roxlap_render/lib.rs
1//! roxlap-render — unified CPU/GPU renderer facade.
2//!
3//! New to roxlap? **[The roxlap book](https://ncrashed.github.io/roxlap/)**
4//! is the guide (quickstart, concepts, rendering, lighting, sprites);
5//! this page is the API reference.
6//!
7//! One [`SceneRenderer`] hides the choice between the CPU opticast
8//! path (`roxlap-core` / `roxlap-scene`, presented via `softbuffer`)
9//! and the GPU compute-shader path (`roxlap-gpu`, presented via its
10//! own wgpu surface). Construction picks the GPU backend when asked
11//! and able, and **falls back to CPU automatically** when WGPU init
12//! fails — so a host never has to branch on GPU availability or carry
13//! the `Scene`→GPU upload/refresh/transform glue itself.
14//!
15//! Hosts stay thin: build a `Scene`, advance it from input, then call
16//! [`SceneRenderer::render`] each frame. The facade owns the window
17//! surface, the framebuffer/z-buffer (CPU) or the resident scene +
18//! dirty-chunk tracking (GPU), and presentation.
19//!
20//! The per-frame flow is `render` → *(optional overlays)* → finish.
21//! Between [`SceneRenderer::render`] and the finishing
22//! [`SceneRenderer::present`] / [`SceneRenderer::paint_egui`] call, a
23//! host may overlay depth-tested world-space lines with
24//! [`SceneRenderer::draw_lines`] (editor gizmos, debug geometry — see
25//! [`Line3`]); they land in the framebuffer, occluded by the rendered
26//! scene, with egui still painting panels on top.
27//!
28//! Beyond the scene render itself, the facade owns sprites (static +
29//! per-instance dynamic), animated voxel clips, billboard sprites +
30//! actors, characters (`.rkc`), materials + transparency, dynamic
31//! lighting ([`FrameParams::lights`]), screen→world picking, overlay
32//! lines / images / egui, and the fixed-resolution post pipeline
33//! ([`SceneRenderer::set_render_resolution`] / `set_ssaa` /
34//! `set_posterize`).
35
36#![forbid(unsafe_code)]
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;
52/// QE-C6 — the one place `ROXLAP_*` env overrides are read (once, at
53/// construction). The user-facing variable table is on
54/// [`RenderOptions`].
55mod env_config;
56mod gpu;
57/// Dynamic lighting types (stages DL + SL) — runtime sun, point and
58/// spot lights, on both backends.
59mod light;
60/// Particle system over dynamic sprite instances (stage PS) — see
61/// `docs/porting/PORTING-PARTICLES.md`.
62mod particles;
63
64#[cfg(not(target_arch = "wasm32"))]
65use std::sync::Arc;
66
67use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
68use roxlap_core::opticast::OpticastSettings;
69use roxlap_core::sky::Sky;
70use roxlap_core::Camera;
71use roxlap_formats::material::MaterialTable;
72use roxlap_formats::voxel_clip::{duration_prefix_sums, frame_at_prefix};
73use roxlap_scene::Scene;
74
75pub use light::{DirectionalLight, LightRig, PointLight, SpotLight};
76pub use particles::{
77 CollisionMode, ConeDef, EmitterId, EmitterShape, Particle, ParticleEmitterDef, ParticleSystem,
78 SpawnMode, VelocityDef, CARVE_DEBRIS_CAP, DEFAULT_MAX_PARTICLES,
79};
80pub use roxlap_formats::character::{Attachment, Character, MeshRef};
81pub use roxlap_formats::color::{OverlayColor, Rgb, VoxColor};
82/// Animated-GIF → [`VoxelClip`] importer for Doom-style billboard sprites
83/// (stage BB). Behind the `gif` feature; see `PORTING-BILLBOARD.md`.
84#[cfg(feature = "gif")]
85pub use roxlap_formats::gif_import;
86pub use roxlap_formats::kfa::KfaSprite;
87pub use roxlap_formats::kv6::Kv6;
88pub use roxlap_formats::material::{BlendMode, Material};
89/// PNG-sequence / APNG → [`VoxelClip`] importer (stage BB). Behind the `png`
90/// feature; see `PORTING-BILLBOARD.md`.
91#[cfg(feature = "png")]
92pub use roxlap_formats::png_import;
93pub use roxlap_formats::sprite::Sprite;
94pub use roxlap_formats::voxel_clip::{
95 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
96};
97pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
98// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
99// without adding a direct `raw-window-handle` dependency of their own.
100pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
101// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
102// egui version the renderer was built against (`hud` feature).
103#[cfg(feature = "hud")]
104pub use egui;
105
106use crate::cpu::CpuBackend;
107use crate::gpu::GpuBackend;
108
109/// Type-erased display handle stored by the CPU backend's softbuffer
110/// surface. `raw-window-handle` implements `HasDisplayHandle` for
111/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
112/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
113/// for any provider `W`.
114#[cfg(not(target_arch = "wasm32"))]
115pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
116/// Type-erased window handle counterpart to [`DynDisplay`].
117#[cfg(not(target_arch = "wasm32"))]
118pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
119
120/// One placed sprite instance: which [`SpriteSet::models`] entry and
121/// where in the world.
122pub struct SpriteInstanceDesc {
123 /// Positional index into [`SpriteSet::models`].
124 pub model: usize,
125 /// World position of the model's anchor (voxel units).
126 pub pos: [f32; 3],
127}
128
129/// Stable handle to a registered sprite model, returned (one per
130/// [`SpriteSet::models`] entry, in order) by
131/// [`SceneRenderer::set_sprites`]. Pass it to
132/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
133/// re-register that model's geometry after a content edit — so callers
134/// never track the positional `usize` index themselves. Opaque on
135/// purpose: there is no arithmetic to do on it.
136///
137/// Also returned by [`SceneRenderer::add_sprite_model`] for an
138/// incrementally registered model, and accepted by
139/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
140/// to a removed model is **stale**: it resolves to nothing, so passing
141/// it anywhere is a safe no-op. The `gen` (generation) field guards a
142/// future compacting registry; it stays `0` today because model slots
143/// are tombstoned in place and never reused (GPU chain ids are
144/// append-only).
145#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
146pub struct SpriteModelId {
147 pub(crate) slot: u32,
148 pub(crate) gen: u32,
149}
150
151/// Stable handle to a **dynamically added** sprite instance — the result
152/// of [`SceneRenderer::add_sprite_instance`], passed to
153/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
154///
155/// Backends remove instances by swap (O(1)), which moves another instance
156/// into the freed slot; this handle survives that because the facade keeps
157/// the id↔slot mapping up to date. The generation guards against a stale
158/// handle aliasing a recycled slot.
159#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
160pub struct SpriteInstanceId {
161 slot: u32,
162 gen: u32,
163}
164
165/// Facade-side slotmap that turns the backends' swap-remove indexing into
166/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
167/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
168/// owning slot, and a removal fixes up the one slot whose instance was
169/// swapped into the hole.
170#[derive(Default)]
171struct DynInstanceMap {
172 /// Per slot: `(generation, Some(dyn_index) while live)`.
173 slots: Vec<(u32, Option<u32>)>,
174 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
175 /// dynamic sublist (so `order.len()` == the dynamic instance count).
176 order: Vec<u32>,
177 free: Vec<u32>,
178}
179
180impl DynInstanceMap {
181 /// Register a freshly appended instance (always at `dyn_index ==
182 /// order.len()`); returns its stable handle.
183 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
184 debug_assert_eq!(self.order.len() as u32, dyn_index);
185 let slot = self.free.pop().unwrap_or_else(|| {
186 self.slots.push((0, None));
187 (self.slots.len() - 1) as u32
188 });
189 let gen = self.slots[slot as usize].0;
190 self.slots[slot as usize].1 = Some(dyn_index);
191 self.order.push(slot);
192 SpriteInstanceId { slot, gen }
193 }
194
195 /// Resolve a handle to its current backend `dyn_index`, or `None` if
196 /// it's stale / already removed.
197 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
198 let (gen, idx) = *self.slots.get(id.slot as usize)?;
199 (gen == id.gen).then_some(idx).flatten()
200 }
201
202 /// Apply a removal: the backend swap-removed `removed` and reported
203 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
204 /// `None` if `removed` was itself the last).
205 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
206 self.slots[id.slot as usize].1 = None;
207 self.slots[id.slot as usize].0 += 1; // bump generation
208 self.free.push(id.slot);
209 if let Some(last) = moved {
210 let moved_slot = self.order[last as usize];
211 self.slots[moved_slot as usize].1 = Some(removed);
212 self.order[removed as usize] = moved_slot;
213 }
214 self.order.pop();
215 }
216}
217
218/// Crate-internal contract of every epoch-slotmap handle type
219/// ([`SpriteModelId`], [`VoxelClipId`], [`CharacterId`],
220/// [`StreamingClipId`], [`BillboardActorId`]): mint from / split into
221/// the `(slot, generation)` pair. Lets one generic [`EpochSlotMap`]
222/// serve all five families while each keeps its own distinct handle
223/// type (so a `CharacterId` can never be passed where a `VoxelClipId`
224/// is expected).
225trait SlotHandle: Copy {
226 fn mint(slot: u32, gen: u32) -> Self;
227 fn parts(self) -> (u32, u32);
228}
229
230macro_rules! impl_slot_handle {
231 ($($t:ty),+ $(,)?) => {$(
232 impl SlotHandle for $t {
233 fn mint(slot: u32, gen: u32) -> Self {
234 Self { slot, gen }
235 }
236 fn parts(self) -> (u32, u32) {
237 (self.slot, self.gen)
238 }
239 }
240 )+};
241}
242
243impl_slot_handle!(
244 SpriteModelId,
245 VoxelClipId,
246 CharacterId,
247 StreamingClipId,
248 BillboardActorId,
249);
250
251/// Facade-side epoch slotmap (QE.1a — one generic replacing five
252/// hand-rolled copies). Unlike [`DynInstanceMap`] there is **no**
253/// swap-remove fixup: a slot maps 1:1 to the backends' positional
254/// index, which is append-only and never reused. A removed entry
255/// tombstones its slot *in place* (the backend frees the data but
256/// keeps the index), so a stale handle resolves to `None` → a safe
257/// no-op rather than aliasing another entry.
258///
259/// [`reset`](Self::reset) clears the slots **and bumps `epoch`**,
260/// which is baked into each minted id's generation. A handle from
261/// before a [`SceneRenderer::set_sprites`] therefore carries the old
262/// epoch and resolves to `None` rather than silently aliasing the
263/// entry that re-took its slot. ([`reset_live`](Self::reset_live) is
264/// the model map's deliberate exception.)
265struct EpochSlotMap<I> {
266 /// Per slot (== backend positional index): `(epoch_at_alloc, live)`.
267 slots: Vec<(u32, bool)>,
268 epoch: u32,
269 _handle: std::marker::PhantomData<I>,
270}
271
272impl<I> Default for EpochSlotMap<I> {
273 fn default() -> Self {
274 Self {
275 slots: Vec::new(),
276 epoch: 0,
277 _handle: std::marker::PhantomData,
278 }
279 }
280}
281
282impl<I: SlotHandle> EpochSlotMap<I> {
283 /// Register a freshly appended entry at positional `index` (always
284 /// the current `slots.len()`); returns its stable handle.
285 fn alloc(&mut self, index: u32) -> I {
286 debug_assert_eq!(self.slots.len() as u32, index);
287 self.slots.push((self.epoch, true));
288 I::mint(index, self.epoch)
289 }
290
291 /// The handle a live slot at `index` resolves from — used by
292 /// [`SceneRenderer::set_sprites`] to hand back ids for the `0..n`
293 /// entries seeded by [`reset_live`](Self::reset_live).
294 fn minted(&self, index: u32) -> I {
295 I::mint(index, self.epoch)
296 }
297
298 /// Resolve a handle to its backend positional index, or `None` if
299 /// it's stale / already removed.
300 fn index(&self, id: I) -> Option<usize> {
301 let (slot, gen) = id.parts();
302 let (epoch, live) = *self.slots.get(slot as usize)?;
303 (epoch == gen && live).then_some(slot as usize)
304 }
305
306 /// Tombstone a slot in place. Returns `false` if the handle is
307 /// stale / already removed.
308 fn remove(&mut self, id: I) -> bool {
309 let (slot, gen) = id.parts();
310 let Some(entry) = self.slots.get_mut(slot as usize) else {
311 return false;
312 };
313 if entry.0 != gen || !entry.1 {
314 return false;
315 }
316 entry.1 = false;
317 true
318 }
319
320 /// Drop every entry and invalidate every outstanding handle (the
321 /// epoch bump).
322 fn reset(&mut self) {
323 self.slots.clear();
324 self.epoch = self.epoch.wrapping_add(1);
325 }
326
327 /// Positional indices of every live entry, ascending — the
328 /// iteration [`SceneRenderer::tick`] drives collection updates
329 /// from.
330 fn live_indices(&self) -> impl Iterator<Item = usize> + '_ {
331 self.slots
332 .iter()
333 .enumerate()
334 .filter_map(|(i, &(_, live))| live.then_some(i))
335 }
336
337 /// Re-seat `n` live entries with positional ids `0..n` **without**
338 /// bumping the epoch — [`SceneRenderer::set_sprites`]' model-map
339 /// semantics, where model index = chain id on both backends and a
340 /// pre-rebuild positional id deliberately keeps meaning "model
341 /// `i` of the current set".
342 fn reset_live(&mut self, n: usize) {
343 self.slots.clear();
344 self.slots.resize(n, (self.epoch, true));
345 }
346}
347
348/// Stable handle to a registered animated voxel clip (VCL.4) — the
349/// result of [`SceneRenderer::add_voxel_clip`], passed to
350/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
351/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
352/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
353/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
354/// dynamic + clip layers).
355#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
356pub struct VoxelClipId {
357 slot: u32,
358 gen: u32,
359}
360
361/// Stable handle to a registered animated character (VCL.6) — the result
362/// of [`SceneRenderer::add_character`], advanced each frame with
363/// [`advance_character`](SceneRenderer::advance_character) and dropped with
364/// [`remove_character`](SceneRenderer::remove_character). Reset by
365/// [`set_sprites`](SceneRenderer::set_sprites).
366#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
367pub struct CharacterId {
368 slot: u32,
369 gen: u32,
370}
371
372/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
373/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
374/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
375/// dropped with
376/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
377/// [`set_sprites`](SceneRenderer::set_sprites).
378#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
379pub struct StreamingClipId {
380 slot: u32,
381 gen: u32,
382}
383
384/// Handle to an instance of a streaming clip
385/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
386///
387/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
388/// frame is per-*clip* (all its instances share one re-uploaded model,
389/// advanced by
390/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
391/// a streaming instance is *not* accepted by the per-instance
392/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
393/// trying to scrub two instances of one streaming clip independently is a
394/// compile error, not a silent coupling. (Use a flipbook clip for
395/// per-instance frames.) Move it with
396/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
397/// and drop it with
398/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
399#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
400pub struct StreamingInstanceId(SpriteInstanceId);
401
402/// One registered streaming clip: the seekable cursor + the single sprite
403/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
404struct StreamingClipState {
405 cursor: StreamingClip,
406 model: SpriteModelId,
407 dims: [u32; 3],
408 pivot: [f32; 3],
409 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
410 /// Re-applied on every per-frame re-upload so the streamed model keeps
411 /// its per-voxel materials as it advances.
412 material_map: Vec<(Rgb, u8)>,
413 /// PF.5 — the clip frame currently resident on `model`. A player driven
414 /// at render rate re-applies the same clip frame most ticks (10 fps clip
415 /// on a 144 fps render = 14×); when it matches, the dense `to_kv6`
416 /// rebuild + LOD chain + GPU re-upload are skipped entirely.
417 last_applied: Option<usize>,
418}
419
420/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
421/// resolve a frame, plus its own accumulating clock.
422struct ClipClock {
423 /// PF.13 (S4) — inclusive duration prefix sums (ms), built once per
424 /// timeline via [`duration_prefix_sums`] so every tick resolves its
425 /// frame by binary search instead of re-summing the duration list.
426 prefix: Vec<u64>,
427 loop_mode: LoopMode,
428 /// Playback rate, Q8 (256 = 1×).
429 speed_q8: i32,
430 /// Accumulated playback time (ms), seeded from the attachment's
431 /// `start_phase_ms`.
432 clock_ms: f64,
433}
434
435impl ClipClock {
436 /// Build a clock over `durations` starting at `clock_ms`.
437 fn new(durations: &[u32], loop_mode: LoopMode, speed_q8: i32, clock_ms: f64) -> Self {
438 Self {
439 prefix: duration_prefix_sums(durations),
440 loop_mode,
441 speed_q8,
442 clock_ms,
443 }
444 }
445
446 /// Frame shown at `elapsed_ms` on this clock's timeline —
447 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at) over the
448 /// cached prefix sums.
449 fn frame_for(&self, elapsed_ms: u32) -> u32 {
450 frame_at_prefix(&self.prefix, self.loop_mode, elapsed_ms) as u32
451 }
452
453 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
454 /// frame to show. Shared by character attachments and standalone clip
455 /// players. A negative clock (rewind past 0) reads as frame 0 but is
456 /// kept signed so resuming forward is continuous.
457 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
458 fn tick(&mut self, dt: f64) -> u32 {
459 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
460 self.frame_for(self.clock_ms.max(0.0) as u32)
461 }
462
463 /// Retarget this clock to a different clip's timeline (BB.1): swap the
464 /// per-frame `durations` + `loop_mode` and restart at `0`, **preserving
465 /// the playback rate** (`speed_q8`). Used by
466 /// [`SceneRenderer::set_clip_instance_clip`] so swapping a billboard's
467 /// animation keeps its speed / pause policy.
468 fn retarget(&mut self, durations: &[u32], loop_mode: LoopMode) {
469 self.prefix = duration_prefix_sums(durations);
470 self.loop_mode = loop_mode;
471 self.clock_ms = 0.0;
472 }
473}
474
475/// Facade-side metadata captured for a registered flipbook clip, so editor
476/// queries + the auto-player don't shadow the `DecodedClip`.
477struct ClipMeta {
478 dims: [u32; 3],
479 pivot: [f32; 3],
480 voxel_world_size: f32,
481 durations: Vec<u32>,
482 loop_mode: LoopMode,
483 /// Colour→material map the clip was registered with (TV.3), empty for an
484 /// all-opaque clip. Retained so an in-place
485 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
486 /// the edited frame's voxels instead of dropping its per-voxel materials.
487 material_map: Vec<(Rgb, u8)>,
488}
489
490/// Public metadata for a registered clip — the inspector view returned by
491/// [`SceneRenderer::clip_metadata`].
492#[derive(Clone, Debug, PartialEq)]
493pub struct ClipMetadata {
494 /// Fixed bounding box (voxels).
495 pub dims: [u32; 3],
496 /// Model pivot (the kv6 pivot frames share).
497 pub pivot: [f32; 3],
498 /// Render scale (1 voxel = this many world units).
499 pub voxel_world_size: f32,
500 /// Playback wrap behaviour.
501 pub loop_mode: LoopMode,
502 /// Number of frames.
503 pub frame_count: usize,
504 /// Per-frame durations (ms), one per frame.
505 pub durations: Vec<u32>,
506 /// Total loop length (ms) — sum of `durations`.
507 pub total_ms: u32,
508}
509
510/// What an auto-advancing [`ClipPlayer`] (#6) drives each
511/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
512/// clip's frame is per-instance; a streaming clip's is per-clip (its
513/// instances share one model), so the targets differ.
514#[derive(Clone, Copy)]
515enum PlayerTarget {
516 Flipbook(SpriteInstanceId),
517 Streaming(StreamingClipId),
518}
519
520/// A standalone clip given its own playback clock (#6): the host calls
521/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
522/// `set_clip_instance_frame`.
523struct ClipPlayer {
524 target: PlayerTarget,
525 clock: ClipClock,
526 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
527 /// leaves the clock (and frame) untouched — the editor's play/pause.
528 paused: bool,
529}
530
531/// One live bone attachment: which bone drives it, its local offset, the
532/// renderer instance it owns, and (for a clip target) its playback clock.
533struct AttachInst {
534 bone: usize,
535 local_offset: roxlap_formats::xform::BoneXform,
536 inst: SpriteInstanceId,
537 clip: Option<ClipClock>,
538}
539
540/// A live animated character: the hinge skeleton (the bone-transform
541/// solver) + one [`AttachInst`] per bone attachment.
542struct CharInstance {
543 skeleton: KfaSprite,
544 attaches: Vec<AttachInst>,
545 /// Sprite models + voxel clips this character registered, so
546 /// [`remove_character`](SceneRenderer::remove_character) can free them
547 /// (otherwise they leak until the next `set_sprites`).
548 models: Vec<SpriteModelId>,
549 clips: Vec<VoxelClipId>,
550}
551
552/// Orientation + position for a dynamic sprite instance — the per-frame
553/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
554/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
555///
556/// `right`/`up`/`forward` are the instance's local axes expressed in
557/// world space (the columns of the model→world rotation), mapping
558/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
559/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
560/// orthonormal — a uniform/non-uniform scale or shear is fine. A
561/// near-singular basis falls through the renderer's degenerate-basis
562/// guards and the instance silently skips that frame rather than
563/// panicking. [`Default`] is the identity basis (axis-aligned).
564#[derive(Clone, Copy, Debug)]
565pub struct DynSpriteTransform {
566 /// Instance world position (the kv6 pivot maps here).
567 pub pos: [f32; 3],
568 /// Local +x in world space ↦ [`Sprite::s`].
569 pub right: [f32; 3],
570 /// Local +y in world space ↦ [`Sprite::h`].
571 pub up: [f32; 3],
572 /// Local +z in world space ↦ [`Sprite::f`].
573 pub forward: [f32; 3],
574}
575
576impl Default for DynSpriteTransform {
577 fn default() -> Self {
578 Self {
579 pos: [0.0, 0.0, 0.0],
580 right: [1.0, 0.0, 0.0],
581 up: [0.0, 1.0, 0.0],
582 forward: [0.0, 0.0, 1.0],
583 }
584 }
585}
586
587impl DynSpriteTransform {
588 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
589 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
590 /// model→world columns). Both backends keep the rest of the template
591 /// (`kv6`, `flags`) and only overwrite the pose.
592 pub(crate) fn apply_to(self, s: &mut Sprite) {
593 s.p = self.pos;
594 s.s = self.right;
595 s.h = self.up;
596 s.f = self.forward;
597 }
598}
599
600/// How a billboard instance turns to face the camera (BB.2). Set per
601/// instance via [`SceneRenderer::add_billboard_instance`] /
602/// [`set_billboard_mode`](SceneRenderer::set_billboard_mode); applied each
603/// [`face_billboards_to`](SceneRenderer::face_billboards_to).
604#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
605pub enum BillboardMode {
606 /// Not auto-oriented — the host drives its transform directly. Default
607 /// (so a billboard record with no mode is inert).
608 #[default]
609 None,
610 /// Yaw-only: the slab stays vertical (image up = world up) and rotates
611 /// about the vertical axis to face the camera. The Doom/Build default —
612 /// its cast shadow stays sane (a vertical card) as the camera orbits.
613 Cylindrical,
614 /// Full face: the slab is always perpendicular to the camera direction
615 /// (pitches with the view). Ideal head-on, but its cast shadow rotates
616 /// as you orbit.
617 Spherical,
618}
619
620/// How a sprite/billboard instance derives its **shading normal** (BB.2b) —
621/// a per-instance choice that rides the sprite `flags`. A camera-facing
622/// billboard's DDA face normal tracks the camera, so its `N·L` would shift as
623/// you orbit; `WorldUp` / `AmbientOnly` tame that. Only affects the dynamic
624/// lighting path (a disabled rig is unaffected). Set via
625/// [`set_sprite_instance_lighting`](SceneRenderer::set_sprite_instance_lighting)
626/// or [`BillboardActorDef::lighting`].
627#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
628pub enum BillboardLighting {
629 /// The DDA hit-face normal — today's DL.7 look (default).
630 #[default]
631 FaceNormal,
632 /// A fixed world-up normal: stable directional shading regardless of the
633 /// camera angle.
634 WorldUp,
635 /// Ambient only — no sun / point-light direct term, the flattest,
636 /// most Doom-faithful cutout look (still scaled by the scene's ambient
637 /// level, so it dims in a dim scene).
638 AmbientOnly,
639 /// Full-bright / **emissive** — the voxel colour at full intensity,
640 /// ignoring all lighting. The right look for glows (fire, spell auras,
641 /// muzzle flashes) and markers that shouldn't darken in shadow.
642 FullBright,
643}
644
645/// One camera-facing billboard instance (BB.2): the clip/sprite instance it
646/// drives, its world position, and how it orients.
647struct BillboardRec {
648 id: SpriteInstanceId,
649 pos: [f32; 3],
650 mode: BillboardMode,
651}
652
653/// roxlap world up — voxlap is z-down, so up is `-z` (matches the
654/// scene-demo camera builder + the lighting bake's z convention). Billboard
655/// orientation assumes this; an app with a different up convention would
656/// need this generalised (not exposed yet — YAGNI).
657const BILLBOARD_UP: [f32; 3] = [0.0, 0.0, -1.0];
658
659fn bb_norm(v: [f32; 3]) -> Option<[f32; 3]> {
660 let m = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
661 (m > 1e-6).then(|| [v[0] / m, v[1] / m, v[2] / m])
662}
663
664fn bb_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
665 [
666 a[1] * b[2] - a[2] * b[1],
667 a[2] * b[0] - a[0] * b[2],
668 a[0] * b[1] - a[1] * b[0],
669 ]
670}
671
672/// The camera-facing basis for a billboard at `pos` (the slab's local axes:
673/// `+x` = image horizontal, `+y` = normal toward the camera, `+z` = image
674/// vertical). Returns `None` for [`BillboardMode::None`] or a degenerate
675/// pose (camera on the sprite's vertical axis for cylindrical; looking
676/// straight along world-up for spherical) — the caller then skips it.
677fn billboard_transform(
678 pos: [f32; 3],
679 cam: [f64; 3],
680 mode: BillboardMode,
681) -> Option<DynSpriteTransform> {
682 #[allow(clippy::cast_possible_truncation)]
683 let to_cam = [
684 cam[0] as f32 - pos[0],
685 cam[1] as f32 - pos[1],
686 cam[2] as f32 - pos[2],
687 ];
688 // `+y` = slab normal toward the camera (horizontal-only for
689 // cylindrical). Degenerate view axes (camera exactly overhead /
690 // exactly at the pos — e.g. a third-person camera the instant
691 // before its boom applies) fall back to a fixed facing instead
692 // of returning None: the card is edge-on/invisible right then
693 // anyway, but the POSITION update must never be dropped, or the
694 // actor freezes at its last pose (the CC.4 third-person bug).
695 const FALLBACK: [f32; 3] = [0.0, 1.0, 0.0];
696 let ny = match mode {
697 BillboardMode::Cylindrical => bb_norm([to_cam[0], to_cam[1], 0.0]).unwrap_or(FALLBACK),
698 BillboardMode::Spherical => bb_norm(to_cam).unwrap_or(FALLBACK),
699 BillboardMode::None => return None,
700 };
701 // `+x` = image horizontal = screen-right (non-mirrored): up × normal.
702 let nx = bb_norm(bb_cross(BILLBOARD_UP, ny)).unwrap_or([1.0, 0.0, 0.0]);
703 // `+z` = image vertical (≈ world up; exactly world up for cylindrical).
704 let nz = bb_cross(ny, nx);
705 Some(DynSpriteTransform {
706 pos,
707 right: nx,
708 up: ny,
709 forward: nz,
710 })
711}
712
713/// Apply shadow cast/receive booleans to a sprite `flags` word in place
714/// (XS.4 bits 4/5), preserving the other bits. Shared by both backends'
715/// per-instance shadow-flag setters (BB.3).
716pub(crate) fn apply_shadow_flags(flags: &mut u32, casts: bool, receives: bool) {
717 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
718 if casts {
719 *flags &= !SPRITE_FLAG_NO_SHADOW_CAST;
720 } else {
721 *flags |= SPRITE_FLAG_NO_SHADOW_CAST;
722 }
723 if receives {
724 *flags &= !SPRITE_FLAG_NO_SHADOW_RECEIVE;
725 } else {
726 *flags |= SPRITE_FLAG_NO_SHADOW_RECEIVE;
727 }
728}
729
730/// Apply a [`BillboardLighting`] mode to a sprite `flags` word in place
731/// (BB.2b bits 6/7), preserving the other bits. Shared by both backends'
732/// per-instance lighting setters.
733pub(crate) fn apply_lighting_flags(flags: &mut u32, mode: BillboardLighting) {
734 use roxlap_formats::sprite::{SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP};
735 *flags &= !(SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY);
736 match mode {
737 BillboardLighting::FaceNormal => {}
738 BillboardLighting::WorldUp => *flags |= SPRITE_FLAG_LIGHT_WORLD_UP,
739 BillboardLighting::AmbientOnly => *flags |= SPRITE_FLAG_LIGHT_AMBIENT_ONLY,
740 // Full-bright is encoded as both bits set (the decoders check it first).
741 BillboardLighting::FullBright => {
742 *flags |= SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY;
743 }
744 }
745}
746
747// ---- billboard actors (BB.4) --------------------------------------------
748
749/// Stable handle to a [`BillboardActor`](SceneRenderer::add_billboard_actor)
750/// — a high-level directional billboard managed by the renderer (it owns one
751/// clip instance, picks the directional clip by view angle, and plays a
752/// named-state animation). Reset by [`set_sprites`](SceneRenderer::set_sprites);
753/// a removed actor's handle is stale → a safe no-op.
754#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
755pub struct BillboardActorId {
756 slot: u32,
757 gen: u32,
758}
759
760/// One animation state of a [`BillboardActorDef`]: its name plus the clips
761/// for each viewing direction. `dirs.len()` may be `1` (non-directional),
762/// `8` (classic Doom rotations), or any `N` (uniform angular bins). Index 0
763/// is the view-from-front (camera in the actor's facing direction),
764/// increasing counter-clockwise.
765pub struct ActorState {
766 /// State name [`SceneRenderer::set_actor_state`] selects by
767 /// (e.g. `"walk"`, `"attack"`). Owned since QE.7b, so actor
768 /// definitions can come from data files (monster definitions
769 /// loaded at runtime) without `Box::leak`.
770 pub name: String,
771 /// One clip per view direction, counter-clockwise from "facing the
772 /// viewer" — 1 (billboard), 4, or 8 entries.
773 pub dirs: Vec<VoxelClipId>,
774}
775
776/// How a sprite instance participates in dynamic-light shadows
777/// (QE.7b — replaces the unreadable
778/// `set_sprite_instance_shadow_flags(id, true, false)` bool pair).
779#[derive(Clone, Copy, PartialEq, Eq, Debug)]
780pub struct ShadowFlags {
781 /// The instance's voxels block dynamic-light shadow rays.
782 pub casts: bool,
783 /// Terrain / other-caster shadows darken the instance's voxels.
784 pub receives: bool,
785}
786
787impl Default for ShadowFlags {
788 /// Both on — the participating default every spawn starts with.
789 fn default() -> Self {
790 Self {
791 casts: true,
792 receives: true,
793 }
794 }
795}
796
797/// Recipe for [`add_billboard_actor`](SceneRenderer::add_billboard_actor).
798pub struct BillboardActorDef {
799 /// Animation states (≥1, each with ≥1 directional clip). The first is
800 /// the initial state.
801 pub states: Vec<ActorState>,
802 /// How the slab turns to face the camera (default [`BillboardMode::Cylindrical`]).
803 pub mode: BillboardMode,
804 /// Shading-normal mode (BB.2b; default [`BillboardLighting::FaceNormal`]).
805 pub lighting: BillboardLighting,
806 /// Playback rate of the state animation (`1.0` = authored speed,
807 /// negative = reverse). QE.7b — was Q8 fixed point (`speed_q8:
808 /// 256`); migrate with `speed = speed_q8 as f32 / 256.0`.
809 pub speed: f32,
810 /// World units per slab voxel (`1.0` = classic 1:1). Applied to
811 /// the instance basis every tick. Composes multiplicatively with
812 /// the clip's own `voxel_world_size` (both backends honour both).
813 pub scale: f32,
814 /// Shadow participation for the actor's voxels.
815 pub shadows: ShadowFlags,
816}
817
818impl Default for BillboardActorDef {
819 fn default() -> Self {
820 Self {
821 states: Vec::new(),
822 mode: BillboardMode::Cylindrical,
823 lighting: BillboardLighting::FaceNormal,
824 speed: 1.0,
825 scale: 1.0,
826 shadows: ShadowFlags::default(),
827 }
828 }
829}
830
831/// QE.7b — the public API speaks `f32` speed (`1.0` = authored rate);
832/// the clip clocks keep their Q8 fixed-point internals.
833#[allow(clippy::cast_possible_truncation)]
834fn speed_to_q8(speed: f32) -> i32 {
835 (speed * 256.0).round() as i32
836}
837
838/// A live directional billboard: one clip instance whose directional clip is
839/// reselected by view angle and whose animation plays a named state.
840struct BillboardActor {
841 /// World units per slab voxel (from the def).
842 scale: f32,
843 inst: SpriteInstanceId,
844 states: Vec<ActorState>,
845 cur_state: usize,
846 pos: [f32; 3],
847 /// World yaw the actor "faces" (radians); the dir picker compares the
848 /// camera's bearing against it.
849 facing_yaw: f64,
850 mode: BillboardMode,
851 clock: ClipClock,
852 /// The directional clip currently shown, to avoid redundant clip swaps.
853 showing: Option<VoxelClipId>,
854 /// The def's playback rate, kept for state-switch clock rebuilds.
855 speed: f32,
856}
857
858impl BillboardActor {
859 /// Pick the directional clip index for a camera at `cam` (world). See
860 /// [`dir_index`].
861 fn pick_dir(&self, cam: [f64; 3]) -> usize {
862 dir_index(
863 self.pos,
864 self.facing_yaw,
865 cam,
866 self.states[self.cur_state].dirs.len(),
867 )
868 }
869}
870
871/// Bin a camera's bearing (relative to an actor at `pos` facing `facing_yaw`)
872/// into one of `n` viewing-direction sectors. Index 0 = viewed-from-front
873/// (camera in the actor's facing direction), increasing counter-clockwise.
874/// `n <= 1` or a camera directly above/below ⇒ 0.
875fn dir_index(pos: [f32; 3], facing_yaw: f64, cam: [f64; 3], n: usize) -> usize {
876 if n <= 1 {
877 return 0;
878 }
879 let dx = cam[0] - f64::from(pos[0]);
880 let dy = cam[1] - f64::from(pos[1]);
881 if dx * dx + dy * dy < 1e-12 {
882 return 0; // camera directly above/below → no horizontal bearing
883 }
884 let rel = (dy.atan2(dx) - facing_yaw).rem_euclid(std::f64::consts::TAU);
885 let sector = std::f64::consts::TAU / n as f64;
886 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
887 let idx = (rel / sector).round() as usize % n;
888 idx
889}
890
891/// Backend-agnostic sprite description. The facade builds the CPU
892/// per-instance draw list and the GPU instanced registry from the
893/// same data, so both backends show identical sprites. The host owns
894/// content (which models, where, recolouring) — building a recoloured
895/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
896pub struct SpriteSet {
897 /// Distinct voxel models (KV6 + base orientation). Instances index
898 /// into this; their position overrides the model's.
899 pub models: Vec<Sprite>,
900 /// Initial placements — one drawn sprite per entry, each binding a
901 /// [`models`](Self::models) index to a world position.
902 pub instances: Vec<SpriteInstanceDesc>,
903 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
904 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
905 pub carve_model: Option<usize>,
906}
907
908/// Per-frame inputs both backends consume. The host builds the
909/// [`OpticastSettings`] (it owns scan distance, projection etc.); the
910/// facade does everything else (pool config, sky fill, render,
911/// present).
912///
913/// **Both backends derive their projection from
914/// [`settings`](Self::settings)** (QE.2a): the vertical field of view
915/// is `2·atan(yres/2 / hz)` and the GPU outer-DDA step budget follows
916/// [`OpticastSettings::max_scan_dist`], so the two backends can no
917/// longer disagree about what they show. Pick an explicit FOV with
918/// [`OpticastSettings::with_fov_y`].
919///
920/// `#[non_exhaustive]`: construct with [`FrameParams::new`] and
921/// override fields — a future field addition is then not a breaking
922/// change (pre-QE.2, every added field broke every host's struct
923/// literal).
924#[non_exhaustive]
925pub struct FrameParams<'a> {
926 /// Render settings both backends share: framebuffer geometry +
927 /// projection (`hx`/`hy`/`hz`), scan distances, and the mip
928 /// ladder. (Named for the CPU renderer it configured first; the
929 /// GPU backend derives its FOV + step budget from it too.)
930 pub settings: &'a OpticastSettings,
931 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
932 /// the clear colour if no scene renders.
933 pub sky_color: Rgb,
934 /// Optional sky panorama for the CPU rasterizer's sky sampling.
935 pub sky: Option<&'a Sky>,
936 /// CPU fog: the packed colour distant voxels fade toward.
937 pub fog_color: Rgb,
938 /// CPU fog: full-fog distance (voxels). `0` disables CPU fog.
939 pub fog_max_scan_dist: i32,
940 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
941 /// out-of-bounds cameras).
942 pub treat_z_max_as_air: bool,
943 /// Whether to draw the renderer's sprites this frame. Both backends
944 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
945 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
946 /// is needed — this is just the on/off opt-in. `false` skips sprite
947 /// drawing.
948 pub draw_sprites: bool,
949 /// Per-face directional shading for the voxel grids — voxlap's
950 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
951 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
952 /// entry darkens the faces pointing that way; the host typically
953 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
954 /// `sideshademode` off (no per-side shading), so existing hosts and
955 /// the oracle goldens are unaffected. Applied each frame by **both**
956 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
957 /// pass by darkening a hit voxel's brightness by the hit face's
958 /// shade (the face taken from the DDA's last-stepped axis).
959 pub side_shades: [i8; 6],
960 /// Dynamic lighting (stages DL + SL) — runtime sun + point + spot
961 /// lights + stylized shadows, applied by **both** backends (GPU
962 /// shaders since DL; the CPU renderer since CPU.1/CPU.2). `None`
963 /// (the default for hosts that don't set it) ⇒ exactly the pre-DL
964 /// render, both backends. The baked brightness byte is
965 /// reinterpreted as the ambient/AO channel; direct light composites
966 /// on top (`albedo*ambient + Σ direct`).
967 pub lights: Option<LightRig<'a>>,
968}
969
970impl<'a> FrameParams<'a> {
971 /// Frame params with sensible defaults for everything except
972 /// [`settings`](Self::settings) (which the host owns): the default
973 /// sky colour ([`RenderOptions::clear_sky`]'s default), no
974 /// panorama, CPU fog off, sprites on, no per-side shading, no
975 /// dynamic lights. Both backends' projection comes from
976 /// `settings` (see the struct docs).
977 ///
978 /// `treat_z_max_as_air` defaults to `true` (what every demo passes;
979 /// out-of-bounds cameras skip the bedrock path). Hosts that want
980 /// the pre-QE literal-struct behaviour set it back to `false`.
981 ///
982 /// Every field stays public — construct with `new` and override
983 /// what differs:
984 ///
985 /// ```ignore
986 /// let mut fp = FrameParams::new(&settings);
987 /// fp.sky = Some(&sky);
988 /// fp.lights = Some(rig);
989 /// ```
990 #[must_use]
991 pub fn new(settings: &'a OpticastSettings) -> Self {
992 let default_sky = RenderOptions::default().clear_sky;
993 Self {
994 settings,
995 sky_color: default_sky,
996 sky: None,
997 fog_color: default_sky,
998 fog_max_scan_dist: 0,
999 treat_z_max_as_air: true,
1000 draw_sprites: true,
1001 side_shades: [0; 6],
1002 lights: None,
1003 }
1004 }
1005
1006 /// The vertical field of view both backends render `settings`
1007 /// with: `2·atan(yres/2 / hz)` — resolution-independent, so it
1008 /// holds at any window / logical size.
1009 // Screen dims cast to f32 are bounded by realistic resolutions.
1010 #[allow(clippy::cast_precision_loss)]
1011 #[must_use]
1012 pub fn fov_y_rad(&self) -> f32 {
1013 2.0 * ((self.settings.yres as f32) * 0.5 / self.settings.hz).atan()
1014 }
1015
1016 /// The GPU outer-DDA step budget (chunks) derived from
1017 /// [`OpticastSettings::max_scan_dist`]: enough chunk steps to cover
1018 /// the scan distance, plus slack for the entry/exit chunks.
1019 #[allow(clippy::cast_sign_loss)]
1020 #[must_use]
1021 pub fn gpu_outer_steps(&self) -> u32 {
1022 (self.settings.max_scan_dist.max(1) as u32) / roxlap_scene::CHUNK_SIZE_XY + 4
1023 }
1024}
1025
1026/// Backend-agnostic scene bookkeeping the facade owns **once** (QE.3a
1027/// — previously each backend kept a duplicate copy, and every new
1028/// feature needed three coordinated edits: facade arm + cpu + gpu,
1029/// with parity drift as the failure mode: the GPU copy had grown
1030/// change-detection the CPU copy lacked).
1031///
1032/// Backends receive `&SceneState` where they need it (the render
1033/// passes); the truly divergent reactions (CPU flipbook draw, GPU
1034/// instance-buffer/model-id writes, device palette mirror) stay in the
1035/// backends behind small `apply_*` hooks.
1036pub(crate) struct SceneState {
1037 /// Global voxel-material palette (TV stage): per-voxel material
1038 /// ids resolve to opacity + blend mode here. The CPU compositor
1039 /// reads it live each frame; the GPU mirrors it to device
1040 /// palettes when [`materials_dirty`](Self::materials_dirty).
1041 pub(crate) materials: MaterialTable,
1042 /// Terrain colour→material map (TV.4) — matching-colour world
1043 /// voxels render with that material (glass walls, water).
1044 pub(crate) terrain_materials: Vec<(Rgb, u8)>,
1045 /// PF.5 — set when `materials` / `terrain_materials` change;
1046 /// cleared after each `render` (the GPU mirrors device palettes
1047 /// only then). Starts `true` so the first GPU frame seeds them.
1048 pub(crate) materials_dirty: bool,
1049 /// Per **dynamic** instance (parallel to the backends' dynamic
1050 /// sublist): `Some((clip_index, current_frame))` for a clip
1051 /// instance, `None` for a plain model instance. The CPU render
1052 /// picks each instance's flipbook frame from this; the GPU keeps
1053 /// its instance buffer in sync via the `apply_clip_*` hooks.
1054 pub(crate) dyn_clip: Vec<Option<(usize, usize)>>,
1055}
1056
1057impl Default for SceneState {
1058 fn default() -> Self {
1059 Self {
1060 materials: MaterialTable::new(),
1061 terrain_materials: Vec::new(),
1062 materials_dirty: true,
1063 dyn_clip: Vec::new(),
1064 }
1065 }
1066}
1067
1068/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
1069/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
1070/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
1071/// (transform-correct for rotated / translated grids).
1072#[derive(Clone, Copy, PartialEq, Debug)]
1073pub struct PickHit {
1074 /// World-space surface point of the hit.
1075 pub world: [f32; 3],
1076 /// The grid owning the hit voxel.
1077 pub grid: roxlap_scene::GridId,
1078 /// The hit voxel, in `grid`-local coordinates.
1079 pub voxel: glam::IVec3,
1080}
1081
1082/// A world-space view ray: the canonical unproject output of
1083/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
1084/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
1085/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
1086/// intersect it with a plane for tile selection.
1087#[derive(Clone, Copy, PartialEq, Debug)]
1088pub struct Ray {
1089 /// World-space ray origin (the camera position for view rays).
1090 pub origin: glam::DVec3,
1091 /// Unit-length world-space ray direction.
1092 pub dir: glam::DVec3,
1093}
1094
1095/// A world-space line segment to draw over a rendered frame via
1096/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
1097/// grids, axes, hover wireframes), debug paths, etc.
1098#[derive(Clone, Copy, PartialEq, Debug)]
1099pub struct Line3 {
1100 /// World-space endpoints (voxel units), in the same frame the
1101 /// rendered scene + `camera` use.
1102 pub a: [f64; 3],
1103 /// The segment's other endpoint, same space as `a`.
1104 pub b: [f64; 3],
1105 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
1106 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
1107 pub color: OverlayColor,
1108 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
1109 pub width_px: f32,
1110 /// `true`: the segment is occluded by nearer rendered geometry
1111 /// (depth-tested against the frame's z-buffer). `false`: always on
1112 /// top (e.g. a hover highlight that should show through the model).
1113 pub depth_test: bool,
1114}
1115
1116/// A handle to an uploaded image-sprite texture, returned by
1117/// [`SceneRenderer::upload_image`]. **Generational** (QE-B6): image
1118/// slots are reused after [`drop_image`](SceneRenderer::drop_image),
1119/// so each handle carries the slot's generation — a stale handle
1120/// (kept across a drop) resolves to a safe no-op instead of aliasing
1121/// whatever texture re-took the slot. Pass it in an [`ImageSprite`]
1122/// for [`SceneRenderer::draw_images`]. Opaque on purpose — there's no
1123/// arithmetic to do on it.
1124#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
1125pub struct ImageId {
1126 slot: u32,
1127 gen: u32,
1128}
1129
1130/// QE-B6 — generational guard for image slots. Unlike
1131/// [`EpochSlotMap`] (whose backend indices are append-only), image
1132/// slots ARE reused: `drop_image` frees the texture slot and the next
1133/// upload may take it. Each slot therefore carries its own
1134/// generation; a stale [`ImageId`] resolves to `None`.
1135#[derive(Default)]
1136struct ImageSlotMap {
1137 /// Per backend slot: (current generation, live).
1138 slots: Vec<(u32, bool)>,
1139}
1140
1141impl ImageSlotMap {
1142 /// Register the slot the backend just filled (append or reuse).
1143 fn alloc(&mut self, slot: usize) -> ImageId {
1144 if slot >= self.slots.len() {
1145 self.slots.resize(slot + 1, (0, false));
1146 self.slots[slot] = (0, true);
1147 } else {
1148 let e = &mut self.slots[slot];
1149 e.0 = e.0.wrapping_add(1);
1150 e.1 = true;
1151 }
1152 ImageId {
1153 slot: u32::try_from(slot).expect("image slots fit u32"),
1154 gen: self.slots[slot].0,
1155 }
1156 }
1157
1158 /// Resolve to the backend slot, or `None` when stale / removed.
1159 fn index(&self, id: ImageId) -> Option<usize> {
1160 let e = *self.slots.get(id.slot as usize)?;
1161 (e.0 == id.gen && e.1).then_some(id.slot as usize)
1162 }
1163
1164 /// Tombstone; `false` when the handle was already stale.
1165 fn remove(&mut self, id: ImageId) -> bool {
1166 let Some(e) = self.slots.get_mut(id.slot as usize) else {
1167 return false;
1168 };
1169 if e.0 != id.gen || !e.1 {
1170 return false;
1171 }
1172 e.1 = false;
1173 true
1174 }
1175}
1176
1177/// How an [`ImageSprite`]'s quad is oriented in the world.
1178#[derive(Clone, Copy, PartialEq, Debug)]
1179pub enum ImageFacing {
1180 /// Fixed in world space: the quad lies in the plane spanned by `u`
1181 /// (the image's +column / width direction) and `v` (its +row /
1182 /// height direction). Both are world-space directions; their length
1183 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
1184 /// the plane's axes directly. Row 0 of the image is the `origin`
1185 /// edge and rows grow along `v`.
1186 World {
1187 /// World direction of the image's +column (width) axis.
1188 u: [f32; 3],
1189 /// World direction of the image's +row (height) axis.
1190 v: [f32; 3],
1191 },
1192 /// Always faces the camera (billboard); `up` is the world direction
1193 /// the image's top edge points toward (e.g. world `-Z` for the
1194 /// scene-demo's z-down world, or any "up" the host prefers).
1195 Billboard {
1196 /// World direction the image's top edge points toward.
1197 up: [f32; 3],
1198 },
1199}
1200
1201/// One placed 2D image sprite for the current frame: a flat textured
1202/// quad in world space, composited over the rendered scene with the
1203/// frame's depth buffer (so the voxel model can occlude it). Built per
1204/// frame and passed to [`SceneRenderer::draw_images`], mirroring
1205/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
1206/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
1207///
1208/// [`image`]: ImageSprite::image
1209#[derive(Clone, Copy, PartialEq, Debug)]
1210pub struct ImageSprite {
1211 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
1212 pub image: ImageId,
1213 /// World position of the quad's **top-left** corner — the image's
1214 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
1215 /// facing's `u` and `size[1]` along its `v`.
1216 pub origin: [f32; 3],
1217 /// World orientation of the quad — fixed in world or camera-facing.
1218 pub facing: ImageFacing,
1219 /// World size of the quad along `u` and `v`. For pixel-art traced at
1220 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
1221 pub size: [f32; 2],
1222 /// Multiplied into every sampled texel (tint + opacity) — real
1223 /// alpha, so [`OverlayColor`]. `OverlayColor(0xFFFF_FFFF)` draws the
1224 /// texture unchanged; the high byte scales the texel alpha
1225 /// (`OverlayColor(0x80FF_FFFF)` = 50 % opacity).
1226 pub tint: OverlayColor,
1227 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
1228 /// this are discarded outright (not blended) — crisp pixel-art edges
1229 /// instead of a semi-transparent haze, and the same threshold decides
1230 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
1231 /// plain straight-alpha over-blend (every non-zero texel draws).
1232 pub alpha_cutoff: f32,
1233 /// `true`: occluded by nearer rendered geometry (depth-tested against
1234 /// the frame's depth buffer, with a bias so a quad resting on a
1235 /// coincident voxel face doesn't z-fight). `false`: always on top.
1236 pub depth_test: bool,
1237 /// `true`: draw regardless of which way the quad faces (no backface
1238 /// cull) — what reference images usually want. `false`: cull when the
1239 /// quad faces away from the camera. Ignored for
1240 /// [`ImageFacing::Billboard`] (it always faces the camera).
1241 pub double_sided: bool,
1242}
1243
1244/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
1245/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
1246/// resolves [`ImageSprite::facing`] into corners and culls back-facing
1247/// quads once, so both backends draw from the same geometry.
1248#[derive(Clone, Copy, Debug)]
1249pub(crate) struct QuadDraw {
1250 pub corners: [[f32; 3]; 4],
1251 /// Backend texture SLOT (facade-resolved; see `draw_images`).
1252 pub image: usize,
1253 pub tint: OverlayColor,
1254 pub depth_test: bool,
1255 pub alpha_cutoff: f32,
1256}
1257
1258/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
1259/// `uv` is the normalised position within the quad (`(0,0)` = top-left
1260/// corner); `texel` is the matching source-image pixel; `world` is the
1261/// hit point; `t` is its euclidean distance from the camera.
1262#[derive(Clone, Copy, PartialEq, Debug)]
1263pub struct ImagePickHit {
1264 /// The hit sprite's texture handle.
1265 pub image: ImageId,
1266 /// Normalised position within the quad (`(0,0)` = top-left).
1267 pub uv: [f32; 2],
1268 /// The matching source-image pixel (column, row).
1269 pub texel: (u32, u32),
1270 /// World-space hit point on the quad.
1271 pub world: [f32; 3],
1272 /// Euclidean distance from the camera to `world`.
1273 pub t: f32,
1274}
1275
1276/// Which renderer a [`SceneRenderer`] resolved to at construction.
1277#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1278pub enum Backend {
1279 /// `roxlap-core` opticast, presented via `softbuffer`.
1280 Cpu,
1281 /// `roxlap-gpu` compute marcher, presented via wgpu.
1282 Gpu,
1283}
1284
1285/// A backend-dependent capability, probed via
1286/// [`SceneRenderer::supports`] (QE.7a). Every method below the parity
1287/// line degrades to a silent no-op on the unsupporting backend; this
1288/// enum turns the tribal knowledge into a queryable answer.
1289///
1290/// | Feature | CPU | GPU |
1291/// |---|---|---|
1292/// | [`Capture`](Self::Capture) | ✅ | ✅ native (❌ wasm — WebGPU can't block) |
1293/// | [`SkyPanorama`](Self::SkyPanorama) | ❌ (use [`FrameParams::sky`]) | ✅ |
1294/// | [`CarveActiveSprite`](Self::CarveActiveSprite) | ❌ | ✅ |
1295/// | [`TranslucentSpriteMaterials`](Self::TranslucentSpriteMaterials) | ✅ | ✅ (TV.3) |
1296/// | [`TranslucentTerrain`](Self::TranslucentTerrain) | ✅ | ✅ (TV.6) |
1297/// | [`FreePickDepth`](Self::FreePickDepth) | ✅ | ❌ (blocking readback) |
1298#[non_exhaustive]
1299#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1300pub enum Feature {
1301 /// [`SceneRenderer::request_capture`] / `take_capture` produce
1302 /// frames.
1303 Capture,
1304 /// [`SceneRenderer::set_sky_panorama`] uploads a sampled sky (the
1305 /// CPU backend samples [`FrameParams::sky`] instead).
1306 SkyPanorama,
1307 /// [`SceneRenderer::carve_active_sprite`] carves.
1308 CarveActiveSprite,
1309 /// Per-voxel / per-instance **sprite** materials composite
1310 /// translucently (an unsupporting backend renders them opaque).
1311 TranslucentSpriteMaterials,
1312 /// [`SceneRenderer::set_terrain_materials`] terrain translucency
1313 /// composites (an unsupporting backend renders terrain opaque).
1314 TranslucentTerrain,
1315 /// [`SceneRenderer::pick_depth`] is cheap enough for per-frame use
1316 /// (an in-memory read). Unsupporting = it works but **blocks** on
1317 /// a device readback — hotkey-grade, not reticle-grade.
1318 FreePickDepth,
1319}
1320
1321/// Which backend [`SceneRenderer::try_new`] should build (QE.7b —
1322/// replaces `RenderOptions.want_gpu: bool`, which couldn't express
1323/// "GPU or fail": headless CI rigs and benchmarks silently fell back
1324/// to a software render and measured the wrong thing).
1325#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
1326pub enum BackendPreference {
1327 /// The CPU renderer, unconditionally (the pre-QE.7 `want_gpu:
1328 /// false`). The default.
1329 #[default]
1330 Cpu,
1331 /// Try the GPU; fall back to CPU with a logged `warn` when WGPU
1332 /// init fails (the pre-QE.7 `want_gpu: true`).
1333 PreferGpu,
1334 /// GPU or [`RenderError::GpuInit`] — no silent software fallback.
1335 /// (The wasm constructor has no `Result` channel and treats this
1336 /// as [`PreferGpu`](Self::PreferGpu).)
1337 RequireGpu,
1338}
1339
1340/// Construction failure from [`SceneRenderer::try_new`] (QE.2b).
1341///
1342/// Under [`BackendPreference::PreferGpu`] a GPU failure is not an
1343/// error (it logs a `warn` and falls back to CPU); `try_new` fails
1344/// when the last-resort CPU surface can't be created, or when
1345/// [`BackendPreference::RequireGpu`] couldn't get its GPU.
1346#[derive(Debug)]
1347pub enum RenderError {
1348 /// The CPU backend couldn't bind its software present surface
1349 /// (softbuffer context/surface creation failed — e.g. a broken or
1350 /// unsupported display connection).
1351 CpuSurface(String),
1352 /// [`BackendPreference::RequireGpu`] and WGPU init failed (QE.7b).
1353 GpuInit(GpuInitError),
1354}
1355
1356impl std::fmt::Display for RenderError {
1357 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
1358 match self {
1359 Self::CpuSurface(msg) => write!(f, "CPU present surface init failed: {msg}"),
1360 Self::GpuInit(e) => write!(f, "GPU init failed (RequireGpu, no fallback): {e}"),
1361 }
1362 }
1363}
1364
1365impl std::error::Error for RenderError {
1366 fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
1367 match self {
1368 Self::GpuInit(e) => Some(e),
1369 Self::CpuSurface(_) => None,
1370 }
1371 }
1372}
1373
1374/// Construction-time options for [`SceneRenderer::new`].
1375///
1376/// # Environment overrides (QE-C6)
1377///
1378/// Each GPU tuning knob below has a `ROXLAP_*` escape hatch, so a
1379/// shipped binary can be re-tuned from the shell. All of them are
1380/// read **once**, at `SceneRenderer` construction (never per frame),
1381/// the env value wins over the programmatic one, and unparseable
1382/// values are dropped with a `log::warn!`. On wasm there is no
1383/// process environment and the field values apply as-is.
1384///
1385/// | variable | overrides | values |
1386/// |---|---|---|
1387/// | `ROXLAP_GPU_POWER` | [`gpu`](Self::gpu)`.power_preference` | `low` / `high` |
1388/// | `ROXLAP_GPU_SPRITE_LOD_PX` | [`gpu_sprite_lod_px`](Self::gpu_sprite_lod_px) | `f32`, screen px |
1389/// | `ROXLAP_GPU_MIP_SCAN_DIST` | [`gpu_mip_scan_dist`](Self::gpu_mip_scan_dist) | `f32`, world units |
1390/// | `ROXLAP_GPU_CHUNK_BUDGET` | [`gpu_chunk_upload_budget`](Self::gpu_chunk_upload_budget) | `u32`, `0` = unbounded |
1391/// | `ROXLAP_GPU_CLIP_BUDGET` | [`gpu_clip_upload_budget`](Self::gpu_clip_upload_budget) | `u32`, `0` = unbounded |
1392///
1393/// Other `ROXLAP_*` variables you may have seen (`ROXLAP_GPU`,
1394/// `ROXLAP_SCENE`, `ROXLAP_CAPTURE`, …) belong to the demo hosts, not
1395/// the library — backend selection is [`backend`](Self::backend),
1396/// decided by *your* code.
1397#[derive(Clone)]
1398pub struct RenderOptions {
1399 /// Which backend to build (QE.7b — replaces `want_gpu: bool`;
1400 /// migrate `want_gpu: true` → [`BackendPreference::PreferGpu`],
1401 /// `false` → [`BackendPreference::Cpu`]).
1402 pub backend: BackendPreference,
1403 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
1404 /// backend is selected.
1405 pub gpu: GpuRendererSettings,
1406 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
1407 /// with until a scene render lands. Also the CPU sky-miss colour
1408 /// default if a frame supplies none.
1409 pub clear_sky: Rgb,
1410 /// GPU scene-grid LOD scan distance in world units (GPU.11.1):
1411 /// rays farther than this from the camera sample coarser chunk
1412 /// mips. QE.2a — construction-time here (was a per-frame
1413 /// `FrameParams` field); the `ROXLAP_GPU_MIP_SCAN_DIST` env var
1414 /// still overrides it as a user-side escape hatch. Ignored by the
1415 /// CPU backend (its mip ladder comes from
1416 /// [`OpticastSettings::mip_scan_dist`]).
1417 pub gpu_mip_scan_dist: f32,
1418 /// GPU per-frame dirty-chunk install budget (QE.2c — was env-only
1419 /// `ROXLAP_GPU_CHUNK_BUDGET`, which still overrides). Each chunk
1420 /// install issues several `queue.write_buffer` calls; a big batch
1421 /// can exhaust the device staging pool (seen as egui-wgpu panics on
1422 /// Mesa/NVK while flying fast). Small budget = bounded per-frame
1423 /// writes, more terrain pop-in when moving quickly. `0` =
1424 /// unbounded.
1425 pub gpu_chunk_upload_budget: u32,
1426 /// GPU frames-per-staging-flush while registering a flipbook clip
1427 /// (QE.2c — was env-only `ROXLAP_GPU_CLIP_BUDGET`, which still
1428 /// overrides). `0` = unbounded.
1429 pub gpu_clip_upload_budget: u32,
1430 /// GPU sprite mip-LOD threshold (QE.8; `ROXLAP_GPU_SPRITE_LOD_PX`
1431 /// overrides): the pass steps to a coarser sprite mip once a
1432 /// mip-0 voxel would project smaller than this many screen pixels.
1433 /// `1.0` (the default) is the "don't go sub-pixel" threshold and
1434 /// keeps GPU sprites visually identical to the CPU backend (which
1435 /// has no sprite LOD); raise it to trade sprite fidelity for
1436 /// distant-sprite speed (the pre-QE.8 behaviour was `4.0`, which
1437 /// visibly densified thin/hollow translucent models at range).
1438 pub gpu_sprite_lod_px: f32,
1439 /// Unused. Sized the strip-parallel opticast's per-frame scratch
1440 /// pool; the per-pixel DDA renderer that replaced it needs no
1441 /// pre-sizing, so the value is ignored.
1442 #[deprecated(
1443 since = "0.22.0",
1444 note = "ignored — the DDA renderer replaced the strip-parallel \
1445 opticast and needs no scratch-pool pre-sizing"
1446 )]
1447 pub cpu_max_grid_vsid: u32,
1448 /// Unused. Set the strip-parallel opticast's thread count; the DDA
1449 /// renderer parallelises internally over the rayon pool (bound it
1450 /// with `RAYON_NUM_THREADS` if needed), so the value is ignored.
1451 #[deprecated(
1452 since = "0.22.0",
1453 note = "ignored — the DDA renderer parallelises over the rayon \
1454 pool; bound it with RAYON_NUM_THREADS"
1455 )]
1456 pub cpu_render_threads: usize,
1457}
1458
1459// The deprecated fields still have to be constructed until they are
1460// removed for real (QE has a breaking window; see docs/porting/
1461// PORTING-QUALITY.md).
1462#[allow(deprecated)]
1463impl Default for RenderOptions {
1464 fn default() -> Self {
1465 Self {
1466 backend: BackendPreference::Cpu,
1467 gpu: GpuRendererSettings::default(),
1468 clear_sky: Rgb(0x0099_b3d9),
1469 gpu_mip_scan_dist: 64.0,
1470 gpu_chunk_upload_budget: 2,
1471 gpu_clip_upload_budget: 8,
1472 gpu_sprite_lod_px: 1.0,
1473 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
1474 cpu_render_threads: 4,
1475 }
1476 }
1477}
1478
1479/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
1480/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
1481/// voxel face isn't rejected as "occluded".
1482const PICK_DEPTH_BIAS: f32 = 0.5;
1483
1484// --- image-sprite geometry helpers (shared by both backends) ---
1485
1486fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1487 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
1488}
1489fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1490 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
1491}
1492fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
1493 [a[0] * s, a[1] * s, a[2] * s]
1494}
1495fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
1496 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
1497}
1498fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1499 [
1500 a[1] * b[2] - a[2] * b[1],
1501 a[2] * b[0] - a[0] * b[2],
1502 a[0] * b[1] - a[1] * b[0],
1503 ]
1504}
1505fn v_norm(a: [f32; 3]) -> [f32; 3] {
1506 let len = v_dot(a, a).sqrt();
1507 if len < 1e-12 {
1508 a
1509 } else {
1510 v_scale(a, 1.0 / len)
1511 }
1512}
1513
1514/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
1515/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
1516/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
1517/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
1518/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
1519/// affine coords exactly for a (possibly skew) parallelogram. Standalone
1520/// so the geometry is unit-testable without a renderer.
1521fn ray_quad_uv(
1522 origin: [f32; 3],
1523 dir: [f32; 3],
1524 corners: &[[f32; 3]; 4],
1525) -> Option<([f32; 2], f32)> {
1526 let [tl, tr, bl, _br] = *corners;
1527 let ue = v_sub(tr, tl); // +u edge (width)
1528 let ve = v_sub(bl, tl); // +v edge (height)
1529 let n = v_cross(ue, ve);
1530 let denom = v_dot(dir, n);
1531 if denom.abs() < 1e-12 {
1532 return None; // ray parallel to the quad's plane
1533 }
1534 let t = v_dot(v_sub(tl, origin), n) / denom;
1535 if t <= 1e-6 {
1536 return None; // behind / at the origin
1537 }
1538 let p = v_add(origin, v_scale(dir, t));
1539 let rel = v_sub(p, tl);
1540 let guu = v_dot(ue, ue);
1541 let guv = v_dot(ue, ve);
1542 let gvv = v_dot(ve, ve);
1543 let det = guu * gvv - guv * guv;
1544 if det.abs() < 1e-12 {
1545 return None; // degenerate quad
1546 }
1547 let wu = v_dot(rel, ue);
1548 let wv = v_dot(rel, ve);
1549 let a = (gvv * wu - guv * wv) / det;
1550 let b = (guu * wv - guv * wu) / det;
1551 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
1552 return None; // outside the quad
1553 }
1554 Some(([a, b], t))
1555}
1556
1557/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
1558/// BR`), or `None` when a `double_sided == false` world quad faces away
1559/// from the camera (back-face cull) or its plane is degenerate. The
1560/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
1561/// test.
1562fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
1563 let cam_pos = [
1564 camera.pos[0] as f32,
1565 camera.pos[1] as f32,
1566 camera.pos[2] as f32,
1567 ];
1568 let cam_fwd = v_norm([
1569 camera.forward[0] as f32,
1570 camera.forward[1] as f32,
1571 camera.forward[2] as f32,
1572 ]);
1573
1574 let (u_hat, v_hat) = match sprite.facing {
1575 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
1576 ImageFacing::Billboard { up } => {
1577 // Horizontal axis ⟂ both the view direction and `up`; fall
1578 // back to the camera right when `up` is parallel to the view.
1579 let mut u_hat = v_norm(v_cross(up, cam_fwd));
1580 if v_dot(u_hat, u_hat) < 1e-12 {
1581 u_hat = v_norm([
1582 camera.right[0] as f32,
1583 camera.right[1] as f32,
1584 camera.right[2] as f32,
1585 ]);
1586 }
1587 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
1588 // so the top edge ends up toward `up`.
1589 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
1590 if v_dot(v_hat, up) > 0.0 {
1591 v_hat = v_scale(v_hat, -1.0);
1592 }
1593 (u_hat, v_hat)
1594 }
1595 };
1596
1597 let du = v_scale(u_hat, sprite.size[0]);
1598 let dv = v_scale(v_hat, sprite.size[1]);
1599 let tl = sprite.origin;
1600 let tr = v_add(tl, du);
1601 let bl = v_add(tl, dv);
1602 let br = v_add(tr, dv);
1603
1604 // Back-face cull for fixed world quads (billboards always face us).
1605 if !sprite.double_sided {
1606 if let ImageFacing::World { .. } = sprite.facing {
1607 let normal = v_cross(du, dv);
1608 // Front-facing when the quad normal points toward the camera.
1609 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
1610 return None;
1611 }
1612 }
1613 }
1614
1615 Some(QuadDraw {
1616 corners: [tl, tr, bl, br],
1617 image: 0, // placeholder — draw_images resolves the real slot
1618 tint: sprite.tint,
1619 depth_test: sprite.depth_test,
1620 alpha_cutoff: sprite.alpha_cutoff,
1621 })
1622}
1623
1624/// Where the per-pixel raycaster actually runs, decoupled from the window
1625/// size (RP.0). Both backends are per-pixel marchers, so frame cost scales
1626/// with the pixel count — rendering into a fixed **logical** target and
1627/// nearest-upscaling it to the window makes FPS independent of window size
1628/// and creates the seam for the later posterize / SSAA post (RP.1/RP.2).
1629///
1630/// The default ([`Native`](RenderResolution::Native)) keeps `logical == window`
1631/// and is **byte-identical** to the pre-RP straight blit.
1632#[derive(Clone, Copy, Debug, PartialEq, Default)]
1633pub enum RenderResolution {
1634 /// Logical resolution == window. Default. Identical to pre-RP behaviour.
1635 #[default]
1636 Native,
1637 /// Fixed logical grid, independent of the window (the retro pixel grid).
1638 /// Upscaled to the window with nearest sampling (hard pixels). A logical
1639 /// aspect ratio different from the window's stretches non-uniformly — a
1640 /// deliberate, classic fixed-res look (no letterbox in RP.0).
1641 Fixed {
1642 /// Logical framebuffer width, pixels.
1643 w: u32,
1644 /// Logical framebuffer height, pixels.
1645 h: u32,
1646 },
1647 /// Logical = `round(window * factor)`. `0.5` ⇒ a quarter of the pixels,
1648 /// aspect preserved. Clamped to `>= 1px` per axis.
1649 Scale(f32),
1650}
1651
1652impl RenderResolution {
1653 /// Resolve to a concrete logical pixel size given the current window
1654 /// (native) size. Always `>= 1` per axis.
1655 #[must_use]
1656 pub(crate) fn logical_for(self, native: (u32, u32)) -> (u32, u32) {
1657 let (nw, nh) = (native.0.max(1), native.1.max(1));
1658 match self {
1659 Self::Native => (nw, nh),
1660 Self::Fixed { w, h } => (w.max(1), h.max(1)),
1661 Self::Scale(f) => {
1662 let s = f.max(1e-3);
1663 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1664 let lw = ((nw as f32) * s).round() as u32;
1665 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1666 let lh = ((nh as f32) * s).round() as u32;
1667 (lw.max(1), lh.max(1))
1668 }
1669 }
1670 }
1671}
1672
1673/// Dither applied before the posterize quantization (RP.2), to break up
1674/// banding and turn it into a stable retro pattern instead of crawling edges.
1675/// Indexed by the *logical* pixel, so each hard pixel still resolves to one
1676/// colour.
1677#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
1678pub enum DitherMode {
1679 /// No dither — plain round-to-nearest quantization (hard banding).
1680 #[default]
1681 None,
1682 /// Classic `4×4` ordered (Bayer) dither — the cross-hatch console look.
1683 Bayer4x4,
1684 /// Interleaved-gradient noise — a cheap, texture-free blue-noise-ish
1685 /// stochastic dither (finer than Bayer, no repeating grid).
1686 BlueNoise,
1687}
1688
1689/// Reduced-palette post (RP.2), applied at the logical resolution in the
1690/// resolve step (after the SSAA box-downfilter, before the nearest upscale).
1691/// Each channel is quantized to its own number of levels; `levels <= 1` leaves
1692/// that channel untouched. `None` posterize ⇒ the RP.0/RP.1 paths verbatim.
1693#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1694pub struct PosterizeConfig {
1695 /// Quantisation levels for the red channel (≥ 2).
1696 pub levels_r: u8,
1697 /// Quantisation levels for the green channel (≥ 2).
1698 pub levels_g: u8,
1699 /// Quantisation levels for the blue channel (≥ 2).
1700 pub levels_b: u8,
1701 /// Dither pattern applied before quantisation.
1702 pub dither: DitherMode,
1703}
1704
1705impl PosterizeConfig {
1706 /// Uniform per-channel level count with the given dither.
1707 #[must_use]
1708 pub fn uniform(levels: u8, dither: DitherMode) -> Self {
1709 Self {
1710 levels_r: levels,
1711 levels_g: levels,
1712 levels_b: levels,
1713 dither,
1714 }
1715 }
1716}
1717
1718/// Renderer-internal backend; never exposes wgpu or softbuffer types.
1719/// The GPU variant owns the whole wgpu device/queue/pipelines, so
1720/// it's boxed to keep the enum small.
1721enum BackendImpl {
1722 // Both variants boxed so the enum stays small regardless of which
1723 // backend's state is larger (clippy::large_enum_variant).
1724 Cpu(Box<CpuBackend>),
1725 Gpu(Box<GpuBackend>),
1726}
1727
1728/// Unified renderer over the CPU and GPU paths. See the crate docs.
1729pub struct SceneRenderer {
1730 inner: BackendImpl,
1731 /// Handles for dynamically added sprite instances (see
1732 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
1733 dyn_map: DynInstanceMap,
1734 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
1735 /// and the models returned by [`Self::set_sprites`]). Reset by
1736 /// [`Self::set_sprites`].
1737 model_map: EpochSlotMap<SpriteModelId>,
1738 /// Handles for registered animated voxel clips (see
1739 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
1740 clip_map: EpochSlotMap<VoxelClipId>,
1741 /// Handles for registered animated characters (see
1742 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
1743 char_map: EpochSlotMap<CharacterId>,
1744 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
1745 char_instances: Vec<CharInstance>,
1746 /// Handles for registered streaming clips (see
1747 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1748 streaming_map: EpochSlotMap<StreamingClipId>,
1749 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1750 /// to `streaming_map` slots; `None` once removed (#3).
1751 streaming_clips: Vec<Option<StreamingClipState>>,
1752 /// Metadata per registered flipbook clip, indexed by the backend clip
1753 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1754 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1755 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1756 /// [`Self::set_sprites`].
1757 clip_meta: Vec<ClipMeta>,
1758 /// Auto-advancing clip players (#6); ticked by
1759 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1760 clip_players: Vec<ClipPlayer>,
1761 /// Camera-facing billboard instances (BB.2): each carries its world
1762 /// position + mode, re-oriented every [`Self::face_billboards_to`].
1763 /// Reset by [`Self::set_sprites`].
1764 billboards: Vec<BillboardRec>,
1765 /// Handles for high-level directional billboard actors (BB.4). Reset by
1766 /// [`Self::set_sprites`].
1767 actor_map: EpochSlotMap<BillboardActorId>,
1768 /// Live billboard-actor runtimes, parallel to `actor_map` slots; `None`
1769 /// once removed. Driven by [`Self::update_billboard_actors`].
1770 billboard_actors: Vec<Option<BillboardActor>>,
1771 /// QE.3a - the once-per-facade scene bookkeeping both backends
1772 /// read (materials, terrain map, clip-instance frames).
1773 state: SceneState,
1774 /// QE-B6 — generational image-slot guard (see [`ImageSlotMap`]).
1775 image_map: ImageSlotMap,
1776}
1777
1778impl SceneRenderer {
1779 /// Wrap a constructed backend with the facade's (empty) handle
1780 /// registries — the shared tail of every constructor.
1781 fn from_backend(inner: BackendImpl) -> Self {
1782 Self {
1783 inner,
1784 image_map: ImageSlotMap::default(),
1785 dyn_map: DynInstanceMap::default(),
1786 model_map: EpochSlotMap::default(),
1787 clip_map: EpochSlotMap::default(),
1788 char_map: EpochSlotMap::default(),
1789 char_instances: Vec::new(),
1790 streaming_map: EpochSlotMap::default(),
1791 streaming_clips: Vec::new(),
1792 clip_meta: Vec::new(),
1793 clip_players: Vec::new(),
1794 billboards: Vec::new(),
1795 actor_map: EpochSlotMap::default(),
1796 billboard_actors: Vec::new(),
1797 state: SceneState::default(),
1798 }
1799 }
1800
1801 /// Build a renderer for `window` — any [`raw-window-handle`]
1802 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1803 /// window's initial physical framebuffer size in pixels; thereafter
1804 /// the host reports changes via [`Self::resize`]. Passing the size
1805 /// explicitly keeps the facade decoupled from any one windowing
1806 /// library's size API.
1807 ///
1808 /// Builds the backend [`opts.backend`](RenderOptions::backend)
1809 /// asks for. Under [`BackendPreference::PreferGpu`] a WGPU-init
1810 /// failure falls back to the CPU backend with a `warn` through
1811 /// the [`log`] facade (install a logger like `env_logger` to see
1812 /// why a machine is software-rendering);
1813 /// [`BackendPreference::RequireGpu`] turns that failure into an
1814 /// error instead (QE.7b — headless CI / benchmark rigs must not
1815 /// silently measure a software render).
1816 ///
1817 /// # Errors
1818 /// [`RenderError::CpuSurface`] — the last-resort softbuffer
1819 /// context/surface couldn't bind to `window`;
1820 /// [`RenderError::GpuInit`] — `RequireGpu` and WGPU init failed.
1821 ///
1822 /// [`raw-window-handle`]: raw_window_handle
1823 #[cfg(not(target_arch = "wasm32"))]
1824 pub fn try_new<W>(
1825 window: Arc<W>,
1826 size: (u32, u32),
1827 opts: &RenderOptions,
1828 ) -> Result<Self, RenderError>
1829 where
1830 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1831 {
1832 // QE-C6 — resolve `ROXLAP_*` env overrides once, here, and
1833 // thread plain options into the backends (no env reads below).
1834 let opts = &env_config::EnvOverrides::from_env().applied(opts);
1835 if opts.backend != BackendPreference::Cpu {
1836 match GpuBackend::new(window.clone(), size, opts) {
1837 Ok(g) => return Ok(Self::from_backend(BackendImpl::Gpu(Box::new(g)))),
1838 Err(e) if opts.backend == BackendPreference::RequireGpu => {
1839 return Err(RenderError::GpuInit(e));
1840 }
1841 Err(e) => {
1842 log::warn!("GPU init failed ({e}); falling back to the CPU renderer");
1843 }
1844 }
1845 }
1846 let cpu = CpuBackend::try_new(window, size, opts)?;
1847 Ok(Self::from_backend(BackendImpl::Cpu(Box::new(cpu))))
1848 }
1849
1850 /// Infallible [`Self::try_new`]: **panics** if even the CPU
1851 /// software surface can't be created — the convenient default for
1852 /// demos and tools, where "no window surface at all" has no
1853 /// meaningful recovery. Games that want to show their own error UI
1854 /// call [`try_new`](Self::try_new).
1855 ///
1856 /// # Panics
1857 /// When [`Self::try_new`] returns [`RenderError::CpuSurface`].
1858 #[cfg(not(target_arch = "wasm32"))]
1859 #[must_use]
1860 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1861 where
1862 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1863 {
1864 match Self::try_new(window, size, opts) {
1865 Ok(r) => r,
1866 Err(e) => panic!("SceneRenderer::new: {e} (use try_new to handle this)"),
1867 }
1868 }
1869
1870 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1871 /// `canvas`. `size` is the canvas's initial framebuffer size in
1872 /// pixels; the host reports later changes via [`Self::resize`].
1873 ///
1874 /// Async because the browser drives wgpu's adapter/device requests
1875 /// through its event loop — `await` it inside a
1876 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1877 /// (WebGPU) backend when `opts.backend` asks for GPU and WebGPU is
1878 /// available (`RequireGpu` degrades to `PreferGpu` here — no
1879 /// `Result` channel in the async wasm constructor);
1880 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1881 /// opticast path presented through a WebGL2 blit on the same canvas.
1882 /// **Never fails** — the message is logged to the browser console.
1883 #[cfg(target_arch = "wasm32")]
1884 pub async fn new_from_canvas_async(
1885 canvas: web_sys::HtmlCanvasElement,
1886 size: (u32, u32),
1887 opts: &RenderOptions,
1888 ) -> Self {
1889 // QE-C6 mirror of the native path; on wasm every override is
1890 // `None` (no process environment), so this is a plain copy.
1891 let opts = &env_config::EnvOverrides::from_env().applied(opts);
1892 if opts.backend != BackendPreference::Cpu {
1893 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1894 // GPU attempt gets a clone — the CPU fallback keeps the
1895 // original if WebGPU init fails.
1896 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1897 Ok(g) => return Self::from_backend(BackendImpl::Gpu(Box::new(g))),
1898 Err(e) => {
1899 web_sys::console::warn_1(
1900 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1901 .into(),
1902 );
1903 }
1904 }
1905 }
1906 Self::from_backend(BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(
1907 canvas, size, opts,
1908 ))))
1909 }
1910
1911 /// Which backend was selected.
1912 #[must_use]
1913 pub fn backend(&self) -> Backend {
1914 match self.inner {
1915 BackendImpl::Cpu(_) => Backend::Cpu,
1916 BackendImpl::Gpu(_) => Backend::Gpu,
1917 }
1918 }
1919
1920 /// Whether the active backend supports `feature` (QE.7a) — the
1921 /// queryable form of the parity table on [`Feature`]. Methods on
1922 /// the "❌" side stay callable and degrade to documented no-ops;
1923 /// use this to pick a strategy up front (e.g. photo mode: capture
1924 /// vs "not available on this platform").
1925 #[must_use]
1926 pub fn supports(&self, feature: Feature) -> bool {
1927 let gpu = matches!(self.inner, BackendImpl::Gpu(_));
1928 match feature {
1929 Feature::Capture => {
1930 // GPU capture is a blocking readback — native only.
1931 !gpu || cfg!(not(target_arch = "wasm32"))
1932 }
1933 Feature::SkyPanorama | Feature::CarveActiveSprite => gpu,
1934 // Translucency landed on BOTH backends in the TV stage
1935 // (TV.3 sprites / TV.6 terrain, GPU visually verified);
1936 // QE.7a shipped this table stale — saying `!gpu` — and the
1937 // author re-confirmed the GPU paths before this fix.
1938 Feature::TranslucentSpriteMaterials | Feature::TranslucentTerrain => true,
1939 Feature::FreePickDepth => !gpu,
1940 }
1941 }
1942
1943 /// The GPU adapter description when on the GPU backend, else
1944 /// `None`.
1945 #[must_use]
1946 pub fn adapter_info(&self) -> Option<&str> {
1947 match &self.inner {
1948 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1949 BackendImpl::Cpu(_) => None,
1950 }
1951 }
1952
1953 /// `true` when this renderer runs on modest hardware: the CPU
1954 /// backend, or a GPU adapter that is not a discrete card
1955 /// (integrated / software / virtual). A hint for hosts to pick a
1956 /// lighter default render resolution — never consulted internally.
1957 #[must_use]
1958 pub fn is_low_power(&self) -> bool {
1959 match &self.inner {
1960 BackendImpl::Cpu(_) => true,
1961 BackendImpl::Gpu(g) => g.low_power(),
1962 }
1963 }
1964
1965 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1966 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1967 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1968 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1969 if let BackendImpl::Gpu(g) = &mut self.inner {
1970 g.set_sky_panorama(rgba, w, h);
1971 }
1972 }
1973
1974 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1975 /// this only matters to the GPU swapchain — but it's safe to call
1976 /// for both.
1977 pub fn resize(&mut self, width: u32, height: u32) {
1978 match &mut self.inner {
1979 BackendImpl::Cpu(c) => c.resize(width, height),
1980 BackendImpl::Gpu(g) => g.resize(width, height),
1981 }
1982 }
1983
1984 /// Set the logical (fixed) render resolution (RP.0). The scene marches at
1985 /// the resolved logical size and is nearest-upscaled to the window, so the
1986 /// raycaster's cost — and thus FPS — stops depending on the window size.
1987 /// [`RenderResolution::Native`] (the default) keeps `logical == window`
1988 /// and is byte-identical to pre-RP rendering. Takes effect from the next
1989 /// [`render`](Self::render).
1990 pub fn set_render_resolution(&mut self, res: RenderResolution) {
1991 match &mut self.inner {
1992 BackendImpl::Cpu(c) => c.set_render_resolution(res),
1993 BackendImpl::Gpu(g) => g.set_render_resolution(res),
1994 }
1995 }
1996
1997 /// Set the supersampling factor (RP.1). `1` = off; `2` marches `2×2`
1998 /// samples per logical pixel and box-downfilters back before the upscale,
1999 /// anti-aliasing the retro grid. Clamped to `1..=4`. The marcher then runs
2000 /// at `logical_dims × factor` — predictable cost, independent of the window
2001 /// size. Takes effect from the next [`render`](Self::render).
2002 pub fn set_ssaa(&mut self, factor: u8) {
2003 match &mut self.inner {
2004 BackendImpl::Cpu(c) => c.set_ssaa(factor),
2005 BackendImpl::Gpu(g) => g.set_ssaa(factor),
2006 }
2007 }
2008
2009 /// The resolution the raycaster actually runs at this frame —
2010 /// `logical_dims × ssaa` (RP.1). Reflects the most recent window size,
2011 /// [`RenderResolution`], and SSAA factor.
2012 #[must_use]
2013 pub fn render_dims(&self) -> (u32, u32) {
2014 match &self.inner {
2015 BackendImpl::Cpu(c) => c.render_dims(),
2016 BackendImpl::Gpu(g) => g.render_dims(),
2017 }
2018 }
2019
2020 /// Set the reduced-palette posterize post (RP.2), or `None` to disable it
2021 /// (the default — RP.0/RP.1 paths verbatim). Quantization runs at the
2022 /// logical resolution in the resolve step, after the SSAA downfilter and
2023 /// before the nearest upscale, with the configured dither. Takes effect
2024 /// from the next [`render`](Self::render).
2025 pub fn set_posterize(&mut self, cfg: Option<PosterizeConfig>) {
2026 match &mut self.inner {
2027 BackendImpl::Cpu(c) => c.set_posterize(cfg),
2028 BackendImpl::Gpu(g) => g.set_posterize(cfg),
2029 }
2030 }
2031
2032 /// The logical (fixed) render-target size resolved against the current
2033 /// window size, per the active [`RenderResolution`].
2034 #[must_use]
2035 pub fn logical_dims(&self) -> (u32, u32) {
2036 match &self.inner {
2037 BackendImpl::Cpu(c) => c.logical_dims(),
2038 BackendImpl::Gpu(g) => g.logical_dims(),
2039 }
2040 }
2041
2042 /// One-call per-frame animation tick (QE.1b): drives **every**
2043 /// facade-owned animated collection, replacing the multi-call
2044 /// protocol hosts previously had to know (and could silently get
2045 /// wrong — a missed call meant frozen clips or unfaced
2046 /// billboards). Call once per frame before [`render`](Self::render):
2047 ///
2048 /// 1. [`advance_voxel_clips`](Self::advance_voxel_clips) —
2049 /// auto-playing flipbook + streaming clip players;
2050 /// 2. every live character — skeleton + clip attachments (the
2051 /// all-characters sweep of
2052 /// [`advance_character`](Self::advance_character));
2053 /// 3. [`update_billboard_actors`](Self::update_billboard_actors) —
2054 /// actor direction/state clips + camera facing;
2055 /// 4. [`face_billboards_to`](Self::face_billboards_to) — plain
2056 /// billboard instances.
2057 ///
2058 /// The fine-grained methods stay public for hosts that need a
2059 /// custom per-entity `dt` (slow-motion on one character) or their
2060 /// own ordering — `tick` is the "do the right thing" default and
2061 /// is exactly equivalent to calling them in the order above.
2062 /// KFA sprites driven via
2063 /// [`update_kfa_poses`](Self::update_kfa_poses) remain a separate
2064 /// call (they mutate host-owned skeletons).
2065 pub fn tick(&mut self, camera: &Camera, dt: f64) {
2066 self.advance_voxel_clips(dt);
2067 let live: Vec<usize> = self.char_map.live_indices().collect();
2068 for idx in live {
2069 self.advance_character_at(idx, dt);
2070 }
2071 self.update_billboard_actors(camera, dt);
2072 self.face_billboards_to(camera);
2073 }
2074
2075 /// Composite `scene` from `camera` with `frame` params into the
2076 /// backend's frame buffer — **without presenting**. The CPU backend
2077 /// fills sky + runs the opticast compositor into an owned buffer;
2078 /// the GPU backend uploads/refreshes the scene, runs the compute
2079 /// marcher + sprite pass, and acquires (but does not present) the
2080 /// swapchain frame.
2081 ///
2082 /// Finish the frame with exactly one of [`present`](Self::present)
2083 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
2084 /// Calling `render` again without finishing drops the pending frame.
2085 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
2086 match &mut self.inner {
2087 BackendImpl::Cpu(c) => c.render(scene, camera, frame, &self.state),
2088 BackendImpl::Gpu(g) => g.render(scene, camera, frame, &self.state),
2089 }
2090 // The GPU mirrored its device palettes this frame if it needed
2091 // to; the CPU reads the table live. Either way the change flag
2092 // is consumed.
2093 self.state.materials_dirty = false;
2094 }
2095
2096 /// Draw world-space [`Line3`] segments over the frame
2097 /// [`render`](Self::render) composited, using that frame's camera +
2098 /// projection + depth buffer. Call **after** [`render`](Self::render)
2099 /// and **before** [`present`](Self::present) /
2100 /// [`paint_egui`](Self::paint_egui) — the lines land in the
2101 /// framebuffer, so a subsequent `paint_egui` still draws its panels
2102 /// on top.
2103 ///
2104 /// `camera` must be the one the last frame rendered with (the
2105 /// projection is taken from that frame). Depth-tested segments
2106 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
2107 /// always-on-top segments ignore depth. See [`Line3`] for colour /
2108 /// width / blend semantics.
2109 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
2110 match &mut self.inner {
2111 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
2112 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
2113 }
2114 }
2115
2116 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
2117 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
2118 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
2119 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
2120 /// so the per-frame draw call stays cheap. Sampling is
2121 /// nearest-neighbour (pixel-art friendly — no blurring).
2122 ///
2123 /// Returns `None` for malformed input — a wrong byte count
2124 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
2125 /// confused with the first valid id (`ImageId(0)`).
2126 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
2127 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
2128 return None;
2129 }
2130 let slot = match &mut self.inner {
2131 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
2132 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
2133 };
2134 Some(self.image_map.alloc(slot))
2135 }
2136
2137 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
2138 /// Stale handles (already dropped, or aliasing a reused slot) are a
2139 /// safe no-op — ids are generational since QE-B6.
2140 pub fn drop_image(&mut self, id: ImageId) {
2141 let Some(slot) = self.image_map.index(id) else {
2142 return;
2143 };
2144 self.image_map.remove(id);
2145 match &mut self.inner {
2146 BackendImpl::Cpu(c) => c.drop_image(slot),
2147 BackendImpl::Gpu(g) => g.drop_image(slot),
2148 }
2149 }
2150
2151 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
2152 /// composited — flat textured quads placed in world space, using that
2153 /// frame's camera + projection + depth buffer. Same contract as
2154 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
2155 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
2156 ///
2157 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
2158 /// quad). Depth-tested sprites are occluded by nearer rendered
2159 /// geometry (with a bias to avoid z-fighting on a coincident face);
2160 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
2161 /// over the scene. `camera` must be the one the last frame rendered.
2162 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
2163 if images.is_empty() {
2164 return;
2165 }
2166 let quads: Vec<QuadDraw> = images
2167 .iter()
2168 .filter_map(|s| {
2169 // QE-B6 — stale image handles draw nothing (vs aliasing
2170 // whatever texture reused the slot).
2171 let slot = self.image_map.index(s.image)?;
2172 let mut q = resolve_quad(s, camera)?;
2173 q.image = slot;
2174 Some(q)
2175 })
2176 .collect();
2177 if quads.is_empty() {
2178 return;
2179 }
2180 match &mut self.inner {
2181 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
2182 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
2183 }
2184 }
2185
2186 /// Project a world point to window pixel coordinates `(x, y)` under
2187 /// the projection the **last frame** rendered with — the backend-correct
2188 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
2189 /// before the first frame or for a point at/behind the camera near
2190 /// plane.
2191 ///
2192 /// Both backends honour their own projection (CPU `setcamera`
2193 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
2194 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
2195 /// [0, h)` for points off-screen but in front of the camera.
2196 #[must_use]
2197 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
2198 match &self.inner {
2199 BackendImpl::Cpu(c) => c.project_point(camera, world),
2200 BackendImpl::Gpu(g) => g.project_point(camera, world),
2201 }
2202 }
2203
2204 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
2205 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
2206 /// same list passed to [`draw_images`](Self::draw_images) (image
2207 /// sprites are immediate-mode, so the caller owns the set). `None` for
2208 /// a miss.
2209 ///
2210 /// The ray is intersected with each quad's plane and mapped to its
2211 /// `uv` / source texel. A texel whose alpha is below the sprite's
2212 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
2213 /// **see-through** — the pick passes through it to a sprite behind.
2214 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
2215 /// rejected when nearer scene geometry occludes that pixel (shares the
2216 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
2217 /// the occlusion test costs a click-time depth readback).
2218 #[must_use]
2219 pub fn pick_image(
2220 &self,
2221 camera: &Camera,
2222 x: f64,
2223 y: f64,
2224 sprites: &[ImageSprite],
2225 ) -> Option<ImagePickHit> {
2226 if sprites.is_empty() {
2227 return None;
2228 }
2229 let dir = self.pixel_ray(camera, x, y)?;
2230 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
2231 let dir_len = v_dot(dir, dir).sqrt();
2232 if dir_len < 1e-9 {
2233 return None;
2234 }
2235 let origin = [
2236 camera.pos[0] as f32,
2237 camera.pos[1] as f32,
2238 camera.pos[2] as f32,
2239 ];
2240 // Scene surface distance under this pixel (sky / no-hit → None);
2241 // used to occlude depth-tested sprites. Same metric as `pick`.
2242 let scene_t = self.pick_depth(x as u32, y as u32);
2243
2244 let mut best: Option<ImagePickHit> = None;
2245 for sprite in sprites {
2246 // Reuse the render-path resolve (back-face cull included), so
2247 // a single-sided quad that isn't drawn also can't be picked.
2248 let Some(q) = resolve_quad(sprite, camera) else {
2249 continue;
2250 };
2251 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
2252 continue; // miss / parallel / behind
2253 };
2254 let d_eucl = t * dir_len;
2255 if best.is_some_and(|cur| d_eucl >= cur.t) {
2256 continue; // a nearer sprite already won
2257 }
2258 let p = v_add(origin, v_scale(dir, t));
2259
2260 let Some((iw, ih)) = self.image_dims(sprite.image) else {
2261 continue; // dropped / unknown image
2262 };
2263 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
2264 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
2265
2266 // See-through test: a texel is solid when its alpha clears the
2267 // cutoff (and a fully-transparent texel is never solid).
2268 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
2269 let solid_thresh = cutoff_u8.max(1);
2270 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
2271 continue;
2272 }
2273
2274 // Occlusion: a depth-tested sprite behind nearer geometry loses.
2275 if sprite.depth_test {
2276 if let Some(st) = scene_t {
2277 if d_eucl > st + PICK_DEPTH_BIAS {
2278 continue;
2279 }
2280 }
2281 }
2282
2283 best = Some(ImagePickHit {
2284 image: sprite.image,
2285 uv: [a, b],
2286 texel: (tx, ty),
2287 world: p,
2288 t: d_eucl,
2289 });
2290 }
2291 best
2292 }
2293
2294 /// Source dimensions of an uploaded image, or `None` if the id was
2295 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
2296 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
2297 let slot = self.image_map.index(id)?;
2298 match &self.inner {
2299 BackendImpl::Cpu(c) => c.image_dims(slot),
2300 BackendImpl::Gpu(g) => g.image_dims(slot),
2301 }
2302 }
2303
2304 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
2305 /// unknown id / out-of-range texel). Internal helper for
2306 /// [`Self::pick_image`].
2307 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
2308 let Some(slot) = self.image_map.index(id) else {
2309 return 0;
2310 };
2311 match &self.inner {
2312 BackendImpl::Cpu(c) => c.image_alpha_at(slot, tx, ty),
2313 BackendImpl::Gpu(g) => g.image_alpha_at(slot, tx, ty),
2314 }
2315 }
2316
2317 /// Mirror the rendered 3D scene horizontally before display. The flip is
2318 /// applied *before* any egui overlay, so the UI stays upright while the
2319 /// viewport un-mirrors — a fix for the engine's left-handed render.
2320 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
2321 /// mirrors the scene blit + line/image overlays). Picking/projection are
2322 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
2323 /// for ray casts.
2324 pub fn set_flip_x(&mut self, flip: bool) {
2325 match &mut self.inner {
2326 BackendImpl::Cpu(c) => c.set_flip_x(flip),
2327 BackendImpl::Gpu(g) => g.set_flip_x(flip),
2328 }
2329 }
2330
2331 /// Present the frame [`render`](Self::render) composited, with no UI
2332 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
2333 /// instead to overlay an egui UI before presenting.
2334 pub fn present(&mut self) {
2335 match &mut self.inner {
2336 BackendImpl::Cpu(c) => c.present(),
2337 BackendImpl::Gpu(g) => g.present(),
2338 }
2339 }
2340
2341 /// Block until the active backend has finished all in-flight work, ready
2342 /// for a clean teardown. On the GPU backend this drains the device queue
2343 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
2344 /// backend it is a no-op (nothing is in flight).
2345 ///
2346 /// Call this at shutdown **before dropping the renderer and its window**,
2347 /// so the GPU device/surface tear down with no commands queued and no
2348 /// half-presented frame. Skipping it (or dropping the window first) can
2349 /// leave the driver/compositor showing stale buffers after an exit — the
2350 /// "leftover triangles / flicker" symptom of an unclean shutdown.
2351 pub fn wait_idle(&mut self) {
2352 match &mut self.inner {
2353 BackendImpl::Cpu(c) => c.wait_idle(),
2354 BackendImpl::Gpu(g) => g.wait_idle(),
2355 }
2356 }
2357
2358 /// Composite `scene` and return a [`Frame`] guard — the type-state
2359 /// form of the `render → overlays → present`/`paint_egui` protocol
2360 /// (QE-B6), which the split calls enforce by documentation only.
2361 /// With the guard, misuse is unrepresentable: overlays can only be
2362 /// drawn on a live frame (with the camera it was rendered with —
2363 /// the guard holds it), presenting consumes the guard so a double
2364 /// present can't compile, and *dropping* an unfinished frame
2365 /// presents it — a bare `renderer.frame(..);` shows the frame.
2366 ///
2367 /// ```ignore
2368 /// renderer
2369 /// .frame(&mut scene, &camera, ¶ms)
2370 /// .draw_lines(&gizmo)
2371 /// .present(); // or .paint_egui(..); or just drop it
2372 /// ```
2373 ///
2374 /// The split [`render`](Self::render) / [`present`](Self::present)
2375 /// calls remain available for hosts that need custom control flow
2376 /// between the stages.
2377 pub fn frame(&mut self, scene: &mut Scene, camera: &Camera, params: &FrameParams) -> Frame<'_> {
2378 self.render(scene, camera, params);
2379 Frame {
2380 renderer: self,
2381 camera: *camera,
2382 finished: false,
2383 }
2384 }
2385
2386 /// Overlay an egui UI on the frame [`render`](Self::render)
2387 /// composited, then present it (`hud` feature). The host runs egui
2388 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
2389 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
2390 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
2391 /// the UI scale (`ctx.pixels_per_point()`).
2392 ///
2393 /// The GPU backend paints via `egui-wgpu`; the CPU backend
2394 /// software-rasterises the tessellation into its framebuffer. Use
2395 /// this **instead of** [`present`](Self::present) — both finish the
2396 /// frame.
2397 #[cfg(feature = "hud")]
2398 pub fn paint_egui(
2399 &mut self,
2400 jobs: &[egui::ClippedPrimitive],
2401 textures: &egui::TexturesDelta,
2402 pixels_per_point: f32,
2403 ) {
2404 match &mut self.inner {
2405 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
2406 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
2407 }
2408 }
2409
2410 /// Reset the whole sprite world: every model, dynamic instance,
2411 /// voxel clip, streaming clip, character, billboard and actor is
2412 /// dropped, and **every outstanding handle from any of those
2413 /// families goes stale** (resolving to safe no-ops — the maps are
2414 /// generational). The explicit scene-switch verb (QE-B6): what the
2415 /// demo host does between scenes, without the "register an empty
2416 /// set" idiom spelling it.
2417 pub fn clear_sprites(&mut self) {
2418 self.set_sprites(&SpriteSet {
2419 models: Vec::new(),
2420 instances: Vec::new(),
2421 carve_model: None,
2422 });
2423 }
2424
2425 /// Register sprite models + instances — **replacing the whole
2426 /// sprite world**. This is a bulk *set*, not an append: every
2427 /// handle family (models, dynamic instances, clips, streaming
2428 /// clips, characters, billboards, actors) is reset and previously
2429 /// issued handles go stale (safe no-ops). Call once at setup, or
2430 /// again to replace everything; to build up incrementally instead,
2431 /// use [`add_sprite_model`](Self::add_sprite_model) /
2432 /// [`add_sprite_instance`](Self::add_sprite_instance) &c., and to
2433 /// drop everything use [`clear_sprites`](Self::clear_sprites).
2434 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
2435 match &mut self.inner {
2436 BackendImpl::Cpu(c) => c.set_sprites(set),
2437 BackendImpl::Gpu(g) => g.set_sprites(set),
2438 }
2439 // A fresh sprite set replaces the instance world, so any
2440 // previously added dynamic instances + models are gone — drop their
2441 // handles and re-seat the model slotmap with `set.models.len()`
2442 // live ids `0..n` (model index = chain id on both backends).
2443 self.dyn_map = DynInstanceMap::default();
2444 self.model_map.reset_live(set.models.len());
2445 // A full sprite rebuild drops the dynamic + clip layers on both
2446 // backends (the GPU registry is replaced), so reset the clip +
2447 // character maps too.
2448 self.clip_map.reset();
2449 self.char_map.reset();
2450 self.char_instances.clear();
2451 self.streaming_map.reset();
2452 self.streaming_clips.clear();
2453 self.clip_meta.clear();
2454 self.clip_players.clear();
2455 self.billboards.clear();
2456 self.actor_map.reset();
2457 self.billboard_actors.clear();
2458 self.state.dyn_clip.clear();
2459 (0..set.models.len() as u32)
2460 .map(|slot| self.model_map.minted(slot))
2461 .collect()
2462 }
2463
2464 /// Re-register one sprite model's geometry after you've edited its
2465 /// content (a carve or recolour of its `kv6`). `model` is the
2466 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
2467 /// `kv6` is the model's **new** geometry — the caller owns the source
2468 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
2469 /// represent) and supplies the refreshed mesh here.
2470 ///
2471 /// This is a **backend-agnostic content refresh**, not a GPU upload:
2472 /// the renderer brings its stored model up to date however its active
2473 /// backend needs to. The instance set is left untouched (an edit never
2474 /// moves or adds an instance), so on the GPU backend only that one
2475 /// model's voxel data is re-uploaded — through a slack-backed
2476 /// suballocator, one model's bytes rather than the whole registry —
2477 /// while the CPU backend swaps the cached `kv6` into each instance of
2478 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
2479 /// models or change the instance set.
2480 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
2481 let Some(idx) = self.model_map.index(model) else {
2482 return; // stale / removed handle → no-op
2483 };
2484 match &mut self.inner {
2485 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
2486 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
2487 }
2488 }
2489
2490 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
2491 /// re-classifies the refreshed voxels into per-voxel material ids by
2492 /// colour (TV.3) via `material_map` — used by the material-aware streaming
2493 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
2494 /// empty map matches `refresh_sprite_model`.
2495 pub fn refresh_sprite_model_with_materials(
2496 &mut self,
2497 model: SpriteModelId,
2498 kv6: &Kv6,
2499 material_map: &[(Rgb, u8)],
2500 ) {
2501 let Some(idx) = self.model_map.index(model) else {
2502 return; // stale / removed handle → no-op
2503 };
2504 match &mut self.inner {
2505 BackendImpl::Cpu(c) => {
2506 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
2507 }
2508 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
2509 }
2510 }
2511
2512 /// Add one sprite instance of an already-registered `model` at world
2513 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
2514 /// backends now share (GPU: append to the instance buffer, growing by
2515 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
2516 /// stable [`SpriteInstanceId`] for later removal.
2517 ///
2518 /// `model` must be a [`SpriteModelId`] from the current
2519 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
2520 /// with zero initial instances). Dynamic instances live *after* the
2521 /// static set + any KFA limbs, so register those first.
2522 ///
2523 /// Returns `None` — spawning nothing — on a stale/removed `model`
2524 /// handle (QE.1c; previously a silent sentinel id).
2525 pub fn add_sprite_instance(
2526 &mut self,
2527 model: SpriteModelId,
2528 pos: [f32; 3],
2529 ) -> Option<SpriteInstanceId> {
2530 self.add_sprite_instance_posed(
2531 model,
2532 DynSpriteTransform {
2533 pos,
2534 ..DynSpriteTransform::default()
2535 },
2536 )
2537 }
2538
2539 /// Add one sprite instance of an already-registered `model`,
2540 /// pre-posed with the orientation in `xf` — the streaming-spawn path
2541 /// for objects that appear mid-flight already rotated (so there's no
2542 /// one-frame axis-aligned flash before the first
2543 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
2544 /// Otherwise identical to
2545 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
2546 /// this with the identity basis). Returns a stable
2547 /// [`SpriteInstanceId`].
2548 ///
2549 /// Returns `None` — spawning nothing — on a stale/removed `model`
2550 /// handle (QE.1c; previously a silent sentinel id). `xf`'s basis
2551 /// must be non-singular; a degenerate one makes the instance
2552 /// silently skip drawing (see [`DynSpriteTransform`]).
2553 pub fn add_sprite_instance_posed(
2554 &mut self,
2555 model: SpriteModelId,
2556 xf: DynSpriteTransform,
2557 ) -> Option<SpriteInstanceId> {
2558 let idx = self.model_map.index(model)?;
2559 let dyn_index = match &mut self.inner {
2560 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
2561 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
2562 }?;
2563 self.state.dyn_clip.push(None); // a plain model instance
2564 Some(self.dyn_map.alloc(dyn_index as u32))
2565 }
2566
2567 /// Remove a dynamic sprite instance added by
2568 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
2569 /// backends (swap-remove); other dynamic handles stay valid. Returns
2570 /// `false` if the handle is stale / already removed.
2571 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
2572 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2573 return false;
2574 };
2575 let moved = match &mut self.inner {
2576 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
2577 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
2578 };
2579 // Mirror the backend's swap-remove on the facade's parallel
2580 // clip bookkeeping (QE.3a).
2581 self.state.dyn_clip.swap_remove(dyn_index as usize);
2582 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
2583 true
2584 }
2585
2586 /// Number of live dynamic sprite instances (those added via
2587 /// [`add_sprite_instance`](Self::add_sprite_instance)).
2588 #[must_use]
2589 pub fn dynamic_sprite_count(&self) -> usize {
2590 self.dyn_map.order.len()
2591 }
2592
2593 /// Define a global voxel **material** (TV stage): the opacity + blend
2594 /// mode that a per-voxel material id resolves to. The renderer owns one
2595 /// 256-entry palette shared by every model and grid.
2596 ///
2597 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
2598 /// without explicit material data resolves to — and **cannot** be
2599 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
2600 /// other id returns `true`.
2601 ///
2602 /// While no translucent material is defined the renderer stays on the
2603 /// fully-opaque fast path, so this is inert until first called. See
2604 /// `PORTING-TRANSPARENCY.md`.
2605 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
2606 let changed = self.state.materials.set(id, mat);
2607 if changed {
2608 self.state.materials_dirty = true;
2609 }
2610 changed
2611 }
2612
2613 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
2614 /// any id never passed to [`define_material`](Self::define_material)).
2615 #[must_use]
2616 pub fn material(&self, id: u8) -> Material {
2617 self.state.materials.get(id)
2618 }
2619
2620 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
2621 /// material_id)` that make matching-colour world (grid) voxels translucent
2622 /// — glass walls, water pools. The materials themselves are defined via
2623 /// [`define_material`](Self::define_material). An empty map (the default)
2624 /// keeps all terrain opaque. The CPU backend composites these today; the
2625 /// GPU backend renders them once the TV.6 device path lands.
2626 pub fn set_terrain_materials(&mut self, map: &[(Rgb, u8)]) {
2627 if self.state.terrain_materials != map {
2628 self.state.terrain_materials = map.to_vec();
2629 self.state.materials_dirty = true;
2630 }
2631 }
2632
2633 /// Register one new sprite **model** incrementally from `kv6`,
2634 /// **without** rebuilding the existing model set — the streaming-in
2635 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
2636 /// for unique generated geometry (procedural asteroids, debris).
2637 /// Returns a stable [`SpriteModelId`] usable immediately with
2638 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2639 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
2640 ///
2641 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
2642 /// residency on the GPU backend's first model). The GPU backend
2643 /// appends one LOD chain to the resident registry (amortised O(model
2644 /// voxels)); the CPU backend pushes an axis-aligned template.
2645 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
2646 let model_index = match &mut self.inner {
2647 BackendImpl::Cpu(c) => c.add_model(kv6),
2648 BackendImpl::Gpu(g) => g.add_model(kv6),
2649 };
2650 self.model_map.alloc(model_index as u32)
2651 }
2652
2653 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
2654 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
2655 /// [`define_material`](Self::define_material)), so a single model can mix
2656 /// opaque and translucent voxels — an opaque window frame around glass, a
2657 /// bottle around a translucent potion. Voxels whose colour isn't in the
2658 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
2659 /// otherwise.
2660 ///
2661 /// The CPU backend composites per-voxel materials today; the GPU backend
2662 /// carries the data and renders per-voxel materials once the TV.3b device
2663 /// path lands (until then it uses the instance's uniform material).
2664 pub fn add_sprite_model_with_materials(
2665 &mut self,
2666 kv6: &Kv6,
2667 material_map: &[(Rgb, u8)],
2668 ) -> SpriteModelId {
2669 let model_index = match &mut self.inner {
2670 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
2671 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
2672 };
2673 self.model_map.alloc(model_index as u32)
2674 }
2675
2676 /// Remove a registered sprite model, freeing its voxel data. Returns
2677 /// `false` if `id` is stale / already removed.
2678 ///
2679 /// The model's slot is tombstoned **in place**: its id is never
2680 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
2681 /// Existing instances of the removed model are **not** dropped here —
2682 /// they linger but draw as nothing on the GPU backend (the CPU
2683 /// backend keeps each instance's own kv6 clone, so they keep drawing
2684 /// until removed via
2685 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
2686 /// them when convenient. Call
2687 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
2688 /// to reclaim the GPU buffer holes.
2689 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
2690 let Some(idx) = self.model_map.index(id) else {
2691 return false;
2692 };
2693 match &mut self.inner {
2694 BackendImpl::Cpu(c) => c.remove_model(idx),
2695 BackendImpl::Gpu(g) => g.remove_model(idx),
2696 }
2697 self.model_map.remove(id)
2698 }
2699
2700 /// Reclaim the GPU buffer space left by
2701 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
2702 /// resident registry to its live models only. Model ids are preserved
2703 /// (no remap). O(live voxel volume) — call it when many models have
2704 /// been removed, not every frame. No-op on the CPU backend (which
2705 /// keeps cheap empty placeholders) and when nothing was removed.
2706 pub fn compact_sprite_models(&mut self) {
2707 match &mut self.inner {
2708 BackendImpl::Cpu(c) => c.compact_models(),
2709 BackendImpl::Gpu(g) => g.compact_models(),
2710 }
2711 }
2712
2713 /// Update one dynamic instance's full pose (position + orientation)
2714 /// for this frame. `id` is from
2715 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2716 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
2717 /// stale / removed handle is a no-op.
2718 ///
2719 /// For many instances per frame prefer
2720 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
2721 /// the GPU backend flushes all pending pose changes to the device
2722 /// once per [`render`](Self::render), so a per-instance call here is
2723 /// still O(1) device work, but the batch variant avoids re-walking
2724 /// the slotmap.
2725 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
2726 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2727 return;
2728 };
2729 match &mut self.inner {
2730 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2731 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2732 }
2733 }
2734
2735 /// Batch form of
2736 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2737 /// — apply many `(instance, pose)` updates in one call. Stale handles
2738 /// in `updates` are skipped. On the GPU backend this marks the
2739 /// instance buffer dirty once and uploads the new poses a single time
2740 /// at the next [`render`](Self::render), so spinning a whole cluster
2741 /// of instances per frame is one device upload, not one per instance.
2742 pub fn set_sprite_instance_transforms(
2743 &mut self,
2744 updates: &[(SpriteInstanceId, DynSpriteTransform)],
2745 ) {
2746 for &(id, xf) in updates {
2747 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2748 continue;
2749 };
2750 match &mut self.inner {
2751 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2752 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2753 }
2754 }
2755 }
2756
2757 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
2758 /// global palette defined via [`define_material`](Self::define_material)
2759 /// for this whole instance's opacity + blend mode. `0` (the default) is
2760 /// opaque. Stale handles are ignored.
2761 ///
2762 /// Only the CPU backend composites translucent sprites today; the GPU
2763 /// backend retains the value for the forthcoming device-side path (see
2764 /// `PORTING-TRANSPARENCY.md`).
2765 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
2766 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2767 return;
2768 };
2769 match &mut self.inner {
2770 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
2771 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
2772 }
2773 }
2774
2775 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
2776 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
2777 /// effect can fade out by cheap per-frame updates without re-uploading
2778 /// its volume. Stale handles are ignored.
2779 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
2780 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2781 return;
2782 };
2783 match &mut self.inner {
2784 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2785 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2786 }
2787 }
2788
2789 /// Set sprite instance `id`'s per-instance **RGB tint**, packed
2790 /// `0x00RRGGBB`: every rendered voxel's colour is multiplied by it (per
2791 /// channel), so instances of one model can be recoloured cheaply per frame.
2792 /// `0x00FF_FFFF` (white, the default) is a no-op. Works on both backends;
2793 /// stale handles are ignored. Tint is colour only — for transparency, use a
2794 /// translucent material with
2795 /// [`set_sprite_instance_alpha`](Self::set_sprite_instance_alpha).
2796 pub fn set_sprite_instance_tint(&mut self, id: SpriteInstanceId, tint: Rgb) {
2797 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2798 return;
2799 };
2800 match &mut self.inner {
2801 BackendImpl::Cpu(c) => c.set_dyn_instance_tint(dyn_index as usize, tint.0),
2802 BackendImpl::Gpu(g) => g.set_dyn_instance_tint(dyn_index as usize, tint.0),
2803 }
2804 }
2805
2806 /// Toggle a sprite/clip instance's shadow participation **live**
2807 /// (XS.4 flags, BB.3). [`ShadowFlags::default`] (both on) is what
2808 /// every spawn starts with. The per-instance counterpart to the
2809 /// template-level `Sprite::with_casts_shadow` /
2810 /// `with_receives_shadow` — e.g. a flat additive glow billboard
2811 /// that should not cast, or a UI marker that ignores shadows.
2812 /// Other flag bits are preserved. No-op on a stale id.
2813 ///
2814 /// QE.7b — takes [`ShadowFlags`] instead of the old unreadable
2815 /// `(id, true, false)` bool pair; migrate with
2816 /// `ShadowFlags { casts, receives }`.
2817 pub fn set_sprite_instance_shadow_flags(&mut self, id: SpriteInstanceId, shadows: ShadowFlags) {
2818 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2819 return;
2820 };
2821 match &mut self.inner {
2822 BackendImpl::Cpu(c) => {
2823 c.set_dyn_instance_shadow_flags(
2824 dyn_index as usize,
2825 shadows.casts,
2826 shadows.receives,
2827 );
2828 }
2829 BackendImpl::Gpu(g) => {
2830 g.set_dyn_instance_shadow_flags(
2831 dyn_index as usize,
2832 shadows.casts,
2833 shadows.receives,
2834 );
2835 }
2836 }
2837 }
2838
2839 /// Set a sprite/clip instance's **lighting mode** live (BB.2b): how its
2840 /// shading normal is derived ([`BillboardLighting`]). Useful for
2841 /// camera-facing billboards whose face normal would otherwise track the
2842 /// camera. Other flag bits are preserved; only affects the dynamic
2843 /// lighting path. No-op on a stale id.
2844 pub fn set_sprite_instance_lighting(&mut self, id: SpriteInstanceId, mode: BillboardLighting) {
2845 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2846 return;
2847 };
2848 match &mut self.inner {
2849 BackendImpl::Cpu(c) => c.set_dyn_instance_lighting(dyn_index as usize, mode),
2850 BackendImpl::Gpu(g) => g.set_dyn_instance_lighting(dyn_index as usize, mode),
2851 }
2852 }
2853
2854 // ---- animated voxel clips (VCL.4) ------------------------------------
2855
2856 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
2857 /// its frames and upload the flipbook to the active backend (GPU: one
2858 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
2859 /// [`VoxelClipId`] to spawn instances of it via
2860 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
2861 ///
2862 /// Build the [`DecodedClip`] from a `.rvc` via
2863 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
2864 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
2865 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
2866 /// **drops** all registered clips (re-register afterwards).
2867 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
2868 self.add_voxel_clip_with_materials(clip, &[])
2869 }
2870
2871 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
2872 /// analogue of
2873 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
2874 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
2875 /// (defined via [`define_material`](Self::define_material)), classifying
2876 /// every frame's voxels so an animated clip can mix opaque and translucent
2877 /// voxels — an opaque torch handle around an additive flame, a spinning
2878 /// glass orb. Voxels whose colour isn't in the map stay opaque
2879 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
2880 pub fn add_voxel_clip_with_materials(
2881 &mut self,
2882 clip: &DecodedClip,
2883 material_map: &[(Rgb, u8)],
2884 ) -> VoxelClipId {
2885 let clip_index = match &mut self.inner {
2886 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
2887 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
2888 };
2889 // Capture metadata for editor queries + #6 auto-play; clip indices
2890 // are sequential and parallel to `clip_meta`.
2891 debug_assert_eq!(clip_index, self.clip_meta.len());
2892 self.clip_meta.push(ClipMeta {
2893 dims: clip.dims,
2894 pivot: clip.pivot,
2895 voxel_world_size: clip.voxel_world_size,
2896 durations: clip.durations.clone(),
2897 loop_mode: clip.loop_mode,
2898 material_map: material_map.to_vec(),
2899 });
2900 self.clip_map.alloc(clip_index as u32)
2901 }
2902
2903 /// Remove a registered clip, freeing its per-frame volumes. Instances
2904 /// of it linger but draw nothing until removed via
2905 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
2906 /// `false` if `id` is stale / already removed.
2907 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
2908 let Some(clip_index) = self.clip_map.index(id) else {
2909 return false;
2910 };
2911 match &mut self.inner {
2912 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
2913 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
2914 }
2915 // Detach instances that were playing this clip so they stop
2916 // being treated as clip instances (QE.3a — facade bookkeeping;
2917 // was duplicated in both backends).
2918 for slot in &mut self.state.dyn_clip {
2919 if matches!(slot, Some((c, _)) if *c == clip_index) {
2920 *slot = None;
2921 }
2922 }
2923 self.clip_map.remove(id)
2924 }
2925
2926 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
2927 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
2928 /// sprite instance, so move it with
2929 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
2930 /// advance its frame with
2931 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
2932 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
2933 /// Returns `None` — spawning nothing — on a stale/removed `clip`
2934 /// handle (QE.1c; previously a silent sentinel id).
2935 ///
2936 /// This instance has **no playback clock**: drive its frame yourself via
2937 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
2938 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
2939 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
2940 /// scrubbing — spawn with
2941 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
2942 /// (the player-control methods no-op on an instance with no player).
2943 pub fn add_clip_instance_posed(
2944 &mut self,
2945 clip: VoxelClipId,
2946 xf: DynSpriteTransform,
2947 ) -> Option<SpriteInstanceId> {
2948 let clip_index = self.clip_map.index(clip)?;
2949 let dyn_index = match &mut self.inner {
2950 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
2951 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
2952 }?;
2953 self.state.dyn_clip.push(Some((clip_index, 0)));
2954 Some(self.dyn_map.alloc(dyn_index as u32))
2955 }
2956
2957 /// Select which frame a clip instance shows — the per-frame playback
2958 /// step. Cheap on both backends (GPU: swap the instance's model id;
2959 /// CPU: select the cached frame grid), with no volume re-upload. Drive
2960 /// it from a playback clock via
2961 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
2962 /// No-op on a stale id or a non-clip instance.
2963 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
2964 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2965 return;
2966 };
2967 let frame = frame as usize;
2968 let Some(Some((clip_index, cur_frame))) = self.state.dyn_clip.get_mut(dyn_index as usize)
2969 else {
2970 return; // not a clip instance
2971 };
2972 // PF.5 — same-frame guard: a player ticking at render rate
2973 // re-applies the same frame most ticks; skip the bookkeeping +
2974 // GPU writes (QE.3a: the guard now covers both backends).
2975 if *cur_frame == frame {
2976 return;
2977 }
2978 let clip_index = *clip_index;
2979 *cur_frame = frame;
2980 // The CPU render reads the frame from `state.dyn_clip`; only
2981 // the GPU keeps device-side state (the instance's model id).
2982 if let BackendImpl::Gpu(g) = &mut self.inner {
2983 g.apply_clip_frame(dyn_index as usize, clip_index, frame);
2984 }
2985 }
2986
2987 /// Retarget a live clip instance onto a **different** registered clip,
2988 /// restarting it at frame 0 while keeping its world transform and any
2989 /// auto-playback clock *policy* (speed / paused). The per-frame primitive
2990 /// for directional ("8-way") billboards and animation-state changes
2991 /// (idle → walk → attack): far cheaper than `remove_sprite_instance` +
2992 /// `add_clip_instance_*`, reusing the instance's existing GPU residency
2993 /// (just a model-id swap, no volume re-upload).
2994 ///
2995 /// If the instance has a playback clock
2996 /// ([`add_clip_instance_playing`](Self::add_clip_instance_playing)), its
2997 /// timeline is retargeted to the new clip (durations + loop mode) and the
2998 /// clock restarts at 0; the speed and paused state carry over.
2999 ///
3000 /// Returns `false` (a safe no-op) on a stale instance id, a stale `clip`,
3001 /// or a non-clip instance.
3002 pub fn set_clip_instance_clip(&mut self, id: SpriteInstanceId, clip: VoxelClipId) -> bool {
3003 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3004 return false;
3005 };
3006 let Some(clip_index) = self.clip_map.index(clip) else {
3007 return false;
3008 };
3009 if !matches!(self.state.dyn_clip.get(dyn_index as usize), Some(Some(_))) {
3010 return false; // not a clip instance
3011 }
3012 // Only the GPU has device-side state to retarget (the model
3013 // id); it reports whether the new clip actually has frames.
3014 let ok = match &mut self.inner {
3015 BackendImpl::Cpu(_) => true,
3016 BackendImpl::Gpu(g) => g.apply_clip_retarget(dyn_index as usize, clip_index),
3017 };
3018 if ok {
3019 self.state.dyn_clip[dyn_index as usize] = Some((clip_index, 0));
3020 // Retarget the auto-player's timeline to the new clip (different
3021 // frame count / durations / loop), restart its clock, keep the
3022 // playback policy (speed + paused). Clone metadata first so the
3023 // immutable borrow ends before the mutable player borrow.
3024 let durations = self.clip_meta[clip_index].durations.clone();
3025 let loop_mode = self.clip_meta[clip_index].loop_mode;
3026 if let Some(player) = self.flipbook_player_mut(id) {
3027 player.clock.retarget(&durations, loop_mode);
3028 }
3029 }
3030 ok
3031 }
3032
3033 // ---- billboards (BB.2) -----------------------------------------------
3034
3035 /// Spawn a clip instance that auto-orients toward the camera every
3036 /// [`face_billboards_to`](Self::face_billboards_to) — a Doom/Build-style
3037 /// billboard. `pos` is its world position (the clip pivot maps here);
3038 /// `mode` chooses cylindrical (the Doom default) or spherical facing.
3039 /// Drive its animation through the clip player
3040 /// ([`advance_voxel_clips`](Self::advance_voxel_clips)) and swap
3041 /// animations with [`set_clip_instance_clip`](Self::set_clip_instance_clip).
3042 ///
3043 /// The instance starts axis-aligned until the first `face_billboards_to`,
3044 /// so call that (with the frame's camera) before `render` — like
3045 /// `advance_voxel_clips(dt)`. Returns a stale id on a stale `clip` (no
3046 /// billboard recorded).
3047 pub fn add_billboard_instance(
3048 &mut self,
3049 clip: VoxelClipId,
3050 pos: [f32; 3],
3051 mode: BillboardMode,
3052 ) -> Option<SpriteInstanceId> {
3053 let xf = DynSpriteTransform {
3054 pos,
3055 ..Default::default()
3056 };
3057 let id = self.add_clip_instance_posed(clip, xf)?;
3058 self.billboards.push(BillboardRec { id, pos, mode });
3059 Some(id)
3060 }
3061
3062 /// Change a billboard instance's facing mode. No-op on a non-billboard id.
3063 pub fn set_billboard_mode(&mut self, id: SpriteInstanceId, mode: BillboardMode) {
3064 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3065 b.mode = mode;
3066 }
3067 }
3068
3069 /// Move a billboard instance. Its auto-orientation is preserved; the new
3070 /// position takes effect on the next
3071 /// [`face_billboards_to`](Self::face_billboards_to). No-op on a
3072 /// non-billboard id.
3073 pub fn set_billboard_position(&mut self, id: SpriteInstanceId, pos: [f32; 3]) {
3074 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3075 b.pos = pos;
3076 }
3077 }
3078
3079 /// Re-orient every billboard instance to face `camera` — one batched
3080 /// transform flush (BB.2). Call once per frame before `render`, after
3081 /// moving billboards / the camera (the billboard analogue of
3082 /// [`advance_voxel_clips`](Self::advance_voxel_clips)). Billboards whose
3083 /// instance was removed are pruned; a degenerate pose (camera on the
3084 /// sprite's vertical axis) is skipped for that frame.
3085 pub fn face_billboards_to(&mut self, camera: &Camera) {
3086 let cam = camera.pos;
3087 let dyn_map = &self.dyn_map;
3088 let mut updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3089 self.billboards.retain(|b| {
3090 if dyn_map.dyn_index(b.id).is_none() {
3091 return false; // the instance was removed → drop the record
3092 }
3093 if let Some(xf) = billboard_transform(b.pos, cam, b.mode) {
3094 updates.push((b.id, xf));
3095 }
3096 true
3097 });
3098 self.set_sprite_instance_transforms(&updates);
3099 }
3100
3101 // ---- billboard actors (BB.4) -----------------------------------------
3102
3103 /// Build a [`ClipClock`] seeded from `clip`'s timeline (durations + loop
3104 /// mode), or an empty/looping clock if `clip` is `None`/stale.
3105 fn clock_for_clip(&self, clip: Option<VoxelClipId>, speed: f32) -> ClipClock {
3106 let (durations, loop_mode) = clip.and_then(|c| self.clip_map.index(c)).map_or_else(
3107 || (Vec::new(), LoopMode::Loop),
3108 |ci| {
3109 (
3110 self.clip_meta[ci].durations.clone(),
3111 self.clip_meta[ci].loop_mode,
3112 )
3113 },
3114 );
3115 ClipClock::new(&durations, loop_mode, speed_to_q8(speed), 0.0)
3116 }
3117
3118 /// Register a high-level **directional billboard actor** (BB.4): the
3119 /// renderer owns one clip instance and, every
3120 /// [`update_billboard_actors`](Self::update_billboard_actors), picks the
3121 /// directional clip from the view angle, faces it to the camera, and
3122 /// advances its state animation. The convenience layer over
3123 /// [`add_billboard_instance`](Self::add_billboard_instance) +
3124 /// [`set_clip_instance_clip`](Self::set_clip_instance_clip) + the clip
3125 /// clock for Doom-style monsters.
3126 ///
3127 /// `pos` is the actor's world position; `facing_yaw` is the world yaw it
3128 /// faces (radians; the dir picker compares the camera's bearing to it).
3129 /// Returns `None` — spawning nothing — if `def` has no states / a
3130 /// state with no dirs, or the initial clip is stale (QE.1c;
3131 /// previously a silent sentinel id).
3132 pub fn add_billboard_actor(
3133 &mut self,
3134 def: BillboardActorDef,
3135 pos: [f32; 3],
3136 facing_yaw: f64,
3137 ) -> Option<BillboardActorId> {
3138 if def.states.is_empty() || def.states.iter().any(|s| s.dirs.is_empty()) {
3139 return None;
3140 }
3141 let init_clip = def.states[0].dirs[0];
3142 let xf = DynSpriteTransform {
3143 pos,
3144 ..Default::default()
3145 };
3146 let inst = self.add_clip_instance_posed(init_clip, xf)?;
3147 self.set_sprite_instance_shadow_flags(inst, def.shadows);
3148 self.set_sprite_instance_lighting(inst, def.lighting);
3149 let clock = self.clock_for_clip(Some(init_clip), def.speed);
3150 let actor = BillboardActor {
3151 scale: def.scale,
3152 inst,
3153 states: def.states,
3154 cur_state: 0,
3155 pos,
3156 facing_yaw,
3157 mode: def.mode,
3158 clock,
3159 showing: None,
3160 speed: def.speed,
3161 };
3162 let index = self.billboard_actors.len() as u32;
3163 self.billboard_actors.push(Some(actor));
3164 Some(self.actor_map.alloc(index))
3165 }
3166
3167 /// Switch an actor to a named animation state, restarting its clock (the
3168 /// directional clip is reselected on the next
3169 /// [`update_billboard_actors`](Self::update_billboard_actors)). No-op on a
3170 /// stale id or an unknown state name.
3171 pub fn set_actor_state(&mut self, id: BillboardActorId, state: &str) -> bool {
3172 let Some(idx) = self.actor_map.index(id) else {
3173 return false;
3174 };
3175 let Some(a) = self.billboard_actors[idx].as_ref() else {
3176 return false;
3177 };
3178 let Some(state_idx) = a.states.iter().position(|s| s.name == state) else {
3179 return false;
3180 };
3181 let rep = a.states[state_idx].dirs.first().copied();
3182 let speed = a.speed;
3183 let clock = self.clock_for_clip(rep, speed);
3184 let a = self.billboard_actors[idx].as_mut().unwrap();
3185 a.cur_state = state_idx;
3186 a.clock = clock;
3187 a.showing = None; // force a clip reselect next update
3188 true
3189 }
3190
3191 /// Move/turn an actor. Its orientation + directional clip update on the
3192 /// next [`update_billboard_actors`](Self::update_billboard_actors). No-op
3193 /// on a stale id.
3194 pub fn set_actor_transform(&mut self, id: BillboardActorId, pos: [f32; 3], facing_yaw: f64) {
3195 let Some(idx) = self.actor_map.index(id) else {
3196 return;
3197 };
3198 if let Some(a) = self.billboard_actors[idx].as_mut() {
3199 a.pos = pos;
3200 a.facing_yaw = facing_yaw;
3201 }
3202 }
3203
3204 /// Change an actor's lighting mode at runtime (BB.2b) — the per-actor
3205 /// counterpart to [`BillboardActorDef::lighting`], routed to its clip
3206 /// instance via [`set_sprite_instance_lighting`](Self::set_sprite_instance_lighting).
3207 /// Returns `false` on a stale id.
3208 pub fn set_actor_lighting(&mut self, id: BillboardActorId, mode: BillboardLighting) -> bool {
3209 let Some(idx) = self.actor_map.index(id) else {
3210 return false;
3211 };
3212 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3213 return false;
3214 };
3215 self.set_sprite_instance_lighting(inst, mode);
3216 true
3217 }
3218
3219 /// Tint an actor at runtime — the per-actor counterpart to
3220 /// [`set_sprite_instance_tint`](Self::set_sprite_instance_tint), routed to
3221 /// its clip instance. `tint` is an `0x00RR_GGBB` colour multiply
3222 /// (`0x00FF_FFFF` = white = no-op). Returns `false` on a stale id.
3223 pub fn set_actor_tint(&mut self, id: BillboardActorId, tint: Rgb) -> bool {
3224 let Some(idx) = self.actor_map.index(id) else {
3225 return false;
3226 };
3227 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3228 return false;
3229 };
3230 self.set_sprite_instance_tint(inst, tint);
3231 true
3232 }
3233
3234 /// Remove an actor and its clip instance. Returns `false` on a stale id.
3235 pub fn remove_billboard_actor(&mut self, id: BillboardActorId) -> bool {
3236 let Some(idx) = self.actor_map.index(id) else {
3237 return false;
3238 };
3239 if let Some(a) = self.billboard_actors[idx].take() {
3240 self.remove_sprite_instance(a.inst);
3241 }
3242 self.actor_map.remove(id)
3243 }
3244
3245 /// Drive every billboard actor by `dt` seconds (BB.4): for each, pick the
3246 /// directional clip from the camera bearing (swapping clips only on
3247 /// change), advance its state-animation clock, and face it to the camera.
3248 /// Call once per frame before `render` (the actor analogue of
3249 /// [`advance_voxel_clips`](Self::advance_voxel_clips) +
3250 /// [`face_billboards_to`](Self::face_billboards_to)). Actors whose
3251 /// instance was removed are pruned.
3252 pub fn update_billboard_actors(&mut self, camera: &Camera, dt: f64) {
3253 struct Action {
3254 inst: SpriteInstanceId,
3255 set_clip: Option<VoxelClipId>,
3256 frame: u32,
3257 xf: Option<DynSpriteTransform>,
3258 }
3259 let cam = camera.pos;
3260 let dyn_map = &self.dyn_map;
3261 let mut actions: Vec<Action> = Vec::new();
3262 for slot in &mut self.billboard_actors {
3263 let Some(a) = slot.as_mut() else {
3264 continue;
3265 };
3266 if dyn_map.dyn_index(a.inst).is_none() {
3267 *slot = None; // instance gone → drop the actor
3268 continue;
3269 }
3270 let dir = a.pick_dir(cam);
3271 let desired = a.states[a.cur_state].dirs[dir];
3272 let set_clip = (a.showing != Some(desired)).then(|| {
3273 a.showing = Some(desired);
3274 desired
3275 });
3276 let frame = a.clock.tick(dt);
3277 let xf = billboard_transform(a.pos, cam, a.mode).map(|mut xf| {
3278 for axis in [&mut xf.right, &mut xf.up, &mut xf.forward] {
3279 for c in axis.iter_mut() {
3280 *c *= a.scale;
3281 }
3282 }
3283 xf
3284 });
3285 actions.push(Action {
3286 inst: a.inst,
3287 set_clip,
3288 frame,
3289 xf,
3290 });
3291 }
3292 // Apply (each call borrows self mutably; disjoint from the loop above).
3293 let mut xforms: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3294 for act in actions {
3295 if let Some(clip) = act.set_clip {
3296 self.set_clip_instance_clip(act.inst, clip);
3297 }
3298 // After a clip swap the backend reset the frame to 0; set the
3299 // clock's frame so the walk cycle stays continuous across turns.
3300 self.set_clip_instance_frame(act.inst, act.frame);
3301 if let Some(xf) = act.xf {
3302 xforms.push((act.inst, xf));
3303 }
3304 }
3305 self.set_sprite_instance_transforms(&xforms);
3306 }
3307
3308 // ---- clip queries (editor inspector) ---------------------------------
3309
3310 /// Frame count of a registered flipbook clip, or `None` if `id` is
3311 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
3312 #[must_use]
3313 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
3314 let idx = self.clip_map.index(id)?;
3315 Some(self.clip_meta[idx].durations.len())
3316 }
3317
3318 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
3319 /// durations) of a registered flipbook clip, or `None` if `id` is stale
3320 /// — so an editor needn't shadow the source [`DecodedClip`].
3321 #[must_use]
3322 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
3323 let idx = self.clip_map.index(id)?;
3324 let m = &self.clip_meta[idx];
3325 Some(ClipMetadata {
3326 dims: m.dims,
3327 pivot: m.pivot,
3328 voxel_world_size: m.voxel_world_size,
3329 loop_mode: m.loop_mode,
3330 frame_count: m.durations.len(),
3331 durations: m.durations.clone(),
3332 total_ms: m
3333 .durations
3334 .iter()
3335 .fold(0u32, |acc, &d| acc.saturating_add(d)),
3336 })
3337 }
3338
3339 /// Which frame a clip instance is currently showing (the timeline
3340 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
3341 #[must_use]
3342 pub fn clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3343 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
3344 let (_, frame) = (*self.state.dyn_clip.get(dyn_index)?)?;
3345 u32::try_from(frame).ok()
3346 }
3347
3348 /// QE.7b — renamed: this was the only `get_`-prefixed method in
3349 /// the crate. Forwarding shim for one minor release.
3350 #[deprecated(since = "0.22.0", note = "renamed to `clip_instance_frame`")]
3351 #[must_use]
3352 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3353 self.clip_instance_frame(id)
3354 }
3355
3356 /// Re-upload a **single** `frame` of registered clip `id` in place — the
3357 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
3358 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
3359 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
3360 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
3361 /// the flipbook).
3362 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
3363 let Some(clip_index) = self.clip_map.index(id) else {
3364 return false;
3365 };
3366 let m = &self.clip_meta[clip_index];
3367 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
3368 if vf.validate(dims).is_err() {
3369 return false;
3370 }
3371 // Re-classify with the clip's registered colour→material map (TV.3) so
3372 // an in-place frame edit keeps the clip's per-voxel materials.
3373 let material_map = m.material_map.clone();
3374 let frame = frame as usize;
3375 match &mut self.inner {
3376 BackendImpl::Cpu(c) => {
3377 c.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3378 }
3379 BackendImpl::Gpu(g) => {
3380 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3381 }
3382 }
3383 }
3384
3385 // ---- streaming voxel clips (#3) --------------------------------------
3386
3387 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
3388 /// model + the compact encoded stream) rather than the N-volume flipbook
3389 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
3390 /// N frames are too costly to hold resident. Builds the model from frame
3391 /// 0; advance it with
3392 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
3393 /// instances with
3394 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
3395 /// note that, unlike a flipbook, **all** instances of a streaming clip
3396 /// share its one model and so always show the same (current) frame.
3397 ///
3398 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
3399 /// point is to avoid materialising every frame.
3400 ///
3401 /// # Errors
3402 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
3403 /// with a keyframe.
3404 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
3405 self.add_streaming_clip_with_materials(clip, &[])
3406 }
3407
3408 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
3409 /// analogue of
3410 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
3411 /// `material_map` pairs a voxel RGB colour with a material id (defined via
3412 /// [`define_material`](Self::define_material)); it is re-applied on every
3413 /// per-frame re-upload, so the single streamed model keeps its per-voxel
3414 /// materials as the clip advances. An empty map is identical to
3415 /// [`add_streaming_clip`](Self::add_streaming_clip).
3416 ///
3417 /// # Errors
3418 /// As [`add_streaming_clip`](Self::add_streaming_clip).
3419 pub fn add_streaming_clip_with_materials(
3420 &mut self,
3421 clip: &VoxelClip,
3422 material_map: &[(Rgb, u8)],
3423 ) -> Result<StreamingClipId, DecodeError> {
3424 let cursor = StreamingClip::new(clip)?;
3425 let dims = cursor.dims();
3426 let pivot = cursor.pivot();
3427 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
3428 let resident_frame = cursor.current_index();
3429 let model = self.add_sprite_model_with_materials(&kv6, material_map);
3430 let index = self.streaming_clips.len() as u32;
3431 self.streaming_clips.push(Some(StreamingClipState {
3432 cursor,
3433 model,
3434 dims,
3435 pivot,
3436 material_map: material_map.to_vec(),
3437 // The model was just built from the cursor's current frame.
3438 last_applied: Some(resident_frame),
3439 }));
3440 Ok(self.streaming_map.alloc(index))
3441 }
3442
3443 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
3444 /// [`SpriteInstanceId`] — move it with
3445 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
3446 /// and drop it with
3447 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
3448 /// dynamic instance. All instances of one streaming clip share its single
3449 /// model. Returns `None` — spawning nothing — on a stale/removed
3450 /// `id` (QE.1c; previously a silent sentinel handle).
3451 pub fn add_streaming_clip_instance(
3452 &mut self,
3453 id: StreamingClipId,
3454 xf: DynSpriteTransform,
3455 ) -> Option<StreamingInstanceId> {
3456 let model = self
3457 .streaming_map
3458 .index(id)
3459 .and_then(|idx| self.streaming_clips[idx].as_ref())
3460 .map(|s| s.model)?;
3461 let inst = self.add_sprite_instance_posed(model, xf)?;
3462 Some(StreamingInstanceId(inst))
3463 }
3464
3465 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
3466 /// handle.
3467 pub fn set_streaming_instance_transform(
3468 &mut self,
3469 id: StreamingInstanceId,
3470 xf: DynSpriteTransform,
3471 ) {
3472 self.set_sprite_instance_transform(id.0, xf);
3473 }
3474
3475 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
3476 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
3477 self.remove_sprite_instance(id.0)
3478 }
3479
3480 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
3481 /// single model — the per-frame streaming step (one volume re-upload,
3482 /// vs the flipbook's cheap model-select). Updates **every** instance of
3483 /// the clip at once. Drive it from a clock via
3484 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
3485 /// id; `frame` is clamped to the last.
3486 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
3487 let Some(idx) = self.streaming_map.index(id) else {
3488 return;
3489 };
3490 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
3491 s.cursor.seek(frame as usize).ok()?;
3492 // PF.5 — same-frame guard on the RESOLVED (clamped) index: skip
3493 // the dense rebuild + re-upload when this frame is already
3494 // resident on the model.
3495 let resolved = s.cursor.current_index();
3496 if s.last_applied == Some(resolved) {
3497 return None;
3498 }
3499 s.last_applied = Some(resolved);
3500 let vf = s.cursor.current_frame();
3501 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
3502 }) else {
3503 return;
3504 };
3505 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
3506 }
3507
3508 /// Remove a streaming clip: free its model and drop the cursor (the
3509 /// memory win for huge clips). Instances linger but draw nothing until
3510 /// removed. Returns `false` if `id` is stale / already removed.
3511 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
3512 let Some(idx) = self.streaming_map.index(id) else {
3513 return false;
3514 };
3515 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
3516 self.streaming_clips[idx] = None;
3517 if let Some(model) = model {
3518 self.remove_sprite_model(model);
3519 }
3520 self.streaming_map.remove(id)
3521 }
3522
3523 // ---- auto-advancing clip players (#6) --------------------------------
3524
3525 /// Spawn a flipbook-clip instance that **plays itself**: like
3526 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
3527 /// facade tracks a playback clock so a single
3528 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
3529 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
3530 /// bookkeeping in the host. `speed` is the playback rate (`1.0` =
3531 /// authored speed, negative = reverse; QE.7b - was Q8, migrate with
3532 /// `speed_q8 as f32 / 256.0`); `start_phase_ms` offsets the clock
3533 /// (stagger copies of one clip). Returns `None` — spawning nothing,
3534 /// registering no player — on a stale/removed `clip` (QE.1c;
3535 /// previously a silent sentinel id).
3536 pub fn add_clip_instance_playing(
3537 &mut self,
3538 clip: VoxelClipId,
3539 xf: DynSpriteTransform,
3540 speed: f32,
3541 start_phase_ms: u32,
3542 ) -> Option<SpriteInstanceId> {
3543 let clip_index = self.clip_map.index(clip)?;
3544 let meta = &self.clip_meta[clip_index];
3545 let clock = ClipClock::new(
3546 &meta.durations,
3547 meta.loop_mode,
3548 speed_to_q8(speed),
3549 f64::from(start_phase_ms),
3550 );
3551 let inst = self.add_clip_instance_posed(clip, xf)?;
3552 self.clip_players.push(ClipPlayer {
3553 target: PlayerTarget::Flipbook(inst),
3554 clock,
3555 paused: false,
3556 });
3557 Some(inst)
3558 }
3559
3560 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
3561 /// its own playback clock, advanced by
3562 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
3563 /// frame is per-clip (all its instances share one model), so this is
3564 /// keyed on the clip, not an instance — register instances separately
3565 /// with
3566 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
3567 /// No-op on a stale `clip`.
3568 ///
3569 /// Control the player (play/pause/scrub) via
3570 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
3571 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
3572 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
3573 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
3574 /// `speed` is the playback rate (`1.0` = authored; QE.7b - was Q8).
3575 pub fn play_streaming_clip(&mut self, clip: StreamingClipId, speed: f32, start_phase_ms: u32) {
3576 let Some(idx) = self.streaming_map.index(clip) else {
3577 return;
3578 };
3579 let Some(state) = self.streaming_clips[idx].as_ref() else {
3580 return;
3581 };
3582 let clock = ClipClock::new(
3583 state.cursor.durations(),
3584 state.cursor.loop_mode(),
3585 speed_to_q8(speed),
3586 f64::from(start_phase_ms),
3587 );
3588 self.clip_players.push(ClipPlayer {
3589 target: PlayerTarget::Streaming(clip),
3590 clock,
3591 paused: false,
3592 });
3593 }
3594
3595 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
3596 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
3597 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
3598 /// apply it. Players whose instance / clip was removed are pruned. Call
3599 /// once per frame.
3600 ///
3601 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
3602 /// [`play_streaming_clip`]: Self::play_streaming_clip
3603 pub fn advance_voxel_clips(&mut self, dt: f64) {
3604 // Phase 1: tick clocks → (target, frame), pruning dead players.
3605 // Borrow only the maps (disjoint from `clip_players`).
3606 let dyn_map = &self.dyn_map;
3607 let streaming_map = &self.streaming_map;
3608 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
3609 self.clip_players.retain_mut(|p| {
3610 let alive = match p.target {
3611 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
3612 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
3613 };
3614 if !alive {
3615 return false;
3616 }
3617 // A paused player keeps its clock + frame (the editor's pause).
3618 if !p.paused {
3619 updates.push((p.target, p.clock.tick(dt)));
3620 }
3621 true
3622 });
3623 // Phase 2: apply (borrows self mutably, disjoint from the above).
3624 for (target, frame) in updates {
3625 self.apply_player_frame(target, frame);
3626 }
3627 }
3628
3629 /// Apply a resolved frame to a player's target (flipbook instance vs.
3630 /// streaming clip).
3631 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
3632 match target {
3633 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
3634 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
3635 }
3636 }
3637
3638 /// Find the auto-player driving flipbook instance `inst`, if any.
3639 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
3640 self.clip_players
3641 .iter_mut()
3642 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
3643 }
3644
3645 /// Pause / resume the auto-player driving clip instance `id` (the
3646 /// editor's play/pause). No-op if `id` has no player.
3647 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
3648 if let Some(p) = self.flipbook_player_mut(id) {
3649 p.paused = paused;
3650 }
3651 }
3652
3653 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
3654 /// has no player.
3655 #[must_use]
3656 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
3657 self.clip_players
3658 .iter()
3659 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3660 .map(|p| p.paused)
3661 }
3662
3663 /// Set the playback speed (`1.0` = authored rate, negative =
3664 /// reverse; QE.7b — was Q8) of clip instance `id`'s auto-player.
3665 /// No-op if `id` has no player.
3666 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed: f32) {
3667 if let Some(p) = self.flipbook_player_mut(id) {
3668 p.clock.speed_q8 = speed_to_q8(speed);
3669 }
3670 }
3671
3672 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
3673 /// immediately show the matching frame (works while paused). No-op if
3674 /// `id` has no player.
3675 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
3676 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
3677 p.clock.clock_ms = clock_ms;
3678 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3679 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3680 (p.target, frame)
3681 }) else {
3682 return;
3683 };
3684 self.apply_player_frame(target, frame);
3685 }
3686
3687 /// Clip instance `id`'s current playback-clock position (ms), or `None`
3688 /// if it has no player — the scrubber's read-back.
3689 #[must_use]
3690 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
3691 self.clip_players
3692 .iter()
3693 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3694 .map(|p| p.clock.clock_ms)
3695 }
3696
3697 /// Find the auto-player driving streaming clip `clip`, if any (a player
3698 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
3699 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
3700 self.clip_players
3701 .iter_mut()
3702 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3703 }
3704
3705 /// Pause / resume a streaming clip's auto-player
3706 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
3707 /// has no player.
3708 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
3709 if let Some(p) = self.streaming_player_mut(clip) {
3710 p.paused = paused;
3711 }
3712 }
3713
3714 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
3715 /// has no player.
3716 #[must_use]
3717 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
3718 self.clip_players
3719 .iter()
3720 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3721 .map(|p| p.paused)
3722 }
3723
3724 /// Set the playback speed (`1.0` = authored rate, negative =
3725 /// reverse; QE.7b — was Q8) of streaming clip `clip`'s
3726 /// auto-player. No-op if `clip` has no player.
3727 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed: f32) {
3728 if let Some(p) = self.streaming_player_mut(clip) {
3729 p.clock.speed_q8 = speed_to_q8(speed);
3730 }
3731 }
3732
3733 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
3734 /// and immediately show the matching frame (works while paused). No-op if
3735 /// `clip` has no player.
3736 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
3737 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
3738 p.clock.clock_ms = clock_ms;
3739 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3740 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3741 (p.target, frame)
3742 }) else {
3743 return;
3744 };
3745 self.apply_player_frame(target, frame);
3746 }
3747
3748 /// Streaming clip `clip`'s current playback-clock position (ms), or
3749 /// `None` if it has no player — the scrubber's read-back.
3750 #[must_use]
3751 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
3752 self.clip_players
3753 .iter()
3754 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3755 .map(|p| p.clock.clock_ms)
3756 }
3757
3758 // ---- animated characters (VCL.6) -------------------------------------
3759
3760 /// Register an animated character (RKC v3): upload its meshes as sprite
3761 /// models + its embedded voxel clips as flipbooks, then spawn one
3762 /// renderer instance **per bone attachment** — a static mesh sits at
3763 /// its bone, a clip attachment plays back on its own clock. `clip`
3764 /// selects a skeletal animation clip to drive the bones (`None` =
3765 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
3766 /// [`advance_character`](Self::advance_character).
3767 ///
3768 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
3769 /// a later `set_sprites` drops all registered characters.
3770 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
3771 // 1. Meshes → sprite models.
3772 let model_ids: Vec<SpriteModelId> =
3773 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
3774 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
3775 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
3776 .voxel_clips
3777 .iter()
3778 .map(|vc| {
3779 vc.decode().ok().map(|d| {
3780 let id = self.add_voxel_clip(&d);
3781 (id, d.durations, d.loop_mode)
3782 })
3783 })
3784 .collect();
3785 // 3. Build + solve the skeleton (rest pose → bone transforms).
3786 let mut skeleton = ch.to_kfa_sprite(clip);
3787 solve_kfa_limbs(&mut skeleton);
3788 // 4. One instance per attachment, posed by bone × local_offset.
3789 let mut attaches = Vec::new();
3790 for (bi, bone) in ch.bones.iter().enumerate() {
3791 let limb = &skeleton.limbs[bi];
3792 for att in &bone.attachments {
3793 let (s, h, f, p) =
3794 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
3795 let xf = DynSpriteTransform {
3796 pos: p,
3797 right: s,
3798 up: h,
3799 forward: f,
3800 };
3801 match att.target {
3802 MeshRef::Static(mi) => {
3803 // The model was registered a few lines up, so the
3804 // spawn can only fail on an out-of-range mesh index.
3805 if let Some(inst) = model_ids
3806 .get(mi)
3807 .and_then(|&mid| self.add_sprite_instance_posed(mid, xf))
3808 {
3809 attaches.push(AttachInst {
3810 bone: bi,
3811 local_offset: att.local_offset,
3812 inst,
3813 clip: None,
3814 });
3815 }
3816 }
3817 MeshRef::Clip(ci) => {
3818 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
3819 let Some(inst) = self.add_clip_instance_posed(*cid, xf) else {
3820 continue;
3821 };
3822 attaches.push(AttachInst {
3823 bone: bi,
3824 local_offset: att.local_offset,
3825 inst,
3826 clip: Some(ClipClock::new(
3827 durations,
3828 *loop_mode,
3829 att.playback.speed_q8,
3830 f64::from(att.playback.start_phase_ms),
3831 )),
3832 });
3833 }
3834 }
3835 }
3836 }
3837 }
3838 let clips: Vec<VoxelClipId> = clip_regs
3839 .iter()
3840 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
3841 .collect();
3842 let idx = self.char_instances.len();
3843 self.char_instances.push(CharInstance {
3844 skeleton,
3845 attaches,
3846 models: model_ids,
3847 clips,
3848 });
3849 self.char_map.alloc(idx as u32)
3850 }
3851
3852 /// Advance a character by `dt` seconds: tick its skeletal animation +
3853 /// each clip attachment's clock, then re-pose every attachment
3854 /// (bone × local_offset) and select each clip's current frame. No-op on
3855 /// a stale id.
3856 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
3857 let Some(idx) = self.char_map.index(id) else {
3858 return;
3859 };
3860 self.advance_character_at(idx, dt);
3861 }
3862
3863 /// [`advance_character`](Self::advance_character)'s resolved-index
3864 /// core, shared with [`tick`](Self::tick)'s all-characters sweep.
3865 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3866 fn advance_character_at(&mut self, idx: usize, dt: f64) {
3867 // Phase 1: solve the skeleton + compute each attachment's update,
3868 // borrowing only `char_instances[idx]`.
3869 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
3870 let CharInstance {
3871 skeleton, attaches, ..
3872 } = &mut self.char_instances[idx];
3873 skeleton.animsprite((dt * 1000.0) as i32);
3874 solve_kfa_limbs(skeleton);
3875 attaches
3876 .iter_mut()
3877 .map(|a| {
3878 let limb = &skeleton.limbs[a.bone];
3879 let (s, h, f, p) =
3880 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3881 let xf = DynSpriteTransform {
3882 pos: p,
3883 right: s,
3884 up: h,
3885 forward: f,
3886 };
3887 let frame = a.clip.as_mut().map(|c| c.tick(dt));
3888 (a.inst, xf, frame)
3889 })
3890 .collect()
3891 };
3892 // Phase 2: apply via the facade primitives (disjoint from
3893 // `char_instances`).
3894 for (inst, xf, frame) in updates {
3895 self.set_sprite_instance_transform(inst, xf);
3896 if let Some(f) = frame {
3897 self.set_clip_instance_frame(inst, f);
3898 }
3899 }
3900 }
3901
3902 /// Move/re-orient a character to a new world transform `xf` (the root
3903 /// limb's world pose) **without** ticking its animation or clip clocks —
3904 /// a teleport that holds the current animation frame (e.g. dragging a
3905 /// paused character in an editor). Re-solves the skeleton from the new
3906 /// root + re-poses every attachment; clip frames are left as-is. No-op on
3907 /// a stale id.
3908 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
3909 let Some(idx) = self.char_map.index(id) else {
3910 return;
3911 };
3912 // Phase 1: set the root pose + re-solve (no animsprite), then compute
3913 // each attachment's new transform — borrowing only `char_instances`.
3914 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
3915 let CharInstance {
3916 skeleton, attaches, ..
3917 } = &mut self.char_instances[idx];
3918 skeleton.p = xf.pos;
3919 skeleton.s = xf.right;
3920 skeleton.h = xf.up;
3921 skeleton.f = xf.forward;
3922 solve_kfa_limbs(skeleton);
3923 attaches
3924 .iter()
3925 .map(|a| {
3926 let limb = &skeleton.limbs[a.bone];
3927 let (s, h, f, p) =
3928 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3929 (
3930 a.inst,
3931 DynSpriteTransform {
3932 pos: p,
3933 right: s,
3934 up: h,
3935 forward: f,
3936 },
3937 )
3938 })
3939 .collect()
3940 };
3941 // Phase 2: apply (clip frames untouched — clocks didn't tick).
3942 for (inst, t) in updates {
3943 self.set_sprite_instance_transform(inst, t);
3944 }
3945 }
3946
3947 /// Remove a character, dropping all its attachment instances **and**
3948 /// freeing the sprite models + voxel clips it registered. Returns
3949 /// `false` if `id` is stale.
3950 pub fn remove_character(&mut self, id: CharacterId) -> bool {
3951 let Some(idx) = self.char_map.index(id) else {
3952 return false;
3953 };
3954 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
3955 .attaches
3956 .iter()
3957 .map(|a| a.inst)
3958 .collect();
3959 for inst in insts {
3960 self.remove_sprite_instance(inst);
3961 }
3962 self.char_instances[idx].attaches.clear();
3963 // Free the models + clips this character registered (else they leak
3964 // until a `set_sprites` — costly for an editor hot-swapping all
3965 // session). `mem::take` so the per-id frees can borrow `self`.
3966 let models = std::mem::take(&mut self.char_instances[idx].models);
3967 let clips = std::mem::take(&mut self.char_instances[idx].clips);
3968 for model in models {
3969 self.remove_sprite_model(model);
3970 }
3971 for clip in clips {
3972 self.remove_voxel_clip(clip);
3973 }
3974 self.char_map.remove(id)
3975 }
3976
3977 /// Register animated KFA sprites (one or more bone hierarchies).
3978 /// The GPU backend uploads each limb's kv6 as an instanced model
3979 /// **once** (appended to the sprite registry) and seeds the limb
3980 /// instances at their current pose; the CPU backend caches the
3981 /// posed limbs for drawing. Call once at setup, after
3982 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
3983 /// with [`update_kfa_poses`](Self::update_kfa_poses).
3984 ///
3985 /// Limbs are posed from the sprites' current
3986 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
3987 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
3988 /// if using a baked curve), so `kfas` is taken `&mut`.
3989 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
3990 match &mut self.inner {
3991 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
3992 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
3993 }
3994 }
3995
3996 /// Re-pose the registered KFA sprites from their current
3997 /// `kfaval[]`. Call each frame after advancing the animation
3998 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
3999 /// takes the cheap transform-only update (no model-volume
4000 /// re-upload); the CPU backend re-solves limb transforms for the
4001 /// next [`render`](Self::render). Must follow a
4002 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
4003 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
4004 match &mut self.inner {
4005 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
4006 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
4007 }
4008 }
4009
4010 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
4011 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
4012 /// only; a no-op on the CPU backend. Returns the voxels removed.
4013 pub fn carve_active_sprite(&mut self) -> u32 {
4014 match &mut self.inner {
4015 BackendImpl::Cpu(_) => 0,
4016 BackendImpl::Gpu(g) => g.carve_active_sprite(),
4017 }
4018 }
4019
4020 /// Request that a frame be captured for
4021 /// [`take_capture`](Self::take_capture) — screenshots, photo
4022 /// modes, golden tests. Works on **both** backends since QE.7a
4023 /// (previously a GPU no-op — screenshots were impossible on the
4024 /// backend most games run). CPU: the next
4025 /// [`render`](Self::render) copies its composited framebuffer.
4026 /// GPU: arms [`take_capture`](Self::take_capture) to read back the
4027 /// most recent frame.
4028 pub fn request_capture(&mut self) {
4029 match &mut self.inner {
4030 BackendImpl::Cpu(c) => c.request_capture(),
4031 BackendImpl::Gpu(g) => g.request_capture(),
4032 }
4033 }
4034
4035 /// Take the captured frame as packed `0x00RRGGBB` pixels +
4036 /// dimensions (the **logical** resolution on GPU —
4037 /// post-SSAA/posterize, pre-upscale), or `None` if no capture was
4038 /// requested / nothing rendered yet. The GPU readback blocks like
4039 /// [`pick_depth`](Self::pick_depth) — a hotkey path, not
4040 /// per-frame — and returns `None` on wasm (WebGPU can't block).
4041 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
4042 match &mut self.inner {
4043 BackendImpl::Cpu(c) => c.take_capture(),
4044 BackendImpl::Gpu(g) => g.take_capture(),
4045 }
4046 }
4047
4048 /// Screen→world picking input: the world-space hit distance `t` at
4049 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
4050 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
4051 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
4052 /// `ray_dir` is the same per-pixel ray the frame was rendered with
4053 /// (see the backend's projection).
4054 ///
4055 /// `t` is the distance to the nearest **scene-grid** surface
4056 /// (terrain + grids); sprites do not occlude it (the sprite pass
4057 /// reads depth read-only), so a cursor sprite under the pointer is
4058 /// transparent to the pick.
4059 ///
4060 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
4061 /// GPU backend stages the depth buffer and blocks on a device poll
4062 /// (cheap at click time — do not call every frame). The GPU path
4063 /// only has depth when the last frame drew sprites (`write_depth`).
4064 #[must_use]
4065 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
4066 match &self.inner {
4067 BackendImpl::Cpu(c) => c.pick_depth(x, y),
4068 BackendImpl::Gpu(g) => g.pick_depth(x, y),
4069 }
4070 }
4071
4072 /// World-space view-ray direction (un-normalised) for window pixel
4073 /// `(x, y)`, under the projection the **last frame** rendered with.
4074 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
4075 /// pinhole), so this hides which one is active. `None` before the
4076 /// first frame. Intersect it with a plane for tile picking, or feed
4077 /// it to [`Self::pick`] for a voxel.
4078 #[must_use]
4079 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
4080 match &self.inner {
4081 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
4082 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
4083 }
4084 }
4085
4086 /// Canonical screen→world unproject: the full view [`Ray`]
4087 /// (`camera.pos` origin + unit direction) for window pixel
4088 /// `(x, y)`, under whichever projection the last frame used. The
4089 /// one entry point both backends honour — hosts never reconstruct
4090 /// the projection. `None` before the first frame or for a
4091 /// degenerate ray.
4092 ///
4093 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
4094 /// picking that's identical on CPU and GPU:
4095 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
4096 #[must_use]
4097 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
4098 let d = self.pixel_ray(camera, x, y)?;
4099 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
4100 if len < 1e-12 {
4101 return None;
4102 }
4103 Some(Ray {
4104 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
4105 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
4106 })
4107 }
4108
4109 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
4110 /// the active backend's projection, read the last frame's depth
4111 /// there, reconstruct the world hit, and resolve it to the owning
4112 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
4113 /// sky / no-hit, or when no grid claims the surface.
4114 ///
4115 /// `scene` and `camera` must be the ones the last frame rendered;
4116 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
4117 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
4118 /// depth buffer (a click-time device poll — not per frame).
4119 #[must_use]
4120 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
4121 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
4122 let t = f64::from(self.pick_depth(x, y)?);
4123 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
4124 if len < 1e-9 {
4125 return None;
4126 }
4127 let s = t / len; // world = cam.pos + t · (dir / |dir|)
4128 let world = glam::DVec3::new(
4129 camera.pos[0] + dir[0] * s,
4130 camera.pos[1] + dir[1] * s,
4131 camera.pos[2] + dir[2] * s,
4132 );
4133 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
4134 #[allow(clippy::cast_possible_truncation)]
4135 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
4136 Some(PickHit {
4137 world: world_f32,
4138 grid,
4139 voxel,
4140 })
4141 }
4142}
4143
4144/// A frame in flight (QE-B6) — returned by [`SceneRenderer::frame`].
4145/// Overlays draw into the composited frame with the camera it was
4146/// rendered with; exactly one present happens, by [`Self::present`] /
4147/// [`Self::paint_egui`] or on drop.
4148pub struct Frame<'r> {
4149 renderer: &'r mut SceneRenderer,
4150 /// The camera the frame composited with — overlays must use it.
4151 camera: Camera,
4152 finished: bool,
4153}
4154
4155impl Frame<'_> {
4156 /// Draw world-space overlay lines (see
4157 /// [`SceneRenderer::draw_lines`]); chainable.
4158 #[must_use = "the frame must still be presented (or dropped)"]
4159 pub fn draw_lines(self, lines: &[Line3]) -> Self {
4160 let cam = self.camera;
4161 self.renderer.draw_lines(&cam, lines);
4162 self
4163 }
4164
4165 /// Draw 2D image-sprite quads (see
4166 /// [`SceneRenderer::draw_images`]); chainable.
4167 #[must_use = "the frame must still be presented (or dropped)"]
4168 pub fn draw_images(self, images: &[ImageSprite]) -> Self {
4169 let cam = self.camera;
4170 self.renderer.draw_images(&cam, images);
4171 self
4172 }
4173
4174 /// Present with no UI overlay. Consuming — a second present
4175 /// cannot compile.
4176 pub fn present(mut self) {
4177 self.finish();
4178 }
4179
4180 /// Overlay a tessellated egui UI, then present (`hud` feature) —
4181 /// see [`SceneRenderer::paint_egui`] for the arguments. Consuming.
4182 #[cfg(feature = "hud")]
4183 pub fn paint_egui(
4184 mut self,
4185 jobs: &[egui::ClippedPrimitive],
4186 textures: &egui::TexturesDelta,
4187 pixels_per_point: f32,
4188 ) {
4189 self.finished = true;
4190 self.renderer.paint_egui(jobs, textures, pixels_per_point);
4191 }
4192
4193 fn finish(&mut self) {
4194 if !self.finished {
4195 self.finished = true;
4196 self.renderer.present();
4197 }
4198 }
4199}
4200
4201impl Drop for Frame<'_> {
4202 /// An unfinished frame presents itself — forgetting to present is
4203 /// not representable.
4204 fn drop(&mut self) {
4205 self.finish();
4206 }
4207}
4208
4209#[cfg(test)]
4210mod tests {
4211 use super::*;
4212
4213 /// RP.0 — `Native` resolves to the window size verbatim (the byte-identical
4214 /// gate), `Fixed` ignores the window, `Scale` scales + clamps, and every
4215 /// result is `>= 1` per axis.
4216 #[test]
4217 fn render_resolution_logical_for() {
4218 let win = (1920, 1080);
4219 assert_eq!(RenderResolution::Native.logical_for(win), win);
4220 assert_eq!(
4221 RenderResolution::Fixed { w: 860, h: 520 }.logical_for(win),
4222 (860, 520)
4223 );
4224 // Fixed is independent of the window.
4225 assert_eq!(
4226 RenderResolution::Fixed { w: 860, h: 520 }.logical_for((640, 480)),
4227 (860, 520)
4228 );
4229 assert_eq!(RenderResolution::Scale(0.5).logical_for(win), (960, 540));
4230 // Scale rounds, not truncates: 801 * 0.5 = 400.5 → 401.
4231 assert_eq!(
4232 RenderResolution::Scale(0.5).logical_for((801, 601)),
4233 (401, 301)
4234 );
4235 // Degenerate inputs never produce a zero axis.
4236 assert_eq!(RenderResolution::Scale(0.001).logical_for((1, 1)), (1, 1));
4237 assert_eq!(
4238 RenderResolution::Fixed { w: 0, h: 0 }.logical_for(win),
4239 (1, 1)
4240 );
4241 assert_eq!(RenderResolution::Native.logical_for((0, 0)), (1, 1));
4242 }
4243
4244 /// The handle map must survive the backends' swap-remove indexing:
4245 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
4246 /// swap-removes, and check every live handle keeps resolving to its
4247 /// own payload through a sequence of adds + removes.
4248 #[test]
4249 fn dyn_instance_map_survives_swap_removes() {
4250 let mut map = DynInstanceMap::default();
4251 // The "backend": payload per dynamic index; swap_remove mirrors
4252 // both backends' remove_dyn_instance.
4253 let mut backend: Vec<u32> = Vec::new();
4254 // Our bookkeeping: handle -> the payload we expect it to address.
4255 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
4256
4257 let add = |map: &mut DynInstanceMap,
4258 backend: &mut Vec<u32>,
4259 expect: &mut Vec<(SpriteInstanceId, u32)>,
4260 payload: u32| {
4261 let dyn_index = backend.len() as u32;
4262 backend.push(payload);
4263 let id = map.alloc(dyn_index);
4264 expect.push((id, payload));
4265 };
4266
4267 for p in 0..6 {
4268 add(&mut map, &mut backend, &mut expect, p);
4269 }
4270
4271 // Remove a middle handle (payload 2) and a later one (payload 4),
4272 // plus the current last — covering swap and no-swap paths.
4273 for victim_payload in [2u32, 4, 5] {
4274 let pos = expect
4275 .iter()
4276 .position(|&(_, p)| p == victim_payload)
4277 .unwrap();
4278 let (id, _) = expect.remove(pos);
4279 let dyn_index = map.dyn_index(id).expect("live handle resolves");
4280 // Backend swap-remove + report moved index (old last), exactly
4281 // like remove_dyn_instance on both backends.
4282 let last = backend.len() - 1;
4283 backend.swap_remove(dyn_index as usize);
4284 let moved = (dyn_index as usize != last).then_some(last as u32);
4285 map.remove(id, dyn_index, moved);
4286 // The removed handle is now stale.
4287 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
4288 }
4289
4290 // Every surviving handle still resolves to its own payload.
4291 for &(id, payload) in &expect {
4292 let idx = map.dyn_index(id).expect("survivor resolves");
4293 assert_eq!(
4294 backend[idx as usize], payload,
4295 "handle addresses its payload"
4296 );
4297 }
4298 assert_eq!(map.order.len(), backend.len());
4299 assert_eq!(backend.len(), expect.len());
4300 }
4301
4302 /// The model slotmap mints stable ids, resolves only live handles,
4303 /// and never reuses a slot — so a removed model's id stays dead and
4304 /// every other id survives the remove.
4305 #[test]
4306 fn dyn_model_map_lifecycle() {
4307 let mut map = EpochSlotMap::default();
4308 // `set_sprites(3 models)` seeds ids 0..3, all live.
4309 map.reset_live(3);
4310 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
4311 for (i, &id) in ids.iter().enumerate() {
4312 assert_eq!(map.index(id), Some(i));
4313 }
4314
4315 // Incrementally add a fourth model.
4316 let extra = map.alloc(3);
4317 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
4318 assert_eq!(map.index(extra), Some(3));
4319
4320 // Remove model 1: its handle goes stale, the rest stay valid.
4321 assert!(map.remove(ids[1]));
4322 assert_eq!(map.index(ids[1]), None);
4323 assert_eq!(map.index(ids[0]), Some(0));
4324 assert_eq!(map.index(ids[2]), Some(2));
4325 assert_eq!(map.index(extra), Some(3));
4326
4327 // Double remove / stale removal is a no-op returning false.
4328 assert!(!map.remove(ids[1]));
4329
4330 // A bogus / out-of-range handle resolves to nothing, no panic.
4331 let bogus = SpriteModelId { slot: 999, gen: 0 };
4332 assert_eq!(map.index(bogus), None);
4333 assert!(!map.remove(bogus));
4334
4335 // A handle with a mismatched generation never resolves (guards a
4336 // future compacting registry).
4337 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
4338 assert_eq!(map.index(wrong_gen), None);
4339 }
4340
4341 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
4342 /// handles, tombstones in place, and `reset` clears it — mirroring the
4343 /// model slotmap, since clips register append-only too.
4344 #[test]
4345 fn dyn_clip_map_lifecycle() {
4346 let mut map = EpochSlotMap::default();
4347 // Two clips registered incrementally (indices 0, 1).
4348 let c0 = map.alloc(0);
4349 let c1 = map.alloc(1);
4350 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
4351 assert_eq!(map.index(c0), Some(0));
4352 assert_eq!(map.index(c1), Some(1));
4353
4354 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
4355 assert!(map.remove(c0));
4356 assert_eq!(map.index(c0), None);
4357 assert_eq!(map.index(c1), Some(1));
4358 // Double / stale / out-of-range removes are false, no panic.
4359 assert!(!map.remove(c0));
4360 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
4361 // Mismatched generation never resolves.
4362 assert_eq!(map.index(VoxelClipId { slot: 1, gen: 5 }), None);
4363
4364 // `set_sprites` resets the clip layer → ids restart at slot 0, but
4365 // the epoch bumps so old handles don't alias the new clips.
4366 map.reset();
4367 assert_eq!(map.index(c1), None, "reset invalidates old handles");
4368 let again = map.alloc(0); // re-takes slot 0 under the new epoch
4369 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
4370 assert_eq!(map.index(again), Some(0));
4371 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
4372 // clip now occupying slot 0.
4373 assert_eq!(
4374 map.index(c0),
4375 None,
4376 "a pre-reset handle must not alias a new clip on the same slot"
4377 );
4378 }
4379
4380 /// The character slotmap (VCL.6) mints stable ids, resolves only live
4381 /// handles, tombstones in place, and `reset` clears it.
4382 #[test]
4383 fn char_map_lifecycle() {
4384 let mut map = EpochSlotMap::default();
4385 let a = map.alloc(0);
4386 let b = map.alloc(1);
4387 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
4388 assert_eq!(map.index(a), Some(0));
4389 assert_eq!(map.index(b), Some(1));
4390
4391 assert!(map.remove(a));
4392 assert_eq!(map.index(a), None);
4393 assert_eq!(map.index(b), Some(1));
4394 assert!(!map.remove(a)); // double remove is a no-op
4395 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
4396 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
4397
4398 map.reset();
4399 assert_eq!(map.index(b), None);
4400 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
4401 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4402 }
4403
4404 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
4405 /// handles, tombstones in place, and `reset` clears it.
4406 #[test]
4407 fn streaming_clip_map_lifecycle() {
4408 let mut map = EpochSlotMap::default();
4409 let a = map.alloc(0);
4410 let b = map.alloc(1);
4411 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
4412 assert_eq!(map.index(a), Some(0));
4413 assert_eq!(map.index(b), Some(1));
4414
4415 assert!(map.remove(a));
4416 assert_eq!(map.index(a), None);
4417 assert_eq!(map.index(b), Some(1));
4418 assert!(!map.remove(a)); // double remove is a no-op
4419 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
4420 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
4421
4422 map.reset();
4423 assert_eq!(map.index(b), None);
4424 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
4425 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4426 }
4427
4428 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
4429 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
4430 /// a rewound (negative) clock as frame 0.
4431 #[test]
4432 fn clip_clock_tick_advances_and_resolves_frames() {
4433 // 3 frames, 100 ms each → total 300 ms, looping.
4434 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 256, 0.0); // 1×
4435 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
4436 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
4437 assert_eq!(c.clock_ms as u32, 100);
4438 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
4439 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
4440 // 0.5× speed advances half as fast.
4441 let mut slow = ClipClock::new(&[100, 100], LoopMode::Once, 128, 0.0); // 0.5×
4442 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
4443 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
4444 // start_phase seeds the clock; negative clock reads as frame 0.
4445 // rewind at -1×, clock seeded mid frame 1
4446 let mut phased = ClipClock::new(&[50, 50, 50], LoopMode::Loop, -256, 50.0);
4447 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
4448 assert!(phased.clock_ms < 0.0); // kept signed
4449 }
4450
4451 #[test]
4452 fn clip_clock_retarget_swaps_timeline_restarts_keeps_speed() {
4453 // BB.1: swapping a billboard's animation retargets the player's
4454 // timeline (durations + loop) and restarts the clock, but keeps the
4455 // playback rate (the clock policy).
4456 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 512, 250.0); // 2×
4457 c.retarget(&[50, 50], LoopMode::Once);
4458 assert_eq!(c.prefix, vec![50, 100]); // new clip's timeline (prefix sums)
4459 assert_eq!(c.loop_mode, LoopMode::Once); // new clip's loop mode
4460 assert!((c.clock_ms - 0.0).abs() < 1e-9); // restarted at frame 0
4461 assert_eq!(c.speed_q8, 512); // playback rate preserved
4462 // After retarget, ticking advances on the *new* timeline.
4463 assert_eq!(c.tick(0.0), 0);
4464 assert_eq!(c.tick(0.025), 1); // 25ms wall × 2× = 50ms → frame 1
4465 }
4466
4467 fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
4468 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
4469 }
4470 fn unit(v: [f32; 3]) -> bool {
4471 (dot(v, v) - 1.0).abs() < 1e-5
4472 }
4473
4474 #[test]
4475 fn billboard_cylindrical_faces_camera_upright_and_ignores_height() {
4476 // Camera due +x of the sprite. Cylindrical normal (local +y) points
4477 // at the camera horizontally; image vertical (local +z) is world up.
4478 let xf = billboard_transform(
4479 [0.0, 0.0, 0.0],
4480 [10.0, 0.0, 0.0],
4481 BillboardMode::Cylindrical,
4482 )
4483 .expect("non-degenerate");
4484 assert_eq!(xf.up, [1.0, 0.0, 0.0]); // normal → toward camera
4485 assert_eq!(xf.forward, BILLBOARD_UP); // image vertical → world up (-z)
4486 assert_eq!(xf.right, [0.0, -1.0, 0.0]); // image horizontal = screen-right
4487 // Cylindrical ignores camera height: a camera at a different z gives
4488 // the same (vertical) basis.
4489 let high = billboard_transform(
4490 [0.0, 0.0, 0.0],
4491 [10.0, 0.0, -50.0],
4492 BillboardMode::Cylindrical,
4493 )
4494 .unwrap();
4495 assert_eq!(high.up, xf.up);
4496 assert_eq!(high.forward, xf.forward);
4497 // Orthonormal basis.
4498 for v in [xf.right, xf.up, xf.forward] {
4499 assert!(unit(v));
4500 }
4501 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4502 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4503 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4504 }
4505
4506 #[test]
4507 fn billboard_spherical_tilts_with_view_and_normal_points_at_camera() {
4508 // Camera above (-z) and in front (+x): the normal tilts up; the
4509 // image vertical gains an up-tilt too (unlike cylindrical).
4510 let cam = [10.0, 0.0, -10.0];
4511 let xf = billboard_transform([0.0, 0.0, 0.0], cam, BillboardMode::Spherical).unwrap();
4512 // Normal (local +y) = normalized direction to the camera.
4513 let n = bb_norm([cam[0] as f32, cam[1] as f32, cam[2] as f32]).unwrap();
4514 for (u, ni) in xf.up.iter().zip(n.iter()) {
4515 assert!((u - ni).abs() < 1e-5);
4516 }
4517 // Not vertical-locked: image vertical tilts off world up.
4518 assert!(xf.forward != BILLBOARD_UP);
4519 for v in [xf.right, xf.up, xf.forward] {
4520 assert!(unit(v));
4521 }
4522 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4523 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4524 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4525 }
4526
4527 #[test]
4528 fn dir_index_bins_view_angle_front_ccw() {
4529 let o = [0.0, 0.0, 0.0];
4530 // N == 1 (non-directional) is always 0, regardless of camera.
4531 assert_eq!(dir_index(o, 0.0, [5.0, 3.0, 0.0], 1), 0);
4532 // 8-way, actor facing +x (yaw 0). Camera in front (+x) = front = 0.
4533 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 8), 0);
4534 // Camera at +y (90° CCW from facing) → sector 2 (90° / 45°).
4535 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 8), 2);
4536 // Camera behind (−x, 180°) → sector 4.
4537 assert_eq!(dir_index(o, 0.0, [-10.0, 0.0, 0.0], 8), 4);
4538 // Camera at −y (270°) → sector 6.
4539 assert_eq!(dir_index(o, 0.0, [0.0, -10.0, 0.0], 8), 6);
4540 // Rotating the actor's facing rotates the picked sector: facing +y
4541 // (yaw 90°), camera at +y is now "front" → 0.
4542 let fy = std::f64::consts::FRAC_PI_2;
4543 assert_eq!(dir_index(o, fy, [0.0, 10.0, 0.0], 8), 0);
4544 // Camera straight overhead (no horizontal bearing) → 0.
4545 assert_eq!(dir_index(o, 0.0, [0.0, 0.0, -10.0], 8), 0);
4546 // 4-way still bins front/left/back/right.
4547 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 4), 0);
4548 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 4), 1);
4549 }
4550
4551 #[test]
4552 fn apply_shadow_flags_toggles_bits_and_preserves_others() {
4553 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
4554 let other = 1u32 << 2; // an unrelated flag bit must survive every call
4555 let mut f = other;
4556 apply_shadow_flags(&mut f, true, true); // both on ⇒ no NO_* bits
4557 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4558 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4559 apply_shadow_flags(&mut f, false, true); // no cast
4560 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4561 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4562 apply_shadow_flags(&mut f, true, false); // no receive
4563 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4564 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4565 apply_shadow_flags(&mut f, false, false); // neither
4566 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4567 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4568 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4569 }
4570
4571 #[test]
4572 fn apply_lighting_flags_sets_exclusive_mode_and_preserves_others() {
4573 use roxlap_formats::sprite::{
4574 SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP, SPRITE_FLAG_NO_SHADOW_CAST,
4575 };
4576 let other = SPRITE_FLAG_NO_SHADOW_CAST; // a shadow bit must survive
4577 let mut f = other;
4578 apply_lighting_flags(&mut f, BillboardLighting::WorldUp);
4579 assert_ne!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0);
4580 assert_eq!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4581 apply_lighting_flags(&mut f, BillboardLighting::AmbientOnly);
4582 assert_eq!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0, "modes are exclusive");
4583 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4584 apply_lighting_flags(&mut f, BillboardLighting::FullBright);
4585 assert_ne!(
4586 f & SPRITE_FLAG_LIGHT_WORLD_UP,
4587 0,
4588 "full-bright sets both bits"
4589 );
4590 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4591 apply_lighting_flags(&mut f, BillboardLighting::FaceNormal);
4592 assert_eq!(
4593 f & (SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY),
4594 0
4595 );
4596 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4597 }
4598
4599 #[test]
4600 fn billboard_degenerate_keeps_position_none_stays_none() {
4601 // Degenerate view axes (camera straight overhead) must still
4602 // yield a transform — a fixed fallback facing — because
4603 // dropping it also drops the POSITION update and the actor
4604 // freezes at its last pose (the CC.4 third-person bug: a
4605 // camera at the actor's own xy column degenerated every
4606 // frame). The card is edge-on right then, so the facing
4607 // itself is cosmetically irrelevant.
4608 let xf = billboard_transform(
4609 [1.0, 2.0, 0.0],
4610 [1.0, 2.0, -10.0],
4611 BillboardMode::Cylindrical,
4612 )
4613 .expect("degenerate cylindrical falls back, not drops");
4614 assert_eq!(xf.pos, [1.0, 2.0, 0.0], "position always lands");
4615 let xf = billboard_transform([1.0, 2.0, 0.0], [1.0, 2.0, -10.0], BillboardMode::Spherical)
4616 .expect("degenerate spherical falls back, not drops");
4617 assert_eq!(xf.pos, [1.0, 2.0, 0.0]);
4618 // None mode is never auto-oriented.
4619 assert!(
4620 billboard_transform([0.0, 0.0, 0.0], [10.0, 0.0, 0.0], BillboardMode::None).is_none()
4621 );
4622 }
4623
4624 #[test]
4625 fn dyn_sprite_transform_default_is_identity_and_applies() {
4626 let xf = DynSpriteTransform::default();
4627 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
4628 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
4629 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
4630 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
4631
4632 let mut s = Sprite::axis_aligned(
4633 roxlap_formats::kv6::Kv6::solid_cube(2, roxlap_formats::VoxColor(0x80_FF_FF_FF)),
4634 [9.0, 9.0, 9.0],
4635 );
4636 let posed = DynSpriteTransform {
4637 pos: [1.0, 2.0, 3.0],
4638 right: [0.0, 0.0, 1.0],
4639 up: [0.0, 1.0, 0.0],
4640 forward: [1.0, 0.0, 0.0],
4641 };
4642 posed.apply_to(&mut s);
4643 assert_eq!(s.p, [1.0, 2.0, 3.0]);
4644 assert_eq!(s.s, [0.0, 0.0, 1.0]);
4645 assert_eq!(s.h, [0.0, 1.0, 0.0]);
4646 assert_eq!(s.f, [1.0, 0.0, 0.0]);
4647 }
4648
4649 #[test]
4650 fn options_default_is_cpu_intent() {
4651 let o = RenderOptions::default();
4652 assert_eq!(o.backend, BackendPreference::Cpu);
4653 assert_eq!(o.clear_sky.0 & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
4654 }
4655
4656 /// A camera at the origin looking down +Y (voxlap z-down world): right
4657 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
4658 fn cam_looking_y() -> Camera {
4659 Camera {
4660 pos: [0.0, 0.0, 0.0],
4661 right: [1.0, 0.0, 0.0],
4662 down: [0.0, 0.0, 1.0],
4663 forward: [0.0, 1.0, 0.0],
4664 }
4665 }
4666
4667 #[test]
4668 fn world_quad_corner_layout() {
4669 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
4670 // 10×10 quad facing the camera (its +Y normal points back at us).
4671 let sprite = ImageSprite {
4672 image: ImageId { slot: 0, gen: 0 },
4673 origin: [-5.0, 10.0, -5.0],
4674 facing: ImageFacing::World {
4675 u: [1.0, 0.0, 0.0],
4676 v: [0.0, 0.0, 1.0],
4677 },
4678 size: [10.0, 10.0],
4679 tint: OverlayColor(0xFFFF_FFFF),
4680 alpha_cutoff: 0.0,
4681 depth_test: true,
4682 double_sided: true,
4683 };
4684 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
4685 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
4686 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
4687 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
4688 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
4689 }
4690
4691 #[test]
4692 fn world_quad_backface_culls_when_single_sided() {
4693 // Same plane but spanned so its normal (u × v) points *away* from
4694 // the camera: swap u/v so the winding flips.
4695 let sprite = ImageSprite {
4696 image: ImageId { slot: 0, gen: 0 },
4697 origin: [-5.0, 10.0, -5.0],
4698 facing: ImageFacing::World {
4699 u: [0.0, 0.0, 1.0], // v-ish
4700 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
4701 },
4702 size: [10.0, 10.0],
4703 tint: OverlayColor(0xFFFF_FFFF),
4704 alpha_cutoff: 0.0,
4705 depth_test: true,
4706 double_sided: false,
4707 };
4708 // With double_sided=false one of the two windings must cull; the
4709 // opposite winding must draw. Exactly one of the two resolves.
4710 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
4711 let mut flipped = sprite;
4712 flipped.facing = ImageFacing::World {
4713 u: [1.0, 0.0, 0.0],
4714 v: [0.0, 0.0, 1.0],
4715 };
4716 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
4717 assert!(a ^ b, "exactly one winding is front-facing");
4718 }
4719
4720 #[test]
4721 fn double_sided_never_culls() {
4722 let mut sprite = ImageSprite {
4723 image: ImageId { slot: 0, gen: 0 },
4724 origin: [-5.0, 10.0, -5.0],
4725 facing: ImageFacing::World {
4726 u: [0.0, 0.0, 1.0],
4727 v: [1.0, 0.0, 0.0],
4728 },
4729 size: [10.0, 10.0],
4730 tint: OverlayColor(0xFFFF_FFFF),
4731 alpha_cutoff: 0.0,
4732 depth_test: true,
4733 double_sided: true,
4734 };
4735 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4736 sprite.facing = ImageFacing::World {
4737 u: [1.0, 0.0, 0.0],
4738 v: [0.0, 0.0, 1.0],
4739 };
4740 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4741 }
4742
4743 #[test]
4744 fn ray_quad_uv_center_and_corners() {
4745 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
4746 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
4747 let corners = [
4748 [-5.0, 10.0, -5.0], // TL
4749 [5.0, 10.0, -5.0], // TR
4750 [-5.0, 10.0, 5.0], // BL
4751 [5.0, 10.0, 5.0], // BR
4752 ];
4753 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
4754 assert!(
4755 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
4756 "centre → (.5,.5)"
4757 );
4758 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
4759 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
4760 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
4761 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
4762 }
4763
4764 #[test]
4765 fn ray_quad_uv_misses_outside_and_behind() {
4766 let corners = [
4767 [-5.0, 10.0, -5.0],
4768 [5.0, 10.0, -5.0],
4769 [-5.0, 10.0, 5.0],
4770 [5.0, 10.0, 5.0],
4771 ];
4772 // Ray pointing away (−Y) never reaches the +Y plane in front.
4773 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
4774 // Ray parallel to the quad plane (in +X) → no intersection.
4775 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
4776 // Ray hitting the plane far outside the quad → outside uv.
4777 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
4778 }
4779
4780 #[test]
4781 fn billboard_axes_orthogonal_and_top_toward_up() {
4782 // World up = -Z (z-down world). The billboard's v (top→bottom)
4783 // must point away from `up`, and u/v must be ⟂ the view direction.
4784 let up = [0.0, 0.0, -1.0];
4785 let sprite = ImageSprite {
4786 image: ImageId { slot: 0, gen: 0 },
4787 origin: [0.0, 50.0, 0.0],
4788 facing: ImageFacing::Billboard { up },
4789 size: [4.0, 4.0],
4790 tint: OverlayColor(0xFFFF_FFFF),
4791 alpha_cutoff: 0.0,
4792 depth_test: false,
4793 double_sided: false, // billboards must NEVER cull
4794 };
4795 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
4796 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
4797 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
4798 let fwd = [0.0, 1.0, 0.0];
4799 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
4800 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
4801 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
4802 assert!(
4803 v_dot(v, up) < 0.0,
4804 "rows grow away from `up` (top edge toward up)"
4805 );
4806 }
4807}
4808
4809#[cfg(test)]
4810mod image_map_tests {
4811 use super::{ImageId, ImageSlotMap};
4812
4813 /// QE-B6 regression — image slots are reused by the backends, so
4814 /// a stale handle must resolve to nothing rather than alias the
4815 /// texture that re-took its slot (the pre-B6 behaviour).
4816 #[test]
4817 fn image_ids_are_generational() {
4818 let mut m = ImageSlotMap::default();
4819 let a = m.alloc(0);
4820 assert_eq!(m.index(a), Some(0));
4821 assert!(m.remove(a));
4822 assert_eq!(m.index(a), None);
4823
4824 // The backend hands slot 0 out again: a fresh generation.
4825 let b = m.alloc(0);
4826 assert_ne!(a, b, "reused slot must mint a distinct handle");
4827 assert_eq!(m.index(b), Some(0));
4828 assert_eq!(m.index(a), None, "stale handle stays stale");
4829 assert!(!m.remove(a), "stale drop is refused…");
4830 assert_eq!(m.index(b), Some(0), "…and cannot hurt the newcomer");
4831
4832 // Appending past the end still works.
4833 let c = m.alloc(1);
4834 assert_eq!(m.index(c), Some(1));
4835 let _ = ImageId { slot: 9, gen: 9 };
4836 assert_eq!(m.index(ImageId { slot: 9, gen: 9 }), None);
4837 }
4838}