reused afterwards (a later `upload_image` may
2020 /// hand the slot back out under a fresh id).
2021 pub fn drop_image(&mut self, id: ImageId) {
2022 match &mut self.inner {
2023 BackendImpl::Cpu(c) => c.drop_image(id),
2024 BackendImpl::Gpu(g) => g.drop_image(id),
2025 }
2026 }
2027
2028 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
2029 /// composited — flat textured quads placed in world space, using that
2030 /// frame's camera + projection + depth buffer. Same contract as
2031 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
2032 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
2033 ///
2034 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
2035 /// quad). Depth-tested sprites are occluded by nearer rendered
2036 /// geometry (with a bias to avoid z-fighting on a coincident face);
2037 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
2038 /// over the scene. `camera` must be the one the last frame rendered.
2039 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
2040 if images.is_empty() {
2041 return;
2042 }
2043 let quads: Vec<QuadDraw> = images
2044 .iter()
2045 .filter_map(|s| resolve_quad(s, camera))
2046 .collect();
2047 if quads.is_empty() {
2048 return;
2049 }
2050 match &mut self.inner {
2051 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
2052 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
2053 }
2054 }
2055
2056 /// Project a world point to window pixel coordinates `(x, y)` under
2057 /// the projection the **last frame** rendered with — the backend-correct
2058 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
2059 /// before the first frame or for a point at/behind the camera near
2060 /// plane.
2061 ///
2062 /// Both backends honour their own projection (CPU `setcamera`
2063 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
2064 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
2065 /// [0, h)` for points off-screen but in front of the camera.
2066 #[must_use]
2067 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
2068 match &self.inner {
2069 BackendImpl::Cpu(c) => c.project_point(camera, world),
2070 BackendImpl::Gpu(g) => g.project_point(camera, world),
2071 }
2072 }
2073
2074 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
2075 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
2076 /// same list passed to [`draw_images`](Self::draw_images) (image
2077 /// sprites are immediate-mode, so the caller owns the set). `None` for
2078 /// a miss.
2079 ///
2080 /// The ray is intersected with each quad's plane and mapped to its
2081 /// `uv` / source texel. A texel whose alpha is below the sprite's
2082 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
2083 /// **see-through** — the pick passes through it to a sprite behind.
2084 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
2085 /// rejected when nearer scene geometry occludes that pixel (shares the
2086 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
2087 /// the occlusion test costs a click-time depth readback).
2088 #[must_use]
2089 pub fn pick_image(
2090 &self,
2091 camera: &Camera,
2092 x: f64,
2093 y: f64,
2094 sprites: &[ImageSprite],
2095 ) -> Option<ImagePickHit> {
2096 if sprites.is_empty() {
2097 return None;
2098 }
2099 let dir = self.pixel_ray(camera, x, y)?;
2100 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
2101 let dir_len = v_dot(dir, dir).sqrt();
2102 if dir_len < 1e-9 {
2103 return None;
2104 }
2105 let origin = [
2106 camera.pos[0] as f32,
2107 camera.pos[1] as f32,
2108 camera.pos[2] as f32,
2109 ];
2110 // Scene surface distance under this pixel (sky / no-hit → None);
2111 // used to occlude depth-tested sprites. Same metric as `pick`.
2112 let scene_t = self.pick_depth(x as u32, y as u32);
2113
2114 let mut best: Option<ImagePickHit> = None;
2115 for sprite in sprites {
2116 // Reuse the render-path resolve (back-face cull included), so
2117 // a single-sided quad that isn't drawn also can't be picked.
2118 let Some(q) = resolve_quad(sprite, camera) else {
2119 continue;
2120 };
2121 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
2122 continue; // miss / parallel / behind
2123 };
2124 let d_eucl = t * dir_len;
2125 if best.is_some_and(|cur| d_eucl >= cur.t) {
2126 continue; // a nearer sprite already won
2127 }
2128 let p = v_add(origin, v_scale(dir, t));
2129
2130 let Some((iw, ih)) = self.image_dims(sprite.image) else {
2131 continue; // dropped / unknown image
2132 };
2133 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
2134 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
2135
2136 // See-through test: a texel is solid when its alpha clears the
2137 // cutoff (and a fully-transparent texel is never solid).
2138 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
2139 let solid_thresh = cutoff_u8.max(1);
2140 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
2141 continue;
2142 }
2143
2144 // Occlusion: a depth-tested sprite behind nearer geometry loses.
2145 if sprite.depth_test {
2146 if let Some(st) = scene_t {
2147 if d_eucl > st + PICK_DEPTH_BIAS {
2148 continue;
2149 }
2150 }
2151 }
2152
2153 best = Some(ImagePickHit {
2154 image: sprite.image,
2155 uv: [a, b],
2156 texel: (tx, ty),
2157 world: p,
2158 t: d_eucl,
2159 });
2160 }
2161 best
2162 }
2163
2164 /// Source dimensions of an uploaded image, or `None` if the id was
2165 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
2166 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
2167 match &self.inner {
2168 BackendImpl::Cpu(c) => c.image_dims(id),
2169 BackendImpl::Gpu(g) => g.image_dims(id),
2170 }
2171 }
2172
2173 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
2174 /// unknown id / out-of-range texel). Internal helper for
2175 /// [`Self::pick_image`].
2176 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
2177 match &self.inner {
2178 BackendImpl::Cpu(c) => c.image_alpha_at(id, tx, ty),
2179 BackendImpl::Gpu(g) => g.image_alpha_at(id, tx, ty),
2180 }
2181 }
2182
2183 /// Mirror the rendered 3D scene horizontally before display. The flip is
2184 /// applied *before* any egui overlay, so the UI stays upright while the
2185 /// viewport un-mirrors — a fix for the engine's left-handed render.
2186 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
2187 /// mirrors the scene blit + line/image overlays). Picking/projection are
2188 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
2189 /// for ray casts.
2190 pub fn set_flip_x(&mut self, flip: bool) {
2191 match &mut self.inner {
2192 BackendImpl::Cpu(c) => c.set_flip_x(flip),
2193 BackendImpl::Gpu(g) => g.set_flip_x(flip),
2194 }
2195 }
2196
2197 /// Present the frame [`render`](Self::render) composited, with no UI
2198 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
2199 /// instead to overlay an egui UI before presenting.
2200 pub fn present(&mut self) {
2201 match &mut self.inner {
2202 BackendImpl::Cpu(c) => c.present(),
2203 BackendImpl::Gpu(g) => g.present(),
2204 }
2205 }
2206
2207 /// Block until the active backend has finished all in-flight work, ready
2208 /// for a clean teardown. On the GPU backend this drains the device queue
2209 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
2210 /// backend it is a no-op (nothing is in flight).
2211 ///
2212 /// Call this at shutdown **before dropping the renderer and its window**,
2213 /// so the GPU device/surface tear down with no commands queued and no
2214 /// half-presented frame. Skipping it (or dropping the window first) can
2215 /// leave the driver/compositor showing stale buffers after an exit — the
2216 /// "leftover triangles / flicker" symptom of an unclean shutdown.
2217 pub fn wait_idle(&mut self) {
2218 match &mut self.inner {
2219 BackendImpl::Cpu(c) => c.wait_idle(),
2220 BackendImpl::Gpu(g) => g.wait_idle(),
2221 }
2222 }
2223
2224 /// Overlay an egui UI on the frame [`render`](Self::render)
2225 /// composited, then present it (`hud` feature). The host runs egui
2226 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
2227 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
2228 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
2229 /// the UI scale (`ctx.pixels_per_point()`).
2230 ///
2231 /// The GPU backend paints via `egui-wgpu`; the CPU backend
2232 /// software-rasterises the tessellation into its framebuffer. Use
2233 /// this **instead of** [`present`](Self::present) — both finish the
2234 /// frame.
2235 #[cfg(feature = "hud")]
2236 pub fn paint_egui(
2237 &mut self,
2238 jobs: &[egui::ClippedPrimitive],
2239 textures: &egui::TexturesDelta,
2240 pixels_per_point: f32,
2241 ) {
2242 match &mut self.inner {
2243 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
2244 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
2245 }
2246 }
2247
2248 /// Register sprite models + instances. The CPU backend builds a
2249 /// per-instance draw list; the GPU backend builds an instanced
2250 /// model registry. Call once at setup (or again to replace).
2251 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
2252 match &mut self.inner {
2253 BackendImpl::Cpu(c) => c.set_sprites(set),
2254 BackendImpl::Gpu(g) => g.set_sprites(set),
2255 }
2256 // A fresh sprite set replaces the instance world, so any
2257 // previously added dynamic instances + models are gone — drop their
2258 // handles and re-seat the model slotmap with `set.models.len()`
2259 // live ids `0..n` (model index = chain id on both backends).
2260 self.dyn_map = DynInstanceMap::default();
2261 self.model_map.reset_live(set.models.len());
2262 // A full sprite rebuild drops the dynamic + clip layers on both
2263 // backends (the GPU registry is replaced), so reset the clip +
2264 // character maps too.
2265 self.clip_map.reset();
2266 self.char_map.reset();
2267 self.char_instances.clear();
2268 self.streaming_map.reset();
2269 self.streaming_clips.clear();
2270 self.clip_meta.clear();
2271 self.clip_players.clear();
2272 self.billboards.clear();
2273 self.actor_map.reset();
2274 self.billboard_actors.clear();
2275 self.state.dyn_clip.clear();
2276 (0..set.models.len() as u32)
2277 .map(|slot| self.model_map.minted(slot))
2278 .collect()
2279 }
2280
2281 /// Re-register one sprite model's geometry after you've edited its
2282 /// content (a carve or recolour of its `kv6`). `model` is the
2283 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
2284 /// `kv6` is the model's **new** geometry — the caller owns the source
2285 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
2286 /// represent) and supplies the refreshed mesh here.
2287 ///
2288 /// This is a **backend-agnostic content refresh**, not a GPU upload:
2289 /// the renderer brings its stored model up to date however its active
2290 /// backend needs to. The instance set is left untouched (an edit never
2291 /// moves or adds an instance), so on the GPU backend only that one
2292 /// model's voxel data is re-uploaded — through a slack-backed
2293 /// suballocator, one model's bytes rather than the whole registry —
2294 /// while the CPU backend swaps the cached `kv6` into each instance of
2295 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
2296 /// models or change the instance set.
2297 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
2298 let Some(idx) = self.model_map.index(model) else {
2299 return; // stale / removed handle → no-op
2300 };
2301 match &mut self.inner {
2302 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
2303 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
2304 }
2305 }
2306
2307 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
2308 /// re-classifies the refreshed voxels into per-voxel material ids by
2309 /// colour (TV.3) via `material_map` — used by the material-aware streaming
2310 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
2311 /// empty map matches `refresh_sprite_model`.
2312 pub fn refresh_sprite_model_with_materials(
2313 &mut self,
2314 model: SpriteModelId,
2315 kv6: &Kv6,
2316 material_map: &[(u32, u8)],
2317 ) {
2318 let Some(idx) = self.model_map.index(model) else {
2319 return; // stale / removed handle → no-op
2320 };
2321 match &mut self.inner {
2322 BackendImpl::Cpu(c) => {
2323 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
2324 }
2325 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
2326 }
2327 }
2328
2329 /// Add one sprite instance of an already-registered `model` at world
2330 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
2331 /// backends now share (GPU: append to the instance buffer, growing by
2332 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
2333 /// stable [`SpriteInstanceId`] for later removal.
2334 ///
2335 /// `model` must be a [`SpriteModelId`] from the current
2336 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
2337 /// with zero initial instances). Dynamic instances live *after* the
2338 /// static set + any KFA limbs, so register those first.
2339 ///
2340 /// Returns `None` — spawning nothing — on a stale/removed `model`
2341 /// handle (QE.1c; previously a silent sentinel id).
2342 pub fn add_sprite_instance(
2343 &mut self,
2344 model: SpriteModelId,
2345 pos: [f32; 3],
2346 ) -> Option<SpriteInstanceId> {
2347 self.add_sprite_instance_posed(
2348 model,
2349 DynSpriteTransform {
2350 pos,
2351 ..DynSpriteTransform::default()
2352 },
2353 )
2354 }
2355
2356 /// Add one sprite instance of an already-registered `model`,
2357 /// pre-posed with the orientation in `xf` — the streaming-spawn path
2358 /// for objects that appear mid-flight already rotated (so there's no
2359 /// one-frame axis-aligned flash before the first
2360 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
2361 /// Otherwise identical to
2362 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
2363 /// this with the identity basis). Returns a stable
2364 /// [`SpriteInstanceId`].
2365 ///
2366 /// Returns `None` — spawning nothing — on a stale/removed `model`
2367 /// handle (QE.1c; previously a silent sentinel id). `xf`'s basis
2368 /// must be non-singular; a degenerate one makes the instance
2369 /// silently skip drawing (see [`DynSpriteTransform`]).
2370 pub fn add_sprite_instance_posed(
2371 &mut self,
2372 model: SpriteModelId,
2373 xf: DynSpriteTransform,
2374 ) -> Option<SpriteInstanceId> {
2375 let idx = self.model_map.index(model)?;
2376 let dyn_index = match &mut self.inner {
2377 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
2378 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
2379 }?;
2380 self.state.dyn_clip.push(None); // a plain model instance
2381 Some(self.dyn_map.alloc(dyn_index as u32))
2382 }
2383
2384 /// Remove a dynamic sprite instance added by
2385 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
2386 /// backends (swap-remove); other dynamic handles stay valid. Returns
2387 /// `false` if the handle is stale / already removed.
2388 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
2389 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2390 return false;
2391 };
2392 let moved = match &mut self.inner {
2393 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
2394 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
2395 };
2396 // Mirror the backend's swap-remove on the facade's parallel
2397 // clip bookkeeping (QE.3a).
2398 self.state.dyn_clip.swap_remove(dyn_index as usize);
2399 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
2400 true
2401 }
2402
2403 /// Number of live dynamic sprite instances (those added via
2404 /// [`add_sprite_instance`](Self::add_sprite_instance)).
2405 #[must_use]
2406 pub fn dynamic_sprite_count(&self) -> usize {
2407 self.dyn_map.order.len()
2408 }
2409
2410 /// Define a global voxel **material** (TV stage): the opacity + blend
2411 /// mode that a per-voxel material id resolves to. The renderer owns one
2412 /// 256-entry palette shared by every model and grid.
2413 ///
2414 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
2415 /// without explicit material data resolves to — and **cannot** be
2416 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
2417 /// other id returns `true`.
2418 ///
2419 /// While no translucent material is defined the renderer stays on the
2420 /// fully-opaque fast path, so this is inert until first called. See
2421 /// `PORTING-TRANSPARENCY.md`.
2422 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
2423 let changed = self.state.materials.set(id, mat);
2424 if changed {
2425 self.state.materials_dirty = true;
2426 }
2427 changed
2428 }
2429
2430 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
2431 /// any id never passed to [`define_material`](Self::define_material)).
2432 #[must_use]
2433 pub fn material(&self, id: u8) -> Material {
2434 self.state.materials.get(id)
2435 }
2436
2437 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
2438 /// material_id)` that make matching-colour world (grid) voxels translucent
2439 /// — glass walls, water pools. The materials themselves are defined via
2440 /// [`define_material`](Self::define_material). An empty map (the default)
2441 /// keeps all terrain opaque. The CPU backend composites these today; the
2442 /// GPU backend renders them once the TV.6 device path lands.
2443 pub fn set_terrain_materials(&mut self, map: &[(u32, u8)]) {
2444 if self.state.terrain_materials != map {
2445 self.state.terrain_materials = map.to_vec();
2446 self.state.materials_dirty = true;
2447 }
2448 }
2449
2450 /// Register one new sprite **model** incrementally from `kv6`,
2451 /// **without** rebuilding the existing model set — the streaming-in
2452 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
2453 /// for unique generated geometry (procedural asteroids, debris).
2454 /// Returns a stable [`SpriteModelId`] usable immediately with
2455 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2456 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
2457 ///
2458 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
2459 /// residency on the GPU backend's first model). The GPU backend
2460 /// appends one LOD chain to the resident registry (amortised O(model
2461 /// voxels)); the CPU backend pushes an axis-aligned template.
2462 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
2463 let model_index = match &mut self.inner {
2464 BackendImpl::Cpu(c) => c.add_model(kv6),
2465 BackendImpl::Gpu(g) => g.add_model(kv6),
2466 };
2467 self.model_map.alloc(model_index as u32)
2468 }
2469
2470 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
2471 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
2472 /// [`define_material`](Self::define_material)), so a single model can mix
2473 /// opaque and translucent voxels — an opaque window frame around glass, a
2474 /// bottle around a translucent potion. Voxels whose colour isn't in the
2475 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
2476 /// otherwise.
2477 ///
2478 /// The CPU backend composites per-voxel materials today; the GPU backend
2479 /// carries the data and renders per-voxel materials once the TV.3b device
2480 /// path lands (until then it uses the instance's uniform material).
2481 pub fn add_sprite_model_with_materials(
2482 &mut self,
2483 kv6: &Kv6,
2484 material_map: &[(u32, u8)],
2485 ) -> SpriteModelId {
2486 let model_index = match &mut self.inner {
2487 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
2488 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
2489 };
2490 self.model_map.alloc(model_index as u32)
2491 }
2492
2493 /// Remove a registered sprite model, freeing its voxel data. Returns
2494 /// `false` if `id` is stale / already removed.
2495 ///
2496 /// The model's slot is tombstoned **in place**: its id is never
2497 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
2498 /// Existing instances of the removed model are **not** dropped here —
2499 /// they linger but draw as nothing on the GPU backend (the CPU
2500 /// backend keeps each instance's own kv6 clone, so they keep drawing
2501 /// until removed via
2502 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
2503 /// them when convenient. Call
2504 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
2505 /// to reclaim the GPU buffer holes.
2506 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
2507 let Some(idx) = self.model_map.index(id) else {
2508 return false;
2509 };
2510 match &mut self.inner {
2511 BackendImpl::Cpu(c) => c.remove_model(idx),
2512 BackendImpl::Gpu(g) => g.remove_model(idx),
2513 }
2514 self.model_map.remove(id)
2515 }
2516
2517 /// Reclaim the GPU buffer space left by
2518 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
2519 /// resident registry to its live models only. Model ids are preserved
2520 /// (no remap). O(live voxel volume) — call it when many models have
2521 /// been removed, not every frame. No-op on the CPU backend (which
2522 /// keeps cheap empty placeholders) and when nothing was removed.
2523 pub fn compact_sprite_models(&mut self) {
2524 match &mut self.inner {
2525 BackendImpl::Cpu(c) => c.compact_models(),
2526 BackendImpl::Gpu(g) => g.compact_models(),
2527 }
2528 }
2529
2530 /// Update one dynamic instance's full pose (position + orientation)
2531 /// for this frame. `id` is from
2532 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2533 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
2534 /// stale / removed handle is a no-op.
2535 ///
2536 /// For many instances per frame prefer
2537 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
2538 /// the GPU backend flushes all pending pose changes to the device
2539 /// once per [`render`](Self::render), so a per-instance call here is
2540 /// still O(1) device work, but the batch variant avoids re-walking
2541 /// the slotmap.
2542 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
2543 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2544 return;
2545 };
2546 match &mut self.inner {
2547 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2548 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2549 }
2550 }
2551
2552 /// Batch form of
2553 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2554 /// — apply many `(instance, pose)` updates in one call. Stale handles
2555 /// in `updates` are skipped. On the GPU backend this marks the
2556 /// instance buffer dirty once and uploads the new poses a single time
2557 /// at the next [`render`](Self::render), so spinning a whole cluster
2558 /// of instances per frame is one device upload, not one per instance.
2559 pub fn set_sprite_instance_transforms(
2560 &mut self,
2561 updates: &[(SpriteInstanceId, DynSpriteTransform)],
2562 ) {
2563 for &(id, xf) in updates {
2564 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2565 continue;
2566 };
2567 match &mut self.inner {
2568 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2569 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2570 }
2571 }
2572 }
2573
2574 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
2575 /// global palette defined via [`define_material`](Self::define_material)
2576 /// for this whole instance's opacity + blend mode. `0` (the default) is
2577 /// opaque. Stale handles are ignored.
2578 ///
2579 /// Only the CPU backend composites translucent sprites today; the GPU
2580 /// backend retains the value for the forthcoming device-side path (see
2581 /// `PORTING-TRANSPARENCY.md`).
2582 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
2583 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2584 return;
2585 };
2586 match &mut self.inner {
2587 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
2588 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
2589 }
2590 }
2591
2592 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
2593 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
2594 /// effect can fade out by cheap per-frame updates without re-uploading
2595 /// its volume. Stale handles are ignored.
2596 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
2597 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2598 return;
2599 };
2600 match &mut self.inner {
2601 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2602 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2603 }
2604 }
2605
2606 /// Set sprite instance `id`'s per-instance **RGB tint**, packed
2607 /// `0x00RRGGBB`: every rendered voxel's colour is multiplied by it (per
2608 /// channel), so instances of one model can be recoloured cheaply per frame.
2609 /// `0x00FF_FFFF` (white, the default) is a no-op. Works on both backends;
2610 /// stale handles are ignored. Tint is colour only — for transparency, use a
2611 /// translucent material with
2612 /// [`set_sprite_instance_alpha`](Self::set_sprite_instance_alpha).
2613 pub fn set_sprite_instance_tint(&mut self, id: SpriteInstanceId, tint: u32) {
2614 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2615 return;
2616 };
2617 match &mut self.inner {
2618 BackendImpl::Cpu(c) => c.set_dyn_instance_tint(dyn_index as usize, tint),
2619 BackendImpl::Gpu(g) => g.set_dyn_instance_tint(dyn_index as usize, tint),
2620 }
2621 }
2622
2623 /// Toggle a sprite/clip instance's shadow participation **live**
2624 /// (XS.4 flags, BB.3). [`ShadowFlags::default`] (both on) is what
2625 /// every spawn starts with. The per-instance counterpart to the
2626 /// template-level `Sprite::with_casts_shadow` /
2627 /// `with_receives_shadow` — e.g. a flat additive glow billboard
2628 /// that should not cast, or a UI marker that ignores shadows.
2629 /// Other flag bits are preserved. No-op on a stale id.
2630 ///
2631 /// QE.7b — takes [`ShadowFlags`] instead of the old unreadable
2632 /// `(id, true, false)` bool pair; migrate with
2633 /// `ShadowFlags { casts, receives }`.
2634 pub fn set_sprite_instance_shadow_flags(&mut self, id: SpriteInstanceId, shadows: ShadowFlags) {
2635 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2636 return;
2637 };
2638 match &mut self.inner {
2639 BackendImpl::Cpu(c) => {
2640 c.set_dyn_instance_shadow_flags(
2641 dyn_index as usize,
2642 shadows.casts,
2643 shadows.receives,
2644 );
2645 }
2646 BackendImpl::Gpu(g) => {
2647 g.set_dyn_instance_shadow_flags(
2648 dyn_index as usize,
2649 shadows.casts,
2650 shadows.receives,
2651 );
2652 }
2653 }
2654 }
2655
2656 /// Set a sprite/clip instance's **lighting mode** live (BB.2b): how its
2657 /// shading normal is derived ([`BillboardLighting`]). Useful for
2658 /// camera-facing billboards whose face normal would otherwise track the
2659 /// camera. Other flag bits are preserved; only affects the dynamic
2660 /// lighting path. No-op on a stale id.
2661 pub fn set_sprite_instance_lighting(&mut self, id: SpriteInstanceId, mode: BillboardLighting) {
2662 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2663 return;
2664 };
2665 match &mut self.inner {
2666 BackendImpl::Cpu(c) => c.set_dyn_instance_lighting(dyn_index as usize, mode),
2667 BackendImpl::Gpu(g) => g.set_dyn_instance_lighting(dyn_index as usize, mode),
2668 }
2669 }
2670
2671 // ---- animated voxel clips (VCL.4) ------------------------------------
2672
2673 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
2674 /// its frames and upload the flipbook to the active backend (GPU: one
2675 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
2676 /// [`VoxelClipId`] to spawn instances of it via
2677 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
2678 ///
2679 /// Build the [`DecodedClip`] from a `.rvc` via
2680 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
2681 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
2682 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
2683 /// **drops** all registered clips (re-register afterwards).
2684 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
2685 self.add_voxel_clip_with_materials(clip, &[])
2686 }
2687
2688 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
2689 /// analogue of
2690 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
2691 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
2692 /// (defined via [`define_material`](Self::define_material)), classifying
2693 /// every frame's voxels so an animated clip can mix opaque and translucent
2694 /// voxels — an opaque torch handle around an additive flame, a spinning
2695 /// glass orb. Voxels whose colour isn't in the map stay opaque
2696 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
2697 pub fn add_voxel_clip_with_materials(
2698 &mut self,
2699 clip: &DecodedClip,
2700 material_map: &[(u32, u8)],
2701 ) -> VoxelClipId {
2702 let clip_index = match &mut self.inner {
2703 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
2704 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
2705 };
2706 // Capture metadata for editor queries + #6 auto-play; clip indices
2707 // are sequential and parallel to `clip_meta`.
2708 debug_assert_eq!(clip_index, self.clip_meta.len());
2709 self.clip_meta.push(ClipMeta {
2710 dims: clip.dims,
2711 pivot: clip.pivot,
2712 voxel_world_size: clip.voxel_world_size,
2713 durations: clip.durations.clone(),
2714 loop_mode: clip.loop_mode,
2715 material_map: material_map.to_vec(),
2716 });
2717 self.clip_map.alloc(clip_index as u32)
2718 }
2719
2720 /// Remove a registered clip, freeing its per-frame volumes. Instances
2721 /// of it linger but draw nothing until removed via
2722 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
2723 /// `false` if `id` is stale / already removed.
2724 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
2725 let Some(clip_index) = self.clip_map.index(id) else {
2726 return false;
2727 };
2728 match &mut self.inner {
2729 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
2730 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
2731 }
2732 // Detach instances that were playing this clip so they stop
2733 // being treated as clip instances (QE.3a — facade bookkeeping;
2734 // was duplicated in both backends).
2735 for slot in &mut self.state.dyn_clip {
2736 if matches!(slot, Some((c, _)) if *c == clip_index) {
2737 *slot = None;
2738 }
2739 }
2740 self.clip_map.remove(id)
2741 }
2742
2743 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
2744 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
2745 /// sprite instance, so move it with
2746 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
2747 /// advance its frame with
2748 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
2749 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
2750 /// Returns `None` — spawning nothing — on a stale/removed `clip`
2751 /// handle (QE.1c; previously a silent sentinel id).
2752 ///
2753 /// This instance has **no playback clock**: drive its frame yourself via
2754 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
2755 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
2756 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
2757 /// scrubbing — spawn with
2758 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
2759 /// (the player-control methods no-op on an instance with no player).
2760 pub fn add_clip_instance_posed(
2761 &mut self,
2762 clip: VoxelClipId,
2763 xf: DynSpriteTransform,
2764 ) -> Option<SpriteInstanceId> {
2765 let clip_index = self.clip_map.index(clip)?;
2766 let dyn_index = match &mut self.inner {
2767 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
2768 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
2769 }?;
2770 self.state.dyn_clip.push(Some((clip_index, 0)));
2771 Some(self.dyn_map.alloc(dyn_index as u32))
2772 }
2773
2774 /// Select which frame a clip instance shows — the per-frame playback
2775 /// step. Cheap on both backends (GPU: swap the instance's model id;
2776 /// CPU: select the cached frame grid), with no volume re-upload. Drive
2777 /// it from a playback clock via
2778 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
2779 /// No-op on a stale id or a non-clip instance.
2780 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
2781 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2782 return;
2783 };
2784 let frame = frame as usize;
2785 let Some(Some((clip_index, cur_frame))) = self.state.dyn_clip.get_mut(dyn_index as usize)
2786 else {
2787 return; // not a clip instance
2788 };
2789 // PF.5 — same-frame guard: a player ticking at render rate
2790 // re-applies the same frame most ticks; skip the bookkeeping +
2791 // GPU writes (QE.3a: the guard now covers both backends).
2792 if *cur_frame == frame {
2793 return;
2794 }
2795 let clip_index = *clip_index;
2796 *cur_frame = frame;
2797 // The CPU render reads the frame from `state.dyn_clip`; only
2798 // the GPU keeps device-side state (the instance's model id).
2799 if let BackendImpl::Gpu(g) = &mut self.inner {
2800 g.apply_clip_frame(dyn_index as usize, clip_index, frame);
2801 }
2802 }
2803
2804 /// Retarget a live clip instance onto a **different** registered clip,
2805 /// restarting it at frame 0 while keeping its world transform and any
2806 /// auto-playback clock *policy* (speed / paused). The per-frame primitive
2807 /// for directional ("8-way") billboards and animation-state changes
2808 /// (idle → walk → attack): far cheaper than `remove_sprite_instance` +
2809 /// `add_clip_instance_*`, reusing the instance's existing GPU residency
2810 /// (just a model-id swap, no volume re-upload).
2811 ///
2812 /// If the instance has a playback clock
2813 /// ([`add_clip_instance_playing`](Self::add_clip_instance_playing)), its
2814 /// timeline is retargeted to the new clip (durations + loop mode) and the
2815 /// clock restarts at 0; the speed and paused state carry over.
2816 ///
2817 /// Returns `false` (a safe no-op) on a stale instance id, a stale `clip`,
2818 /// or a non-clip instance.
2819 pub fn set_clip_instance_clip(&mut self, id: SpriteInstanceId, clip: VoxelClipId) -> bool {
2820 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2821 return false;
2822 };
2823 let Some(clip_index) = self.clip_map.index(clip) else {
2824 return false;
2825 };
2826 if !matches!(self.state.dyn_clip.get(dyn_index as usize), Some(Some(_))) {
2827 return false; // not a clip instance
2828 }
2829 // Only the GPU has device-side state to retarget (the model
2830 // id); it reports whether the new clip actually has frames.
2831 let ok = match &mut self.inner {
2832 BackendImpl::Cpu(_) => true,
2833 BackendImpl::Gpu(g) => g.apply_clip_retarget(dyn_index as usize, clip_index),
2834 };
2835 if ok {
2836 self.state.dyn_clip[dyn_index as usize] = Some((clip_index, 0));
2837 // Retarget the auto-player's timeline to the new clip (different
2838 // frame count / durations / loop), restart its clock, keep the
2839 // playback policy (speed + paused). Clone metadata first so the
2840 // immutable borrow ends before the mutable player borrow.
2841 let durations = self.clip_meta[clip_index].durations.clone();
2842 let loop_mode = self.clip_meta[clip_index].loop_mode;
2843 if let Some(player) = self.flipbook_player_mut(id) {
2844 player.clock.retarget(&durations, loop_mode);
2845 }
2846 }
2847 ok
2848 }
2849
2850 // ---- billboards (BB.2) -----------------------------------------------
2851
2852 /// Spawn a clip instance that auto-orients toward the camera every
2853 /// [`face_billboards_to`](Self::face_billboards_to) — a Doom/Build-style
2854 /// billboard. `pos` is its world position (the clip pivot maps here);
2855 /// `mode` chooses cylindrical (the Doom default) or spherical facing.
2856 /// Drive its animation through the clip player
2857 /// ([`advance_voxel_clips`](Self::advance_voxel_clips)) and swap
2858 /// animations with [`set_clip_instance_clip`](Self::set_clip_instance_clip).
2859 ///
2860 /// The instance starts axis-aligned until the first `face_billboards_to`,
2861 /// so call that (with the frame's camera) before `render` — like
2862 /// `advance_voxel_clips(dt)`. Returns a stale id on a stale `clip` (no
2863 /// billboard recorded).
2864 pub fn add_billboard_instance(
2865 &mut self,
2866 clip: VoxelClipId,
2867 pos: [f32; 3],
2868 mode: BillboardMode,
2869 ) -> Option<SpriteInstanceId> {
2870 let xf = DynSpriteTransform {
2871 pos,
2872 ..Default::default()
2873 };
2874 let id = self.add_clip_instance_posed(clip, xf)?;
2875 self.billboards.push(BillboardRec { id, pos, mode });
2876 Some(id)
2877 }
2878
2879 /// Change a billboard instance's facing mode. No-op on a non-billboard id.
2880 pub fn set_billboard_mode(&mut self, id: SpriteInstanceId, mode: BillboardMode) {
2881 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
2882 b.mode = mode;
2883 }
2884 }
2885
2886 /// Move a billboard instance. Its auto-orientation is preserved; the new
2887 /// position takes effect on the next
2888 /// [`face_billboards_to`](Self::face_billboards_to). No-op on a
2889 /// non-billboard id.
2890 pub fn set_billboard_position(&mut self, id: SpriteInstanceId, pos: [f32; 3]) {
2891 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
2892 b.pos = pos;
2893 }
2894 }
2895
2896 /// Re-orient every billboard instance to face `camera` — one batched
2897 /// transform flush (BB.2). Call once per frame before `render`, after
2898 /// moving billboards / the camera (the billboard analogue of
2899 /// [`advance_voxel_clips`](Self::advance_voxel_clips)). Billboards whose
2900 /// instance was removed are pruned; a degenerate pose (camera on the
2901 /// sprite's vertical axis) is skipped for that frame.
2902 pub fn face_billboards_to(&mut self, camera: &Camera) {
2903 let cam = camera.pos;
2904 let dyn_map = &self.dyn_map;
2905 let mut updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
2906 self.billboards.retain(|b| {
2907 if dyn_map.dyn_index(b.id).is_none() {
2908 return false; // the instance was removed → drop the record
2909 }
2910 if let Some(xf) = billboard_transform(b.pos, cam, b.mode) {
2911 updates.push((b.id, xf));
2912 }
2913 true
2914 });
2915 self.set_sprite_instance_transforms(&updates);
2916 }
2917
2918 // ---- billboard actors (BB.4) -----------------------------------------
2919
2920 /// Build a [`ClipClock`] seeded from `clip`'s timeline (durations + loop
2921 /// mode), or an empty/looping clock if `clip` is `None`/stale.
2922 fn clock_for_clip(&self, clip: Option<VoxelClipId>, speed: f32) -> ClipClock {
2923 let (durations, loop_mode) = clip.and_then(|c| self.clip_map.index(c)).map_or_else(
2924 || (Vec::new(), LoopMode::Loop),
2925 |ci| {
2926 (
2927 self.clip_meta[ci].durations.clone(),
2928 self.clip_meta[ci].loop_mode,
2929 )
2930 },
2931 );
2932 ClipClock::new(&durations, loop_mode, speed_to_q8(speed), 0.0)
2933 }
2934
2935 /// Register a high-level **directional billboard actor** (BB.4): the
2936 /// renderer owns one clip instance and, every
2937 /// [`update_billboard_actors`](Self::update_billboard_actors), picks the
2938 /// directional clip from the view angle, faces it to the camera, and
2939 /// advances its state animation. The convenience layer over
2940 /// [`add_billboard_instance`](Self::add_billboard_instance) +
2941 /// [`set_clip_instance_clip`](Self::set_clip_instance_clip) + the clip
2942 /// clock for Doom-style monsters.
2943 ///
2944 /// `pos` is the actor's world position; `facing_yaw` is the world yaw it
2945 /// faces (radians; the dir picker compares the camera's bearing to it).
2946 /// Returns `None` — spawning nothing — if `def` has no states / a
2947 /// state with no dirs, or the initial clip is stale (QE.1c;
2948 /// previously a silent sentinel id).
2949 pub fn add_billboard_actor(
2950 &mut self,
2951 def: BillboardActorDef,
2952 pos: [f32; 3],
2953 facing_yaw: f64,
2954 ) -> Option<BillboardActorId> {
2955 if def.states.is_empty() || def.states.iter().any(|s| s.dirs.is_empty()) {
2956 return None;
2957 }
2958 let init_clip = def.states[0].dirs[0];
2959 let xf = DynSpriteTransform {
2960 pos,
2961 ..Default::default()
2962 };
2963 let inst = self.add_clip_instance_posed(init_clip, xf)?;
2964 self.set_sprite_instance_shadow_flags(inst, def.shadows);
2965 self.set_sprite_instance_lighting(inst, def.lighting);
2966 let clock = self.clock_for_clip(Some(init_clip), def.speed);
2967 let actor = BillboardActor {
2968 inst,
2969 states: def.states,
2970 cur_state: 0,
2971 pos,
2972 facing_yaw,
2973 mode: def.mode,
2974 clock,
2975 showing: None,
2976 speed: def.speed,
2977 };
2978 let index = self.billboard_actors.len() as u32;
2979 self.billboard_actors.push(Some(actor));
2980 Some(self.actor_map.alloc(index))
2981 }
2982
2983 /// Switch an actor to a named animation state, restarting its clock (the
2984 /// directional clip is reselected on the next
2985 /// [`update_billboard_actors`](Self::update_billboard_actors)). No-op on a
2986 /// stale id or an unknown state name.
2987 pub fn set_actor_state(&mut self, id: BillboardActorId, state: &str) -> bool {
2988 let Some(idx) = self.actor_map.index(id) else {
2989 return false;
2990 };
2991 let Some(a) = self.billboard_actors[idx].as_ref() else {
2992 return false;
2993 };
2994 let Some(state_idx) = a.states.iter().position(|s| s.name == state) else {
2995 return false;
2996 };
2997 let rep = a.states[state_idx].dirs.first().copied();
2998 let speed = a.speed;
2999 let clock = self.clock_for_clip(rep, speed);
3000 let a = self.billboard_actors[idx].as_mut().unwrap();
3001 a.cur_state = state_idx;
3002 a.clock = clock;
3003 a.showing = None; // force a clip reselect next update
3004 true
3005 }
3006
3007 /// Move/turn an actor. Its orientation + directional clip update on the
3008 /// next [`update_billboard_actors`](Self::update_billboard_actors). No-op
3009 /// on a stale id.
3010 pub fn set_actor_transform(&mut self, id: BillboardActorId, pos: [f32; 3], facing_yaw: f64) {
3011 let Some(idx) = self.actor_map.index(id) else {
3012 return;
3013 };
3014 if let Some(a) = self.billboard_actors[idx].as_mut() {
3015 a.pos = pos;
3016 a.facing_yaw = facing_yaw;
3017 }
3018 }
3019
3020 /// Change an actor's lighting mode at runtime (BB.2b) — the per-actor
3021 /// counterpart to [`BillboardActorDef::lighting`], routed to its clip
3022 /// instance via [`set_sprite_instance_lighting`](Self::set_sprite_instance_lighting).
3023 /// Returns `false` on a stale id.
3024 pub fn set_actor_lighting(&mut self, id: BillboardActorId, mode: BillboardLighting) -> bool {
3025 let Some(idx) = self.actor_map.index(id) else {
3026 return false;
3027 };
3028 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3029 return false;
3030 };
3031 self.set_sprite_instance_lighting(inst, mode);
3032 true
3033 }
3034
3035 /// Tint an actor at runtime — the per-actor counterpart to
3036 /// [`set_sprite_instance_tint`](Self::set_sprite_instance_tint), routed to
3037 /// its clip instance. `tint` is an `0x00RR_GGBB` colour multiply
3038 /// (`0x00FF_FFFF` = white = no-op). Returns `false` on a stale id.
3039 pub fn set_actor_tint(&mut self, id: BillboardActorId, tint: u32) -> bool {
3040 let Some(idx) = self.actor_map.index(id) else {
3041 return false;
3042 };
3043 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3044 return false;
3045 };
3046 self.set_sprite_instance_tint(inst, tint);
3047 true
3048 }
3049
3050 /// Remove an actor and its clip instance. Returns `false` on a stale id.
3051 pub fn remove_billboard_actor(&mut self, id: BillboardActorId) -> bool {
3052 let Some(idx) = self.actor_map.index(id) else {
3053 return false;
3054 };
3055 if let Some(a) = self.billboard_actors[idx].take() {
3056 self.remove_sprite_instance(a.inst);
3057 }
3058 self.actor_map.remove(id)
3059 }
3060
3061 /// Drive every billboard actor by `dt` seconds (BB.4): for each, pick the
3062 /// directional clip from the camera bearing (swapping clips only on
3063 /// change), advance its state-animation clock, and face it to the camera.
3064 /// Call once per frame before `render` (the actor analogue of
3065 /// [`advance_voxel_clips`](Self::advance_voxel_clips) +
3066 /// [`face_billboards_to`](Self::face_billboards_to)). Actors whose
3067 /// instance was removed are pruned.
3068 pub fn update_billboard_actors(&mut self, camera: &Camera, dt: f64) {
3069 struct Action {
3070 inst: SpriteInstanceId,
3071 set_clip: Option<VoxelClipId>,
3072 frame: u32,
3073 xf: Option<DynSpriteTransform>,
3074 }
3075 let cam = camera.pos;
3076 let dyn_map = &self.dyn_map;
3077 let mut actions: Vec<Action> = Vec::new();
3078 for slot in &mut self.billboard_actors {
3079 let Some(a) = slot.as_mut() else {
3080 continue;
3081 };
3082 if dyn_map.dyn_index(a.inst).is_none() {
3083 *slot = None; // instance gone → drop the actor
3084 continue;
3085 }
3086 let dir = a.pick_dir(cam);
3087 let desired = a.states[a.cur_state].dirs[dir];
3088 let set_clip = (a.showing != Some(desired)).then(|| {
3089 a.showing = Some(desired);
3090 desired
3091 });
3092 let frame = a.clock.tick(dt);
3093 let xf = billboard_transform(a.pos, cam, a.mode);
3094 actions.push(Action {
3095 inst: a.inst,
3096 set_clip,
3097 frame,
3098 xf,
3099 });
3100 }
3101 // Apply (each call borrows self mutably; disjoint from the loop above).
3102 let mut xforms: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3103 for act in actions {
3104 if let Some(clip) = act.set_clip {
3105 self.set_clip_instance_clip(act.inst, clip);
3106 }
3107 // After a clip swap the backend reset the frame to 0; set the
3108 // clock's frame so the walk cycle stays continuous across turns.
3109 self.set_clip_instance_frame(act.inst, act.frame);
3110 if let Some(xf) = act.xf {
3111 xforms.push((act.inst, xf));
3112 }
3113 }
3114 self.set_sprite_instance_transforms(&xforms);
3115 }
3116
3117 // ---- clip queries (editor inspector) ---------------------------------
3118
3119 /// Frame count of a registered flipbook clip, or `None` if `id` is
3120 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
3121 #[must_use]
3122 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
3123 let idx = self.clip_map.index(id)?;
3124 Some(self.clip_meta[idx].durations.len())
3125 }
3126
3127 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
3128 /// durations) of a registered flipbook clip, or `None` if `id` is stale
3129 /// — so an editor needn't shadow the source [`DecodedClip`].
3130 #[must_use]
3131 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
3132 let idx = self.clip_map.index(id)?;
3133 let m = &self.clip_meta[idx];
3134 Some(ClipMetadata {
3135 dims: m.dims,
3136 pivot: m.pivot,
3137 voxel_world_size: m.voxel_world_size,
3138 loop_mode: m.loop_mode,
3139 frame_count: m.durations.len(),
3140 durations: m.durations.clone(),
3141 total_ms: m
3142 .durations
3143 .iter()
3144 .fold(0u32, |acc, &d| acc.saturating_add(d)),
3145 })
3146 }
3147
3148 /// Which frame a clip instance is currently showing (the timeline
3149 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
3150 #[must_use]
3151 pub fn clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3152 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
3153 let (_, frame) = (*self.state.dyn_clip.get(dyn_index)?)?;
3154 u32::try_from(frame).ok()
3155 }
3156
3157 /// QE.7b — renamed: this was the only `get_`-prefixed method in
3158 /// the crate. Forwarding shim for one minor release.
3159 #[deprecated(since = "0.22.0", note = "renamed to `clip_instance_frame`")]
3160 #[must_use]
3161 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3162 self.clip_instance_frame(id)
3163 }
3164
3165 /// Re-upload a **single** `frame` of registered clip `id` in place — the
3166 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
3167 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
3168 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
3169 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
3170 /// the flipbook).
3171 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
3172 let Some(clip_index) = self.clip_map.index(id) else {
3173 return false;
3174 };
3175 let m = &self.clip_meta[clip_index];
3176 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
3177 if vf.validate(dims).is_err() {
3178 return false;
3179 }
3180 // Re-classify with the clip's registered colour→material map (TV.3) so
3181 // an in-place frame edit keeps the clip's per-voxel materials.
3182 let material_map = m.material_map.clone();
3183 let frame = frame as usize;
3184 match &mut self.inner {
3185 BackendImpl::Cpu(c) => {
3186 c.update_clip_frame(clip_index, frame, vf, dims, pivot, &material_map)
3187 }
3188 BackendImpl::Gpu(g) => {
3189 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3190 }
3191 }
3192 }
3193
3194 // ---- streaming voxel clips (#3) --------------------------------------
3195
3196 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
3197 /// model + the compact encoded stream) rather than the N-volume flipbook
3198 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
3199 /// N frames are too costly to hold resident. Builds the model from frame
3200 /// 0; advance it with
3201 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
3202 /// instances with
3203 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
3204 /// note that, unlike a flipbook, **all** instances of a streaming clip
3205 /// share its one model and so always show the same (current) frame.
3206 ///
3207 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
3208 /// point is to avoid materialising every frame.
3209 ///
3210 /// # Errors
3211 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
3212 /// with a keyframe.
3213 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
3214 self.add_streaming_clip_with_materials(clip, &[])
3215 }
3216
3217 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
3218 /// analogue of
3219 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
3220 /// `material_map` pairs a voxel RGB colour with a material id (defined via
3221 /// [`define_material`](Self::define_material)); it is re-applied on every
3222 /// per-frame re-upload, so the single streamed model keeps its per-voxel
3223 /// materials as the clip advances. An empty map is identical to
3224 /// [`add_streaming_clip`](Self::add_streaming_clip).
3225 ///
3226 /// # Errors
3227 /// As [`add_streaming_clip`](Self::add_streaming_clip).
3228 pub fn add_streaming_clip_with_materials(
3229 &mut self,
3230 clip: &VoxelClip,
3231 material_map: &[(u32, u8)],
3232 ) -> Result<StreamingClipId, DecodeError> {
3233 let cursor = StreamingClip::new(clip)?;
3234 let dims = cursor.dims();
3235 let pivot = cursor.pivot();
3236 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
3237 let resident_frame = cursor.current_index();
3238 let model = self.add_sprite_model_with_materials(&kv6, material_map);
3239 let index = self.streaming_clips.len() as u32;
3240 self.streaming_clips.push(Some(StreamingClipState {
3241 cursor,
3242 model,
3243 dims,
3244 pivot,
3245 material_map: material_map.to_vec(),
3246 // The model was just built from the cursor's current frame.
3247 last_applied: Some(resident_frame),
3248 }));
3249 Ok(self.streaming_map.alloc(index))
3250 }
3251
3252 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
3253 /// [`SpriteInstanceId`] — move it with
3254 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
3255 /// and drop it with
3256 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
3257 /// dynamic instance. All instances of one streaming clip share its single
3258 /// model. Returns `None` — spawning nothing — on a stale/removed
3259 /// `id` (QE.1c; previously a silent sentinel handle).
3260 pub fn add_streaming_clip_instance(
3261 &mut self,
3262 id: StreamingClipId,
3263 xf: DynSpriteTransform,
3264 ) -> Option<StreamingInstanceId> {
3265 let model = self
3266 .streaming_map
3267 .index(id)
3268 .and_then(|idx| self.streaming_clips[idx].as_ref())
3269 .map(|s| s.model)?;
3270 let inst = self.add_sprite_instance_posed(model, xf)?;
3271 Some(StreamingInstanceId(inst))
3272 }
3273
3274 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
3275 /// handle.
3276 pub fn set_streaming_instance_transform(
3277 &mut self,
3278 id: StreamingInstanceId,
3279 xf: DynSpriteTransform,
3280 ) {
3281 self.set_sprite_instance_transform(id.0, xf);
3282 }
3283
3284 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
3285 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
3286 self.remove_sprite_instance(id.0)
3287 }
3288
3289 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
3290 /// single model — the per-frame streaming step (one volume re-upload,
3291 /// vs the flipbook's cheap model-select). Updates **every** instance of
3292 /// the clip at once. Drive it from a clock via
3293 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
3294 /// id; `frame` is clamped to the last.
3295 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
3296 let Some(idx) = self.streaming_map.index(id) else {
3297 return;
3298 };
3299 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
3300 s.cursor.seek(frame as usize).ok()?;
3301 // PF.5 — same-frame guard on the RESOLVED (clamped) index: skip
3302 // the dense rebuild + re-upload when this frame is already
3303 // resident on the model.
3304 let resolved = s.cursor.current_index();
3305 if s.last_applied == Some(resolved) {
3306 return None;
3307 }
3308 s.last_applied = Some(resolved);
3309 let vf = s.cursor.current_frame();
3310 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
3311 }) else {
3312 return;
3313 };
3314 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
3315 }
3316
3317 /// Remove a streaming clip: free its model and drop the cursor (the
3318 /// memory win for huge clips). Instances linger but draw nothing until
3319 /// removed. Returns `false` if `id` is stale / already removed.
3320 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
3321 let Some(idx) = self.streaming_map.index(id) else {
3322 return false;
3323 };
3324 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
3325 self.streaming_clips[idx] = None;
3326 if let Some(model) = model {
3327 self.remove_sprite_model(model);
3328 }
3329 self.streaming_map.remove(id)
3330 }
3331
3332 // ---- auto-advancing clip players (#6) --------------------------------
3333
3334 /// Spawn a flipbook-clip instance that **plays itself**: like
3335 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
3336 /// facade tracks a playback clock so a single
3337 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
3338 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
3339 /// bookkeeping in the host. `speed` is the playback rate (`1.0` =
3340 /// authored speed, negative = reverse; QE.7b - was Q8, migrate with
3341 /// `speed_q8 as f32 / 256.0`); `start_phase_ms` offsets the clock
3342 /// (stagger copies of one clip). Returns `None` — spawning nothing,
3343 /// registering no player — on a stale/removed `clip` (QE.1c;
3344 /// previously a silent sentinel id).
3345 pub fn add_clip_instance_playing(
3346 &mut self,
3347 clip: VoxelClipId,
3348 xf: DynSpriteTransform,
3349 speed: f32,
3350 start_phase_ms: u32,
3351 ) -> Option<SpriteInstanceId> {
3352 let clip_index = self.clip_map.index(clip)?;
3353 let meta = &self.clip_meta[clip_index];
3354 let clock = ClipClock::new(
3355 &meta.durations,
3356 meta.loop_mode,
3357 speed_to_q8(speed),
3358 f64::from(start_phase_ms),
3359 );
3360 let inst = self.add_clip_instance_posed(clip, xf)?;
3361 self.clip_players.push(ClipPlayer {
3362 target: PlayerTarget::Flipbook(inst),
3363 clock,
3364 paused: false,
3365 });
3366 Some(inst)
3367 }
3368
3369 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
3370 /// its own playback clock, advanced by
3371 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
3372 /// frame is per-clip (all its instances share one model), so this is
3373 /// keyed on the clip, not an instance — register instances separately
3374 /// with
3375 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
3376 /// No-op on a stale `clip`.
3377 ///
3378 /// Control the player (play/pause/scrub) via
3379 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
3380 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
3381 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
3382 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
3383 /// `speed` is the playback rate (`1.0` = authored; QE.7b - was Q8).
3384 pub fn play_streaming_clip(&mut self, clip: StreamingClipId, speed: f32, start_phase_ms: u32) {
3385 let Some(idx) = self.streaming_map.index(clip) else {
3386 return;
3387 };
3388 let Some(state) = self.streaming_clips[idx].as_ref() else {
3389 return;
3390 };
3391 let clock = ClipClock::new(
3392 state.cursor.durations(),
3393 state.cursor.loop_mode(),
3394 speed_to_q8(speed),
3395 f64::from(start_phase_ms),
3396 );
3397 self.clip_players.push(ClipPlayer {
3398 target: PlayerTarget::Streaming(clip),
3399 clock,
3400 paused: false,
3401 });
3402 }
3403
3404 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
3405 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
3406 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
3407 /// apply it. Players whose instance / clip was removed are pruned. Call
3408 /// once per frame.
3409 ///
3410 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
3411 /// [`play_streaming_clip`]: Self::play_streaming_clip
3412 pub fn advance_voxel_clips(&mut self, dt: f64) {
3413 // Phase 1: tick clocks → (target, frame), pruning dead players.
3414 // Borrow only the maps (disjoint from `clip_players`).
3415 let dyn_map = &self.dyn_map;
3416 let streaming_map = &self.streaming_map;
3417 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
3418 self.clip_players.retain_mut(|p| {
3419 let alive = match p.target {
3420 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
3421 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
3422 };
3423 if !alive {
3424 return false;
3425 }
3426 // A paused player keeps its clock + frame (the editor's pause).
3427 if !p.paused {
3428 updates.push((p.target, p.clock.tick(dt)));
3429 }
3430 true
3431 });
3432 // Phase 2: apply (borrows self mutably, disjoint from the above).
3433 for (target, frame) in updates {
3434 self.apply_player_frame(target, frame);
3435 }
3436 }
3437
3438 /// Apply a resolved frame to a player's target (flipbook instance vs.
3439 /// streaming clip).
3440 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
3441 match target {
3442 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
3443 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
3444 }
3445 }
3446
3447 /// Find the auto-player driving flipbook instance `inst`, if any.
3448 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
3449 self.clip_players
3450 .iter_mut()
3451 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
3452 }
3453
3454 /// Pause / resume the auto-player driving clip instance `id` (the
3455 /// editor's play/pause). No-op if `id` has no player.
3456 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
3457 if let Some(p) = self.flipbook_player_mut(id) {
3458 p.paused = paused;
3459 }
3460 }
3461
3462 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
3463 /// has no player.
3464 #[must_use]
3465 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
3466 self.clip_players
3467 .iter()
3468 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3469 .map(|p| p.paused)
3470 }
3471
3472 /// Set the playback speed (`1.0` = authored rate, negative =
3473 /// reverse; QE.7b — was Q8) of clip instance `id`'s auto-player.
3474 /// No-op if `id` has no player.
3475 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed: f32) {
3476 if let Some(p) = self.flipbook_player_mut(id) {
3477 p.clock.speed_q8 = speed_to_q8(speed);
3478 }
3479 }
3480
3481 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
3482 /// immediately show the matching frame (works while paused). No-op if
3483 /// `id` has no player.
3484 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
3485 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
3486 p.clock.clock_ms = clock_ms;
3487 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3488 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3489 (p.target, frame)
3490 }) else {
3491 return;
3492 };
3493 self.apply_player_frame(target, frame);
3494 }
3495
3496 /// Clip instance `id`'s current playback-clock position (ms), or `None`
3497 /// if it has no player — the scrubber's read-back.
3498 #[must_use]
3499 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
3500 self.clip_players
3501 .iter()
3502 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3503 .map(|p| p.clock.clock_ms)
3504 }
3505
3506 /// Find the auto-player driving streaming clip `clip`, if any (a player
3507 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
3508 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
3509 self.clip_players
3510 .iter_mut()
3511 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3512 }
3513
3514 /// Pause / resume a streaming clip's auto-player
3515 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
3516 /// has no player.
3517 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
3518 if let Some(p) = self.streaming_player_mut(clip) {
3519 p.paused = paused;
3520 }
3521 }
3522
3523 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
3524 /// has no player.
3525 #[must_use]
3526 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
3527 self.clip_players
3528 .iter()
3529 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3530 .map(|p| p.paused)
3531 }
3532
3533 /// Set the playback speed (`1.0` = authored rate, negative =
3534 /// reverse; QE.7b — was Q8) of streaming clip `clip`'s
3535 /// auto-player. No-op if `clip` has no player.
3536 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed: f32) {
3537 if let Some(p) = self.streaming_player_mut(clip) {
3538 p.clock.speed_q8 = speed_to_q8(speed);
3539 }
3540 }
3541
3542 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
3543 /// and immediately show the matching frame (works while paused). No-op if
3544 /// `clip` has no player.
3545 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
3546 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
3547 p.clock.clock_ms = clock_ms;
3548 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3549 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3550 (p.target, frame)
3551 }) else {
3552 return;
3553 };
3554 self.apply_player_frame(target, frame);
3555 }
3556
3557 /// Streaming clip `clip`'s current playback-clock position (ms), or
3558 /// `None` if it has no player — the scrubber's read-back.
3559 #[must_use]
3560 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
3561 self.clip_players
3562 .iter()
3563 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3564 .map(|p| p.clock.clock_ms)
3565 }
3566
3567 // ---- animated characters (VCL.6) -------------------------------------
3568
3569 /// Register an animated character (RKC v3): upload its meshes as sprite
3570 /// models + its embedded voxel clips as flipbooks, then spawn one
3571 /// renderer instance **per bone attachment** — a static mesh sits at
3572 /// its bone, a clip attachment plays back on its own clock. `clip`
3573 /// selects a skeletal animation clip to drive the bones (`None` =
3574 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
3575 /// [`advance_character`](Self::advance_character).
3576 ///
3577 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
3578 /// a later `set_sprites` drops all registered characters.
3579 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
3580 // 1. Meshes → sprite models.
3581 let model_ids: Vec<SpriteModelId> =
3582 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
3583 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
3584 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
3585 .voxel_clips
3586 .iter()
3587 .map(|vc| {
3588 vc.decode().ok().map(|d| {
3589 let id = self.add_voxel_clip(&d);
3590 (id, d.durations, d.loop_mode)
3591 })
3592 })
3593 .collect();
3594 // 3. Build + solve the skeleton (rest pose → bone transforms).
3595 let mut skeleton = ch.to_kfa_sprite(clip);
3596 solve_kfa_limbs(&mut skeleton);
3597 // 4. One instance per attachment, posed by bone × local_offset.
3598 let mut attaches = Vec::new();
3599 for (bi, bone) in ch.bones.iter().enumerate() {
3600 let limb = &skeleton.limbs[bi];
3601 for att in &bone.attachments {
3602 let (s, h, f, p) =
3603 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
3604 let xf = DynSpriteTransform {
3605 pos: p,
3606 right: s,
3607 up: h,
3608 forward: f,
3609 };
3610 match att.target {
3611 MeshRef::Static(mi) => {
3612 // The model was registered a few lines up, so the
3613 // spawn can only fail on an out-of-range mesh index.
3614 if let Some(inst) = model_ids
3615 .get(mi)
3616 .and_then(|&mid| self.add_sprite_instance_posed(mid, xf))
3617 {
3618 attaches.push(AttachInst {
3619 bone: bi,
3620 local_offset: att.local_offset,
3621 inst,
3622 clip: None,
3623 });
3624 }
3625 }
3626 MeshRef::Clip(ci) => {
3627 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
3628 let Some(inst) = self.add_clip_instance_posed(*cid, xf) else {
3629 continue;
3630 };
3631 attaches.push(AttachInst {
3632 bone: bi,
3633 local_offset: att.local_offset,
3634 inst,
3635 clip: Some(ClipClock::new(
3636 durations,
3637 *loop_mode,
3638 att.playback.speed_q8,
3639 f64::from(att.playback.start_phase_ms),
3640 )),
3641 });
3642 }
3643 }
3644 }
3645 }
3646 }
3647 let clips: Vec<VoxelClipId> = clip_regs
3648 .iter()
3649 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
3650 .collect();
3651 let idx = self.char_instances.len();
3652 self.char_instances.push(CharInstance {
3653 skeleton,
3654 attaches,
3655 models: model_ids,
3656 clips,
3657 });
3658 self.char_map.alloc(idx as u32)
3659 }
3660
3661 /// Advance a character by `dt` seconds: tick its skeletal animation +
3662 /// each clip attachment's clock, then re-pose every attachment
3663 /// (bone × local_offset) and select each clip's current frame. No-op on
3664 /// a stale id.
3665 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
3666 let Some(idx) = self.char_map.index(id) else {
3667 return;
3668 };
3669 self.advance_character_at(idx, dt);
3670 }
3671
3672 /// [`advance_character`](Self::advance_character)'s resolved-index
3673 /// core, shared with [`tick`](Self::tick)'s all-characters sweep.
3674 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3675 fn advance_character_at(&mut self, idx: usize, dt: f64) {
3676 // Phase 1: solve the skeleton + compute each attachment's update,
3677 // borrowing only `char_instances[idx]`.
3678 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
3679 let CharInstance {
3680 skeleton, attaches, ..
3681 } = &mut self.char_instances[idx];
3682 skeleton.animsprite((dt * 1000.0) as i32);
3683 solve_kfa_limbs(skeleton);
3684 attaches
3685 .iter_mut()
3686 .map(|a| {
3687 let limb = &skeleton.limbs[a.bone];
3688 let (s, h, f, p) =
3689 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3690 let xf = DynSpriteTransform {
3691 pos: p,
3692 right: s,
3693 up: h,
3694 forward: f,
3695 };
3696 let frame = a.clip.as_mut().map(|c| c.tick(dt));
3697 (a.inst, xf, frame)
3698 })
3699 .collect()
3700 };
3701 // Phase 2: apply via the facade primitives (disjoint from
3702 // `char_instances`).
3703 for (inst, xf, frame) in updates {
3704 self.set_sprite_instance_transform(inst, xf);
3705 if let Some(f) = frame {
3706 self.set_clip_instance_frame(inst, f);
3707 }
3708 }
3709 }
3710
3711 /// Move/re-orient a character to a new world transform `xf` (the root
3712 /// limb's world pose) **without** ticking its animation or clip clocks —
3713 /// a teleport that holds the current animation frame (e.g. dragging a
3714 /// paused character in an editor). Re-solves the skeleton from the new
3715 /// root + re-poses every attachment; clip frames are left as-is. No-op on
3716 /// a stale id.
3717 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
3718 let Some(idx) = self.char_map.index(id) else {
3719 return;
3720 };
3721 // Phase 1: set the root pose + re-solve (no animsprite), then compute
3722 // each attachment's new transform — borrowing only `char_instances`.
3723 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
3724 let CharInstance {
3725 skeleton, attaches, ..
3726 } = &mut self.char_instances[idx];
3727 skeleton.p = xf.pos;
3728 skeleton.s = xf.right;
3729 skeleton.h = xf.up;
3730 skeleton.f = xf.forward;
3731 solve_kfa_limbs(skeleton);
3732 attaches
3733 .iter()
3734 .map(|a| {
3735 let limb = &skeleton.limbs[a.bone];
3736 let (s, h, f, p) =
3737 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3738 (
3739 a.inst,
3740 DynSpriteTransform {
3741 pos: p,
3742 right: s,
3743 up: h,
3744 forward: f,
3745 },
3746 )
3747 })
3748 .collect()
3749 };
3750 // Phase 2: apply (clip frames untouched — clocks didn't tick).
3751 for (inst, t) in updates {
3752 self.set_sprite_instance_transform(inst, t);
3753 }
3754 }
3755
3756 /// Remove a character, dropping all its attachment instances **and**
3757 /// freeing the sprite models + voxel clips it registered. Returns
3758 /// `false` if `id` is stale.
3759 pub fn remove_character(&mut self, id: CharacterId) -> bool {
3760 let Some(idx) = self.char_map.index(id) else {
3761 return false;
3762 };
3763 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
3764 .attaches
3765 .iter()
3766 .map(|a| a.inst)
3767 .collect();
3768 for inst in insts {
3769 self.remove_sprite_instance(inst);
3770 }
3771 self.char_instances[idx].attaches.clear();
3772 // Free the models + clips this character registered (else they leak
3773 // until a `set_sprites` — costly for an editor hot-swapping all
3774 // session). `mem::take` so the per-id frees can borrow `self`.
3775 let models = std::mem::take(&mut self.char_instances[idx].models);
3776 let clips = std::mem::take(&mut self.char_instances[idx].clips);
3777 for model in models {
3778 self.remove_sprite_model(model);
3779 }
3780 for clip in clips {
3781 self.remove_voxel_clip(clip);
3782 }
3783 self.char_map.remove(id)
3784 }
3785
3786 /// Register animated KFA sprites (one or more bone hierarchies).
3787 /// The GPU backend uploads each limb's kv6 as an instanced model
3788 /// **once** (appended to the sprite registry) and seeds the limb
3789 /// instances at their current pose; the CPU backend caches the
3790 /// posed limbs for drawing. Call once at setup, after
3791 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
3792 /// with [`update_kfa_poses`](Self::update_kfa_poses).
3793 ///
3794 /// Limbs are posed from the sprites' current
3795 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
3796 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
3797 /// if using a baked curve), so `kfas` is taken `&mut`.
3798 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
3799 match &mut self.inner {
3800 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
3801 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
3802 }
3803 }
3804
3805 /// Re-pose the registered KFA sprites from their current
3806 /// `kfaval[]`. Call each frame after advancing the animation
3807 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
3808 /// takes the cheap transform-only update (no model-volume
3809 /// re-upload); the CPU backend re-solves limb transforms for the
3810 /// next [`render`](Self::render). Must follow a
3811 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
3812 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
3813 match &mut self.inner {
3814 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
3815 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
3816 }
3817 }
3818
3819 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
3820 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
3821 /// only; a no-op on the CPU backend. Returns the voxels removed.
3822 pub fn carve_active_sprite(&mut self) -> u32 {
3823 match &mut self.inner {
3824 BackendImpl::Cpu(_) => 0,
3825 BackendImpl::Gpu(g) => g.carve_active_sprite(),
3826 }
3827 }
3828
3829 /// Request that a frame be captured for
3830 /// [`take_capture`](Self::take_capture) — screenshots, photo
3831 /// modes, golden tests. Works on **both** backends since QE.7a
3832 /// (previously a GPU no-op — screenshots were impossible on the
3833 /// backend most games run). CPU: the next
3834 /// [`render`](Self::render) copies its composited framebuffer.
3835 /// GPU: arms [`take_capture`](Self::take_capture) to read back the
3836 /// most recent frame.
3837 pub fn request_capture(&mut self) {
3838 match &mut self.inner {
3839 BackendImpl::Cpu(c) => c.request_capture(),
3840 BackendImpl::Gpu(g) => g.request_capture(),
3841 }
3842 }
3843
3844 /// Take the captured frame as packed `0x00RRGGBB` pixels +
3845 /// dimensions (the **logical** resolution on GPU —
3846 /// post-SSAA/posterize, pre-upscale), or `None` if no capture was
3847 /// requested / nothing rendered yet. The GPU readback blocks like
3848 /// [`pick_depth`](Self::pick_depth) — a hotkey path, not
3849 /// per-frame — and returns `None` on wasm (WebGPU can't block).
3850 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
3851 match &mut self.inner {
3852 BackendImpl::Cpu(c) => c.take_capture(),
3853 BackendImpl::Gpu(g) => g.take_capture(),
3854 }
3855 }
3856
3857 /// Screen→world picking input: the world-space hit distance `t` at
3858 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
3859 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
3860 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
3861 /// `ray_dir` is the same per-pixel ray the frame was rendered with
3862 /// (see the backend's projection).
3863 ///
3864 /// `t` is the distance to the nearest **scene-grid** surface
3865 /// (terrain + grids); sprites do not occlude it (the sprite pass
3866 /// reads depth read-only), so a cursor sprite under the pointer is
3867 /// transparent to the pick.
3868 ///
3869 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
3870 /// GPU backend stages the depth buffer and blocks on a device poll
3871 /// (cheap at click time — do not call every frame). The GPU path
3872 /// only has depth when the last frame drew sprites (`write_depth`).
3873 #[must_use]
3874 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
3875 match &self.inner {
3876 BackendImpl::Cpu(c) => c.pick_depth(x, y),
3877 BackendImpl::Gpu(g) => g.pick_depth(x, y),
3878 }
3879 }
3880
3881 /// World-space view-ray direction (un-normalised) for window pixel
3882 /// `(x, y)`, under the projection the **last frame** rendered with.
3883 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
3884 /// pinhole), so this hides which one is active. `None` before the
3885 /// first frame. Intersect it with a plane for tile picking, or feed
3886 /// it to [`Self::pick`] for a voxel.
3887 #[must_use]
3888 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
3889 match &self.inner {
3890 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
3891 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
3892 }
3893 }
3894
3895 /// Canonical screen→world unproject: the full view [`Ray`]
3896 /// (`camera.pos` origin + unit direction) for window pixel
3897 /// `(x, y)`, under whichever projection the last frame used. The
3898 /// one entry point both backends honour — hosts never reconstruct
3899 /// the projection. `None` before the first frame or for a
3900 /// degenerate ray.
3901 ///
3902 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
3903 /// picking that's identical on CPU and GPU:
3904 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
3905 #[must_use]
3906 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
3907 let d = self.pixel_ray(camera, x, y)?;
3908 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
3909 if len < 1e-12 {
3910 return None;
3911 }
3912 Some(Ray {
3913 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
3914 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
3915 })
3916 }
3917
3918 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
3919 /// the active backend's projection, read the last frame's depth
3920 /// there, reconstruct the world hit, and resolve it to the owning
3921 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
3922 /// sky / no-hit, or when no grid claims the surface.
3923 ///
3924 /// `scene` and `camera` must be the ones the last frame rendered;
3925 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
3926 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
3927 /// depth buffer (a click-time device poll — not per frame).
3928 #[must_use]
3929 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
3930 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
3931 let t = f64::from(self.pick_depth(x, y)?);
3932 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
3933 if len < 1e-9 {
3934 return None;
3935 }
3936 let s = t / len; // world = cam.pos + t · (dir / |dir|)
3937 let world = glam::DVec3::new(
3938 camera.pos[0] + dir[0] * s,
3939 camera.pos[1] + dir[1] * s,
3940 camera.pos[2] + dir[2] * s,
3941 );
3942 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
3943 #[allow(clippy::cast_possible_truncation)]
3944 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
3945 Some(PickHit {
3946 world: world_f32,
3947 grid,
3948 voxel,
3949 })
3950 }
3951}
3952
3953#[cfg(test)]
3954mod tests {
3955 use super::*;
3956
3957 /// RP.0 — `Native` resolves to the window size verbatim (the byte-identical
3958 /// gate), `Fixed` ignores the window, `Scale` scales + clamps, and every
3959 /// result is `>= 1` per axis.
3960 #[test]
3961 fn render_resolution_logical_for() {
3962 let win = (1920, 1080);
3963 assert_eq!(RenderResolution::Native.logical_for(win), win);
3964 assert_eq!(
3965 RenderResolution::Fixed { w: 860, h: 520 }.logical_for(win),
3966 (860, 520)
3967 );
3968 // Fixed is independent of the window.
3969 assert_eq!(
3970 RenderResolution::Fixed { w: 860, h: 520 }.logical_for((640, 480)),
3971 (860, 520)
3972 );
3973 assert_eq!(RenderResolution::Scale(0.5).logical_for(win), (960, 540));
3974 // Scale rounds, not truncates: 801 * 0.5 = 400.5 → 401.
3975 assert_eq!(
3976 RenderResolution::Scale(0.5).logical_for((801, 601)),
3977 (401, 301)
3978 );
3979 // Degenerate inputs never produce a zero axis.
3980 assert_eq!(RenderResolution::Scale(0.001).logical_for((1, 1)), (1, 1));
3981 assert_eq!(
3982 RenderResolution::Fixed { w: 0, h: 0 }.logical_for(win),
3983 (1, 1)
3984 );
3985 assert_eq!(RenderResolution::Native.logical_for((0, 0)), (1, 1));
3986 }
3987
3988 /// The handle map must survive the backends' swap-remove indexing:
3989 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
3990 /// swap-removes, and check every live handle keeps resolving to its
3991 /// own payload through a sequence of adds + removes.
3992 #[test]
3993 fn dyn_instance_map_survives_swap_removes() {
3994 let mut map = DynInstanceMap::default();
3995 // The "backend": payload per dynamic index; swap_remove mirrors
3996 // both backends' remove_dyn_instance.
3997 let mut backend: Vec<u32> = Vec::new();
3998 // Our bookkeeping: handle -> the payload we expect it to address.
3999 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
4000
4001 let add = |map: &mut DynInstanceMap,
4002 backend: &mut Vec<u32>,
4003 expect: &mut Vec<(SpriteInstanceId, u32)>,
4004 payload: u32| {
4005 let dyn_index = backend.len() as u32;
4006 backend.push(payload);
4007 let id = map.alloc(dyn_index);
4008 expect.push((id, payload));
4009 };
4010
4011 for p in 0..6 {
4012 add(&mut map, &mut backend, &mut expect, p);
4013 }
4014
4015 // Remove a middle handle (payload 2) and a later one (payload 4),
4016 // plus the current last — covering swap and no-swap paths.
4017 for victim_payload in [2u32, 4, 5] {
4018 let pos = expect
4019 .iter()
4020 .position(|&(_, p)| p == victim_payload)
4021 .unwrap();
4022 let (id, _) = expect.remove(pos);
4023 let dyn_index = map.dyn_index(id).expect("live handle resolves");
4024 // Backend swap-remove + report moved index (old last), exactly
4025 // like remove_dyn_instance on both backends.
4026 let last = backend.len() - 1;
4027 backend.swap_remove(dyn_index as usize);
4028 let moved = (dyn_index as usize != last).then_some(last as u32);
4029 map.remove(id, dyn_index, moved);
4030 // The removed handle is now stale.
4031 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
4032 }
4033
4034 // Every surviving handle still resolves to its own payload.
4035 for &(id, payload) in &expect {
4036 let idx = map.dyn_index(id).expect("survivor resolves");
4037 assert_eq!(
4038 backend[idx as usize], payload,
4039 "handle addresses its payload"
4040 );
4041 }
4042 assert_eq!(map.order.len(), backend.len());
4043 assert_eq!(backend.len(), expect.len());
4044 }
4045
4046 /// The model slotmap mints stable ids, resolves only live handles,
4047 /// and never reuses a slot — so a removed model's id stays dead and
4048 /// every other id survives the remove.
4049 #[test]
4050 fn dyn_model_map_lifecycle() {
4051 let mut map = EpochSlotMap::default();
4052 // `set_sprites(3 models)` seeds ids 0..3, all live.
4053 map.reset_live(3);
4054 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
4055 for (i, &id) in ids.iter().enumerate() {
4056 assert_eq!(map.index(id), Some(i));
4057 }
4058
4059 // Incrementally add a fourth model.
4060 let extra = map.alloc(3);
4061 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
4062 assert_eq!(map.index(extra), Some(3));
4063
4064 // Remove model 1: its handle goes stale, the rest stay valid.
4065 assert!(map.remove(ids[1]));
4066 assert_eq!(map.index(ids[1]), None);
4067 assert_eq!(map.index(ids[0]), Some(0));
4068 assert_eq!(map.index(ids[2]), Some(2));
4069 assert_eq!(map.index(extra), Some(3));
4070
4071 // Double remove / stale removal is a no-op returning false.
4072 assert!(!map.remove(ids[1]));
4073
4074 // A bogus / out-of-range handle resolves to nothing, no panic.
4075 let bogus = SpriteModelId { slot: 999, gen: 0 };
4076 assert_eq!(map.index(bogus), None);
4077 assert!(!map.remove(bogus));
4078
4079 // A handle with a mismatched generation never resolves (guards a
4080 // future compacting registry).
4081 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
4082 assert_eq!(map.index(wrong_gen), None);
4083 }
4084
4085 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
4086 /// handles, tombstones in place, and `reset` clears it — mirroring the
4087 /// model slotmap, since clips register append-only too.
4088 #[test]
4089 fn dyn_clip_map_lifecycle() {
4090 let mut map = EpochSlotMap::default();
4091 // Two clips registered incrementally (indices 0, 1).
4092 let c0 = map.alloc(0);
4093 let c1 = map.alloc(1);
4094 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
4095 assert_eq!(map.index(c0), Some(0));
4096 assert_eq!(map.index(c1), Some(1));
4097
4098 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
4099 assert!(map.remove(c0));
4100 assert_eq!(map.index(c0), None);
4101 assert_eq!(map.index(c1), Some(1));
4102 // Double / stale / out-of-range removes are false, no panic.
4103 assert!(!map.remove(c0));
4104 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
4105 // Mismatched generation never resolves.
4106 assert_eq!(map.index(VoxelClipId { slot: 1, gen: 5 }), None);
4107
4108 // `set_sprites` resets the clip layer → ids restart at slot 0, but
4109 // the epoch bumps so old handles don't alias the new clips.
4110 map.reset();
4111 assert_eq!(map.index(c1), None, "reset invalidates old handles");
4112 let again = map.alloc(0); // re-takes slot 0 under the new epoch
4113 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
4114 assert_eq!(map.index(again), Some(0));
4115 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
4116 // clip now occupying slot 0.
4117 assert_eq!(
4118 map.index(c0),
4119 None,
4120 "a pre-reset handle must not alias a new clip on the same slot"
4121 );
4122 }
4123
4124 /// The character slotmap (VCL.6) mints stable ids, resolves only live
4125 /// handles, tombstones in place, and `reset` clears it.
4126 #[test]
4127 fn char_map_lifecycle() {
4128 let mut map = EpochSlotMap::default();
4129 let a = map.alloc(0);
4130 let b = map.alloc(1);
4131 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
4132 assert_eq!(map.index(a), Some(0));
4133 assert_eq!(map.index(b), Some(1));
4134
4135 assert!(map.remove(a));
4136 assert_eq!(map.index(a), None);
4137 assert_eq!(map.index(b), Some(1));
4138 assert!(!map.remove(a)); // double remove is a no-op
4139 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
4140 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
4141
4142 map.reset();
4143 assert_eq!(map.index(b), None);
4144 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
4145 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4146 }
4147
4148 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
4149 /// handles, tombstones in place, and `reset` clears it.
4150 #[test]
4151 fn streaming_clip_map_lifecycle() {
4152 let mut map = EpochSlotMap::default();
4153 let a = map.alloc(0);
4154 let b = map.alloc(1);
4155 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
4156 assert_eq!(map.index(a), Some(0));
4157 assert_eq!(map.index(b), Some(1));
4158
4159 assert!(map.remove(a));
4160 assert_eq!(map.index(a), None);
4161 assert_eq!(map.index(b), Some(1));
4162 assert!(!map.remove(a)); // double remove is a no-op
4163 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
4164 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
4165
4166 map.reset();
4167 assert_eq!(map.index(b), None);
4168 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
4169 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4170 }
4171
4172 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
4173 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
4174 /// a rewound (negative) clock as frame 0.
4175 #[test]
4176 fn clip_clock_tick_advances_and_resolves_frames() {
4177 // 3 frames, 100 ms each → total 300 ms, looping.
4178 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 256, 0.0); // 1×
4179 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
4180 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
4181 assert_eq!(c.clock_ms as u32, 100);
4182 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
4183 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
4184 // 0.5× speed advances half as fast.
4185 let mut slow = ClipClock::new(&[100, 100], LoopMode::Once, 128, 0.0); // 0.5×
4186 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
4187 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
4188 // start_phase seeds the clock; negative clock reads as frame 0.
4189 // rewind at -1×, clock seeded mid frame 1
4190 let mut phased = ClipClock::new(&[50, 50, 50], LoopMode::Loop, -256, 50.0);
4191 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
4192 assert!(phased.clock_ms < 0.0); // kept signed
4193 }
4194
4195 #[test]
4196 fn clip_clock_retarget_swaps_timeline_restarts_keeps_speed() {
4197 // BB.1: swapping a billboard's animation retargets the player's
4198 // timeline (durations + loop) and restarts the clock, but keeps the
4199 // playback rate (the clock policy).
4200 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 512, 250.0); // 2×
4201 c.retarget(&[50, 50], LoopMode::Once);
4202 assert_eq!(c.prefix, vec![50, 100]); // new clip's timeline (prefix sums)
4203 assert_eq!(c.loop_mode, LoopMode::Once); // new clip's loop mode
4204 assert!((c.clock_ms - 0.0).abs() < 1e-9); // restarted at frame 0
4205 assert_eq!(c.speed_q8, 512); // playback rate preserved
4206 // After retarget, ticking advances on the *new* timeline.
4207 assert_eq!(c.tick(0.0), 0);
4208 assert_eq!(c.tick(0.025), 1); // 25ms wall × 2× = 50ms → frame 1
4209 }
4210
4211 fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
4212 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
4213 }
4214 fn unit(v: [f32; 3]) -> bool {
4215 (dot(v, v) - 1.0).abs() < 1e-5
4216 }
4217
4218 #[test]
4219 fn billboard_cylindrical_faces_camera_upright_and_ignores_height() {
4220 // Camera due +x of the sprite. Cylindrical normal (local +y) points
4221 // at the camera horizontally; image vertical (local +z) is world up.
4222 let xf = billboard_transform(
4223 [0.0, 0.0, 0.0],
4224 [10.0, 0.0, 0.0],
4225 BillboardMode::Cylindrical,
4226 )
4227 .expect("non-degenerate");
4228 assert_eq!(xf.up, [1.0, 0.0, 0.0]); // normal → toward camera
4229 assert_eq!(xf.forward, BILLBOARD_UP); // image vertical → world up (-z)
4230 assert_eq!(xf.right, [0.0, -1.0, 0.0]); // image horizontal = screen-right
4231 // Cylindrical ignores camera height: a camera at a different z gives
4232 // the same (vertical) basis.
4233 let high = billboard_transform(
4234 [0.0, 0.0, 0.0],
4235 [10.0, 0.0, -50.0],
4236 BillboardMode::Cylindrical,
4237 )
4238 .unwrap();
4239 assert_eq!(high.up, xf.up);
4240 assert_eq!(high.forward, xf.forward);
4241 // Orthonormal basis.
4242 for v in [xf.right, xf.up, xf.forward] {
4243 assert!(unit(v));
4244 }
4245 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4246 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4247 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4248 }
4249
4250 #[test]
4251 fn billboard_spherical_tilts_with_view_and_normal_points_at_camera() {
4252 // Camera above (-z) and in front (+x): the normal tilts up; the
4253 // image vertical gains an up-tilt too (unlike cylindrical).
4254 let cam = [10.0, 0.0, -10.0];
4255 let xf = billboard_transform([0.0, 0.0, 0.0], cam, BillboardMode::Spherical).unwrap();
4256 // Normal (local +y) = normalized direction to the camera.
4257 let n = bb_norm([cam[0] as f32, cam[1] as f32, cam[2] as f32]).unwrap();
4258 for (u, ni) in xf.up.iter().zip(n.iter()) {
4259 assert!((u - ni).abs() < 1e-5);
4260 }
4261 // Not vertical-locked: image vertical tilts off world up.
4262 assert!(xf.forward != BILLBOARD_UP);
4263 for v in [xf.right, xf.up, xf.forward] {
4264 assert!(unit(v));
4265 }
4266 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4267 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4268 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4269 }
4270
4271 #[test]
4272 fn dir_index_bins_view_angle_front_ccw() {
4273 let o = [0.0, 0.0, 0.0];
4274 // N == 1 (non-directional) is always 0, regardless of camera.
4275 assert_eq!(dir_index(o, 0.0, [5.0, 3.0, 0.0], 1), 0);
4276 // 8-way, actor facing +x (yaw 0). Camera in front (+x) = front = 0.
4277 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 8), 0);
4278 // Camera at +y (90° CCW from facing) → sector 2 (90° / 45°).
4279 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 8), 2);
4280 // Camera behind (−x, 180°) → sector 4.
4281 assert_eq!(dir_index(o, 0.0, [-10.0, 0.0, 0.0], 8), 4);
4282 // Camera at −y (270°) → sector 6.
4283 assert_eq!(dir_index(o, 0.0, [0.0, -10.0, 0.0], 8), 6);
4284 // Rotating the actor's facing rotates the picked sector: facing +y
4285 // (yaw 90°), camera at +y is now "front" → 0.
4286 let fy = std::f64::consts::FRAC_PI_2;
4287 assert_eq!(dir_index(o, fy, [0.0, 10.0, 0.0], 8), 0);
4288 // Camera straight overhead (no horizontal bearing) → 0.
4289 assert_eq!(dir_index(o, 0.0, [0.0, 0.0, -10.0], 8), 0);
4290 // 4-way still bins front/left/back/right.
4291 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 4), 0);
4292 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 4), 1);
4293 }
4294
4295 #[test]
4296 fn apply_shadow_flags_toggles_bits_and_preserves_others() {
4297 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
4298 let other = 1u32 << 2; // an unrelated flag bit must survive every call
4299 let mut f = other;
4300 apply_shadow_flags(&mut f, true, true); // both on ⇒ no NO_* bits
4301 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4302 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4303 apply_shadow_flags(&mut f, false, true); // no cast
4304 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4305 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4306 apply_shadow_flags(&mut f, true, false); // no receive
4307 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4308 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4309 apply_shadow_flags(&mut f, false, false); // neither
4310 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4311 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4312 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4313 }
4314
4315 #[test]
4316 fn apply_lighting_flags_sets_exclusive_mode_and_preserves_others() {
4317 use roxlap_formats::sprite::{
4318 SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP, SPRITE_FLAG_NO_SHADOW_CAST,
4319 };
4320 let other = SPRITE_FLAG_NO_SHADOW_CAST; // a shadow bit must survive
4321 let mut f = other;
4322 apply_lighting_flags(&mut f, BillboardLighting::WorldUp);
4323 assert_ne!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0);
4324 assert_eq!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4325 apply_lighting_flags(&mut f, BillboardLighting::AmbientOnly);
4326 assert_eq!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0, "modes are exclusive");
4327 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4328 apply_lighting_flags(&mut f, BillboardLighting::FullBright);
4329 assert_ne!(
4330 f & SPRITE_FLAG_LIGHT_WORLD_UP,
4331 0,
4332 "full-bright sets both bits"
4333 );
4334 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4335 apply_lighting_flags(&mut f, BillboardLighting::FaceNormal);
4336 assert_eq!(
4337 f & (SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY),
4338 0
4339 );
4340 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4341 }
4342
4343 #[test]
4344 fn billboard_degenerate_and_none_yield_no_transform() {
4345 // Cylindrical with the camera straight overhead → no horizontal
4346 // facing direction → skipped.
4347 assert!(billboard_transform(
4348 [0.0, 0.0, 0.0],
4349 [0.0, 0.0, -10.0],
4350 BillboardMode::Cylindrical
4351 )
4352 .is_none());
4353 // Spherical looking straight along world-up → image-right degenerate.
4354 assert!(
4355 billboard_transform([0.0, 0.0, 0.0], [0.0, 0.0, -10.0], BillboardMode::Spherical)
4356 .is_none()
4357 );
4358 // None mode is never auto-oriented.
4359 assert!(
4360 billboard_transform([0.0, 0.0, 0.0], [10.0, 0.0, 0.0], BillboardMode::None).is_none()
4361 );
4362 }
4363
4364 #[test]
4365 fn dyn_sprite_transform_default_is_identity_and_applies() {
4366 let xf = DynSpriteTransform::default();
4367 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
4368 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
4369 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
4370 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
4371
4372 let mut s = Sprite::axis_aligned(
4373 roxlap_formats::kv6::Kv6::solid_cube(2, 0x80_FF_FF_FF),
4374 [9.0, 9.0, 9.0],
4375 );
4376 let posed = DynSpriteTransform {
4377 pos: [1.0, 2.0, 3.0],
4378 right: [0.0, 0.0, 1.0],
4379 up: [0.0, 1.0, 0.0],
4380 forward: [1.0, 0.0, 0.0],
4381 };
4382 posed.apply_to(&mut s);
4383 assert_eq!(s.p, [1.0, 2.0, 3.0]);
4384 assert_eq!(s.s, [0.0, 0.0, 1.0]);
4385 assert_eq!(s.h, [0.0, 1.0, 0.0]);
4386 assert_eq!(s.f, [1.0, 0.0, 0.0]);
4387 }
4388
4389 #[test]
4390 fn options_default_is_cpu_intent() {
4391 let o = RenderOptions::default();
4392 assert_eq!(o.backend, BackendPreference::Cpu);
4393 assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
4394 }
4395
4396 /// A camera at the origin looking down +Y (voxlap z-down world): right
4397 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
4398 fn cam_looking_y() -> Camera {
4399 Camera {
4400 pos: [0.0, 0.0, 0.0],
4401 right: [1.0, 0.0, 0.0],
4402 down: [0.0, 0.0, 1.0],
4403 forward: [0.0, 1.0, 0.0],
4404 }
4405 }
4406
4407 #[test]
4408 fn world_quad_corner_layout() {
4409 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
4410 // 10×10 quad facing the camera (its +Y normal points back at us).
4411 let sprite = ImageSprite {
4412 image: ImageId(0),
4413 origin: [-5.0, 10.0, -5.0],
4414 facing: ImageFacing::World {
4415 u: [1.0, 0.0, 0.0],
4416 v: [0.0, 0.0, 1.0],
4417 },
4418 size: [10.0, 10.0],
4419 tint: 0xFFFF_FFFF,
4420 alpha_cutoff: 0.0,
4421 depth_test: true,
4422 double_sided: true,
4423 };
4424 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
4425 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
4426 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
4427 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
4428 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
4429 }
4430
4431 #[test]
4432 fn world_quad_backface_culls_when_single_sided() {
4433 // Same plane but spanned so its normal (u × v) points *away* from
4434 // the camera: swap u/v so the winding flips.
4435 let sprite = ImageSprite {
4436 image: ImageId(0),
4437 origin: [-5.0, 10.0, -5.0],
4438 facing: ImageFacing::World {
4439 u: [0.0, 0.0, 1.0], // v-ish
4440 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
4441 },
4442 size: [10.0, 10.0],
4443 tint: 0xFFFF_FFFF,
4444 alpha_cutoff: 0.0,
4445 depth_test: true,
4446 double_sided: false,
4447 };
4448 // With double_sided=false one of the two windings must cull; the
4449 // opposite winding must draw. Exactly one of the two resolves.
4450 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
4451 let mut flipped = sprite;
4452 flipped.facing = ImageFacing::World {
4453 u: [1.0, 0.0, 0.0],
4454 v: [0.0, 0.0, 1.0],
4455 };
4456 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
4457 assert!(a ^ b, "exactly one winding is front-facing");
4458 }
4459
4460 #[test]
4461 fn double_sided_never_culls() {
4462 let mut sprite = ImageSprite {
4463 image: ImageId(0),
4464 origin: [-5.0, 10.0, -5.0],
4465 facing: ImageFacing::World {
4466 u: [0.0, 0.0, 1.0],
4467 v: [1.0, 0.0, 0.0],
4468 },
4469 size: [10.0, 10.0],
4470 tint: 0xFFFF_FFFF,
4471 alpha_cutoff: 0.0,
4472 depth_test: true,
4473 double_sided: true,
4474 };
4475 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4476 sprite.facing = ImageFacing::World {
4477 u: [1.0, 0.0, 0.0],
4478 v: [0.0, 0.0, 1.0],
4479 };
4480 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4481 }
4482
4483 #[test]
4484 fn ray_quad_uv_center_and_corners() {
4485 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
4486 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
4487 let corners = [
4488 [-5.0, 10.0, -5.0], // TL
4489 [5.0, 10.0, -5.0], // TR
4490 [-5.0, 10.0, 5.0], // BL
4491 [5.0, 10.0, 5.0], // BR
4492 ];
4493 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
4494 assert!(
4495 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
4496 "centre → (.5,.5)"
4497 );
4498 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
4499 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
4500 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
4501 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
4502 }
4503
4504 #[test]
4505 fn ray_quad_uv_misses_outside_and_behind() {
4506 let corners = [
4507 [-5.0, 10.0, -5.0],
4508 [5.0, 10.0, -5.0],
4509 [-5.0, 10.0, 5.0],
4510 [5.0, 10.0, 5.0],
4511 ];
4512 // Ray pointing away (−Y) never reaches the +Y plane in front.
4513 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
4514 // Ray parallel to the quad plane (in +X) → no intersection.
4515 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
4516 // Ray hitting the plane far outside the quad → outside uv.
4517 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
4518 }
4519
4520 #[test]
4521 fn billboard_axes_orthogonal_and_top_toward_up() {
4522 // World up = -Z (z-down world). The billboard's v (top→bottom)
4523 // must point away from `up`, and u/v must be ⟂ the view direction.
4524 let up = [0.0, 0.0, -1.0];
4525 let sprite = ImageSprite {
4526 image: ImageId(0),
4527 origin: [0.0, 50.0, 0.0],
4528 facing: ImageFacing::Billboard { up },
4529 size: [4.0, 4.0],
4530 tint: 0xFFFF_FFFF,
4531 alpha_cutoff: 0.0,
4532 depth_test: false,
4533 double_sided: false, // billboards must NEVER cull
4534 };
4535 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
4536 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
4537 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
4538 let fwd = [0.0, 1.0, 0.0];
4539 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
4540 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
4541 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
4542 assert!(
4543 v_dot(v, up) < 0.0,
4544 "rows grow away from `up` (top edge toward up)"
4545 );
4546 }
4547}