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`].
55/// Falling voxel islands over dynamic sprite instances (stage DT) —
56/// see `docs/porting/PORTING-DESTRUCTION.md`.
57mod debris;
58mod env_config;
59mod gpu;
60/// Dynamic lighting types (stages DL + SL) — runtime sun, point and
61/// spot lights, on both backends.
62mod light;
63/// Particle system over dynamic sprite instances (stage PS) — see
64/// `docs/porting/PORTING-PARTICLES.md`.
65mod particles;
66
67#[cfg(not(target_arch = "wasm32"))]
68use std::sync::Arc;
69
70use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
71use roxlap_core::opticast::OpticastSettings;
72use roxlap_core::sky::Sky;
73use roxlap_core::Camera;
74use roxlap_formats::material::MaterialTable;
75use roxlap_formats::voxel_clip::{duration_prefix_sums, frame_at_prefix};
76use roxlap_scene::Scene;
77
78pub use debris::{DebrisImpact, DebrisSystem};
79pub use light::{DirectionalLight, LightRig, PointLight, SpotLight};
80pub use particles::{
81 CollisionMode, ConeDef, EmitterId, EmitterShape, Particle, ParticleEmitterDef, ParticleSystem,
82 SpawnMode, VelocityDef, CARVE_DEBRIS_CAP, DEFAULT_MAX_PARTICLES,
83};
84pub use roxlap_formats::character::{Attachment, Character, MeshRef};
85pub use roxlap_formats::color::{OverlayColor, Rgb, VoxColor};
86/// Animated-GIF → [`VoxelClip`] importer for Doom-style billboard sprites
87/// (stage BB). Behind the `gif` feature; see `PORTING-BILLBOARD.md`.
88#[cfg(feature = "gif")]
89pub use roxlap_formats::gif_import;
90pub use roxlap_formats::kfa::KfaSprite;
91pub use roxlap_formats::kv6::Kv6;
92pub use roxlap_formats::material::{BlendMode, Material};
93/// PNG-sequence / APNG → [`VoxelClip`] importer (stage BB). Behind the `png`
94/// feature; see `PORTING-BILLBOARD.md`.
95#[cfg(feature = "png")]
96pub use roxlap_formats::png_import;
97pub use roxlap_formats::sprite::Sprite;
98pub use roxlap_formats::voxel_clip::{
99 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
100};
101pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
102// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
103// without adding a direct `raw-window-handle` dependency of their own.
104pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
105// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
106// egui version the renderer was built against (`hud` feature).
107#[cfg(feature = "hud")]
108pub use egui;
109
110use crate::cpu::CpuBackend;
111use crate::gpu::GpuBackend;
112
113/// Type-erased display handle stored by the CPU backend's softbuffer
114/// surface. `raw-window-handle` implements `HasDisplayHandle` for
115/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
116/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
117/// for any provider `W`.
118#[cfg(not(target_arch = "wasm32"))]
119pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
120/// Type-erased window handle counterpart to [`DynDisplay`].
121#[cfg(not(target_arch = "wasm32"))]
122pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
123
124/// One placed sprite instance: which [`SpriteSet::models`] entry and
125/// where in the world.
126pub struct SpriteInstanceDesc {
127 /// Positional index into [`SpriteSet::models`].
128 pub model: usize,
129 /// World position of the model's anchor (voxel units).
130 pub pos: [f32; 3],
131}
132
133/// Stable handle to a registered sprite model, returned (one per
134/// [`SpriteSet::models`] entry, in order) by
135/// [`SceneRenderer::set_sprites`]. Pass it to
136/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
137/// re-register that model's geometry after a content edit — so callers
138/// never track the positional `usize` index themselves. Opaque on
139/// purpose: there is no arithmetic to do on it.
140///
141/// Also returned by [`SceneRenderer::add_sprite_model`] for an
142/// incrementally registered model, and accepted by
143/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
144/// to a removed model is **stale**: it resolves to nothing, so passing
145/// it anywhere is a safe no-op. The `gen` (generation) field guards a
146/// future compacting registry; it stays `0` today because model slots
147/// are tombstoned in place and never reused (GPU chain ids are
148/// append-only).
149#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
150pub struct SpriteModelId {
151 pub(crate) slot: u32,
152 pub(crate) gen: u32,
153}
154
155/// Stable handle to a **dynamically added** sprite instance — the result
156/// of [`SceneRenderer::add_sprite_instance`], passed to
157/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
158///
159/// Backends remove instances by swap (O(1)), which moves another instance
160/// into the freed slot; this handle survives that because the facade keeps
161/// the id↔slot mapping up to date. The generation guards against a stale
162/// handle aliasing a recycled slot.
163#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
164pub struct SpriteInstanceId {
165 slot: u32,
166 gen: u32,
167}
168
169/// Facade-side slotmap that turns the backends' swap-remove indexing into
170/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
171/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
172/// owning slot, and a removal fixes up the one slot whose instance was
173/// swapped into the hole.
174#[derive(Default)]
175struct DynInstanceMap {
176 /// Per slot: `(generation, Some(dyn_index) while live)`.
177 slots: Vec<(u32, Option<u32>)>,
178 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
179 /// dynamic sublist (so `order.len()` == the dynamic instance count).
180 order: Vec<u32>,
181 free: Vec<u32>,
182}
183
184impl DynInstanceMap {
185 /// Register a freshly appended instance (always at `dyn_index ==
186 /// order.len()`); returns its stable handle.
187 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
188 debug_assert_eq!(self.order.len() as u32, dyn_index);
189 let slot = self.free.pop().unwrap_or_else(|| {
190 self.slots.push((0, None));
191 (self.slots.len() - 1) as u32
192 });
193 let gen = self.slots[slot as usize].0;
194 self.slots[slot as usize].1 = Some(dyn_index);
195 self.order.push(slot);
196 SpriteInstanceId { slot, gen }
197 }
198
199 /// Resolve a handle to its current backend `dyn_index`, or `None` if
200 /// it's stale / already removed.
201 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
202 let (gen, idx) = *self.slots.get(id.slot as usize)?;
203 (gen == id.gen).then_some(idx).flatten()
204 }
205
206 /// Apply a removal: the backend swap-removed `removed` and reported
207 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
208 /// `None` if `removed` was itself the last).
209 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
210 self.slots[id.slot as usize].1 = None;
211 self.slots[id.slot as usize].0 += 1; // bump generation
212 self.free.push(id.slot);
213 if let Some(last) = moved {
214 let moved_slot = self.order[last as usize];
215 self.slots[moved_slot as usize].1 = Some(removed);
216 self.order[removed as usize] = moved_slot;
217 }
218 self.order.pop();
219 }
220}
221
222/// Crate-internal contract of every epoch-slotmap handle type
223/// ([`SpriteModelId`], [`VoxelClipId`], [`CharacterId`],
224/// [`StreamingClipId`], [`BillboardActorId`]): mint from / split into
225/// the `(slot, generation)` pair. Lets one generic [`EpochSlotMap`]
226/// serve all five families while each keeps its own distinct handle
227/// type (so a `CharacterId` can never be passed where a `VoxelClipId`
228/// is expected).
229trait SlotHandle: Copy {
230 fn mint(slot: u32, gen: u32) -> Self;
231 fn parts(self) -> (u32, u32);
232}
233
234macro_rules! impl_slot_handle {
235 ($($t:ty),+ $(,)?) => {$(
236 impl SlotHandle for $t {
237 fn mint(slot: u32, gen: u32) -> Self {
238 Self { slot, gen }
239 }
240 fn parts(self) -> (u32, u32) {
241 (self.slot, self.gen)
242 }
243 }
244 )+};
245}
246
247impl_slot_handle!(
248 SpriteModelId,
249 VoxelClipId,
250 CharacterId,
251 StreamingClipId,
252 BillboardActorId,
253);
254
255/// Facade-side epoch slotmap (QE.1a — one generic replacing five
256/// hand-rolled copies). Unlike [`DynInstanceMap`] there is **no**
257/// swap-remove fixup: a slot maps 1:1 to the backends' positional
258/// index, which is append-only and never reused. A removed entry
259/// tombstones its slot *in place* (the backend frees the data but
260/// keeps the index), so a stale handle resolves to `None` → a safe
261/// no-op rather than aliasing another entry.
262///
263/// [`reset`](Self::reset) clears the slots **and bumps `epoch`**,
264/// which is baked into each minted id's generation. A handle from
265/// before a [`SceneRenderer::set_sprites`] therefore carries the old
266/// epoch and resolves to `None` rather than silently aliasing the
267/// entry that re-took its slot. ([`reset_live`](Self::reset_live) is
268/// the model map's deliberate exception.)
269struct EpochSlotMap<I> {
270 /// Per slot (== backend positional index): `(epoch_at_alloc, live)`.
271 slots: Vec<(u32, bool)>,
272 epoch: u32,
273 _handle: std::marker::PhantomData<I>,
274}
275
276impl<I> Default for EpochSlotMap<I> {
277 fn default() -> Self {
278 Self {
279 slots: Vec::new(),
280 epoch: 0,
281 _handle: std::marker::PhantomData,
282 }
283 }
284}
285
286impl<I: SlotHandle> EpochSlotMap<I> {
287 /// Register a freshly appended entry at positional `index` (always
288 /// the current `slots.len()`); returns its stable handle.
289 fn alloc(&mut self, index: u32) -> I {
290 debug_assert_eq!(self.slots.len() as u32, index);
291 self.slots.push((self.epoch, true));
292 I::mint(index, self.epoch)
293 }
294
295 /// The handle a live slot at `index` resolves from — used by
296 /// [`SceneRenderer::set_sprites`] to hand back ids for the `0..n`
297 /// entries seeded by [`reset_live`](Self::reset_live).
298 fn minted(&self, index: u32) -> I {
299 I::mint(index, self.epoch)
300 }
301
302 /// Resolve a handle to its backend positional index, or `None` if
303 /// it's stale / already removed.
304 fn index(&self, id: I) -> Option<usize> {
305 let (slot, gen) = id.parts();
306 let (epoch, live) = *self.slots.get(slot as usize)?;
307 (epoch == gen && live).then_some(slot as usize)
308 }
309
310 /// Tombstone a slot in place. Returns `false` if the handle is
311 /// stale / already removed.
312 fn remove(&mut self, id: I) -> bool {
313 let (slot, gen) = id.parts();
314 let Some(entry) = self.slots.get_mut(slot as usize) else {
315 return false;
316 };
317 if entry.0 != gen || !entry.1 {
318 return false;
319 }
320 entry.1 = false;
321 true
322 }
323
324 /// Drop every entry and invalidate every outstanding handle (the
325 /// epoch bump).
326 fn reset(&mut self) {
327 self.slots.clear();
328 self.epoch = self.epoch.wrapping_add(1);
329 }
330
331 /// Positional indices of every live entry, ascending — the
332 /// iteration [`SceneRenderer::tick`] drives collection updates
333 /// from.
334 fn live_indices(&self) -> impl Iterator<Item = usize> + '_ {
335 self.slots
336 .iter()
337 .enumerate()
338 .filter_map(|(i, &(_, live))| live.then_some(i))
339 }
340
341 /// Re-seat `n` live entries with positional ids `0..n` **without**
342 /// bumping the epoch — [`SceneRenderer::set_sprites`]' model-map
343 /// semantics, where model index = chain id on both backends and a
344 /// pre-rebuild positional id deliberately keeps meaning "model
345 /// `i` of the current set".
346 fn reset_live(&mut self, n: usize) {
347 self.slots.clear();
348 self.slots.resize(n, (self.epoch, true));
349 }
350}
351
352/// Stable handle to a registered animated voxel clip (VCL.4) — the
353/// result of [`SceneRenderer::add_voxel_clip`], passed to
354/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
355/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
356/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
357/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
358/// dynamic + clip layers).
359#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
360pub struct VoxelClipId {
361 slot: u32,
362 gen: u32,
363}
364
365/// Stable handle to a registered animated character (VCL.6) — the result
366/// of [`SceneRenderer::add_character`], advanced each frame with
367/// [`advance_character`](SceneRenderer::advance_character) and dropped with
368/// [`remove_character`](SceneRenderer::remove_character). Reset by
369/// [`set_sprites`](SceneRenderer::set_sprites).
370#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
371pub struct CharacterId {
372 slot: u32,
373 gen: u32,
374}
375
376/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
377/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
378/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
379/// dropped with
380/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
381/// [`set_sprites`](SceneRenderer::set_sprites).
382#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
383pub struct StreamingClipId {
384 slot: u32,
385 gen: u32,
386}
387
388/// Handle to an instance of a streaming clip
389/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
390///
391/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
392/// frame is per-*clip* (all its instances share one re-uploaded model,
393/// advanced by
394/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
395/// a streaming instance is *not* accepted by the per-instance
396/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
397/// trying to scrub two instances of one streaming clip independently is a
398/// compile error, not a silent coupling. (Use a flipbook clip for
399/// per-instance frames.) Move it with
400/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
401/// and drop it with
402/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
403#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
404pub struct StreamingInstanceId(SpriteInstanceId);
405
406/// One registered streaming clip: the seekable cursor + the single sprite
407/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
408struct StreamingClipState {
409 cursor: StreamingClip,
410 model: SpriteModelId,
411 dims: [u32; 3],
412 pivot: [f32; 3],
413 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
414 /// Re-applied on every per-frame re-upload so the streamed model keeps
415 /// its per-voxel materials as it advances.
416 material_map: Vec<(Rgb, u8)>,
417 /// PF.5 — the clip frame currently resident on `model`. A player driven
418 /// at render rate re-applies the same clip frame most ticks (10 fps clip
419 /// on a 144 fps render = 14×); when it matches, the dense `to_kv6`
420 /// rebuild + LOD chain + GPU re-upload are skipped entirely.
421 last_applied: Option<usize>,
422}
423
424/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
425/// resolve a frame, plus its own accumulating clock.
426struct ClipClock {
427 /// PF.13 (S4) — inclusive duration prefix sums (ms), built once per
428 /// timeline via [`duration_prefix_sums`] so every tick resolves its
429 /// frame by binary search instead of re-summing the duration list.
430 prefix: Vec<u64>,
431 loop_mode: LoopMode,
432 /// Playback rate, Q8 (256 = 1×).
433 speed_q8: i32,
434 /// Accumulated playback time (ms), seeded from the attachment's
435 /// `start_phase_ms`.
436 clock_ms: f64,
437}
438
439impl ClipClock {
440 /// Build a clock over `durations` starting at `clock_ms`.
441 fn new(durations: &[u32], loop_mode: LoopMode, speed_q8: i32, clock_ms: f64) -> Self {
442 Self {
443 prefix: duration_prefix_sums(durations),
444 loop_mode,
445 speed_q8,
446 clock_ms,
447 }
448 }
449
450 /// Frame shown at `elapsed_ms` on this clock's timeline —
451 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at) over the
452 /// cached prefix sums.
453 fn frame_for(&self, elapsed_ms: u32) -> u32 {
454 frame_at_prefix(&self.prefix, self.loop_mode, elapsed_ms) as u32
455 }
456
457 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
458 /// frame to show. Shared by character attachments and standalone clip
459 /// players. A negative clock (rewind past 0) reads as frame 0 but is
460 /// kept signed so resuming forward is continuous.
461 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
462 fn tick(&mut self, dt: f64) -> u32 {
463 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
464 self.frame_for(self.clock_ms.max(0.0) as u32)
465 }
466
467 /// Retarget this clock to a different clip's timeline (BB.1): swap the
468 /// per-frame `durations` + `loop_mode` and restart at `0`, **preserving
469 /// the playback rate** (`speed_q8`). Used by
470 /// [`SceneRenderer::set_clip_instance_clip`] so swapping a billboard's
471 /// animation keeps its speed / pause policy.
472 fn retarget(&mut self, durations: &[u32], loop_mode: LoopMode) {
473 self.prefix = duration_prefix_sums(durations);
474 self.loop_mode = loop_mode;
475 self.clock_ms = 0.0;
476 }
477}
478
479/// Facade-side metadata captured for a registered flipbook clip, so editor
480/// queries + the auto-player don't shadow the `DecodedClip`.
481struct ClipMeta {
482 dims: [u32; 3],
483 pivot: [f32; 3],
484 voxel_world_size: f32,
485 durations: Vec<u32>,
486 loop_mode: LoopMode,
487 /// Colour→material map the clip was registered with (TV.3), empty for an
488 /// all-opaque clip. Retained so an in-place
489 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
490 /// the edited frame's voxels instead of dropping its per-voxel materials.
491 material_map: Vec<(Rgb, u8)>,
492}
493
494/// Public metadata for a registered clip — the inspector view returned by
495/// [`SceneRenderer::clip_metadata`].
496#[derive(Clone, Debug, PartialEq)]
497pub struct ClipMetadata {
498 /// Fixed bounding box (voxels).
499 pub dims: [u32; 3],
500 /// Model pivot (the kv6 pivot frames share).
501 pub pivot: [f32; 3],
502 /// Render scale (1 voxel = this many world units).
503 pub voxel_world_size: f32,
504 /// Playback wrap behaviour.
505 pub loop_mode: LoopMode,
506 /// Number of frames.
507 pub frame_count: usize,
508 /// Per-frame durations (ms), one per frame.
509 pub durations: Vec<u32>,
510 /// Total loop length (ms) — sum of `durations`.
511 pub total_ms: u32,
512}
513
514/// What an auto-advancing [`ClipPlayer`] (#6) drives each
515/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
516/// clip's frame is per-instance; a streaming clip's is per-clip (its
517/// instances share one model), so the targets differ.
518#[derive(Clone, Copy)]
519enum PlayerTarget {
520 Flipbook(SpriteInstanceId),
521 Streaming(StreamingClipId),
522}
523
524/// A standalone clip given its own playback clock (#6): the host calls
525/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
526/// `set_clip_instance_frame`.
527struct ClipPlayer {
528 target: PlayerTarget,
529 clock: ClipClock,
530 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
531 /// leaves the clock (and frame) untouched — the editor's play/pause.
532 paused: bool,
533}
534
535/// One live bone attachment: which bone drives it, its local offset, the
536/// renderer instance it owns, and (for a clip target) its playback clock.
537struct AttachInst {
538 bone: usize,
539 local_offset: roxlap_formats::xform::BoneXform,
540 inst: SpriteInstanceId,
541 clip: Option<ClipClock>,
542}
543
544/// A live animated character: the hinge skeleton (the bone-transform
545/// solver) + one [`AttachInst`] per bone attachment.
546struct CharInstance {
547 skeleton: KfaSprite,
548 attaches: Vec<AttachInst>,
549 /// Sprite models + voxel clips this character registered, so
550 /// [`remove_character`](SceneRenderer::remove_character) can free them
551 /// (otherwise they leak until the next `set_sprites`).
552 models: Vec<SpriteModelId>,
553 clips: Vec<VoxelClipId>,
554}
555
556/// Orientation + position for a dynamic sprite instance — the per-frame
557/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
558/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
559///
560/// `right`/`up`/`forward` are the instance's local axes expressed in
561/// world space (the columns of the model→world rotation), mapping
562/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
563/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
564/// orthonormal — a uniform/non-uniform scale or shear is fine. A
565/// near-singular basis falls through the renderer's degenerate-basis
566/// guards and the instance silently skips that frame rather than
567/// panicking. [`Default`] is the identity basis (axis-aligned).
568#[derive(Clone, Copy, Debug)]
569pub struct DynSpriteTransform {
570 /// Instance world position (the kv6 pivot maps here).
571 pub pos: [f32; 3],
572 /// Local +x in world space ↦ [`Sprite::s`].
573 pub right: [f32; 3],
574 /// Local +y in world space ↦ [`Sprite::h`].
575 pub up: [f32; 3],
576 /// Local +z in world space ↦ [`Sprite::f`].
577 pub forward: [f32; 3],
578}
579
580impl Default for DynSpriteTransform {
581 fn default() -> Self {
582 Self {
583 pos: [0.0, 0.0, 0.0],
584 right: [1.0, 0.0, 0.0],
585 up: [0.0, 1.0, 0.0],
586 forward: [0.0, 0.0, 1.0],
587 }
588 }
589}
590
591impl DynSpriteTransform {
592 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
593 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
594 /// model→world columns). Both backends keep the rest of the template
595 /// (`kv6`, `flags`) and only overwrite the pose.
596 pub(crate) fn apply_to(self, s: &mut Sprite) {
597 s.p = self.pos;
598 s.s = self.right;
599 s.h = self.up;
600 s.f = self.forward;
601 }
602}
603
604/// How a billboard instance turns to face the camera (BB.2). Set per
605/// instance via [`SceneRenderer::add_billboard_instance`] /
606/// [`set_billboard_mode`](SceneRenderer::set_billboard_mode); applied each
607/// [`face_billboards_to`](SceneRenderer::face_billboards_to).
608#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
609pub enum BillboardMode {
610 /// Not auto-oriented — the host drives its transform directly. Default
611 /// (so a billboard record with no mode is inert).
612 #[default]
613 None,
614 /// Yaw-only: the slab stays vertical (image up = world up) and rotates
615 /// about the vertical axis to face the camera. The Doom/Build default —
616 /// its cast shadow stays sane (a vertical card) as the camera orbits.
617 Cylindrical,
618 /// Full face: the slab is always perpendicular to the camera direction
619 /// (pitches with the view). Ideal head-on, but its cast shadow rotates
620 /// as you orbit.
621 Spherical,
622}
623
624/// How a sprite/billboard instance derives its **shading normal** (BB.2b) —
625/// a per-instance choice that rides the sprite `flags`. A camera-facing
626/// billboard's DDA face normal tracks the camera, so its `N·L` would shift as
627/// you orbit; `WorldUp` / `AmbientOnly` tame that. Only affects the dynamic
628/// lighting path (a disabled rig is unaffected). Set via
629/// [`set_sprite_instance_lighting`](SceneRenderer::set_sprite_instance_lighting)
630/// or [`BillboardActorDef::lighting`].
631#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
632pub enum BillboardLighting {
633 /// The DDA hit-face normal — today's DL.7 look (default).
634 #[default]
635 FaceNormal,
636 /// A fixed world-up normal: stable directional shading regardless of the
637 /// camera angle.
638 WorldUp,
639 /// Ambient only — no sun / point-light direct term, the flattest,
640 /// most Doom-faithful cutout look (still scaled by the scene's ambient
641 /// level, so it dims in a dim scene).
642 AmbientOnly,
643 /// Full-bright / **emissive** — the voxel colour at full intensity,
644 /// ignoring all lighting. The right look for glows (fire, spell auras,
645 /// muzzle flashes) and markers that shouldn't darken in shadow.
646 FullBright,
647}
648
649/// One camera-facing billboard instance (BB.2): the clip/sprite instance it
650/// drives, its world position, and how it orients.
651struct BillboardRec {
652 id: SpriteInstanceId,
653 pos: [f32; 3],
654 mode: BillboardMode,
655}
656
657/// roxlap world up — voxlap is z-down, so up is `-z` (matches the
658/// scene-demo camera builder + the lighting bake's z convention). Billboard
659/// orientation assumes this; an app with a different up convention would
660/// need this generalised (not exposed yet — YAGNI).
661const BILLBOARD_UP: [f32; 3] = [0.0, 0.0, -1.0];
662
663fn bb_norm(v: [f32; 3]) -> Option<[f32; 3]> {
664 let m = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
665 (m > 1e-6).then(|| [v[0] / m, v[1] / m, v[2] / m])
666}
667
668fn bb_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
669 [
670 a[1] * b[2] - a[2] * b[1],
671 a[2] * b[0] - a[0] * b[2],
672 a[0] * b[1] - a[1] * b[0],
673 ]
674}
675
676/// The camera-facing basis for a billboard at `pos` (the slab's local axes:
677/// `+x` = image horizontal, `+y` = normal toward the camera, `+z` = image
678/// vertical). Returns `None` for [`BillboardMode::None`] or a degenerate
679/// pose (camera on the sprite's vertical axis for cylindrical; looking
680/// straight along world-up for spherical) — the caller then skips it.
681fn billboard_transform(
682 pos: [f32; 3],
683 cam: [f64; 3],
684 mode: BillboardMode,
685) -> Option<DynSpriteTransform> {
686 #[allow(clippy::cast_possible_truncation)]
687 let to_cam = [
688 cam[0] as f32 - pos[0],
689 cam[1] as f32 - pos[1],
690 cam[2] as f32 - pos[2],
691 ];
692 // `+y` = slab normal toward the camera (horizontal-only for
693 // cylindrical). Degenerate view axes (camera exactly overhead /
694 // exactly at the pos — e.g. a third-person camera the instant
695 // before its boom applies) fall back to a fixed facing instead
696 // of returning None: the card is edge-on/invisible right then
697 // anyway, but the POSITION update must never be dropped, or the
698 // actor freezes at its last pose (the CC.4 third-person bug).
699 const FALLBACK: [f32; 3] = [0.0, 1.0, 0.0];
700 let ny = match mode {
701 BillboardMode::Cylindrical => bb_norm([to_cam[0], to_cam[1], 0.0]).unwrap_or(FALLBACK),
702 BillboardMode::Spherical => bb_norm(to_cam).unwrap_or(FALLBACK),
703 BillboardMode::None => return None,
704 };
705 // `+x` = image horizontal = screen-right (non-mirrored): up × normal.
706 let nx = bb_norm(bb_cross(BILLBOARD_UP, ny)).unwrap_or([1.0, 0.0, 0.0]);
707 // `+z` = image vertical (≈ world up; exactly world up for cylindrical).
708 let nz = bb_cross(ny, nx);
709 Some(DynSpriteTransform {
710 pos,
711 right: nx,
712 up: ny,
713 forward: nz,
714 })
715}
716
717/// Apply shadow cast/receive booleans to a sprite `flags` word in place
718/// (XS.4 bits 4/5), preserving the other bits. Shared by both backends'
719/// per-instance shadow-flag setters (BB.3).
720pub(crate) fn apply_shadow_flags(flags: &mut u32, casts: bool, receives: bool) {
721 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
722 if casts {
723 *flags &= !SPRITE_FLAG_NO_SHADOW_CAST;
724 } else {
725 *flags |= SPRITE_FLAG_NO_SHADOW_CAST;
726 }
727 if receives {
728 *flags &= !SPRITE_FLAG_NO_SHADOW_RECEIVE;
729 } else {
730 *flags |= SPRITE_FLAG_NO_SHADOW_RECEIVE;
731 }
732}
733
734/// Apply a [`BillboardLighting`] mode to a sprite `flags` word in place
735/// (BB.2b bits 6/7), preserving the other bits. Shared by both backends'
736/// per-instance lighting setters.
737pub(crate) fn apply_lighting_flags(flags: &mut u32, mode: BillboardLighting) {
738 use roxlap_formats::sprite::{SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP};
739 *flags &= !(SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY);
740 match mode {
741 BillboardLighting::FaceNormal => {}
742 BillboardLighting::WorldUp => *flags |= SPRITE_FLAG_LIGHT_WORLD_UP,
743 BillboardLighting::AmbientOnly => *flags |= SPRITE_FLAG_LIGHT_AMBIENT_ONLY,
744 // Full-bright is encoded as both bits set (the decoders check it first).
745 BillboardLighting::FullBright => {
746 *flags |= SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY;
747 }
748 }
749}
750
751// ---- billboard actors (BB.4) --------------------------------------------
752
753/// Stable handle to a [`BillboardActor`](SceneRenderer::add_billboard_actor)
754/// — a high-level directional billboard managed by the renderer (it owns one
755/// clip instance, picks the directional clip by view angle, and plays a
756/// named-state animation). Reset by [`set_sprites`](SceneRenderer::set_sprites);
757/// a removed actor's handle is stale → a safe no-op.
758#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
759pub struct BillboardActorId {
760 slot: u32,
761 gen: u32,
762}
763
764/// One animation state of a [`BillboardActorDef`]: its name plus the clips
765/// for each viewing direction. `dirs.len()` may be `1` (non-directional),
766/// `8` (classic Doom rotations), or any `N` (uniform angular bins). Index 0
767/// is the view-from-front (camera in the actor's facing direction),
768/// increasing counter-clockwise.
769pub struct ActorState {
770 /// State name [`SceneRenderer::set_actor_state`] selects by
771 /// (e.g. `"walk"`, `"attack"`). Owned since QE.7b, so actor
772 /// definitions can come from data files (monster definitions
773 /// loaded at runtime) without `Box::leak`.
774 pub name: String,
775 /// One clip per view direction, counter-clockwise from "facing the
776 /// viewer" — 1 (billboard), 4, or 8 entries.
777 pub dirs: Vec<VoxelClipId>,
778}
779
780/// How a sprite instance participates in dynamic-light shadows
781/// (QE.7b — replaces the unreadable
782/// `set_sprite_instance_shadow_flags(id, true, false)` bool pair).
783#[derive(Clone, Copy, PartialEq, Eq, Debug)]
784pub struct ShadowFlags {
785 /// The instance's voxels block dynamic-light shadow rays.
786 pub casts: bool,
787 /// Terrain / other-caster shadows darken the instance's voxels.
788 pub receives: bool,
789}
790
791impl Default for ShadowFlags {
792 /// Both on — the participating default every spawn starts with.
793 fn default() -> Self {
794 Self {
795 casts: true,
796 receives: true,
797 }
798 }
799}
800
801/// Recipe for [`add_billboard_actor`](SceneRenderer::add_billboard_actor).
802pub struct BillboardActorDef {
803 /// Animation states (≥1, each with ≥1 directional clip). The first is
804 /// the initial state.
805 pub states: Vec<ActorState>,
806 /// How the slab turns to face the camera (default [`BillboardMode::Cylindrical`]).
807 pub mode: BillboardMode,
808 /// Shading-normal mode (BB.2b; default [`BillboardLighting::FaceNormal`]).
809 pub lighting: BillboardLighting,
810 /// Playback rate of the state animation (`1.0` = authored speed,
811 /// negative = reverse). QE.7b — was Q8 fixed point (`speed_q8:
812 /// 256`); migrate with `speed = speed_q8 as f32 / 256.0`.
813 pub speed: f32,
814 /// World units per slab voxel (`1.0` = classic 1:1). Applied to
815 /// the instance basis every tick. Composes multiplicatively with
816 /// the clip's own `voxel_world_size` (both backends honour both).
817 pub scale: f32,
818 /// Shadow participation for the actor's voxels.
819 pub shadows: ShadowFlags,
820}
821
822impl Default for BillboardActorDef {
823 fn default() -> Self {
824 Self {
825 states: Vec::new(),
826 mode: BillboardMode::Cylindrical,
827 lighting: BillboardLighting::FaceNormal,
828 speed: 1.0,
829 scale: 1.0,
830 shadows: ShadowFlags::default(),
831 }
832 }
833}
834
835/// QE.7b — the public API speaks `f32` speed (`1.0` = authored rate);
836/// the clip clocks keep their Q8 fixed-point internals.
837#[allow(clippy::cast_possible_truncation)]
838fn speed_to_q8(speed: f32) -> i32 {
839 (speed * 256.0).round() as i32
840}
841
842/// A live directional billboard: one clip instance whose directional clip is
843/// reselected by view angle and whose animation plays a named state.
844struct BillboardActor {
845 /// World units per slab voxel (from the def).
846 scale: f32,
847 inst: SpriteInstanceId,
848 states: Vec<ActorState>,
849 cur_state: usize,
850 pos: [f32; 3],
851 /// World yaw the actor "faces" (radians); the dir picker compares the
852 /// camera's bearing against it.
853 facing_yaw: f64,
854 mode: BillboardMode,
855 clock: ClipClock,
856 /// The directional clip currently shown, to avoid redundant clip swaps.
857 showing: Option<VoxelClipId>,
858 /// The def's playback rate, kept for state-switch clock rebuilds.
859 speed: f32,
860}
861
862impl BillboardActor {
863 /// Pick the directional clip index for a camera at `cam` (world). See
864 /// [`dir_index`].
865 fn pick_dir(&self, cam: [f64; 3]) -> usize {
866 dir_index(
867 self.pos,
868 self.facing_yaw,
869 cam,
870 self.states[self.cur_state].dirs.len(),
871 )
872 }
873}
874
875/// Bin a camera's bearing (relative to an actor at `pos` facing `facing_yaw`)
876/// into one of `n` viewing-direction sectors. Index 0 = viewed-from-front
877/// (camera in the actor's facing direction), increasing counter-clockwise.
878/// `n <= 1` or a camera directly above/below ⇒ 0.
879fn dir_index(pos: [f32; 3], facing_yaw: f64, cam: [f64; 3], n: usize) -> usize {
880 if n <= 1 {
881 return 0;
882 }
883 let dx = cam[0] - f64::from(pos[0]);
884 let dy = cam[1] - f64::from(pos[1]);
885 if dx * dx + dy * dy < 1e-12 {
886 return 0; // camera directly above/below → no horizontal bearing
887 }
888 let rel = (dy.atan2(dx) - facing_yaw).rem_euclid(std::f64::consts::TAU);
889 let sector = std::f64::consts::TAU / n as f64;
890 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
891 let idx = (rel / sector).round() as usize % n;
892 idx
893}
894
895/// Backend-agnostic sprite description. The facade builds the CPU
896/// per-instance draw list and the GPU instanced registry from the
897/// same data, so both backends show identical sprites. The host owns
898/// content (which models, where, recolouring) — building a recoloured
899/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
900pub struct SpriteSet {
901 /// Distinct voxel models (KV6 + base orientation). Instances index
902 /// into this; their position overrides the model's.
903 pub models: Vec<Sprite>,
904 /// Initial placements — one drawn sprite per entry, each binding a
905 /// [`models`](Self::models) index to a world position.
906 pub instances: Vec<SpriteInstanceDesc>,
907 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
908 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
909 pub carve_model: Option<usize>,
910}
911
912/// Per-frame inputs both backends consume. The host builds the
913/// [`OpticastSettings`] (it owns scan distance, projection etc.); the
914/// facade does everything else (pool config, sky fill, render,
915/// present).
916///
917/// **Both backends derive their projection from
918/// [`settings`](Self::settings)** (QE.2a): the vertical field of view
919/// is `2·atan(yres/2 / hz)` and the GPU outer-DDA step budget follows
920/// [`OpticastSettings::max_scan_dist`], so the two backends can no
921/// longer disagree about what they show. Pick an explicit FOV with
922/// [`OpticastSettings::with_fov_y`].
923///
924/// `#[non_exhaustive]`: construct with [`FrameParams::new`] and
925/// override fields — a future field addition is then not a breaking
926/// change (pre-QE.2, every added field broke every host's struct
927/// literal).
928#[non_exhaustive]
929pub struct FrameParams<'a> {
930 /// Render settings both backends share: framebuffer geometry +
931 /// projection (`hx`/`hy`/`hz`), scan distances, and the mip
932 /// ladder. (Named for the CPU renderer it configured first; the
933 /// GPU backend derives its FOV + step budget from it too.)
934 pub settings: &'a OpticastSettings,
935 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
936 /// the clear colour if no scene renders.
937 pub sky_color: Rgb,
938 /// Optional sky panorama for the CPU rasterizer's sky sampling.
939 pub sky: Option<&'a Sky>,
940 /// CPU fog: the packed colour distant voxels fade toward.
941 pub fog_color: Rgb,
942 /// CPU fog: full-fog distance (voxels). `0` disables CPU fog.
943 pub fog_max_scan_dist: i32,
944 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
945 /// out-of-bounds cameras).
946 pub treat_z_max_as_air: bool,
947 /// Whether to draw the renderer's sprites this frame. Both backends
948 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
949 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
950 /// is needed — this is just the on/off opt-in. `false` skips sprite
951 /// drawing.
952 pub draw_sprites: bool,
953 /// Per-face directional shading for the voxel grids — voxlap's
954 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
955 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
956 /// entry darkens the faces pointing that way; the host typically
957 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
958 /// `sideshademode` off (no per-side shading), so existing hosts and
959 /// the oracle goldens are unaffected. Applied each frame by **both**
960 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
961 /// pass by darkening a hit voxel's brightness by the hit face's
962 /// shade (the face taken from the DDA's last-stepped axis).
963 pub side_shades: [i8; 6],
964 /// Dynamic lighting (stages DL + SL) — runtime sun + point + spot
965 /// lights + stylized shadows, applied by **both** backends (GPU
966 /// shaders since DL; the CPU renderer since CPU.1/CPU.2). `None`
967 /// (the default for hosts that don't set it) ⇒ exactly the pre-DL
968 /// render, both backends. The baked brightness byte is
969 /// reinterpreted as the ambient/AO channel; direct light composites
970 /// on top (`albedo*ambient + Σ direct`).
971 pub lights: Option<LightRig<'a>>,
972}
973
974impl<'a> FrameParams<'a> {
975 /// Frame params with sensible defaults for everything except
976 /// [`settings`](Self::settings) (which the host owns): the default
977 /// sky colour ([`RenderOptions::clear_sky`]'s default), no
978 /// panorama, CPU fog off, sprites on, no per-side shading, no
979 /// dynamic lights. Both backends' projection comes from
980 /// `settings` (see the struct docs).
981 ///
982 /// `treat_z_max_as_air` defaults to `true` (what every demo passes;
983 /// out-of-bounds cameras skip the bedrock path). Hosts that want
984 /// the pre-QE literal-struct behaviour set it back to `false`.
985 ///
986 /// Every field stays public — construct with `new` and override
987 /// what differs:
988 ///
989 /// ```ignore
990 /// let mut fp = FrameParams::new(&settings);
991 /// fp.sky = Some(&sky);
992 /// fp.lights = Some(rig);
993 /// ```
994 #[must_use]
995 pub fn new(settings: &'a OpticastSettings) -> Self {
996 let default_sky = RenderOptions::default().clear_sky;
997 Self {
998 settings,
999 sky_color: default_sky,
1000 sky: None,
1001 fog_color: default_sky,
1002 fog_max_scan_dist: 0,
1003 treat_z_max_as_air: true,
1004 draw_sprites: true,
1005 side_shades: [0; 6],
1006 lights: None,
1007 }
1008 }
1009
1010 /// The vertical field of view both backends render `settings`
1011 /// with: `2·atan(yres/2 / hz)` — resolution-independent, so it
1012 /// holds at any window / logical size.
1013 // Screen dims cast to f32 are bounded by realistic resolutions.
1014 #[allow(clippy::cast_precision_loss)]
1015 #[must_use]
1016 pub fn fov_y_rad(&self) -> f32 {
1017 2.0 * ((self.settings.yres as f32) * 0.5 / self.settings.hz).atan()
1018 }
1019
1020 /// The GPU outer-DDA step budget (chunks) derived from
1021 /// [`OpticastSettings::max_scan_dist`]: enough chunk steps to cover
1022 /// the scan distance, plus slack for the entry/exit chunks.
1023 #[allow(clippy::cast_sign_loss)]
1024 #[must_use]
1025 pub fn gpu_outer_steps(&self) -> u32 {
1026 (self.settings.max_scan_dist.max(1) as u32) / roxlap_scene::CHUNK_SIZE_XY + 4
1027 }
1028}
1029
1030/// Backend-agnostic scene bookkeeping the facade owns **once** (QE.3a
1031/// — previously each backend kept a duplicate copy, and every new
1032/// feature needed three coordinated edits: facade arm + cpu + gpu,
1033/// with parity drift as the failure mode: the GPU copy had grown
1034/// change-detection the CPU copy lacked).
1035///
1036/// Backends receive `&SceneState` where they need it (the render
1037/// passes); the truly divergent reactions (CPU flipbook draw, GPU
1038/// instance-buffer/model-id writes, device palette mirror) stay in the
1039/// backends behind small `apply_*` hooks.
1040pub(crate) struct SceneState {
1041 /// Global voxel-material palette (TV stage): per-voxel material
1042 /// ids resolve to opacity + blend mode here. The CPU compositor
1043 /// reads it live each frame; the GPU mirrors it to device
1044 /// palettes when [`materials_dirty`](Self::materials_dirty).
1045 pub(crate) materials: MaterialTable,
1046 /// Terrain colour→material map (TV.4) — matching-colour world
1047 /// voxels render with that material (glass walls, water).
1048 pub(crate) terrain_materials: Vec<(Rgb, u8)>,
1049 /// PF.5 — set when `materials` / `terrain_materials` change;
1050 /// cleared after each `render` (the GPU mirrors device palettes
1051 /// only then). Starts `true` so the first GPU frame seeds them.
1052 pub(crate) materials_dirty: bool,
1053 /// Per **dynamic** instance (parallel to the backends' dynamic
1054 /// sublist): `Some((clip_index, current_frame))` for a clip
1055 /// instance, `None` for a plain model instance. The CPU render
1056 /// picks each instance's flipbook frame from this; the GPU keeps
1057 /// its instance buffer in sync via the `apply_clip_*` hooks.
1058 pub(crate) dyn_clip: Vec<Option<(usize, usize)>>,
1059}
1060
1061impl Default for SceneState {
1062 fn default() -> Self {
1063 Self {
1064 materials: MaterialTable::new(),
1065 terrain_materials: Vec::new(),
1066 materials_dirty: true,
1067 dyn_clip: Vec::new(),
1068 }
1069 }
1070}
1071
1072/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
1073/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
1074/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
1075/// (transform-correct for rotated / translated grids).
1076#[derive(Clone, Copy, PartialEq, Debug)]
1077pub struct PickHit {
1078 /// World-space surface point of the hit.
1079 pub world: [f32; 3],
1080 /// The grid owning the hit voxel.
1081 pub grid: roxlap_scene::GridId,
1082 /// The hit voxel, in `grid`-local coordinates.
1083 pub voxel: glam::IVec3,
1084}
1085
1086/// A world-space view ray: the canonical unproject output of
1087/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
1088/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
1089/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
1090/// intersect it with a plane for tile selection.
1091#[derive(Clone, Copy, PartialEq, Debug)]
1092pub struct Ray {
1093 /// World-space ray origin (the camera position for view rays).
1094 pub origin: glam::DVec3,
1095 /// Unit-length world-space ray direction.
1096 pub dir: glam::DVec3,
1097}
1098
1099/// A world-space line segment to draw over a rendered frame via
1100/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
1101/// grids, axes, hover wireframes), debug paths, etc.
1102#[derive(Clone, Copy, PartialEq, Debug)]
1103pub struct Line3 {
1104 /// World-space endpoints (voxel units), in the same frame the
1105 /// rendered scene + `camera` use.
1106 pub a: [f64; 3],
1107 /// The segment's other endpoint, same space as `a`.
1108 pub b: [f64; 3],
1109 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
1110 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
1111 pub color: OverlayColor,
1112 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
1113 pub width_px: f32,
1114 /// `true`: the segment is occluded by nearer rendered geometry
1115 /// (depth-tested against the frame's z-buffer). `false`: always on
1116 /// top (e.g. a hover highlight that should show through the model).
1117 pub depth_test: bool,
1118}
1119
1120/// A handle to an uploaded image-sprite texture, returned by
1121/// [`SceneRenderer::upload_image`]. **Generational** (QE-B6): image
1122/// slots are reused after [`drop_image`](SceneRenderer::drop_image),
1123/// so each handle carries the slot's generation — a stale handle
1124/// (kept across a drop) resolves to a safe no-op instead of aliasing
1125/// whatever texture re-took the slot. Pass it in an [`ImageSprite`]
1126/// for [`SceneRenderer::draw_images`]. Opaque on purpose — there's no
1127/// arithmetic to do on it.
1128#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
1129pub struct ImageId {
1130 slot: u32,
1131 gen: u32,
1132}
1133
1134/// QE-B6 — generational guard for image slots. Unlike
1135/// [`EpochSlotMap`] (whose backend indices are append-only), image
1136/// slots ARE reused: `drop_image` frees the texture slot and the next
1137/// upload may take it. Each slot therefore carries its own
1138/// generation; a stale [`ImageId`] resolves to `None`.
1139#[derive(Default)]
1140struct ImageSlotMap {
1141 /// Per backend slot: (current generation, live).
1142 slots: Vec<(u32, bool)>,
1143}
1144
1145impl ImageSlotMap {
1146 /// Register the slot the backend just filled (append or reuse).
1147 fn alloc(&mut self, slot: usize) -> ImageId {
1148 if slot >= self.slots.len() {
1149 self.slots.resize(slot + 1, (0, false));
1150 self.slots[slot] = (0, true);
1151 } else {
1152 let e = &mut self.slots[slot];
1153 e.0 = e.0.wrapping_add(1);
1154 e.1 = true;
1155 }
1156 ImageId {
1157 slot: u32::try_from(slot).expect("image slots fit u32"),
1158 gen: self.slots[slot].0,
1159 }
1160 }
1161
1162 /// Resolve to the backend slot, or `None` when stale / removed.
1163 fn index(&self, id: ImageId) -> Option<usize> {
1164 let e = *self.slots.get(id.slot as usize)?;
1165 (e.0 == id.gen && e.1).then_some(id.slot as usize)
1166 }
1167
1168 /// Tombstone; `false` when the handle was already stale.
1169 fn remove(&mut self, id: ImageId) -> bool {
1170 let Some(e) = self.slots.get_mut(id.slot as usize) else {
1171 return false;
1172 };
1173 if e.0 != id.gen || !e.1 {
1174 return false;
1175 }
1176 e.1 = false;
1177 true
1178 }
1179}
1180
1181/// How an [`ImageSprite`]'s quad is oriented in the world.
1182#[derive(Clone, Copy, PartialEq, Debug)]
1183pub enum ImageFacing {
1184 /// Fixed in world space: the quad lies in the plane spanned by `u`
1185 /// (the image's +column / width direction) and `v` (its +row /
1186 /// height direction). Both are world-space directions; their length
1187 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
1188 /// the plane's axes directly. Row 0 of the image is the `origin`
1189 /// edge and rows grow along `v`.
1190 World {
1191 /// World direction of the image's +column (width) axis.
1192 u: [f32; 3],
1193 /// World direction of the image's +row (height) axis.
1194 v: [f32; 3],
1195 },
1196 /// Always faces the camera (billboard); `up` is the world direction
1197 /// the image's top edge points toward (e.g. world `-Z` for the
1198 /// scene-demo's z-down world, or any "up" the host prefers).
1199 Billboard {
1200 /// World direction the image's top edge points toward.
1201 up: [f32; 3],
1202 },
1203}
1204
1205/// One placed 2D image sprite for the current frame: a flat textured
1206/// quad in world space, composited over the rendered scene with the
1207/// frame's depth buffer (so the voxel model can occlude it). Built per
1208/// frame and passed to [`SceneRenderer::draw_images`], mirroring
1209/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
1210/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
1211///
1212/// [`image`]: ImageSprite::image
1213#[derive(Clone, Copy, PartialEq, Debug)]
1214pub struct ImageSprite {
1215 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
1216 pub image: ImageId,
1217 /// World position of the quad's **top-left** corner — the image's
1218 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
1219 /// facing's `u` and `size[1]` along its `v`.
1220 pub origin: [f32; 3],
1221 /// World orientation of the quad — fixed in world or camera-facing.
1222 pub facing: ImageFacing,
1223 /// World size of the quad along `u` and `v`. For pixel-art traced at
1224 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
1225 pub size: [f32; 2],
1226 /// Multiplied into every sampled texel (tint + opacity) — real
1227 /// alpha, so [`OverlayColor`]. `OverlayColor(0xFFFF_FFFF)` draws the
1228 /// texture unchanged; the high byte scales the texel alpha
1229 /// (`OverlayColor(0x80FF_FFFF)` = 50 % opacity).
1230 pub tint: OverlayColor,
1231 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
1232 /// this are discarded outright (not blended) — crisp pixel-art edges
1233 /// instead of a semi-transparent haze, and the same threshold decides
1234 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
1235 /// plain straight-alpha over-blend (every non-zero texel draws).
1236 pub alpha_cutoff: f32,
1237 /// `true`: occluded by nearer rendered geometry (depth-tested against
1238 /// the frame's depth buffer, with a bias so a quad resting on a
1239 /// coincident voxel face doesn't z-fight). `false`: always on top.
1240 pub depth_test: bool,
1241 /// `true`: draw regardless of which way the quad faces (no backface
1242 /// cull) — what reference images usually want. `false`: cull when the
1243 /// quad faces away from the camera. Ignored for
1244 /// [`ImageFacing::Billboard`] (it always faces the camera).
1245 pub double_sided: bool,
1246}
1247
1248/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
1249/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
1250/// resolves [`ImageSprite::facing`] into corners and culls back-facing
1251/// quads once, so both backends draw from the same geometry.
1252#[derive(Clone, Copy, Debug)]
1253pub(crate) struct QuadDraw {
1254 pub corners: [[f32; 3]; 4],
1255 /// Backend texture SLOT (facade-resolved; see `draw_images`).
1256 pub image: usize,
1257 pub tint: OverlayColor,
1258 pub depth_test: bool,
1259 pub alpha_cutoff: f32,
1260}
1261
1262/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
1263/// `uv` is the normalised position within the quad (`(0,0)` = top-left
1264/// corner); `texel` is the matching source-image pixel; `world` is the
1265/// hit point; `t` is its euclidean distance from the camera.
1266#[derive(Clone, Copy, PartialEq, Debug)]
1267pub struct ImagePickHit {
1268 /// The hit sprite's texture handle.
1269 pub image: ImageId,
1270 /// Normalised position within the quad (`(0,0)` = top-left).
1271 pub uv: [f32; 2],
1272 /// The matching source-image pixel (column, row).
1273 pub texel: (u32, u32),
1274 /// World-space hit point on the quad.
1275 pub world: [f32; 3],
1276 /// Euclidean distance from the camera to `world`.
1277 pub t: f32,
1278}
1279
1280/// Which renderer a [`SceneRenderer`] resolved to at construction.
1281#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1282pub enum Backend {
1283 /// `roxlap-core` opticast, presented via `softbuffer`.
1284 Cpu,
1285 /// `roxlap-gpu` compute marcher, presented via wgpu.
1286 Gpu,
1287}
1288
1289/// A backend-dependent capability, probed via
1290/// [`SceneRenderer::supports`] (QE.7a). Every method below the parity
1291/// line degrades to a silent no-op on the unsupporting backend; this
1292/// enum turns the tribal knowledge into a queryable answer.
1293///
1294/// | Feature | CPU | GPU |
1295/// |---|---|---|
1296/// | [`Capture`](Self::Capture) | ✅ | ✅ native (❌ wasm — WebGPU can't block) |
1297/// | [`SkyPanorama`](Self::SkyPanorama) | ❌ (use [`FrameParams::sky`]) | ✅ |
1298/// | [`CarveActiveSprite`](Self::CarveActiveSprite) | ❌ | ✅ |
1299/// | [`TranslucentSpriteMaterials`](Self::TranslucentSpriteMaterials) | ✅ | ✅ (TV.3) |
1300/// | [`TranslucentTerrain`](Self::TranslucentTerrain) | ✅ | ✅ (TV.6) |
1301/// | [`FreePickDepth`](Self::FreePickDepth) | ✅ | ❌ (blocking readback) |
1302#[non_exhaustive]
1303#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1304pub enum Feature {
1305 /// [`SceneRenderer::request_capture`] / `take_capture` produce
1306 /// frames.
1307 Capture,
1308 /// [`SceneRenderer::set_sky_panorama`] uploads a sampled sky (the
1309 /// CPU backend samples [`FrameParams::sky`] instead).
1310 SkyPanorama,
1311 /// [`SceneRenderer::carve_active_sprite`] carves.
1312 CarveActiveSprite,
1313 /// Per-voxel / per-instance **sprite** materials composite
1314 /// translucently (an unsupporting backend renders them opaque).
1315 TranslucentSpriteMaterials,
1316 /// [`SceneRenderer::set_terrain_materials`] terrain translucency
1317 /// composites (an unsupporting backend renders terrain opaque).
1318 TranslucentTerrain,
1319 /// [`SceneRenderer::pick_depth`] is cheap enough for per-frame use
1320 /// (an in-memory read). Unsupporting = it works but **blocks** on
1321 /// a device readback — hotkey-grade, not reticle-grade.
1322 FreePickDepth,
1323}
1324
1325/// Which backend [`SceneRenderer::try_new`] should build (QE.7b —
1326/// replaces `RenderOptions.want_gpu: bool`, which couldn't express
1327/// "GPU or fail": headless CI rigs and benchmarks silently fell back
1328/// to a software render and measured the wrong thing).
1329#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
1330pub enum BackendPreference {
1331 /// The CPU renderer, unconditionally (the pre-QE.7 `want_gpu:
1332 /// false`). The default.
1333 #[default]
1334 Cpu,
1335 /// Try the GPU; fall back to CPU with a logged `warn` when WGPU
1336 /// init fails (the pre-QE.7 `want_gpu: true`).
1337 PreferGpu,
1338 /// GPU or [`RenderError::GpuInit`] — no silent software fallback.
1339 /// (The wasm constructor has no `Result` channel and treats this
1340 /// as [`PreferGpu`](Self::PreferGpu).)
1341 RequireGpu,
1342}
1343
1344/// Construction failure from [`SceneRenderer::try_new`] (QE.2b).
1345///
1346/// Under [`BackendPreference::PreferGpu`] a GPU failure is not an
1347/// error (it logs a `warn` and falls back to CPU); `try_new` fails
1348/// when the last-resort CPU surface can't be created, or when
1349/// [`BackendPreference::RequireGpu`] couldn't get its GPU.
1350#[derive(Debug)]
1351pub enum RenderError {
1352 /// The CPU backend couldn't bind its software present surface
1353 /// (softbuffer context/surface creation failed — e.g. a broken or
1354 /// unsupported display connection).
1355 CpuSurface(String),
1356 /// [`BackendPreference::RequireGpu`] and WGPU init failed (QE.7b).
1357 GpuInit(GpuInitError),
1358}
1359
1360impl std::fmt::Display for RenderError {
1361 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
1362 match self {
1363 Self::CpuSurface(msg) => write!(f, "CPU present surface init failed: {msg}"),
1364 Self::GpuInit(e) => write!(f, "GPU init failed (RequireGpu, no fallback): {e}"),
1365 }
1366 }
1367}
1368
1369impl std::error::Error for RenderError {
1370 fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
1371 match self {
1372 Self::GpuInit(e) => Some(e),
1373 Self::CpuSurface(_) => None,
1374 }
1375 }
1376}
1377
1378/// Construction-time options for [`SceneRenderer::new`].
1379///
1380/// # Environment overrides (QE-C6)
1381///
1382/// Each GPU tuning knob below has a `ROXLAP_*` escape hatch, so a
1383/// shipped binary can be re-tuned from the shell. All of them are
1384/// read **once**, at `SceneRenderer` construction (never per frame),
1385/// the env value wins over the programmatic one, and unparseable
1386/// values are dropped with a `log::warn!`. On wasm there is no
1387/// process environment and the field values apply as-is.
1388///
1389/// | variable | overrides | values |
1390/// |---|---|---|
1391/// | `ROXLAP_GPU_POWER` | [`gpu`](Self::gpu)`.power_preference` | `low` / `high` |
1392/// | `ROXLAP_GPU_SPRITE_LOD_PX` | [`gpu_sprite_lod_px`](Self::gpu_sprite_lod_px) | `f32`, screen px |
1393/// | `ROXLAP_GPU_MIP_SCAN_DIST` | [`gpu_mip_scan_dist`](Self::gpu_mip_scan_dist) | `f32`, world units |
1394/// | `ROXLAP_GPU_CHUNK_BUDGET` | [`gpu_chunk_upload_budget`](Self::gpu_chunk_upload_budget) | `u32`, `0` = unbounded |
1395/// | `ROXLAP_GPU_CLIP_BUDGET` | [`gpu_clip_upload_budget`](Self::gpu_clip_upload_budget) | `u32`, `0` = unbounded |
1396///
1397/// Other `ROXLAP_*` variables you may have seen (`ROXLAP_GPU`,
1398/// `ROXLAP_SCENE`, `ROXLAP_CAPTURE`, …) belong to the demo hosts, not
1399/// the library — backend selection is [`backend`](Self::backend),
1400/// decided by *your* code.
1401#[derive(Clone)]
1402pub struct RenderOptions {
1403 /// Which backend to build (QE.7b — replaces `want_gpu: bool`;
1404 /// migrate `want_gpu: true` → [`BackendPreference::PreferGpu`],
1405 /// `false` → [`BackendPreference::Cpu`]).
1406 pub backend: BackendPreference,
1407 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
1408 /// backend is selected.
1409 pub gpu: GpuRendererSettings,
1410 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
1411 /// with until a scene render lands. Also the CPU sky-miss colour
1412 /// default if a frame supplies none.
1413 pub clear_sky: Rgb,
1414 /// GPU scene-grid LOD scan distance in world units (GPU.11.1):
1415 /// rays farther than this from the camera sample coarser chunk
1416 /// mips. QE.2a — construction-time here (was a per-frame
1417 /// `FrameParams` field); the `ROXLAP_GPU_MIP_SCAN_DIST` env var
1418 /// still overrides it as a user-side escape hatch. Ignored by the
1419 /// CPU backend (its mip ladder comes from
1420 /// [`OpticastSettings::mip_scan_dist`]).
1421 pub gpu_mip_scan_dist: f32,
1422 /// GPU per-frame dirty-chunk install budget (QE.2c — was env-only
1423 /// `ROXLAP_GPU_CHUNK_BUDGET`, which still overrides). Each chunk
1424 /// install issues several `queue.write_buffer` calls; a big batch
1425 /// can exhaust the device staging pool (seen as egui-wgpu panics on
1426 /// Mesa/NVK while flying fast). Small budget = bounded per-frame
1427 /// writes, more terrain pop-in when moving quickly. `0` =
1428 /// unbounded.
1429 pub gpu_chunk_upload_budget: u32,
1430 /// GPU frames-per-staging-flush while registering a flipbook clip
1431 /// (QE.2c — was env-only `ROXLAP_GPU_CLIP_BUDGET`, which still
1432 /// overrides). `0` = unbounded.
1433 pub gpu_clip_upload_budget: u32,
1434 /// GPU sprite mip-LOD threshold (QE.8; `ROXLAP_GPU_SPRITE_LOD_PX`
1435 /// overrides): the pass steps to a coarser sprite mip once a
1436 /// mip-0 voxel would project smaller than this many screen pixels.
1437 /// `1.0` (the default) is the "don't go sub-pixel" threshold and
1438 /// keeps GPU sprites visually identical to the CPU backend (which
1439 /// has no sprite LOD); raise it to trade sprite fidelity for
1440 /// distant-sprite speed (the pre-QE.8 behaviour was `4.0`, which
1441 /// visibly densified thin/hollow translucent models at range).
1442 pub gpu_sprite_lod_px: f32,
1443 /// Unused. Sized the strip-parallel opticast's per-frame scratch
1444 /// pool; the per-pixel DDA renderer that replaced it needs no
1445 /// pre-sizing, so the value is ignored.
1446 #[deprecated(
1447 since = "0.22.0",
1448 note = "ignored — the DDA renderer replaced the strip-parallel \
1449 opticast and needs no scratch-pool pre-sizing"
1450 )]
1451 pub cpu_max_grid_vsid: u32,
1452 /// Unused. Set the strip-parallel opticast's thread count; the DDA
1453 /// renderer parallelises internally over the rayon pool (bound it
1454 /// with `RAYON_NUM_THREADS` if needed), so the value is ignored.
1455 #[deprecated(
1456 since = "0.22.0",
1457 note = "ignored — the DDA renderer parallelises over the rayon \
1458 pool; bound it with RAYON_NUM_THREADS"
1459 )]
1460 pub cpu_render_threads: usize,
1461}
1462
1463// The deprecated fields still have to be constructed until they are
1464// removed for real (QE has a breaking window; see docs/porting/
1465// PORTING-QUALITY.md).
1466#[allow(deprecated)]
1467impl Default for RenderOptions {
1468 fn default() -> Self {
1469 Self {
1470 backend: BackendPreference::Cpu,
1471 gpu: GpuRendererSettings::default(),
1472 clear_sky: Rgb(0x0099_b3d9),
1473 gpu_mip_scan_dist: 64.0,
1474 gpu_chunk_upload_budget: 2,
1475 gpu_clip_upload_budget: 8,
1476 gpu_sprite_lod_px: 1.0,
1477 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
1478 cpu_render_threads: 4,
1479 }
1480 }
1481}
1482
1483/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
1484/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
1485/// voxel face isn't rejected as "occluded".
1486const PICK_DEPTH_BIAS: f32 = 0.5;
1487
1488// --- image-sprite geometry helpers (shared by both backends) ---
1489
1490fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1491 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
1492}
1493fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1494 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
1495}
1496fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
1497 [a[0] * s, a[1] * s, a[2] * s]
1498}
1499fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
1500 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
1501}
1502fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1503 [
1504 a[1] * b[2] - a[2] * b[1],
1505 a[2] * b[0] - a[0] * b[2],
1506 a[0] * b[1] - a[1] * b[0],
1507 ]
1508}
1509fn v_norm(a: [f32; 3]) -> [f32; 3] {
1510 let len = v_dot(a, a).sqrt();
1511 if len < 1e-12 {
1512 a
1513 } else {
1514 v_scale(a, 1.0 / len)
1515 }
1516}
1517
1518/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
1519/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
1520/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
1521/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
1522/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
1523/// affine coords exactly for a (possibly skew) parallelogram. Standalone
1524/// so the geometry is unit-testable without a renderer.
1525fn ray_quad_uv(
1526 origin: [f32; 3],
1527 dir: [f32; 3],
1528 corners: &[[f32; 3]; 4],
1529) -> Option<([f32; 2], f32)> {
1530 let [tl, tr, bl, _br] = *corners;
1531 let ue = v_sub(tr, tl); // +u edge (width)
1532 let ve = v_sub(bl, tl); // +v edge (height)
1533 let n = v_cross(ue, ve);
1534 let denom = v_dot(dir, n);
1535 if denom.abs() < 1e-12 {
1536 return None; // ray parallel to the quad's plane
1537 }
1538 let t = v_dot(v_sub(tl, origin), n) / denom;
1539 if t <= 1e-6 {
1540 return None; // behind / at the origin
1541 }
1542 let p = v_add(origin, v_scale(dir, t));
1543 let rel = v_sub(p, tl);
1544 let guu = v_dot(ue, ue);
1545 let guv = v_dot(ue, ve);
1546 let gvv = v_dot(ve, ve);
1547 let det = guu * gvv - guv * guv;
1548 if det.abs() < 1e-12 {
1549 return None; // degenerate quad
1550 }
1551 let wu = v_dot(rel, ue);
1552 let wv = v_dot(rel, ve);
1553 let a = (gvv * wu - guv * wv) / det;
1554 let b = (guu * wv - guv * wu) / det;
1555 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
1556 return None; // outside the quad
1557 }
1558 Some(([a, b], t))
1559}
1560
1561/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
1562/// BR`), or `None` when a `double_sided == false` world quad faces away
1563/// from the camera (back-face cull) or its plane is degenerate. The
1564/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
1565/// test.
1566fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
1567 let cam_pos = [
1568 camera.pos[0] as f32,
1569 camera.pos[1] as f32,
1570 camera.pos[2] as f32,
1571 ];
1572 let cam_fwd = v_norm([
1573 camera.forward[0] as f32,
1574 camera.forward[1] as f32,
1575 camera.forward[2] as f32,
1576 ]);
1577
1578 let (u_hat, v_hat) = match sprite.facing {
1579 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
1580 ImageFacing::Billboard { up } => {
1581 // Horizontal axis ⟂ both the view direction and `up`; fall
1582 // back to the camera right when `up` is parallel to the view.
1583 let mut u_hat = v_norm(v_cross(up, cam_fwd));
1584 if v_dot(u_hat, u_hat) < 1e-12 {
1585 u_hat = v_norm([
1586 camera.right[0] as f32,
1587 camera.right[1] as f32,
1588 camera.right[2] as f32,
1589 ]);
1590 }
1591 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
1592 // so the top edge ends up toward `up`.
1593 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
1594 if v_dot(v_hat, up) > 0.0 {
1595 v_hat = v_scale(v_hat, -1.0);
1596 }
1597 (u_hat, v_hat)
1598 }
1599 };
1600
1601 let du = v_scale(u_hat, sprite.size[0]);
1602 let dv = v_scale(v_hat, sprite.size[1]);
1603 let tl = sprite.origin;
1604 let tr = v_add(tl, du);
1605 let bl = v_add(tl, dv);
1606 let br = v_add(tr, dv);
1607
1608 // Back-face cull for fixed world quads (billboards always face us).
1609 if !sprite.double_sided {
1610 if let ImageFacing::World { .. } = sprite.facing {
1611 let normal = v_cross(du, dv);
1612 // Front-facing when the quad normal points toward the camera.
1613 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
1614 return None;
1615 }
1616 }
1617 }
1618
1619 Some(QuadDraw {
1620 corners: [tl, tr, bl, br],
1621 image: 0, // placeholder — draw_images resolves the real slot
1622 tint: sprite.tint,
1623 depth_test: sprite.depth_test,
1624 alpha_cutoff: sprite.alpha_cutoff,
1625 })
1626}
1627
1628/// Where the per-pixel raycaster actually runs, decoupled from the window
1629/// size (RP.0). Both backends are per-pixel marchers, so frame cost scales
1630/// with the pixel count — rendering into a fixed **logical** target and
1631/// nearest-upscaling it to the window makes FPS independent of window size
1632/// and creates the seam for the later posterize / SSAA post (RP.1/RP.2).
1633///
1634/// The default ([`Native`](RenderResolution::Native)) keeps `logical == window`
1635/// and is **byte-identical** to the pre-RP straight blit.
1636#[derive(Clone, Copy, Debug, PartialEq, Default)]
1637pub enum RenderResolution {
1638 /// Logical resolution == window. Default. Identical to pre-RP behaviour.
1639 #[default]
1640 Native,
1641 /// Fixed logical grid, independent of the window (the retro pixel grid).
1642 /// Upscaled to the window with nearest sampling (hard pixels). A logical
1643 /// aspect ratio different from the window's stretches non-uniformly — a
1644 /// deliberate, classic fixed-res look (no letterbox in RP.0).
1645 Fixed {
1646 /// Logical framebuffer width, pixels.
1647 w: u32,
1648 /// Logical framebuffer height, pixels.
1649 h: u32,
1650 },
1651 /// Logical = `round(window * factor)`. `0.5` ⇒ a quarter of the pixels,
1652 /// aspect preserved. Clamped to `>= 1px` per axis.
1653 Scale(f32),
1654}
1655
1656impl RenderResolution {
1657 /// Resolve to a concrete logical pixel size given the current window
1658 /// (native) size. Always `>= 1` per axis.
1659 #[must_use]
1660 pub(crate) fn logical_for(self, native: (u32, u32)) -> (u32, u32) {
1661 let (nw, nh) = (native.0.max(1), native.1.max(1));
1662 match self {
1663 Self::Native => (nw, nh),
1664 Self::Fixed { w, h } => (w.max(1), h.max(1)),
1665 Self::Scale(f) => {
1666 let s = f.max(1e-3);
1667 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1668 let lw = ((nw as f32) * s).round() as u32;
1669 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1670 let lh = ((nh as f32) * s).round() as u32;
1671 (lw.max(1), lh.max(1))
1672 }
1673 }
1674 }
1675}
1676
1677/// Dither applied before the posterize quantization (RP.2), to break up
1678/// banding and turn it into a stable retro pattern instead of crawling edges.
1679/// Indexed by the *logical* pixel, so each hard pixel still resolves to one
1680/// colour.
1681#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
1682pub enum DitherMode {
1683 /// No dither — plain round-to-nearest quantization (hard banding).
1684 #[default]
1685 None,
1686 /// Classic `4×4` ordered (Bayer) dither — the cross-hatch console look.
1687 Bayer4x4,
1688 /// Interleaved-gradient noise — a cheap, texture-free blue-noise-ish
1689 /// stochastic dither (finer than Bayer, no repeating grid).
1690 BlueNoise,
1691}
1692
1693/// Reduced-palette post (RP.2), applied at the logical resolution in the
1694/// resolve step (after the SSAA box-downfilter, before the nearest upscale).
1695/// Each channel is quantized to its own number of levels; `levels <= 1` leaves
1696/// that channel untouched. `None` posterize ⇒ the RP.0/RP.1 paths verbatim.
1697#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1698pub struct PosterizeConfig {
1699 /// Quantisation levels for the red channel (≥ 2).
1700 pub levels_r: u8,
1701 /// Quantisation levels for the green channel (≥ 2).
1702 pub levels_g: u8,
1703 /// Quantisation levels for the blue channel (≥ 2).
1704 pub levels_b: u8,
1705 /// Dither pattern applied before quantisation.
1706 pub dither: DitherMode,
1707}
1708
1709impl PosterizeConfig {
1710 /// Uniform per-channel level count with the given dither.
1711 #[must_use]
1712 pub fn uniform(levels: u8, dither: DitherMode) -> Self {
1713 Self {
1714 levels_r: levels,
1715 levels_g: levels,
1716 levels_b: levels,
1717 dither,
1718 }
1719 }
1720}
1721
1722/// Renderer-internal backend; never exposes wgpu or softbuffer types.
1723/// The GPU variant owns the whole wgpu device/queue/pipelines, so
1724/// it's boxed to keep the enum small.
1725enum BackendImpl {
1726 // Both variants boxed so the enum stays small regardless of which
1727 // backend's state is larger (clippy::large_enum_variant).
1728 Cpu(Box<CpuBackend>),
1729 Gpu(Box<GpuBackend>),
1730}
1731
1732/// Unified renderer over the CPU and GPU paths. See the crate docs.
1733pub struct SceneRenderer {
1734 inner: BackendImpl,
1735 /// Handles for dynamically added sprite instances (see
1736 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
1737 dyn_map: DynInstanceMap,
1738 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
1739 /// and the models returned by [`Self::set_sprites`]). Reset by
1740 /// [`Self::set_sprites`].
1741 model_map: EpochSlotMap<SpriteModelId>,
1742 /// Handles for registered animated voxel clips (see
1743 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
1744 clip_map: EpochSlotMap<VoxelClipId>,
1745 /// Handles for registered animated characters (see
1746 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
1747 char_map: EpochSlotMap<CharacterId>,
1748 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
1749 char_instances: Vec<CharInstance>,
1750 /// Handles for registered streaming clips (see
1751 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1752 streaming_map: EpochSlotMap<StreamingClipId>,
1753 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1754 /// to `streaming_map` slots; `None` once removed (#3).
1755 streaming_clips: Vec<Option<StreamingClipState>>,
1756 /// Metadata per registered flipbook clip, indexed by the backend clip
1757 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1758 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1759 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1760 /// [`Self::set_sprites`].
1761 clip_meta: Vec<ClipMeta>,
1762 /// Auto-advancing clip players (#6); ticked by
1763 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1764 clip_players: Vec<ClipPlayer>,
1765 /// Camera-facing billboard instances (BB.2): each carries its world
1766 /// position + mode, re-oriented every [`Self::face_billboards_to`].
1767 /// Reset by [`Self::set_sprites`].
1768 billboards: Vec<BillboardRec>,
1769 /// Handles for high-level directional billboard actors (BB.4). Reset by
1770 /// [`Self::set_sprites`].
1771 actor_map: EpochSlotMap<BillboardActorId>,
1772 /// Live billboard-actor runtimes, parallel to `actor_map` slots; `None`
1773 /// once removed. Driven by [`Self::update_billboard_actors`].
1774 billboard_actors: Vec<Option<BillboardActor>>,
1775 /// QE.3a - the once-per-facade scene bookkeeping both backends
1776 /// read (materials, terrain map, clip-instance frames).
1777 state: SceneState,
1778 /// QE-B6 — generational image-slot guard (see [`ImageSlotMap`]).
1779 image_map: ImageSlotMap,
1780}
1781
1782impl SceneRenderer {
1783 /// Wrap a constructed backend with the facade's (empty) handle
1784 /// registries — the shared tail of every constructor.
1785 fn from_backend(inner: BackendImpl) -> Self {
1786 Self {
1787 inner,
1788 image_map: ImageSlotMap::default(),
1789 dyn_map: DynInstanceMap::default(),
1790 model_map: EpochSlotMap::default(),
1791 clip_map: EpochSlotMap::default(),
1792 char_map: EpochSlotMap::default(),
1793 char_instances: Vec::new(),
1794 streaming_map: EpochSlotMap::default(),
1795 streaming_clips: Vec::new(),
1796 clip_meta: Vec::new(),
1797 clip_players: Vec::new(),
1798 billboards: Vec::new(),
1799 actor_map: EpochSlotMap::default(),
1800 billboard_actors: Vec::new(),
1801 state: SceneState::default(),
1802 }
1803 }
1804
1805 /// Build a renderer for `window` — any [`raw-window-handle`]
1806 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1807 /// window's initial physical framebuffer size in pixels; thereafter
1808 /// the host reports changes via [`Self::resize`]. Passing the size
1809 /// explicitly keeps the facade decoupled from any one windowing
1810 /// library's size API.
1811 ///
1812 /// Builds the backend [`opts.backend`](RenderOptions::backend)
1813 /// asks for. Under [`BackendPreference::PreferGpu`] a WGPU-init
1814 /// failure falls back to the CPU backend with a `warn` through
1815 /// the [`log`] facade (install a logger like `env_logger` to see
1816 /// why a machine is software-rendering);
1817 /// [`BackendPreference::RequireGpu`] turns that failure into an
1818 /// error instead (QE.7b — headless CI / benchmark rigs must not
1819 /// silently measure a software render).
1820 ///
1821 /// # Errors
1822 /// [`RenderError::CpuSurface`] — the last-resort softbuffer
1823 /// context/surface couldn't bind to `window`;
1824 /// [`RenderError::GpuInit`] — `RequireGpu` and WGPU init failed.
1825 ///
1826 /// [`raw-window-handle`]: raw_window_handle
1827 #[cfg(not(target_arch = "wasm32"))]
1828 pub fn try_new<W>(
1829 window: Arc<W>,
1830 size: (u32, u32),
1831 opts: &RenderOptions,
1832 ) -> Result<Self, RenderError>
1833 where
1834 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1835 {
1836 // QE-C6 — resolve `ROXLAP_*` env overrides once, here, and
1837 // thread plain options into the backends (no env reads below).
1838 let opts = &env_config::EnvOverrides::from_env().applied(opts);
1839 if opts.backend != BackendPreference::Cpu {
1840 match GpuBackend::new(window.clone(), size, opts) {
1841 Ok(g) => return Ok(Self::from_backend(BackendImpl::Gpu(Box::new(g)))),
1842 Err(e) if opts.backend == BackendPreference::RequireGpu => {
1843 return Err(RenderError::GpuInit(e));
1844 }
1845 Err(e) => {
1846 log::warn!("GPU init failed ({e}); falling back to the CPU renderer");
1847 }
1848 }
1849 }
1850 let cpu = CpuBackend::try_new(window, size, opts)?;
1851 Ok(Self::from_backend(BackendImpl::Cpu(Box::new(cpu))))
1852 }
1853
1854 /// Infallible [`Self::try_new`]: **panics** if even the CPU
1855 /// software surface can't be created — the convenient default for
1856 /// demos and tools, where "no window surface at all" has no
1857 /// meaningful recovery. Games that want to show their own error UI
1858 /// call [`try_new`](Self::try_new).
1859 ///
1860 /// # Panics
1861 /// When [`Self::try_new`] returns [`RenderError::CpuSurface`].
1862 #[cfg(not(target_arch = "wasm32"))]
1863 #[must_use]
1864 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
1865 where
1866 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1867 {
1868 match Self::try_new(window, size, opts) {
1869 Ok(r) => r,
1870 Err(e) => panic!("SceneRenderer::new: {e} (use try_new to handle this)"),
1871 }
1872 }
1873
1874 /// wasm/WebGPU build-time entry: build a renderer over an HTML
1875 /// `canvas`. `size` is the canvas's initial framebuffer size in
1876 /// pixels; the host reports later changes via [`Self::resize`].
1877 ///
1878 /// Async because the browser drives wgpu's adapter/device requests
1879 /// through its event loop — `await` it inside a
1880 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
1881 /// (WebGPU) backend when `opts.backend` asks for GPU and WebGPU is
1882 /// available (`RequireGpu` degrades to `PreferGpu` here — no
1883 /// `Result` channel in the async wasm constructor);
1884 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
1885 /// opticast path presented through a WebGL2 blit on the same canvas.
1886 /// **Never fails** — the message is logged to the browser console.
1887 #[cfg(target_arch = "wasm32")]
1888 pub async fn new_from_canvas_async(
1889 canvas: web_sys::HtmlCanvasElement,
1890 size: (u32, u32),
1891 opts: &RenderOptions,
1892 ) -> Self {
1893 // QE-C6 mirror of the native path; on wasm every override is
1894 // `None` (no process environment), so this is a plain copy.
1895 let opts = &env_config::EnvOverrides::from_env().applied(opts);
1896 if opts.backend != BackendPreference::Cpu {
1897 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
1898 // GPU attempt gets a clone — the CPU fallback keeps the
1899 // original if WebGPU init fails.
1900 match GpuBackend::new_async(canvas.clone(), size, opts).await {
1901 Ok(g) => return Self::from_backend(BackendImpl::Gpu(Box::new(g))),
1902 Err(e) => {
1903 web_sys::console::warn_1(
1904 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
1905 .into(),
1906 );
1907 }
1908 }
1909 }
1910 Self::from_backend(BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(
1911 canvas, size, opts,
1912 ))))
1913 }
1914
1915 /// Which backend was selected.
1916 #[must_use]
1917 pub fn backend(&self) -> Backend {
1918 match self.inner {
1919 BackendImpl::Cpu(_) => Backend::Cpu,
1920 BackendImpl::Gpu(_) => Backend::Gpu,
1921 }
1922 }
1923
1924 /// Whether the active backend supports `feature` (QE.7a) — the
1925 /// queryable form of the parity table on [`Feature`]. Methods on
1926 /// the "❌" side stay callable and degrade to documented no-ops;
1927 /// use this to pick a strategy up front (e.g. photo mode: capture
1928 /// vs "not available on this platform").
1929 #[must_use]
1930 pub fn supports(&self, feature: Feature) -> bool {
1931 let gpu = matches!(self.inner, BackendImpl::Gpu(_));
1932 match feature {
1933 Feature::Capture => {
1934 // GPU capture is a blocking readback — native only.
1935 !gpu || cfg!(not(target_arch = "wasm32"))
1936 }
1937 Feature::SkyPanorama | Feature::CarveActiveSprite => gpu,
1938 // Translucency landed on BOTH backends in the TV stage
1939 // (TV.3 sprites / TV.6 terrain, GPU visually verified);
1940 // QE.7a shipped this table stale — saying `!gpu` — and the
1941 // author re-confirmed the GPU paths before this fix.
1942 Feature::TranslucentSpriteMaterials | Feature::TranslucentTerrain => true,
1943 Feature::FreePickDepth => !gpu,
1944 }
1945 }
1946
1947 /// The GPU adapter description when on the GPU backend, else
1948 /// `None`.
1949 #[must_use]
1950 pub fn adapter_info(&self) -> Option<&str> {
1951 match &self.inner {
1952 BackendImpl::Gpu(g) => Some(g.adapter_info()),
1953 BackendImpl::Cpu(_) => None,
1954 }
1955 }
1956
1957 /// `true` when this renderer runs on modest hardware: the CPU
1958 /// backend, or a GPU adapter that is not a discrete card
1959 /// (integrated / software / virtual). A hint for hosts to pick a
1960 /// lighter default render resolution — never consulted internally.
1961 #[must_use]
1962 pub fn is_low_power(&self) -> bool {
1963 match &self.inner {
1964 BackendImpl::Cpu(_) => true,
1965 BackendImpl::Gpu(g) => g.low_power(),
1966 }
1967 }
1968
1969 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
1970 /// GPU marcher's sky sampling. No-op on the CPU backend, which
1971 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
1972 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
1973 if let BackendImpl::Gpu(g) = &mut self.inner {
1974 g.set_sky_panorama(rgba, w, h);
1975 }
1976 }
1977
1978 /// Follow a window resize. CPU resizes its framebuffer lazily, so
1979 /// this only matters to the GPU swapchain — but it's safe to call
1980 /// for both.
1981 pub fn resize(&mut self, width: u32, height: u32) {
1982 match &mut self.inner {
1983 BackendImpl::Cpu(c) => c.resize(width, height),
1984 BackendImpl::Gpu(g) => g.resize(width, height),
1985 }
1986 }
1987
1988 /// Set the logical (fixed) render resolution (RP.0). The scene marches at
1989 /// the resolved logical size and is nearest-upscaled to the window, so the
1990 /// raycaster's cost — and thus FPS — stops depending on the window size.
1991 /// [`RenderResolution::Native`] (the default) keeps `logical == window`
1992 /// and is byte-identical to pre-RP rendering. Takes effect from the next
1993 /// [`render`](Self::render).
1994 pub fn set_render_resolution(&mut self, res: RenderResolution) {
1995 match &mut self.inner {
1996 BackendImpl::Cpu(c) => c.set_render_resolution(res),
1997 BackendImpl::Gpu(g) => g.set_render_resolution(res),
1998 }
1999 }
2000
2001 /// Set the supersampling factor (RP.1). `1` = off; `2` marches `2×2`
2002 /// samples per logical pixel and box-downfilters back before the upscale,
2003 /// anti-aliasing the retro grid. Clamped to `1..=4`. The marcher then runs
2004 /// at `logical_dims × factor` — predictable cost, independent of the window
2005 /// size. Takes effect from the next [`render`](Self::render).
2006 pub fn set_ssaa(&mut self, factor: u8) {
2007 match &mut self.inner {
2008 BackendImpl::Cpu(c) => c.set_ssaa(factor),
2009 BackendImpl::Gpu(g) => g.set_ssaa(factor),
2010 }
2011 }
2012
2013 /// The resolution the raycaster actually runs at this frame —
2014 /// `logical_dims × ssaa` (RP.1). Reflects the most recent window size,
2015 /// [`RenderResolution`], and SSAA factor.
2016 #[must_use]
2017 pub fn render_dims(&self) -> (u32, u32) {
2018 match &self.inner {
2019 BackendImpl::Cpu(c) => c.render_dims(),
2020 BackendImpl::Gpu(g) => g.render_dims(),
2021 }
2022 }
2023
2024 /// Set the reduced-palette posterize post (RP.2), or `None` to disable it
2025 /// (the default — RP.0/RP.1 paths verbatim). Quantization runs at the
2026 /// logical resolution in the resolve step, after the SSAA downfilter and
2027 /// before the nearest upscale, with the configured dither. Takes effect
2028 /// from the next [`render`](Self::render).
2029 pub fn set_posterize(&mut self, cfg: Option<PosterizeConfig>) {
2030 match &mut self.inner {
2031 BackendImpl::Cpu(c) => c.set_posterize(cfg),
2032 BackendImpl::Gpu(g) => g.set_posterize(cfg),
2033 }
2034 }
2035
2036 /// The logical (fixed) render-target size resolved against the current
2037 /// window size, per the active [`RenderResolution`].
2038 #[must_use]
2039 pub fn logical_dims(&self) -> (u32, u32) {
2040 match &self.inner {
2041 BackendImpl::Cpu(c) => c.logical_dims(),
2042 BackendImpl::Gpu(g) => g.logical_dims(),
2043 }
2044 }
2045
2046 /// One-call per-frame animation tick (QE.1b): drives **every**
2047 /// facade-owned animated collection, replacing the multi-call
2048 /// protocol hosts previously had to know (and could silently get
2049 /// wrong — a missed call meant frozen clips or unfaced
2050 /// billboards). Call once per frame before [`render`](Self::render):
2051 ///
2052 /// 1. [`advance_voxel_clips`](Self::advance_voxel_clips) —
2053 /// auto-playing flipbook + streaming clip players;
2054 /// 2. every live character — skeleton + clip attachments (the
2055 /// all-characters sweep of
2056 /// [`advance_character`](Self::advance_character));
2057 /// 3. [`update_billboard_actors`](Self::update_billboard_actors) —
2058 /// actor direction/state clips + camera facing;
2059 /// 4. [`face_billboards_to`](Self::face_billboards_to) — plain
2060 /// billboard instances.
2061 ///
2062 /// The fine-grained methods stay public for hosts that need a
2063 /// custom per-entity `dt` (slow-motion on one character) or their
2064 /// own ordering — `tick` is the "do the right thing" default and
2065 /// is exactly equivalent to calling them in the order above.
2066 /// KFA sprites driven via
2067 /// [`update_kfa_poses`](Self::update_kfa_poses) remain a separate
2068 /// call (they mutate host-owned skeletons).
2069 pub fn tick(&mut self, camera: &Camera, dt: f64) {
2070 self.advance_voxel_clips(dt);
2071 let live: Vec<usize> = self.char_map.live_indices().collect();
2072 for idx in live {
2073 self.advance_character_at(idx, dt);
2074 }
2075 self.update_billboard_actors(camera, dt);
2076 self.face_billboards_to(camera);
2077 }
2078
2079 /// Composite `scene` from `camera` with `frame` params into the
2080 /// backend's frame buffer — **without presenting**. The CPU backend
2081 /// fills sky + runs the opticast compositor into an owned buffer;
2082 /// the GPU backend uploads/refreshes the scene, runs the compute
2083 /// marcher + sprite pass, and acquires (but does not present) the
2084 /// swapchain frame.
2085 ///
2086 /// Finish the frame with exactly one of [`present`](Self::present)
2087 /// (no overlay) or [`paint_egui`](Self::paint_egui) (UI overlay).
2088 /// Calling `render` again without finishing drops the pending frame.
2089 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
2090 match &mut self.inner {
2091 BackendImpl::Cpu(c) => c.render(scene, camera, frame, &self.state),
2092 BackendImpl::Gpu(g) => g.render(scene, camera, frame, &self.state),
2093 }
2094 // The GPU mirrored its device palettes this frame if it needed
2095 // to; the CPU reads the table live. Either way the change flag
2096 // is consumed.
2097 self.state.materials_dirty = false;
2098 }
2099
2100 /// Draw world-space [`Line3`] segments over the frame
2101 /// [`render`](Self::render) composited, using that frame's camera +
2102 /// projection + depth buffer. Call **after** [`render`](Self::render)
2103 /// and **before** [`present`](Self::present) /
2104 /// [`paint_egui`](Self::paint_egui) — the lines land in the
2105 /// framebuffer, so a subsequent `paint_egui` still draws its panels
2106 /// on top.
2107 ///
2108 /// `camera` must be the one the last frame rendered with (the
2109 /// projection is taken from that frame). Depth-tested segments
2110 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
2111 /// always-on-top segments ignore depth. See [`Line3`] for colour /
2112 /// width / blend semantics.
2113 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
2114 match &mut self.inner {
2115 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
2116 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
2117 }
2118 }
2119
2120 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
2121 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
2122 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
2123 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
2124 /// so the per-frame draw call stays cheap. Sampling is
2125 /// nearest-neighbour (pixel-art friendly — no blurring).
2126 ///
2127 /// Returns `None` for malformed input — a wrong byte count
2128 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
2129 /// confused with the first valid id (`ImageId(0)`).
2130 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
2131 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
2132 return None;
2133 }
2134 let slot = match &mut self.inner {
2135 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
2136 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
2137 };
2138 Some(self.image_map.alloc(slot))
2139 }
2140
2141 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
2142 /// Stale handles (already dropped, or aliasing a reused slot) are a
2143 /// safe no-op — ids are generational since QE-B6.
2144 pub fn drop_image(&mut self, id: ImageId) {
2145 let Some(slot) = self.image_map.index(id) else {
2146 return;
2147 };
2148 self.image_map.remove(id);
2149 match &mut self.inner {
2150 BackendImpl::Cpu(c) => c.drop_image(slot),
2151 BackendImpl::Gpu(g) => g.drop_image(slot),
2152 }
2153 }
2154
2155 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
2156 /// composited — flat textured quads placed in world space, using that
2157 /// frame's camera + projection + depth buffer. Same contract as
2158 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
2159 /// and **before** [`present`](Self::present) / [`paint_egui`](Self::paint_egui).
2160 ///
2161 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
2162 /// quad). Depth-tested sprites are occluded by nearer rendered
2163 /// geometry (with a bias to avoid z-fighting on a coincident face);
2164 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
2165 /// over the scene. `camera` must be the one the last frame rendered.
2166 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
2167 if images.is_empty() {
2168 return;
2169 }
2170 let quads: Vec<QuadDraw> = images
2171 .iter()
2172 .filter_map(|s| {
2173 // QE-B6 — stale image handles draw nothing (vs aliasing
2174 // whatever texture reused the slot).
2175 let slot = self.image_map.index(s.image)?;
2176 let mut q = resolve_quad(s, camera)?;
2177 q.image = slot;
2178 Some(q)
2179 })
2180 .collect();
2181 if quads.is_empty() {
2182 return;
2183 }
2184 match &mut self.inner {
2185 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
2186 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
2187 }
2188 }
2189
2190 /// Project a world point to window pixel coordinates `(x, y)` under
2191 /// the projection the **last frame** rendered with — the backend-correct
2192 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
2193 /// before the first frame or for a point at/behind the camera near
2194 /// plane.
2195 ///
2196 /// Both backends honour their own projection (CPU `setcamera`
2197 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
2198 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
2199 /// [0, h)` for points off-screen but in front of the camera.
2200 #[must_use]
2201 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
2202 match &self.inner {
2203 BackendImpl::Cpu(c) => c.project_point(camera, world),
2204 BackendImpl::Gpu(g) => g.project_point(camera, world),
2205 }
2206 }
2207
2208 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
2209 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
2210 /// same list passed to [`draw_images`](Self::draw_images) (image
2211 /// sprites are immediate-mode, so the caller owns the set). `None` for
2212 /// a miss.
2213 ///
2214 /// The ray is intersected with each quad's plane and mapped to its
2215 /// `uv` / source texel. A texel whose alpha is below the sprite's
2216 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
2217 /// **see-through** — the pick passes through it to a sprite behind.
2218 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
2219 /// rejected when nearer scene geometry occludes that pixel (shares the
2220 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
2221 /// the occlusion test costs a click-time depth readback).
2222 #[must_use]
2223 pub fn pick_image(
2224 &self,
2225 camera: &Camera,
2226 x: f64,
2227 y: f64,
2228 sprites: &[ImageSprite],
2229 ) -> Option<ImagePickHit> {
2230 if sprites.is_empty() {
2231 return None;
2232 }
2233 let dir = self.pixel_ray(camera, x, y)?;
2234 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
2235 let dir_len = v_dot(dir, dir).sqrt();
2236 if dir_len < 1e-9 {
2237 return None;
2238 }
2239 let origin = [
2240 camera.pos[0] as f32,
2241 camera.pos[1] as f32,
2242 camera.pos[2] as f32,
2243 ];
2244 // Scene surface distance under this pixel (sky / no-hit → None);
2245 // used to occlude depth-tested sprites. Same metric as `pick`.
2246 let scene_t = self.pick_depth(x as u32, y as u32);
2247
2248 let mut best: Option<ImagePickHit> = None;
2249 for sprite in sprites {
2250 // Reuse the render-path resolve (back-face cull included), so
2251 // a single-sided quad that isn't drawn also can't be picked.
2252 let Some(q) = resolve_quad(sprite, camera) else {
2253 continue;
2254 };
2255 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
2256 continue; // miss / parallel / behind
2257 };
2258 let d_eucl = t * dir_len;
2259 if best.is_some_and(|cur| d_eucl >= cur.t) {
2260 continue; // a nearer sprite already won
2261 }
2262 let p = v_add(origin, v_scale(dir, t));
2263
2264 let Some((iw, ih)) = self.image_dims(sprite.image) else {
2265 continue; // dropped / unknown image
2266 };
2267 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
2268 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
2269
2270 // See-through test: a texel is solid when its alpha clears the
2271 // cutoff (and a fully-transparent texel is never solid).
2272 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
2273 let solid_thresh = cutoff_u8.max(1);
2274 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
2275 continue;
2276 }
2277
2278 // Occlusion: a depth-tested sprite behind nearer geometry loses.
2279 if sprite.depth_test {
2280 if let Some(st) = scene_t {
2281 if d_eucl > st + PICK_DEPTH_BIAS {
2282 continue;
2283 }
2284 }
2285 }
2286
2287 best = Some(ImagePickHit {
2288 image: sprite.image,
2289 uv: [a, b],
2290 texel: (tx, ty),
2291 world: p,
2292 t: d_eucl,
2293 });
2294 }
2295 best
2296 }
2297
2298 /// Source dimensions of an uploaded image, or `None` if the id was
2299 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
2300 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
2301 let slot = self.image_map.index(id)?;
2302 match &self.inner {
2303 BackendImpl::Cpu(c) => c.image_dims(slot),
2304 BackendImpl::Gpu(g) => g.image_dims(slot),
2305 }
2306 }
2307
2308 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
2309 /// unknown id / out-of-range texel). Internal helper for
2310 /// [`Self::pick_image`].
2311 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
2312 let Some(slot) = self.image_map.index(id) else {
2313 return 0;
2314 };
2315 match &self.inner {
2316 BackendImpl::Cpu(c) => c.image_alpha_at(slot, tx, ty),
2317 BackendImpl::Gpu(g) => g.image_alpha_at(slot, tx, ty),
2318 }
2319 }
2320
2321 /// Mirror the rendered 3D scene horizontally before display. The flip is
2322 /// applied *before* any egui overlay, so the UI stays upright while the
2323 /// viewport un-mirrors — a fix for the engine's left-handed render.
2324 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
2325 /// mirrors the scene blit + line/image overlays). Picking/projection are
2326 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
2327 /// for ray casts.
2328 pub fn set_flip_x(&mut self, flip: bool) {
2329 match &mut self.inner {
2330 BackendImpl::Cpu(c) => c.set_flip_x(flip),
2331 BackendImpl::Gpu(g) => g.set_flip_x(flip),
2332 }
2333 }
2334
2335 /// Present the frame [`render`](Self::render) composited, with no UI
2336 /// overlay. Pairs with `render`; use [`paint_egui`](Self::paint_egui)
2337 /// instead to overlay an egui UI before presenting.
2338 pub fn present(&mut self) {
2339 match &mut self.inner {
2340 BackendImpl::Cpu(c) => c.present(),
2341 BackendImpl::Gpu(g) => g.present(),
2342 }
2343 }
2344
2345 /// Block until the active backend has finished all in-flight work, ready
2346 /// for a clean teardown. On the GPU backend this drains the device queue
2347 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
2348 /// backend it is a no-op (nothing is in flight).
2349 ///
2350 /// Call this at shutdown **before dropping the renderer and its window**,
2351 /// so the GPU device/surface tear down with no commands queued and no
2352 /// half-presented frame. Skipping it (or dropping the window first) can
2353 /// leave the driver/compositor showing stale buffers after an exit — the
2354 /// "leftover triangles / flicker" symptom of an unclean shutdown.
2355 pub fn wait_idle(&mut self) {
2356 match &mut self.inner {
2357 BackendImpl::Cpu(c) => c.wait_idle(),
2358 BackendImpl::Gpu(g) => g.wait_idle(),
2359 }
2360 }
2361
2362 /// Composite `scene` and return a [`Frame`] guard — the type-state
2363 /// form of the `render → overlays → present`/`paint_egui` protocol
2364 /// (QE-B6), which the split calls enforce by documentation only.
2365 /// With the guard, misuse is unrepresentable: overlays can only be
2366 /// drawn on a live frame (with the camera it was rendered with —
2367 /// the guard holds it), presenting consumes the guard so a double
2368 /// present can't compile, and *dropping* an unfinished frame
2369 /// presents it — a bare `renderer.frame(..);` shows the frame.
2370 ///
2371 /// ```ignore
2372 /// renderer
2373 /// .frame(&mut scene, &camera, ¶ms)
2374 /// .draw_lines(&gizmo)
2375 /// .present(); // or .paint_egui(..); or just drop it
2376 /// ```
2377 ///
2378 /// The split [`render`](Self::render) / [`present`](Self::present)
2379 /// calls remain available for hosts that need custom control flow
2380 /// between the stages.
2381 pub fn frame(&mut self, scene: &mut Scene, camera: &Camera, params: &FrameParams) -> Frame<'_> {
2382 self.render(scene, camera, params);
2383 Frame {
2384 renderer: self,
2385 camera: *camera,
2386 finished: false,
2387 }
2388 }
2389
2390 /// Overlay an egui UI on the frame [`render`](Self::render)
2391 /// composited, then present it (`hud` feature). The host runs egui
2392 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
2393 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
2394 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
2395 /// the UI scale (`ctx.pixels_per_point()`).
2396 ///
2397 /// The GPU backend paints via `egui-wgpu`; the CPU backend
2398 /// software-rasterises the tessellation into its framebuffer. Use
2399 /// this **instead of** [`present`](Self::present) — both finish the
2400 /// frame.
2401 #[cfg(feature = "hud")]
2402 pub fn paint_egui(
2403 &mut self,
2404 jobs: &[egui::ClippedPrimitive],
2405 textures: &egui::TexturesDelta,
2406 pixels_per_point: f32,
2407 ) {
2408 match &mut self.inner {
2409 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
2410 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
2411 }
2412 }
2413
2414 /// Reset the whole sprite world: every model, dynamic instance,
2415 /// voxel clip, streaming clip, character, billboard and actor is
2416 /// dropped, and **every outstanding handle from any of those
2417 /// families goes stale** (resolving to safe no-ops — the maps are
2418 /// generational). The explicit scene-switch verb (QE-B6): what the
2419 /// demo host does between scenes, without the "register an empty
2420 /// set" idiom spelling it.
2421 pub fn clear_sprites(&mut self) {
2422 self.set_sprites(&SpriteSet {
2423 models: Vec::new(),
2424 instances: Vec::new(),
2425 carve_model: None,
2426 });
2427 }
2428
2429 /// Register sprite models + instances — **replacing the whole
2430 /// sprite world**. This is a bulk *set*, not an append: every
2431 /// handle family (models, dynamic instances, clips, streaming
2432 /// clips, characters, billboards, actors) is reset and previously
2433 /// issued handles go stale (safe no-ops). Call once at setup, or
2434 /// again to replace everything; to build up incrementally instead,
2435 /// use [`add_sprite_model`](Self::add_sprite_model) /
2436 /// [`add_sprite_instance`](Self::add_sprite_instance) &c., and to
2437 /// drop everything use [`clear_sprites`](Self::clear_sprites).
2438 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
2439 match &mut self.inner {
2440 BackendImpl::Cpu(c) => c.set_sprites(set),
2441 BackendImpl::Gpu(g) => g.set_sprites(set),
2442 }
2443 // A fresh sprite set replaces the instance world, so any
2444 // previously added dynamic instances + models are gone — drop their
2445 // handles and re-seat the model slotmap with `set.models.len()`
2446 // live ids `0..n` (model index = chain id on both backends).
2447 self.dyn_map = DynInstanceMap::default();
2448 self.model_map.reset_live(set.models.len());
2449 // A full sprite rebuild drops the dynamic + clip layers on both
2450 // backends (the GPU registry is replaced), so reset the clip +
2451 // character maps too.
2452 self.clip_map.reset();
2453 self.char_map.reset();
2454 self.char_instances.clear();
2455 self.streaming_map.reset();
2456 self.streaming_clips.clear();
2457 self.clip_meta.clear();
2458 self.clip_players.clear();
2459 self.billboards.clear();
2460 self.actor_map.reset();
2461 self.billboard_actors.clear();
2462 self.state.dyn_clip.clear();
2463 (0..set.models.len() as u32)
2464 .map(|slot| self.model_map.minted(slot))
2465 .collect()
2466 }
2467
2468 /// Re-register one sprite model's geometry after you've edited its
2469 /// content (a carve or recolour of its `kv6`). `model` is the
2470 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
2471 /// `kv6` is the model's **new** geometry — the caller owns the source
2472 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
2473 /// represent) and supplies the refreshed mesh here.
2474 ///
2475 /// This is a **backend-agnostic content refresh**, not a GPU upload:
2476 /// the renderer brings its stored model up to date however its active
2477 /// backend needs to. The instance set is left untouched (an edit never
2478 /// moves or adds an instance), so on the GPU backend only that one
2479 /// model's voxel data is re-uploaded — through a slack-backed
2480 /// suballocator, one model's bytes rather than the whole registry —
2481 /// while the CPU backend swaps the cached `kv6` into each instance of
2482 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
2483 /// models or change the instance set.
2484 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
2485 let Some(idx) = self.model_map.index(model) else {
2486 return; // stale / removed handle → no-op
2487 };
2488 match &mut self.inner {
2489 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
2490 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
2491 }
2492 }
2493
2494 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
2495 /// re-classifies the refreshed voxels into per-voxel material ids by
2496 /// colour (TV.3) via `material_map` — used by the material-aware streaming
2497 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
2498 /// empty map matches `refresh_sprite_model`.
2499 pub fn refresh_sprite_model_with_materials(
2500 &mut self,
2501 model: SpriteModelId,
2502 kv6: &Kv6,
2503 material_map: &[(Rgb, u8)],
2504 ) {
2505 let Some(idx) = self.model_map.index(model) else {
2506 return; // stale / removed handle → no-op
2507 };
2508 match &mut self.inner {
2509 BackendImpl::Cpu(c) => {
2510 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
2511 }
2512 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
2513 }
2514 }
2515
2516 /// Add one sprite instance of an already-registered `model` at world
2517 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
2518 /// backends now share (GPU: append to the instance buffer, growing by
2519 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
2520 /// stable [`SpriteInstanceId`] for later removal.
2521 ///
2522 /// `model` must be a [`SpriteModelId`] from the current
2523 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
2524 /// with zero initial instances). Dynamic instances live *after* the
2525 /// static set + any KFA limbs, so register those first.
2526 ///
2527 /// Returns `None` — spawning nothing — on a stale/removed `model`
2528 /// handle (QE.1c; previously a silent sentinel id).
2529 pub fn add_sprite_instance(
2530 &mut self,
2531 model: SpriteModelId,
2532 pos: [f32; 3],
2533 ) -> Option<SpriteInstanceId> {
2534 self.add_sprite_instance_posed(
2535 model,
2536 DynSpriteTransform {
2537 pos,
2538 ..DynSpriteTransform::default()
2539 },
2540 )
2541 }
2542
2543 /// Add one sprite instance of an already-registered `model`,
2544 /// pre-posed with the orientation in `xf` — the streaming-spawn path
2545 /// for objects that appear mid-flight already rotated (so there's no
2546 /// one-frame axis-aligned flash before the first
2547 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
2548 /// Otherwise identical to
2549 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
2550 /// this with the identity basis). Returns a stable
2551 /// [`SpriteInstanceId`].
2552 ///
2553 /// Returns `None` — spawning nothing — on a stale/removed `model`
2554 /// handle (QE.1c; previously a silent sentinel id). `xf`'s basis
2555 /// must be non-singular; a degenerate one makes the instance
2556 /// silently skip drawing (see [`DynSpriteTransform`]).
2557 pub fn add_sprite_instance_posed(
2558 &mut self,
2559 model: SpriteModelId,
2560 xf: DynSpriteTransform,
2561 ) -> Option<SpriteInstanceId> {
2562 let idx = self.model_map.index(model)?;
2563 let dyn_index = match &mut self.inner {
2564 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
2565 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
2566 }?;
2567 self.state.dyn_clip.push(None); // a plain model instance
2568 Some(self.dyn_map.alloc(dyn_index as u32))
2569 }
2570
2571 /// Remove a dynamic sprite instance added by
2572 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
2573 /// backends (swap-remove); other dynamic handles stay valid. Returns
2574 /// `false` if the handle is stale / already removed.
2575 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
2576 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2577 return false;
2578 };
2579 let moved = match &mut self.inner {
2580 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
2581 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
2582 };
2583 // Mirror the backend's swap-remove on the facade's parallel
2584 // clip bookkeeping (QE.3a).
2585 self.state.dyn_clip.swap_remove(dyn_index as usize);
2586 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
2587 true
2588 }
2589
2590 /// Number of live dynamic sprite instances (those added via
2591 /// [`add_sprite_instance`](Self::add_sprite_instance)).
2592 #[must_use]
2593 pub fn dynamic_sprite_count(&self) -> usize {
2594 self.dyn_map.order.len()
2595 }
2596
2597 /// Define a global voxel **material** (TV stage): the opacity + blend
2598 /// mode that a per-voxel material id resolves to. The renderer owns one
2599 /// 256-entry palette shared by every model and grid.
2600 ///
2601 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
2602 /// without explicit material data resolves to — and **cannot** be
2603 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
2604 /// other id returns `true`.
2605 ///
2606 /// While no translucent material is defined the renderer stays on the
2607 /// fully-opaque fast path, so this is inert until first called. See
2608 /// `PORTING-TRANSPARENCY.md`.
2609 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
2610 let changed = self.state.materials.set(id, mat);
2611 if changed {
2612 self.state.materials_dirty = true;
2613 }
2614 changed
2615 }
2616
2617 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
2618 /// any id never passed to [`define_material`](Self::define_material)).
2619 #[must_use]
2620 pub fn material(&self, id: u8) -> Material {
2621 self.state.materials.get(id)
2622 }
2623
2624 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
2625 /// material_id)` that make matching-colour world (grid) voxels translucent
2626 /// — glass walls, water pools. The materials themselves are defined via
2627 /// [`define_material`](Self::define_material). An empty map (the default)
2628 /// keeps all terrain opaque. The CPU backend composites these today; the
2629 /// GPU backend renders them once the TV.6 device path lands.
2630 pub fn set_terrain_materials(&mut self, map: &[(Rgb, u8)]) {
2631 if self.state.terrain_materials != map {
2632 self.state.terrain_materials = map.to_vec();
2633 self.state.materials_dirty = true;
2634 }
2635 }
2636
2637 /// Register one new sprite **model** incrementally from `kv6`,
2638 /// **without** rebuilding the existing model set — the streaming-in
2639 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
2640 /// for unique generated geometry (procedural asteroids, debris).
2641 /// Returns a stable [`SpriteModelId`] usable immediately with
2642 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2643 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
2644 ///
2645 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
2646 /// residency on the GPU backend's first model). The GPU backend
2647 /// appends one LOD chain to the resident registry (amortised O(model
2648 /// voxels)); the CPU backend pushes an axis-aligned template.
2649 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
2650 let model_index = match &mut self.inner {
2651 BackendImpl::Cpu(c) => c.add_model(kv6),
2652 BackendImpl::Gpu(g) => g.add_model(kv6),
2653 };
2654 self.model_map.alloc(model_index as u32)
2655 }
2656
2657 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
2658 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
2659 /// [`define_material`](Self::define_material)), so a single model can mix
2660 /// opaque and translucent voxels — an opaque window frame around glass, a
2661 /// bottle around a translucent potion. Voxels whose colour isn't in the
2662 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
2663 /// otherwise.
2664 ///
2665 /// The CPU backend composites per-voxel materials today; the GPU backend
2666 /// carries the data and renders per-voxel materials once the TV.3b device
2667 /// path lands (until then it uses the instance's uniform material).
2668 pub fn add_sprite_model_with_materials(
2669 &mut self,
2670 kv6: &Kv6,
2671 material_map: &[(Rgb, u8)],
2672 ) -> SpriteModelId {
2673 let model_index = match &mut self.inner {
2674 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
2675 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
2676 };
2677 self.model_map.alloc(model_index as u32)
2678 }
2679
2680 /// Remove a registered sprite model, freeing its voxel data. Returns
2681 /// `false` if `id` is stale / already removed.
2682 ///
2683 /// The model's slot is tombstoned **in place**: its id is never
2684 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
2685 /// Existing instances of the removed model are **not** dropped here —
2686 /// they linger but draw as nothing on the GPU backend (the CPU
2687 /// backend keeps each instance's own kv6 clone, so they keep drawing
2688 /// until removed via
2689 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
2690 /// them when convenient. Call
2691 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
2692 /// to reclaim the GPU buffer holes.
2693 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
2694 let Some(idx) = self.model_map.index(id) else {
2695 return false;
2696 };
2697 match &mut self.inner {
2698 BackendImpl::Cpu(c) => c.remove_model(idx),
2699 BackendImpl::Gpu(g) => g.remove_model(idx),
2700 }
2701 self.model_map.remove(id)
2702 }
2703
2704 /// Reclaim the GPU buffer space left by
2705 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
2706 /// resident registry to its live models only. Model ids are preserved
2707 /// (no remap). O(live voxel volume) — call it when many models have
2708 /// been removed, not every frame. No-op on the CPU backend (which
2709 /// keeps cheap empty placeholders) and when nothing was removed.
2710 pub fn compact_sprite_models(&mut self) {
2711 match &mut self.inner {
2712 BackendImpl::Cpu(c) => c.compact_models(),
2713 BackendImpl::Gpu(g) => g.compact_models(),
2714 }
2715 }
2716
2717 /// Update one dynamic instance's full pose (position + orientation)
2718 /// for this frame. `id` is from
2719 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2720 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
2721 /// stale / removed handle is a no-op.
2722 ///
2723 /// For many instances per frame prefer
2724 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
2725 /// the GPU backend flushes all pending pose changes to the device
2726 /// once per [`render`](Self::render), so a per-instance call here is
2727 /// still O(1) device work, but the batch variant avoids re-walking
2728 /// the slotmap.
2729 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
2730 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2731 return;
2732 };
2733 match &mut self.inner {
2734 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2735 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2736 }
2737 }
2738
2739 /// Batch form of
2740 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2741 /// — apply many `(instance, pose)` updates in one call. Stale handles
2742 /// in `updates` are skipped. On the GPU backend this marks the
2743 /// instance buffer dirty once and uploads the new poses a single time
2744 /// at the next [`render`](Self::render), so spinning a whole cluster
2745 /// of instances per frame is one device upload, not one per instance.
2746 pub fn set_sprite_instance_transforms(
2747 &mut self,
2748 updates: &[(SpriteInstanceId, DynSpriteTransform)],
2749 ) {
2750 for &(id, xf) in updates {
2751 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2752 continue;
2753 };
2754 match &mut self.inner {
2755 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2756 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2757 }
2758 }
2759 }
2760
2761 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
2762 /// global palette defined via [`define_material`](Self::define_material)
2763 /// for this whole instance's opacity + blend mode. `0` (the default) is
2764 /// opaque. Stale handles are ignored.
2765 ///
2766 /// Only the CPU backend composites translucent sprites today; the GPU
2767 /// backend retains the value for the forthcoming device-side path (see
2768 /// `PORTING-TRANSPARENCY.md`).
2769 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
2770 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2771 return;
2772 };
2773 match &mut self.inner {
2774 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
2775 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
2776 }
2777 }
2778
2779 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
2780 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
2781 /// effect can fade out by cheap per-frame updates without re-uploading
2782 /// its volume. Stale handles are ignored.
2783 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
2784 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2785 return;
2786 };
2787 match &mut self.inner {
2788 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2789 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2790 }
2791 }
2792
2793 /// Set sprite instance `id`'s per-instance **RGB tint**, packed
2794 /// `0x00RRGGBB`: every rendered voxel's colour is multiplied by it (per
2795 /// channel), so instances of one model can be recoloured cheaply per frame.
2796 /// `0x00FF_FFFF` (white, the default) is a no-op. Works on both backends;
2797 /// stale handles are ignored. Tint is colour only — for transparency, use a
2798 /// translucent material with
2799 /// [`set_sprite_instance_alpha`](Self::set_sprite_instance_alpha).
2800 pub fn set_sprite_instance_tint(&mut self, id: SpriteInstanceId, tint: Rgb) {
2801 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2802 return;
2803 };
2804 match &mut self.inner {
2805 BackendImpl::Cpu(c) => c.set_dyn_instance_tint(dyn_index as usize, tint.0),
2806 BackendImpl::Gpu(g) => g.set_dyn_instance_tint(dyn_index as usize, tint.0),
2807 }
2808 }
2809
2810 /// Toggle a sprite/clip instance's shadow participation **live**
2811 /// (XS.4 flags, BB.3). [`ShadowFlags::default`] (both on) is what
2812 /// every spawn starts with. The per-instance counterpart to the
2813 /// template-level `Sprite::with_casts_shadow` /
2814 /// `with_receives_shadow` — e.g. a flat additive glow billboard
2815 /// that should not cast, or a UI marker that ignores shadows.
2816 /// Other flag bits are preserved. No-op on a stale id.
2817 ///
2818 /// QE.7b — takes [`ShadowFlags`] instead of the old unreadable
2819 /// `(id, true, false)` bool pair; migrate with
2820 /// `ShadowFlags { casts, receives }`.
2821 pub fn set_sprite_instance_shadow_flags(&mut self, id: SpriteInstanceId, shadows: ShadowFlags) {
2822 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2823 return;
2824 };
2825 match &mut self.inner {
2826 BackendImpl::Cpu(c) => {
2827 c.set_dyn_instance_shadow_flags(
2828 dyn_index as usize,
2829 shadows.casts,
2830 shadows.receives,
2831 );
2832 }
2833 BackendImpl::Gpu(g) => {
2834 g.set_dyn_instance_shadow_flags(
2835 dyn_index as usize,
2836 shadows.casts,
2837 shadows.receives,
2838 );
2839 }
2840 }
2841 }
2842
2843 /// Set a sprite/clip instance's **lighting mode** live (BB.2b): how its
2844 /// shading normal is derived ([`BillboardLighting`]). Useful for
2845 /// camera-facing billboards whose face normal would otherwise track the
2846 /// camera. Other flag bits are preserved; only affects the dynamic
2847 /// lighting path. No-op on a stale id.
2848 pub fn set_sprite_instance_lighting(&mut self, id: SpriteInstanceId, mode: BillboardLighting) {
2849 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2850 return;
2851 };
2852 match &mut self.inner {
2853 BackendImpl::Cpu(c) => c.set_dyn_instance_lighting(dyn_index as usize, mode),
2854 BackendImpl::Gpu(g) => g.set_dyn_instance_lighting(dyn_index as usize, mode),
2855 }
2856 }
2857
2858 // ---- animated voxel clips (VCL.4) ------------------------------------
2859
2860 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
2861 /// its frames and upload the flipbook to the active backend (GPU: one
2862 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
2863 /// [`VoxelClipId`] to spawn instances of it via
2864 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
2865 ///
2866 /// Build the [`DecodedClip`] from a `.rvc` via
2867 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
2868 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
2869 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
2870 /// **drops** all registered clips (re-register afterwards).
2871 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
2872 self.add_voxel_clip_with_materials(clip, &[])
2873 }
2874
2875 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
2876 /// analogue of
2877 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
2878 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
2879 /// (defined via [`define_material`](Self::define_material)), classifying
2880 /// every frame's voxels so an animated clip can mix opaque and translucent
2881 /// voxels — an opaque torch handle around an additive flame, a spinning
2882 /// glass orb. Voxels whose colour isn't in the map stay opaque
2883 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
2884 pub fn add_voxel_clip_with_materials(
2885 &mut self,
2886 clip: &DecodedClip,
2887 material_map: &[(Rgb, u8)],
2888 ) -> VoxelClipId {
2889 let clip_index = match &mut self.inner {
2890 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
2891 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
2892 };
2893 // Capture metadata for editor queries + #6 auto-play; clip indices
2894 // are sequential and parallel to `clip_meta`.
2895 debug_assert_eq!(clip_index, self.clip_meta.len());
2896 self.clip_meta.push(ClipMeta {
2897 dims: clip.dims,
2898 pivot: clip.pivot,
2899 voxel_world_size: clip.voxel_world_size,
2900 durations: clip.durations.clone(),
2901 loop_mode: clip.loop_mode,
2902 material_map: material_map.to_vec(),
2903 });
2904 self.clip_map.alloc(clip_index as u32)
2905 }
2906
2907 /// Remove a registered clip, freeing its per-frame volumes. Instances
2908 /// of it linger but draw nothing until removed via
2909 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
2910 /// `false` if `id` is stale / already removed.
2911 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
2912 let Some(clip_index) = self.clip_map.index(id) else {
2913 return false;
2914 };
2915 match &mut self.inner {
2916 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
2917 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
2918 }
2919 // Detach instances that were playing this clip so they stop
2920 // being treated as clip instances (QE.3a — facade bookkeeping;
2921 // was duplicated in both backends).
2922 for slot in &mut self.state.dyn_clip {
2923 if matches!(slot, Some((c, _)) if *c == clip_index) {
2924 *slot = None;
2925 }
2926 }
2927 self.clip_map.remove(id)
2928 }
2929
2930 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
2931 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
2932 /// sprite instance, so move it with
2933 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
2934 /// advance its frame with
2935 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
2936 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
2937 /// Returns `None` — spawning nothing — on a stale/removed `clip`
2938 /// handle (QE.1c; previously a silent sentinel id).
2939 ///
2940 /// This instance has **no playback clock**: drive its frame yourself via
2941 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
2942 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
2943 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
2944 /// scrubbing — spawn with
2945 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
2946 /// (the player-control methods no-op on an instance with no player).
2947 pub fn add_clip_instance_posed(
2948 &mut self,
2949 clip: VoxelClipId,
2950 xf: DynSpriteTransform,
2951 ) -> Option<SpriteInstanceId> {
2952 let clip_index = self.clip_map.index(clip)?;
2953 let dyn_index = match &mut self.inner {
2954 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
2955 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
2956 }?;
2957 self.state.dyn_clip.push(Some((clip_index, 0)));
2958 Some(self.dyn_map.alloc(dyn_index as u32))
2959 }
2960
2961 /// Select which frame a clip instance shows — the per-frame playback
2962 /// step. Cheap on both backends (GPU: swap the instance's model id;
2963 /// CPU: select the cached frame grid), with no volume re-upload. Drive
2964 /// it from a playback clock via
2965 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
2966 /// No-op on a stale id or a non-clip instance.
2967 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
2968 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2969 return;
2970 };
2971 let frame = frame as usize;
2972 let Some(Some((clip_index, cur_frame))) = self.state.dyn_clip.get_mut(dyn_index as usize)
2973 else {
2974 return; // not a clip instance
2975 };
2976 // PF.5 — same-frame guard: a player ticking at render rate
2977 // re-applies the same frame most ticks; skip the bookkeeping +
2978 // GPU writes (QE.3a: the guard now covers both backends).
2979 if *cur_frame == frame {
2980 return;
2981 }
2982 let clip_index = *clip_index;
2983 *cur_frame = frame;
2984 // The CPU render reads the frame from `state.dyn_clip`; only
2985 // the GPU keeps device-side state (the instance's model id).
2986 if let BackendImpl::Gpu(g) = &mut self.inner {
2987 g.apply_clip_frame(dyn_index as usize, clip_index, frame);
2988 }
2989 }
2990
2991 /// Retarget a live clip instance onto a **different** registered clip,
2992 /// restarting it at frame 0 while keeping its world transform and any
2993 /// auto-playback clock *policy* (speed / paused). The per-frame primitive
2994 /// for directional ("8-way") billboards and animation-state changes
2995 /// (idle → walk → attack): far cheaper than `remove_sprite_instance` +
2996 /// `add_clip_instance_*`, reusing the instance's existing GPU residency
2997 /// (just a model-id swap, no volume re-upload).
2998 ///
2999 /// If the instance has a playback clock
3000 /// ([`add_clip_instance_playing`](Self::add_clip_instance_playing)), its
3001 /// timeline is retargeted to the new clip (durations + loop mode) and the
3002 /// clock restarts at 0; the speed and paused state carry over.
3003 ///
3004 /// Returns `false` (a safe no-op) on a stale instance id, a stale `clip`,
3005 /// or a non-clip instance.
3006 pub fn set_clip_instance_clip(&mut self, id: SpriteInstanceId, clip: VoxelClipId) -> bool {
3007 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3008 return false;
3009 };
3010 let Some(clip_index) = self.clip_map.index(clip) else {
3011 return false;
3012 };
3013 if !matches!(self.state.dyn_clip.get(dyn_index as usize), Some(Some(_))) {
3014 return false; // not a clip instance
3015 }
3016 // Only the GPU has device-side state to retarget (the model
3017 // id); it reports whether the new clip actually has frames.
3018 let ok = match &mut self.inner {
3019 BackendImpl::Cpu(_) => true,
3020 BackendImpl::Gpu(g) => g.apply_clip_retarget(dyn_index as usize, clip_index),
3021 };
3022 if ok {
3023 self.state.dyn_clip[dyn_index as usize] = Some((clip_index, 0));
3024 // Retarget the auto-player's timeline to the new clip (different
3025 // frame count / durations / loop), restart its clock, keep the
3026 // playback policy (speed + paused). Clone metadata first so the
3027 // immutable borrow ends before the mutable player borrow.
3028 let durations = self.clip_meta[clip_index].durations.clone();
3029 let loop_mode = self.clip_meta[clip_index].loop_mode;
3030 if let Some(player) = self.flipbook_player_mut(id) {
3031 player.clock.retarget(&durations, loop_mode);
3032 }
3033 }
3034 ok
3035 }
3036
3037 // ---- billboards (BB.2) -----------------------------------------------
3038
3039 /// Spawn a clip instance that auto-orients toward the camera every
3040 /// [`face_billboards_to`](Self::face_billboards_to) — a Doom/Build-style
3041 /// billboard. `pos` is its world position (the clip pivot maps here);
3042 /// `mode` chooses cylindrical (the Doom default) or spherical facing.
3043 /// Drive its animation through the clip player
3044 /// ([`advance_voxel_clips`](Self::advance_voxel_clips)) and swap
3045 /// animations with [`set_clip_instance_clip`](Self::set_clip_instance_clip).
3046 ///
3047 /// The instance starts axis-aligned until the first `face_billboards_to`,
3048 /// so call that (with the frame's camera) before `render` — like
3049 /// `advance_voxel_clips(dt)`. Returns a stale id on a stale `clip` (no
3050 /// billboard recorded).
3051 pub fn add_billboard_instance(
3052 &mut self,
3053 clip: VoxelClipId,
3054 pos: [f32; 3],
3055 mode: BillboardMode,
3056 ) -> Option<SpriteInstanceId> {
3057 let xf = DynSpriteTransform {
3058 pos,
3059 ..Default::default()
3060 };
3061 let id = self.add_clip_instance_posed(clip, xf)?;
3062 self.billboards.push(BillboardRec { id, pos, mode });
3063 Some(id)
3064 }
3065
3066 /// Change a billboard instance's facing mode. No-op on a non-billboard id.
3067 pub fn set_billboard_mode(&mut self, id: SpriteInstanceId, mode: BillboardMode) {
3068 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3069 b.mode = mode;
3070 }
3071 }
3072
3073 /// Move a billboard instance. Its auto-orientation is preserved; the new
3074 /// position takes effect on the next
3075 /// [`face_billboards_to`](Self::face_billboards_to). No-op on a
3076 /// non-billboard id.
3077 pub fn set_billboard_position(&mut self, id: SpriteInstanceId, pos: [f32; 3]) {
3078 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3079 b.pos = pos;
3080 }
3081 }
3082
3083 /// Re-orient every billboard instance to face `camera` — one batched
3084 /// transform flush (BB.2). Call once per frame before `render`, after
3085 /// moving billboards / the camera (the billboard analogue of
3086 /// [`advance_voxel_clips`](Self::advance_voxel_clips)). Billboards whose
3087 /// instance was removed are pruned; a degenerate pose (camera on the
3088 /// sprite's vertical axis) is skipped for that frame.
3089 pub fn face_billboards_to(&mut self, camera: &Camera) {
3090 let cam = camera.pos;
3091 let dyn_map = &self.dyn_map;
3092 let mut updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3093 self.billboards.retain(|b| {
3094 if dyn_map.dyn_index(b.id).is_none() {
3095 return false; // the instance was removed → drop the record
3096 }
3097 if let Some(xf) = billboard_transform(b.pos, cam, b.mode) {
3098 updates.push((b.id, xf));
3099 }
3100 true
3101 });
3102 self.set_sprite_instance_transforms(&updates);
3103 }
3104
3105 // ---- billboard actors (BB.4) -----------------------------------------
3106
3107 /// Build a [`ClipClock`] seeded from `clip`'s timeline (durations + loop
3108 /// mode), or an empty/looping clock if `clip` is `None`/stale.
3109 fn clock_for_clip(&self, clip: Option<VoxelClipId>, speed: f32) -> ClipClock {
3110 let (durations, loop_mode) = clip.and_then(|c| self.clip_map.index(c)).map_or_else(
3111 || (Vec::new(), LoopMode::Loop),
3112 |ci| {
3113 (
3114 self.clip_meta[ci].durations.clone(),
3115 self.clip_meta[ci].loop_mode,
3116 )
3117 },
3118 );
3119 ClipClock::new(&durations, loop_mode, speed_to_q8(speed), 0.0)
3120 }
3121
3122 /// Register a high-level **directional billboard actor** (BB.4): the
3123 /// renderer owns one clip instance and, every
3124 /// [`update_billboard_actors`](Self::update_billboard_actors), picks the
3125 /// directional clip from the view angle, faces it to the camera, and
3126 /// advances its state animation. The convenience layer over
3127 /// [`add_billboard_instance`](Self::add_billboard_instance) +
3128 /// [`set_clip_instance_clip`](Self::set_clip_instance_clip) + the clip
3129 /// clock for Doom-style monsters.
3130 ///
3131 /// `pos` is the actor's world position; `facing_yaw` is the world yaw it
3132 /// faces (radians; the dir picker compares the camera's bearing to it).
3133 /// Returns `None` — spawning nothing — if `def` has no states / a
3134 /// state with no dirs, or the initial clip is stale (QE.1c;
3135 /// previously a silent sentinel id).
3136 pub fn add_billboard_actor(
3137 &mut self,
3138 def: BillboardActorDef,
3139 pos: [f32; 3],
3140 facing_yaw: f64,
3141 ) -> Option<BillboardActorId> {
3142 if def.states.is_empty() || def.states.iter().any(|s| s.dirs.is_empty()) {
3143 return None;
3144 }
3145 let init_clip = def.states[0].dirs[0];
3146 let xf = DynSpriteTransform {
3147 pos,
3148 ..Default::default()
3149 };
3150 let inst = self.add_clip_instance_posed(init_clip, xf)?;
3151 self.set_sprite_instance_shadow_flags(inst, def.shadows);
3152 self.set_sprite_instance_lighting(inst, def.lighting);
3153 let clock = self.clock_for_clip(Some(init_clip), def.speed);
3154 let actor = BillboardActor {
3155 scale: def.scale,
3156 inst,
3157 states: def.states,
3158 cur_state: 0,
3159 pos,
3160 facing_yaw,
3161 mode: def.mode,
3162 clock,
3163 showing: None,
3164 speed: def.speed,
3165 };
3166 let index = self.billboard_actors.len() as u32;
3167 self.billboard_actors.push(Some(actor));
3168 Some(self.actor_map.alloc(index))
3169 }
3170
3171 /// Switch an actor to a named animation state, restarting its clock (the
3172 /// directional clip is reselected on the next
3173 /// [`update_billboard_actors`](Self::update_billboard_actors)). No-op on a
3174 /// stale id or an unknown state name.
3175 pub fn set_actor_state(&mut self, id: BillboardActorId, state: &str) -> bool {
3176 let Some(idx) = self.actor_map.index(id) else {
3177 return false;
3178 };
3179 let Some(a) = self.billboard_actors[idx].as_ref() else {
3180 return false;
3181 };
3182 let Some(state_idx) = a.states.iter().position(|s| s.name == state) else {
3183 return false;
3184 };
3185 let rep = a.states[state_idx].dirs.first().copied();
3186 let speed = a.speed;
3187 let clock = self.clock_for_clip(rep, speed);
3188 let a = self.billboard_actors[idx].as_mut().unwrap();
3189 a.cur_state = state_idx;
3190 a.clock = clock;
3191 a.showing = None; // force a clip reselect next update
3192 true
3193 }
3194
3195 /// Move/turn an actor. Its orientation + directional clip update on the
3196 /// next [`update_billboard_actors`](Self::update_billboard_actors). No-op
3197 /// on a stale id.
3198 pub fn set_actor_transform(&mut self, id: BillboardActorId, pos: [f32; 3], facing_yaw: f64) {
3199 let Some(idx) = self.actor_map.index(id) else {
3200 return;
3201 };
3202 if let Some(a) = self.billboard_actors[idx].as_mut() {
3203 a.pos = pos;
3204 a.facing_yaw = facing_yaw;
3205 }
3206 }
3207
3208 /// Change an actor's lighting mode at runtime (BB.2b) — the per-actor
3209 /// counterpart to [`BillboardActorDef::lighting`], routed to its clip
3210 /// instance via [`set_sprite_instance_lighting`](Self::set_sprite_instance_lighting).
3211 /// Returns `false` on a stale id.
3212 pub fn set_actor_lighting(&mut self, id: BillboardActorId, mode: BillboardLighting) -> bool {
3213 let Some(idx) = self.actor_map.index(id) else {
3214 return false;
3215 };
3216 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3217 return false;
3218 };
3219 self.set_sprite_instance_lighting(inst, mode);
3220 true
3221 }
3222
3223 /// Tint an actor at runtime — the per-actor counterpart to
3224 /// [`set_sprite_instance_tint`](Self::set_sprite_instance_tint), routed to
3225 /// its clip instance. `tint` is an `0x00RR_GGBB` colour multiply
3226 /// (`0x00FF_FFFF` = white = no-op). Returns `false` on a stale id.
3227 pub fn set_actor_tint(&mut self, id: BillboardActorId, tint: Rgb) -> bool {
3228 let Some(idx) = self.actor_map.index(id) else {
3229 return false;
3230 };
3231 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3232 return false;
3233 };
3234 self.set_sprite_instance_tint(inst, tint);
3235 true
3236 }
3237
3238 /// Remove an actor and its clip instance. Returns `false` on a stale id.
3239 pub fn remove_billboard_actor(&mut self, id: BillboardActorId) -> bool {
3240 let Some(idx) = self.actor_map.index(id) else {
3241 return false;
3242 };
3243 if let Some(a) = self.billboard_actors[idx].take() {
3244 self.remove_sprite_instance(a.inst);
3245 }
3246 self.actor_map.remove(id)
3247 }
3248
3249 /// Drive every billboard actor by `dt` seconds (BB.4): for each, pick the
3250 /// directional clip from the camera bearing (swapping clips only on
3251 /// change), advance its state-animation clock, and face it to the camera.
3252 /// Call once per frame before `render` (the actor analogue of
3253 /// [`advance_voxel_clips`](Self::advance_voxel_clips) +
3254 /// [`face_billboards_to`](Self::face_billboards_to)). Actors whose
3255 /// instance was removed are pruned.
3256 pub fn update_billboard_actors(&mut self, camera: &Camera, dt: f64) {
3257 struct Action {
3258 inst: SpriteInstanceId,
3259 set_clip: Option<VoxelClipId>,
3260 frame: u32,
3261 xf: Option<DynSpriteTransform>,
3262 }
3263 let cam = camera.pos;
3264 let dyn_map = &self.dyn_map;
3265 let mut actions: Vec<Action> = Vec::new();
3266 for slot in &mut self.billboard_actors {
3267 let Some(a) = slot.as_mut() else {
3268 continue;
3269 };
3270 if dyn_map.dyn_index(a.inst).is_none() {
3271 *slot = None; // instance gone → drop the actor
3272 continue;
3273 }
3274 let dir = a.pick_dir(cam);
3275 let desired = a.states[a.cur_state].dirs[dir];
3276 let set_clip = (a.showing != Some(desired)).then(|| {
3277 a.showing = Some(desired);
3278 desired
3279 });
3280 let frame = a.clock.tick(dt);
3281 let xf = billboard_transform(a.pos, cam, a.mode).map(|mut xf| {
3282 for axis in [&mut xf.right, &mut xf.up, &mut xf.forward] {
3283 for c in axis.iter_mut() {
3284 *c *= a.scale;
3285 }
3286 }
3287 xf
3288 });
3289 actions.push(Action {
3290 inst: a.inst,
3291 set_clip,
3292 frame,
3293 xf,
3294 });
3295 }
3296 // Apply (each call borrows self mutably; disjoint from the loop above).
3297 let mut xforms: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3298 for act in actions {
3299 if let Some(clip) = act.set_clip {
3300 self.set_clip_instance_clip(act.inst, clip);
3301 }
3302 // After a clip swap the backend reset the frame to 0; set the
3303 // clock's frame so the walk cycle stays continuous across turns.
3304 self.set_clip_instance_frame(act.inst, act.frame);
3305 if let Some(xf) = act.xf {
3306 xforms.push((act.inst, xf));
3307 }
3308 }
3309 self.set_sprite_instance_transforms(&xforms);
3310 }
3311
3312 // ---- clip queries (editor inspector) ---------------------------------
3313
3314 /// Frame count of a registered flipbook clip, or `None` if `id` is
3315 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
3316 #[must_use]
3317 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
3318 let idx = self.clip_map.index(id)?;
3319 Some(self.clip_meta[idx].durations.len())
3320 }
3321
3322 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
3323 /// durations) of a registered flipbook clip, or `None` if `id` is stale
3324 /// — so an editor needn't shadow the source [`DecodedClip`].
3325 #[must_use]
3326 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
3327 let idx = self.clip_map.index(id)?;
3328 let m = &self.clip_meta[idx];
3329 Some(ClipMetadata {
3330 dims: m.dims,
3331 pivot: m.pivot,
3332 voxel_world_size: m.voxel_world_size,
3333 loop_mode: m.loop_mode,
3334 frame_count: m.durations.len(),
3335 durations: m.durations.clone(),
3336 total_ms: m
3337 .durations
3338 .iter()
3339 .fold(0u32, |acc, &d| acc.saturating_add(d)),
3340 })
3341 }
3342
3343 /// Which frame a clip instance is currently showing (the timeline
3344 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
3345 #[must_use]
3346 pub fn clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3347 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
3348 let (_, frame) = (*self.state.dyn_clip.get(dyn_index)?)?;
3349 u32::try_from(frame).ok()
3350 }
3351
3352 /// QE.7b — renamed: this was the only `get_`-prefixed method in
3353 /// the crate. Forwarding shim for one minor release.
3354 #[deprecated(since = "0.22.0", note = "renamed to `clip_instance_frame`")]
3355 #[must_use]
3356 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3357 self.clip_instance_frame(id)
3358 }
3359
3360 /// Re-upload a **single** `frame` of registered clip `id` in place — the
3361 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
3362 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
3363 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
3364 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
3365 /// the flipbook).
3366 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
3367 let Some(clip_index) = self.clip_map.index(id) else {
3368 return false;
3369 };
3370 let m = &self.clip_meta[clip_index];
3371 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
3372 if vf.validate(dims).is_err() {
3373 return false;
3374 }
3375 // Re-classify with the clip's registered colour→material map (TV.3) so
3376 // an in-place frame edit keeps the clip's per-voxel materials.
3377 let material_map = m.material_map.clone();
3378 let frame = frame as usize;
3379 match &mut self.inner {
3380 BackendImpl::Cpu(c) => {
3381 c.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3382 }
3383 BackendImpl::Gpu(g) => {
3384 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3385 }
3386 }
3387 }
3388
3389 // ---- streaming voxel clips (#3) --------------------------------------
3390
3391 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
3392 /// model + the compact encoded stream) rather than the N-volume flipbook
3393 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
3394 /// N frames are too costly to hold resident. Builds the model from frame
3395 /// 0; advance it with
3396 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
3397 /// instances with
3398 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
3399 /// note that, unlike a flipbook, **all** instances of a streaming clip
3400 /// share its one model and so always show the same (current) frame.
3401 ///
3402 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
3403 /// point is to avoid materialising every frame.
3404 ///
3405 /// # Errors
3406 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
3407 /// with a keyframe.
3408 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
3409 self.add_streaming_clip_with_materials(clip, &[])
3410 }
3411
3412 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
3413 /// analogue of
3414 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
3415 /// `material_map` pairs a voxel RGB colour with a material id (defined via
3416 /// [`define_material`](Self::define_material)); it is re-applied on every
3417 /// per-frame re-upload, so the single streamed model keeps its per-voxel
3418 /// materials as the clip advances. An empty map is identical to
3419 /// [`add_streaming_clip`](Self::add_streaming_clip).
3420 ///
3421 /// # Errors
3422 /// As [`add_streaming_clip`](Self::add_streaming_clip).
3423 pub fn add_streaming_clip_with_materials(
3424 &mut self,
3425 clip: &VoxelClip,
3426 material_map: &[(Rgb, u8)],
3427 ) -> Result<StreamingClipId, DecodeError> {
3428 let cursor = StreamingClip::new(clip)?;
3429 let dims = cursor.dims();
3430 let pivot = cursor.pivot();
3431 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
3432 let resident_frame = cursor.current_index();
3433 let model = self.add_sprite_model_with_materials(&kv6, material_map);
3434 let index = self.streaming_clips.len() as u32;
3435 self.streaming_clips.push(Some(StreamingClipState {
3436 cursor,
3437 model,
3438 dims,
3439 pivot,
3440 material_map: material_map.to_vec(),
3441 // The model was just built from the cursor's current frame.
3442 last_applied: Some(resident_frame),
3443 }));
3444 Ok(self.streaming_map.alloc(index))
3445 }
3446
3447 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
3448 /// [`SpriteInstanceId`] — move it with
3449 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
3450 /// and drop it with
3451 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
3452 /// dynamic instance. All instances of one streaming clip share its single
3453 /// model. Returns `None` — spawning nothing — on a stale/removed
3454 /// `id` (QE.1c; previously a silent sentinel handle).
3455 pub fn add_streaming_clip_instance(
3456 &mut self,
3457 id: StreamingClipId,
3458 xf: DynSpriteTransform,
3459 ) -> Option<StreamingInstanceId> {
3460 let model = self
3461 .streaming_map
3462 .index(id)
3463 .and_then(|idx| self.streaming_clips[idx].as_ref())
3464 .map(|s| s.model)?;
3465 let inst = self.add_sprite_instance_posed(model, xf)?;
3466 Some(StreamingInstanceId(inst))
3467 }
3468
3469 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
3470 /// handle.
3471 pub fn set_streaming_instance_transform(
3472 &mut self,
3473 id: StreamingInstanceId,
3474 xf: DynSpriteTransform,
3475 ) {
3476 self.set_sprite_instance_transform(id.0, xf);
3477 }
3478
3479 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
3480 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
3481 self.remove_sprite_instance(id.0)
3482 }
3483
3484 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
3485 /// single model — the per-frame streaming step (one volume re-upload,
3486 /// vs the flipbook's cheap model-select). Updates **every** instance of
3487 /// the clip at once. Drive it from a clock via
3488 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
3489 /// id; `frame` is clamped to the last.
3490 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
3491 let Some(idx) = self.streaming_map.index(id) else {
3492 return;
3493 };
3494 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
3495 s.cursor.seek(frame as usize).ok()?;
3496 // PF.5 — same-frame guard on the RESOLVED (clamped) index: skip
3497 // the dense rebuild + re-upload when this frame is already
3498 // resident on the model.
3499 let resolved = s.cursor.current_index();
3500 if s.last_applied == Some(resolved) {
3501 return None;
3502 }
3503 s.last_applied = Some(resolved);
3504 let vf = s.cursor.current_frame();
3505 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
3506 }) else {
3507 return;
3508 };
3509 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
3510 }
3511
3512 /// Remove a streaming clip: free its model and drop the cursor (the
3513 /// memory win for huge clips). Instances linger but draw nothing until
3514 /// removed. Returns `false` if `id` is stale / already removed.
3515 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
3516 let Some(idx) = self.streaming_map.index(id) else {
3517 return false;
3518 };
3519 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
3520 self.streaming_clips[idx] = None;
3521 if let Some(model) = model {
3522 self.remove_sprite_model(model);
3523 }
3524 self.streaming_map.remove(id)
3525 }
3526
3527 // ---- auto-advancing clip players (#6) --------------------------------
3528
3529 /// Spawn a flipbook-clip instance that **plays itself**: like
3530 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
3531 /// facade tracks a playback clock so a single
3532 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
3533 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
3534 /// bookkeeping in the host. `speed` is the playback rate (`1.0` =
3535 /// authored speed, negative = reverse; QE.7b - was Q8, migrate with
3536 /// `speed_q8 as f32 / 256.0`); `start_phase_ms` offsets the clock
3537 /// (stagger copies of one clip). Returns `None` — spawning nothing,
3538 /// registering no player — on a stale/removed `clip` (QE.1c;
3539 /// previously a silent sentinel id).
3540 pub fn add_clip_instance_playing(
3541 &mut self,
3542 clip: VoxelClipId,
3543 xf: DynSpriteTransform,
3544 speed: f32,
3545 start_phase_ms: u32,
3546 ) -> Option<SpriteInstanceId> {
3547 let clip_index = self.clip_map.index(clip)?;
3548 let meta = &self.clip_meta[clip_index];
3549 let clock = ClipClock::new(
3550 &meta.durations,
3551 meta.loop_mode,
3552 speed_to_q8(speed),
3553 f64::from(start_phase_ms),
3554 );
3555 let inst = self.add_clip_instance_posed(clip, xf)?;
3556 self.clip_players.push(ClipPlayer {
3557 target: PlayerTarget::Flipbook(inst),
3558 clock,
3559 paused: false,
3560 });
3561 Some(inst)
3562 }
3563
3564 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
3565 /// its own playback clock, advanced by
3566 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
3567 /// frame is per-clip (all its instances share one model), so this is
3568 /// keyed on the clip, not an instance — register instances separately
3569 /// with
3570 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
3571 /// No-op on a stale `clip`.
3572 ///
3573 /// Control the player (play/pause/scrub) via
3574 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
3575 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
3576 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
3577 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
3578 /// `speed` is the playback rate (`1.0` = authored; QE.7b - was Q8).
3579 pub fn play_streaming_clip(&mut self, clip: StreamingClipId, speed: f32, start_phase_ms: u32) {
3580 let Some(idx) = self.streaming_map.index(clip) else {
3581 return;
3582 };
3583 let Some(state) = self.streaming_clips[idx].as_ref() else {
3584 return;
3585 };
3586 let clock = ClipClock::new(
3587 state.cursor.durations(),
3588 state.cursor.loop_mode(),
3589 speed_to_q8(speed),
3590 f64::from(start_phase_ms),
3591 );
3592 self.clip_players.push(ClipPlayer {
3593 target: PlayerTarget::Streaming(clip),
3594 clock,
3595 paused: false,
3596 });
3597 }
3598
3599 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
3600 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
3601 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
3602 /// apply it. Players whose instance / clip was removed are pruned. Call
3603 /// once per frame.
3604 ///
3605 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
3606 /// [`play_streaming_clip`]: Self::play_streaming_clip
3607 pub fn advance_voxel_clips(&mut self, dt: f64) {
3608 // Phase 1: tick clocks → (target, frame), pruning dead players.
3609 // Borrow only the maps (disjoint from `clip_players`).
3610 let dyn_map = &self.dyn_map;
3611 let streaming_map = &self.streaming_map;
3612 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
3613 self.clip_players.retain_mut(|p| {
3614 let alive = match p.target {
3615 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
3616 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
3617 };
3618 if !alive {
3619 return false;
3620 }
3621 // A paused player keeps its clock + frame (the editor's pause).
3622 if !p.paused {
3623 updates.push((p.target, p.clock.tick(dt)));
3624 }
3625 true
3626 });
3627 // Phase 2: apply (borrows self mutably, disjoint from the above).
3628 for (target, frame) in updates {
3629 self.apply_player_frame(target, frame);
3630 }
3631 }
3632
3633 /// Apply a resolved frame to a player's target (flipbook instance vs.
3634 /// streaming clip).
3635 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
3636 match target {
3637 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
3638 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
3639 }
3640 }
3641
3642 /// Find the auto-player driving flipbook instance `inst`, if any.
3643 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
3644 self.clip_players
3645 .iter_mut()
3646 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
3647 }
3648
3649 /// Pause / resume the auto-player driving clip instance `id` (the
3650 /// editor's play/pause). No-op if `id` has no player.
3651 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
3652 if let Some(p) = self.flipbook_player_mut(id) {
3653 p.paused = paused;
3654 }
3655 }
3656
3657 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
3658 /// has no player.
3659 #[must_use]
3660 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
3661 self.clip_players
3662 .iter()
3663 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3664 .map(|p| p.paused)
3665 }
3666
3667 /// Set the playback speed (`1.0` = authored rate, negative =
3668 /// reverse; QE.7b — was Q8) of clip instance `id`'s auto-player.
3669 /// No-op if `id` has no player.
3670 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed: f32) {
3671 if let Some(p) = self.flipbook_player_mut(id) {
3672 p.clock.speed_q8 = speed_to_q8(speed);
3673 }
3674 }
3675
3676 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
3677 /// immediately show the matching frame (works while paused). No-op if
3678 /// `id` has no player.
3679 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
3680 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
3681 p.clock.clock_ms = clock_ms;
3682 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3683 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3684 (p.target, frame)
3685 }) else {
3686 return;
3687 };
3688 self.apply_player_frame(target, frame);
3689 }
3690
3691 /// Clip instance `id`'s current playback-clock position (ms), or `None`
3692 /// if it has no player — the scrubber's read-back.
3693 #[must_use]
3694 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
3695 self.clip_players
3696 .iter()
3697 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3698 .map(|p| p.clock.clock_ms)
3699 }
3700
3701 /// Find the auto-player driving streaming clip `clip`, if any (a player
3702 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
3703 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
3704 self.clip_players
3705 .iter_mut()
3706 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3707 }
3708
3709 /// Pause / resume a streaming clip's auto-player
3710 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
3711 /// has no player.
3712 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
3713 if let Some(p) = self.streaming_player_mut(clip) {
3714 p.paused = paused;
3715 }
3716 }
3717
3718 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
3719 /// has no player.
3720 #[must_use]
3721 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
3722 self.clip_players
3723 .iter()
3724 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3725 .map(|p| p.paused)
3726 }
3727
3728 /// Set the playback speed (`1.0` = authored rate, negative =
3729 /// reverse; QE.7b — was Q8) of streaming clip `clip`'s
3730 /// auto-player. No-op if `clip` has no player.
3731 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed: f32) {
3732 if let Some(p) = self.streaming_player_mut(clip) {
3733 p.clock.speed_q8 = speed_to_q8(speed);
3734 }
3735 }
3736
3737 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
3738 /// and immediately show the matching frame (works while paused). No-op if
3739 /// `clip` has no player.
3740 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
3741 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
3742 p.clock.clock_ms = clock_ms;
3743 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3744 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3745 (p.target, frame)
3746 }) else {
3747 return;
3748 };
3749 self.apply_player_frame(target, frame);
3750 }
3751
3752 /// Streaming clip `clip`'s current playback-clock position (ms), or
3753 /// `None` if it has no player — the scrubber's read-back.
3754 #[must_use]
3755 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
3756 self.clip_players
3757 .iter()
3758 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3759 .map(|p| p.clock.clock_ms)
3760 }
3761
3762 // ---- animated characters (VCL.6) -------------------------------------
3763
3764 /// Register an animated character (RKC v3): upload its meshes as sprite
3765 /// models + its embedded voxel clips as flipbooks, then spawn one
3766 /// renderer instance **per bone attachment** — a static mesh sits at
3767 /// its bone, a clip attachment plays back on its own clock. `clip`
3768 /// selects a skeletal animation clip to drive the bones (`None` =
3769 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
3770 /// [`advance_character`](Self::advance_character).
3771 ///
3772 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
3773 /// a later `set_sprites` drops all registered characters.
3774 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
3775 // 1. Meshes → sprite models.
3776 let model_ids: Vec<SpriteModelId> =
3777 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
3778 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
3779 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
3780 .voxel_clips
3781 .iter()
3782 .map(|vc| {
3783 vc.decode().ok().map(|d| {
3784 let id = self.add_voxel_clip(&d);
3785 (id, d.durations, d.loop_mode)
3786 })
3787 })
3788 .collect();
3789 // 3. Build + solve the skeleton (rest pose → bone transforms).
3790 let mut skeleton = ch.to_kfa_sprite(clip);
3791 solve_kfa_limbs(&mut skeleton);
3792 // 4. One instance per attachment, posed by bone × local_offset.
3793 let mut attaches = Vec::new();
3794 for (bi, bone) in ch.bones.iter().enumerate() {
3795 let limb = &skeleton.limbs[bi];
3796 for att in &bone.attachments {
3797 let (s, h, f, p) =
3798 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
3799 let xf = DynSpriteTransform {
3800 pos: p,
3801 right: s,
3802 up: h,
3803 forward: f,
3804 };
3805 match att.target {
3806 MeshRef::Static(mi) => {
3807 // The model was registered a few lines up, so the
3808 // spawn can only fail on an out-of-range mesh index.
3809 if let Some(inst) = model_ids
3810 .get(mi)
3811 .and_then(|&mid| self.add_sprite_instance_posed(mid, xf))
3812 {
3813 attaches.push(AttachInst {
3814 bone: bi,
3815 local_offset: att.local_offset,
3816 inst,
3817 clip: None,
3818 });
3819 }
3820 }
3821 MeshRef::Clip(ci) => {
3822 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
3823 let Some(inst) = self.add_clip_instance_posed(*cid, xf) else {
3824 continue;
3825 };
3826 attaches.push(AttachInst {
3827 bone: bi,
3828 local_offset: att.local_offset,
3829 inst,
3830 clip: Some(ClipClock::new(
3831 durations,
3832 *loop_mode,
3833 att.playback.speed_q8,
3834 f64::from(att.playback.start_phase_ms),
3835 )),
3836 });
3837 }
3838 }
3839 }
3840 }
3841 }
3842 let clips: Vec<VoxelClipId> = clip_regs
3843 .iter()
3844 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
3845 .collect();
3846 let idx = self.char_instances.len();
3847 self.char_instances.push(CharInstance {
3848 skeleton,
3849 attaches,
3850 models: model_ids,
3851 clips,
3852 });
3853 self.char_map.alloc(idx as u32)
3854 }
3855
3856 /// Advance a character by `dt` seconds: tick its skeletal animation +
3857 /// each clip attachment's clock, then re-pose every attachment
3858 /// (bone × local_offset) and select each clip's current frame. No-op on
3859 /// a stale id.
3860 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
3861 let Some(idx) = self.char_map.index(id) else {
3862 return;
3863 };
3864 self.advance_character_at(idx, dt);
3865 }
3866
3867 /// [`advance_character`](Self::advance_character)'s resolved-index
3868 /// core, shared with [`tick`](Self::tick)'s all-characters sweep.
3869 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3870 fn advance_character_at(&mut self, idx: usize, dt: f64) {
3871 // Phase 1: solve the skeleton + compute each attachment's update,
3872 // borrowing only `char_instances[idx]`.
3873 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
3874 let CharInstance {
3875 skeleton, attaches, ..
3876 } = &mut self.char_instances[idx];
3877 skeleton.animsprite((dt * 1000.0) as i32);
3878 solve_kfa_limbs(skeleton);
3879 attaches
3880 .iter_mut()
3881 .map(|a| {
3882 let limb = &skeleton.limbs[a.bone];
3883 let (s, h, f, p) =
3884 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3885 let xf = DynSpriteTransform {
3886 pos: p,
3887 right: s,
3888 up: h,
3889 forward: f,
3890 };
3891 let frame = a.clip.as_mut().map(|c| c.tick(dt));
3892 (a.inst, xf, frame)
3893 })
3894 .collect()
3895 };
3896 // Phase 2: apply via the facade primitives (disjoint from
3897 // `char_instances`).
3898 for (inst, xf, frame) in updates {
3899 self.set_sprite_instance_transform(inst, xf);
3900 if let Some(f) = frame {
3901 self.set_clip_instance_frame(inst, f);
3902 }
3903 }
3904 }
3905
3906 /// Move/re-orient a character to a new world transform `xf` (the root
3907 /// limb's world pose) **without** ticking its animation or clip clocks —
3908 /// a teleport that holds the current animation frame (e.g. dragging a
3909 /// paused character in an editor). Re-solves the skeleton from the new
3910 /// root + re-poses every attachment; clip frames are left as-is. No-op on
3911 /// a stale id.
3912 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
3913 let Some(idx) = self.char_map.index(id) else {
3914 return;
3915 };
3916 // Phase 1: set the root pose + re-solve (no animsprite), then compute
3917 // each attachment's new transform — borrowing only `char_instances`.
3918 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
3919 let CharInstance {
3920 skeleton, attaches, ..
3921 } = &mut self.char_instances[idx];
3922 skeleton.p = xf.pos;
3923 skeleton.s = xf.right;
3924 skeleton.h = xf.up;
3925 skeleton.f = xf.forward;
3926 solve_kfa_limbs(skeleton);
3927 attaches
3928 .iter()
3929 .map(|a| {
3930 let limb = &skeleton.limbs[a.bone];
3931 let (s, h, f, p) =
3932 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
3933 (
3934 a.inst,
3935 DynSpriteTransform {
3936 pos: p,
3937 right: s,
3938 up: h,
3939 forward: f,
3940 },
3941 )
3942 })
3943 .collect()
3944 };
3945 // Phase 2: apply (clip frames untouched — clocks didn't tick).
3946 for (inst, t) in updates {
3947 self.set_sprite_instance_transform(inst, t);
3948 }
3949 }
3950
3951 /// Remove a character, dropping all its attachment instances **and**
3952 /// freeing the sprite models + voxel clips it registered. Returns
3953 /// `false` if `id` is stale.
3954 pub fn remove_character(&mut self, id: CharacterId) -> bool {
3955 let Some(idx) = self.char_map.index(id) else {
3956 return false;
3957 };
3958 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
3959 .attaches
3960 .iter()
3961 .map(|a| a.inst)
3962 .collect();
3963 for inst in insts {
3964 self.remove_sprite_instance(inst);
3965 }
3966 self.char_instances[idx].attaches.clear();
3967 // Free the models + clips this character registered (else they leak
3968 // until a `set_sprites` — costly for an editor hot-swapping all
3969 // session). `mem::take` so the per-id frees can borrow `self`.
3970 let models = std::mem::take(&mut self.char_instances[idx].models);
3971 let clips = std::mem::take(&mut self.char_instances[idx].clips);
3972 for model in models {
3973 self.remove_sprite_model(model);
3974 }
3975 for clip in clips {
3976 self.remove_voxel_clip(clip);
3977 }
3978 self.char_map.remove(id)
3979 }
3980
3981 /// Register animated KFA sprites (one or more bone hierarchies).
3982 /// The GPU backend uploads each limb's kv6 as an instanced model
3983 /// **once** (appended to the sprite registry) and seeds the limb
3984 /// instances at their current pose; the CPU backend caches the
3985 /// posed limbs for drawing. Call once at setup, after
3986 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
3987 /// with [`update_kfa_poses`](Self::update_kfa_poses).
3988 ///
3989 /// Limbs are posed from the sprites' current
3990 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
3991 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
3992 /// if using a baked curve), so `kfas` is taken `&mut`.
3993 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
3994 match &mut self.inner {
3995 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
3996 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
3997 }
3998 }
3999
4000 /// Re-pose the registered KFA sprites from their current
4001 /// `kfaval[]`. Call each frame after advancing the animation
4002 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
4003 /// takes the cheap transform-only update (no model-volume
4004 /// re-upload); the CPU backend re-solves limb transforms for the
4005 /// next [`render`](Self::render). Must follow a
4006 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
4007 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
4008 match &mut self.inner {
4009 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
4010 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
4011 }
4012 }
4013
4014 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
4015 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
4016 /// only; a no-op on the CPU backend. Returns the voxels removed.
4017 pub fn carve_active_sprite(&mut self) -> u32 {
4018 match &mut self.inner {
4019 BackendImpl::Cpu(_) => 0,
4020 BackendImpl::Gpu(g) => g.carve_active_sprite(),
4021 }
4022 }
4023
4024 /// Request that a frame be captured for
4025 /// [`take_capture`](Self::take_capture) — screenshots, photo
4026 /// modes, golden tests. Works on **both** backends since QE.7a
4027 /// (previously a GPU no-op — screenshots were impossible on the
4028 /// backend most games run). CPU: the next
4029 /// [`render`](Self::render) copies its composited framebuffer.
4030 /// GPU: arms [`take_capture`](Self::take_capture) to read back the
4031 /// most recent frame.
4032 pub fn request_capture(&mut self) {
4033 match &mut self.inner {
4034 BackendImpl::Cpu(c) => c.request_capture(),
4035 BackendImpl::Gpu(g) => g.request_capture(),
4036 }
4037 }
4038
4039 /// Take the captured frame as packed `0x00RRGGBB` pixels +
4040 /// dimensions (the **logical** resolution on GPU —
4041 /// post-SSAA/posterize, pre-upscale), or `None` if no capture was
4042 /// requested / nothing rendered yet. The GPU readback blocks like
4043 /// [`pick_depth`](Self::pick_depth) — a hotkey path, not
4044 /// per-frame — and returns `None` on wasm (WebGPU can't block).
4045 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
4046 match &mut self.inner {
4047 BackendImpl::Cpu(c) => c.take_capture(),
4048 BackendImpl::Gpu(g) => g.take_capture(),
4049 }
4050 }
4051
4052 /// Screen→world picking input: the world-space hit distance `t` at
4053 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
4054 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
4055 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
4056 /// `ray_dir` is the same per-pixel ray the frame was rendered with
4057 /// (see the backend's projection).
4058 ///
4059 /// `t` is the distance to the nearest **scene-grid** surface
4060 /// (terrain + grids); sprites do not occlude it (the sprite pass
4061 /// reads depth read-only), so a cursor sprite under the pointer is
4062 /// transparent to the pick.
4063 ///
4064 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
4065 /// GPU backend stages the depth buffer and blocks on a device poll
4066 /// (cheap at click time — do not call every frame). The GPU path
4067 /// only has depth when the last frame drew sprites (`write_depth`).
4068 #[must_use]
4069 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
4070 match &self.inner {
4071 BackendImpl::Cpu(c) => c.pick_depth(x, y),
4072 BackendImpl::Gpu(g) => g.pick_depth(x, y),
4073 }
4074 }
4075
4076 /// World-space view-ray direction (un-normalised) for window pixel
4077 /// `(x, y)`, under the projection the **last frame** rendered with.
4078 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
4079 /// pinhole), so this hides which one is active. `None` before the
4080 /// first frame. Intersect it with a plane for tile picking, or feed
4081 /// it to [`Self::pick`] for a voxel.
4082 #[must_use]
4083 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
4084 match &self.inner {
4085 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
4086 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
4087 }
4088 }
4089
4090 /// Canonical screen→world unproject: the full view [`Ray`]
4091 /// (`camera.pos` origin + unit direction) for window pixel
4092 /// `(x, y)`, under whichever projection the last frame used. The
4093 /// one entry point both backends honour — hosts never reconstruct
4094 /// the projection. `None` before the first frame or for a
4095 /// degenerate ray.
4096 ///
4097 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
4098 /// picking that's identical on CPU and GPU:
4099 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
4100 #[must_use]
4101 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
4102 let d = self.pixel_ray(camera, x, y)?;
4103 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
4104 if len < 1e-12 {
4105 return None;
4106 }
4107 Some(Ray {
4108 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
4109 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
4110 })
4111 }
4112
4113 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
4114 /// the active backend's projection, read the last frame's depth
4115 /// there, reconstruct the world hit, and resolve it to the owning
4116 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
4117 /// sky / no-hit, or when no grid claims the surface.
4118 ///
4119 /// `scene` and `camera` must be the ones the last frame rendered;
4120 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
4121 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
4122 /// depth buffer (a click-time device poll — not per frame).
4123 #[must_use]
4124 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
4125 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
4126 let t = f64::from(self.pick_depth(x, y)?);
4127 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
4128 if len < 1e-9 {
4129 return None;
4130 }
4131 let s = t / len; // world = cam.pos + t · (dir / |dir|)
4132 let world = glam::DVec3::new(
4133 camera.pos[0] + dir[0] * s,
4134 camera.pos[1] + dir[1] * s,
4135 camera.pos[2] + dir[2] * s,
4136 );
4137 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
4138 #[allow(clippy::cast_possible_truncation)]
4139 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
4140 Some(PickHit {
4141 world: world_f32,
4142 grid,
4143 voxel,
4144 })
4145 }
4146}
4147
4148/// A frame in flight (QE-B6) — returned by [`SceneRenderer::frame`].
4149/// Overlays draw into the composited frame with the camera it was
4150/// rendered with; exactly one present happens, by [`Self::present`] /
4151/// [`Self::paint_egui`] or on drop.
4152pub struct Frame<'r> {
4153 renderer: &'r mut SceneRenderer,
4154 /// The camera the frame composited with — overlays must use it.
4155 camera: Camera,
4156 finished: bool,
4157}
4158
4159impl Frame<'_> {
4160 /// Draw world-space overlay lines (see
4161 /// [`SceneRenderer::draw_lines`]); chainable.
4162 #[must_use = "the frame must still be presented (or dropped)"]
4163 pub fn draw_lines(self, lines: &[Line3]) -> Self {
4164 let cam = self.camera;
4165 self.renderer.draw_lines(&cam, lines);
4166 self
4167 }
4168
4169 /// Draw 2D image-sprite quads (see
4170 /// [`SceneRenderer::draw_images`]); chainable.
4171 #[must_use = "the frame must still be presented (or dropped)"]
4172 pub fn draw_images(self, images: &[ImageSprite]) -> Self {
4173 let cam = self.camera;
4174 self.renderer.draw_images(&cam, images);
4175 self
4176 }
4177
4178 /// Present with no UI overlay. Consuming — a second present
4179 /// cannot compile.
4180 pub fn present(mut self) {
4181 self.finish();
4182 }
4183
4184 /// Overlay a tessellated egui UI, then present (`hud` feature) —
4185 /// see [`SceneRenderer::paint_egui`] for the arguments. Consuming.
4186 #[cfg(feature = "hud")]
4187 pub fn paint_egui(
4188 mut self,
4189 jobs: &[egui::ClippedPrimitive],
4190 textures: &egui::TexturesDelta,
4191 pixels_per_point: f32,
4192 ) {
4193 self.finished = true;
4194 self.renderer.paint_egui(jobs, textures, pixels_per_point);
4195 }
4196
4197 fn finish(&mut self) {
4198 if !self.finished {
4199 self.finished = true;
4200 self.renderer.present();
4201 }
4202 }
4203}
4204
4205impl Drop for Frame<'_> {
4206 /// An unfinished frame presents itself — forgetting to present is
4207 /// not representable.
4208 fn drop(&mut self) {
4209 self.finish();
4210 }
4211}
4212
4213#[cfg(test)]
4214mod tests {
4215 use super::*;
4216
4217 /// RP.0 — `Native` resolves to the window size verbatim (the byte-identical
4218 /// gate), `Fixed` ignores the window, `Scale` scales + clamps, and every
4219 /// result is `>= 1` per axis.
4220 #[test]
4221 fn render_resolution_logical_for() {
4222 let win = (1920, 1080);
4223 assert_eq!(RenderResolution::Native.logical_for(win), win);
4224 assert_eq!(
4225 RenderResolution::Fixed { w: 860, h: 520 }.logical_for(win),
4226 (860, 520)
4227 );
4228 // Fixed is independent of the window.
4229 assert_eq!(
4230 RenderResolution::Fixed { w: 860, h: 520 }.logical_for((640, 480)),
4231 (860, 520)
4232 );
4233 assert_eq!(RenderResolution::Scale(0.5).logical_for(win), (960, 540));
4234 // Scale rounds, not truncates: 801 * 0.5 = 400.5 → 401.
4235 assert_eq!(
4236 RenderResolution::Scale(0.5).logical_for((801, 601)),
4237 (401, 301)
4238 );
4239 // Degenerate inputs never produce a zero axis.
4240 assert_eq!(RenderResolution::Scale(0.001).logical_for((1, 1)), (1, 1));
4241 assert_eq!(
4242 RenderResolution::Fixed { w: 0, h: 0 }.logical_for(win),
4243 (1, 1)
4244 );
4245 assert_eq!(RenderResolution::Native.logical_for((0, 0)), (1, 1));
4246 }
4247
4248 /// The handle map must survive the backends' swap-remove indexing:
4249 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
4250 /// swap-removes, and check every live handle keeps resolving to its
4251 /// own payload through a sequence of adds + removes.
4252 #[test]
4253 fn dyn_instance_map_survives_swap_removes() {
4254 let mut map = DynInstanceMap::default();
4255 // The "backend": payload per dynamic index; swap_remove mirrors
4256 // both backends' remove_dyn_instance.
4257 let mut backend: Vec<u32> = Vec::new();
4258 // Our bookkeeping: handle -> the payload we expect it to address.
4259 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
4260
4261 let add = |map: &mut DynInstanceMap,
4262 backend: &mut Vec<u32>,
4263 expect: &mut Vec<(SpriteInstanceId, u32)>,
4264 payload: u32| {
4265 let dyn_index = backend.len() as u32;
4266 backend.push(payload);
4267 let id = map.alloc(dyn_index);
4268 expect.push((id, payload));
4269 };
4270
4271 for p in 0..6 {
4272 add(&mut map, &mut backend, &mut expect, p);
4273 }
4274
4275 // Remove a middle handle (payload 2) and a later one (payload 4),
4276 // plus the current last — covering swap and no-swap paths.
4277 for victim_payload in [2u32, 4, 5] {
4278 let pos = expect
4279 .iter()
4280 .position(|&(_, p)| p == victim_payload)
4281 .unwrap();
4282 let (id, _) = expect.remove(pos);
4283 let dyn_index = map.dyn_index(id).expect("live handle resolves");
4284 // Backend swap-remove + report moved index (old last), exactly
4285 // like remove_dyn_instance on both backends.
4286 let last = backend.len() - 1;
4287 backend.swap_remove(dyn_index as usize);
4288 let moved = (dyn_index as usize != last).then_some(last as u32);
4289 map.remove(id, dyn_index, moved);
4290 // The removed handle is now stale.
4291 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
4292 }
4293
4294 // Every surviving handle still resolves to its own payload.
4295 for &(id, payload) in &expect {
4296 let idx = map.dyn_index(id).expect("survivor resolves");
4297 assert_eq!(
4298 backend[idx as usize], payload,
4299 "handle addresses its payload"
4300 );
4301 }
4302 assert_eq!(map.order.len(), backend.len());
4303 assert_eq!(backend.len(), expect.len());
4304 }
4305
4306 /// The model slotmap mints stable ids, resolves only live handles,
4307 /// and never reuses a slot — so a removed model's id stays dead and
4308 /// every other id survives the remove.
4309 #[test]
4310 fn dyn_model_map_lifecycle() {
4311 let mut map = EpochSlotMap::default();
4312 // `set_sprites(3 models)` seeds ids 0..3, all live.
4313 map.reset_live(3);
4314 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
4315 for (i, &id) in ids.iter().enumerate() {
4316 assert_eq!(map.index(id), Some(i));
4317 }
4318
4319 // Incrementally add a fourth model.
4320 let extra = map.alloc(3);
4321 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
4322 assert_eq!(map.index(extra), Some(3));
4323
4324 // Remove model 1: its handle goes stale, the rest stay valid.
4325 assert!(map.remove(ids[1]));
4326 assert_eq!(map.index(ids[1]), None);
4327 assert_eq!(map.index(ids[0]), Some(0));
4328 assert_eq!(map.index(ids[2]), Some(2));
4329 assert_eq!(map.index(extra), Some(3));
4330
4331 // Double remove / stale removal is a no-op returning false.
4332 assert!(!map.remove(ids[1]));
4333
4334 // A bogus / out-of-range handle resolves to nothing, no panic.
4335 let bogus = SpriteModelId { slot: 999, gen: 0 };
4336 assert_eq!(map.index(bogus), None);
4337 assert!(!map.remove(bogus));
4338
4339 // A handle with a mismatched generation never resolves (guards a
4340 // future compacting registry).
4341 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
4342 assert_eq!(map.index(wrong_gen), None);
4343 }
4344
4345 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
4346 /// handles, tombstones in place, and `reset` clears it — mirroring the
4347 /// model slotmap, since clips register append-only too.
4348 #[test]
4349 fn dyn_clip_map_lifecycle() {
4350 let mut map = EpochSlotMap::default();
4351 // Two clips registered incrementally (indices 0, 1).
4352 let c0 = map.alloc(0);
4353 let c1 = map.alloc(1);
4354 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
4355 assert_eq!(map.index(c0), Some(0));
4356 assert_eq!(map.index(c1), Some(1));
4357
4358 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
4359 assert!(map.remove(c0));
4360 assert_eq!(map.index(c0), None);
4361 assert_eq!(map.index(c1), Some(1));
4362 // Double / stale / out-of-range removes are false, no panic.
4363 assert!(!map.remove(c0));
4364 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
4365 // Mismatched generation never resolves.
4366 assert_eq!(map.index(VoxelClipId { slot: 1, gen: 5 }), None);
4367
4368 // `set_sprites` resets the clip layer → ids restart at slot 0, but
4369 // the epoch bumps so old handles don't alias the new clips.
4370 map.reset();
4371 assert_eq!(map.index(c1), None, "reset invalidates old handles");
4372 let again = map.alloc(0); // re-takes slot 0 under the new epoch
4373 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
4374 assert_eq!(map.index(again), Some(0));
4375 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
4376 // clip now occupying slot 0.
4377 assert_eq!(
4378 map.index(c0),
4379 None,
4380 "a pre-reset handle must not alias a new clip on the same slot"
4381 );
4382 }
4383
4384 /// The character slotmap (VCL.6) mints stable ids, resolves only live
4385 /// handles, tombstones in place, and `reset` clears it.
4386 #[test]
4387 fn char_map_lifecycle() {
4388 let mut map = EpochSlotMap::default();
4389 let a = map.alloc(0);
4390 let b = map.alloc(1);
4391 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
4392 assert_eq!(map.index(a), Some(0));
4393 assert_eq!(map.index(b), Some(1));
4394
4395 assert!(map.remove(a));
4396 assert_eq!(map.index(a), None);
4397 assert_eq!(map.index(b), Some(1));
4398 assert!(!map.remove(a)); // double remove is a no-op
4399 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
4400 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
4401
4402 map.reset();
4403 assert_eq!(map.index(b), None);
4404 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
4405 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4406 }
4407
4408 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
4409 /// handles, tombstones in place, and `reset` clears it.
4410 #[test]
4411 fn streaming_clip_map_lifecycle() {
4412 let mut map = EpochSlotMap::default();
4413 let a = map.alloc(0);
4414 let b = map.alloc(1);
4415 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
4416 assert_eq!(map.index(a), Some(0));
4417 assert_eq!(map.index(b), Some(1));
4418
4419 assert!(map.remove(a));
4420 assert_eq!(map.index(a), None);
4421 assert_eq!(map.index(b), Some(1));
4422 assert!(!map.remove(a)); // double remove is a no-op
4423 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
4424 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
4425
4426 map.reset();
4427 assert_eq!(map.index(b), None);
4428 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
4429 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4430 }
4431
4432 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
4433 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
4434 /// a rewound (negative) clock as frame 0.
4435 #[test]
4436 fn clip_clock_tick_advances_and_resolves_frames() {
4437 // 3 frames, 100 ms each → total 300 ms, looping.
4438 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 256, 0.0); // 1×
4439 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
4440 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
4441 assert_eq!(c.clock_ms as u32, 100);
4442 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
4443 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
4444 // 0.5× speed advances half as fast.
4445 let mut slow = ClipClock::new(&[100, 100], LoopMode::Once, 128, 0.0); // 0.5×
4446 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
4447 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
4448 // start_phase seeds the clock; negative clock reads as frame 0.
4449 // rewind at -1×, clock seeded mid frame 1
4450 let mut phased = ClipClock::new(&[50, 50, 50], LoopMode::Loop, -256, 50.0);
4451 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
4452 assert!(phased.clock_ms < 0.0); // kept signed
4453 }
4454
4455 #[test]
4456 fn clip_clock_retarget_swaps_timeline_restarts_keeps_speed() {
4457 // BB.1: swapping a billboard's animation retargets the player's
4458 // timeline (durations + loop) and restarts the clock, but keeps the
4459 // playback rate (the clock policy).
4460 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 512, 250.0); // 2×
4461 c.retarget(&[50, 50], LoopMode::Once);
4462 assert_eq!(c.prefix, vec![50, 100]); // new clip's timeline (prefix sums)
4463 assert_eq!(c.loop_mode, LoopMode::Once); // new clip's loop mode
4464 assert!((c.clock_ms - 0.0).abs() < 1e-9); // restarted at frame 0
4465 assert_eq!(c.speed_q8, 512); // playback rate preserved
4466 // After retarget, ticking advances on the *new* timeline.
4467 assert_eq!(c.tick(0.0), 0);
4468 assert_eq!(c.tick(0.025), 1); // 25ms wall × 2× = 50ms → frame 1
4469 }
4470
4471 fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
4472 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
4473 }
4474 fn unit(v: [f32; 3]) -> bool {
4475 (dot(v, v) - 1.0).abs() < 1e-5
4476 }
4477
4478 #[test]
4479 fn billboard_cylindrical_faces_camera_upright_and_ignores_height() {
4480 // Camera due +x of the sprite. Cylindrical normal (local +y) points
4481 // at the camera horizontally; image vertical (local +z) is world up.
4482 let xf = billboard_transform(
4483 [0.0, 0.0, 0.0],
4484 [10.0, 0.0, 0.0],
4485 BillboardMode::Cylindrical,
4486 )
4487 .expect("non-degenerate");
4488 assert_eq!(xf.up, [1.0, 0.0, 0.0]); // normal → toward camera
4489 assert_eq!(xf.forward, BILLBOARD_UP); // image vertical → world up (-z)
4490 assert_eq!(xf.right, [0.0, -1.0, 0.0]); // image horizontal = screen-right
4491 // Cylindrical ignores camera height: a camera at a different z gives
4492 // the same (vertical) basis.
4493 let high = billboard_transform(
4494 [0.0, 0.0, 0.0],
4495 [10.0, 0.0, -50.0],
4496 BillboardMode::Cylindrical,
4497 )
4498 .unwrap();
4499 assert_eq!(high.up, xf.up);
4500 assert_eq!(high.forward, xf.forward);
4501 // Orthonormal basis.
4502 for v in [xf.right, xf.up, xf.forward] {
4503 assert!(unit(v));
4504 }
4505 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4506 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4507 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4508 }
4509
4510 #[test]
4511 fn billboard_spherical_tilts_with_view_and_normal_points_at_camera() {
4512 // Camera above (-z) and in front (+x): the normal tilts up; the
4513 // image vertical gains an up-tilt too (unlike cylindrical).
4514 let cam = [10.0, 0.0, -10.0];
4515 let xf = billboard_transform([0.0, 0.0, 0.0], cam, BillboardMode::Spherical).unwrap();
4516 // Normal (local +y) = normalized direction to the camera.
4517 let n = bb_norm([cam[0] as f32, cam[1] as f32, cam[2] as f32]).unwrap();
4518 for (u, ni) in xf.up.iter().zip(n.iter()) {
4519 assert!((u - ni).abs() < 1e-5);
4520 }
4521 // Not vertical-locked: image vertical tilts off world up.
4522 assert!(xf.forward != BILLBOARD_UP);
4523 for v in [xf.right, xf.up, xf.forward] {
4524 assert!(unit(v));
4525 }
4526 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4527 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4528 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4529 }
4530
4531 #[test]
4532 fn dir_index_bins_view_angle_front_ccw() {
4533 let o = [0.0, 0.0, 0.0];
4534 // N == 1 (non-directional) is always 0, regardless of camera.
4535 assert_eq!(dir_index(o, 0.0, [5.0, 3.0, 0.0], 1), 0);
4536 // 8-way, actor facing +x (yaw 0). Camera in front (+x) = front = 0.
4537 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 8), 0);
4538 // Camera at +y (90° CCW from facing) → sector 2 (90° / 45°).
4539 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 8), 2);
4540 // Camera behind (−x, 180°) → sector 4.
4541 assert_eq!(dir_index(o, 0.0, [-10.0, 0.0, 0.0], 8), 4);
4542 // Camera at −y (270°) → sector 6.
4543 assert_eq!(dir_index(o, 0.0, [0.0, -10.0, 0.0], 8), 6);
4544 // Rotating the actor's facing rotates the picked sector: facing +y
4545 // (yaw 90°), camera at +y is now "front" → 0.
4546 let fy = std::f64::consts::FRAC_PI_2;
4547 assert_eq!(dir_index(o, fy, [0.0, 10.0, 0.0], 8), 0);
4548 // Camera straight overhead (no horizontal bearing) → 0.
4549 assert_eq!(dir_index(o, 0.0, [0.0, 0.0, -10.0], 8), 0);
4550 // 4-way still bins front/left/back/right.
4551 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 4), 0);
4552 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 4), 1);
4553 }
4554
4555 #[test]
4556 fn apply_shadow_flags_toggles_bits_and_preserves_others() {
4557 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
4558 let other = 1u32 << 2; // an unrelated flag bit must survive every call
4559 let mut f = other;
4560 apply_shadow_flags(&mut f, true, true); // both on ⇒ no NO_* bits
4561 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4562 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4563 apply_shadow_flags(&mut f, false, true); // no cast
4564 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4565 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4566 apply_shadow_flags(&mut f, true, false); // no receive
4567 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4568 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4569 apply_shadow_flags(&mut f, false, false); // neither
4570 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4571 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4572 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4573 }
4574
4575 #[test]
4576 fn apply_lighting_flags_sets_exclusive_mode_and_preserves_others() {
4577 use roxlap_formats::sprite::{
4578 SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP, SPRITE_FLAG_NO_SHADOW_CAST,
4579 };
4580 let other = SPRITE_FLAG_NO_SHADOW_CAST; // a shadow bit must survive
4581 let mut f = other;
4582 apply_lighting_flags(&mut f, BillboardLighting::WorldUp);
4583 assert_ne!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0);
4584 assert_eq!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4585 apply_lighting_flags(&mut f, BillboardLighting::AmbientOnly);
4586 assert_eq!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0, "modes are exclusive");
4587 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4588 apply_lighting_flags(&mut f, BillboardLighting::FullBright);
4589 assert_ne!(
4590 f & SPRITE_FLAG_LIGHT_WORLD_UP,
4591 0,
4592 "full-bright sets both bits"
4593 );
4594 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4595 apply_lighting_flags(&mut f, BillboardLighting::FaceNormal);
4596 assert_eq!(
4597 f & (SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY),
4598 0
4599 );
4600 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4601 }
4602
4603 #[test]
4604 fn billboard_degenerate_keeps_position_none_stays_none() {
4605 // Degenerate view axes (camera straight overhead) must still
4606 // yield a transform — a fixed fallback facing — because
4607 // dropping it also drops the POSITION update and the actor
4608 // freezes at its last pose (the CC.4 third-person bug: a
4609 // camera at the actor's own xy column degenerated every
4610 // frame). The card is edge-on right then, so the facing
4611 // itself is cosmetically irrelevant.
4612 let xf = billboard_transform(
4613 [1.0, 2.0, 0.0],
4614 [1.0, 2.0, -10.0],
4615 BillboardMode::Cylindrical,
4616 )
4617 .expect("degenerate cylindrical falls back, not drops");
4618 assert_eq!(xf.pos, [1.0, 2.0, 0.0], "position always lands");
4619 let xf = billboard_transform([1.0, 2.0, 0.0], [1.0, 2.0, -10.0], BillboardMode::Spherical)
4620 .expect("degenerate spherical falls back, not drops");
4621 assert_eq!(xf.pos, [1.0, 2.0, 0.0]);
4622 // None mode is never auto-oriented.
4623 assert!(
4624 billboard_transform([0.0, 0.0, 0.0], [10.0, 0.0, 0.0], BillboardMode::None).is_none()
4625 );
4626 }
4627
4628 #[test]
4629 fn dyn_sprite_transform_default_is_identity_and_applies() {
4630 let xf = DynSpriteTransform::default();
4631 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
4632 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
4633 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
4634 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
4635
4636 let mut s = Sprite::axis_aligned(
4637 roxlap_formats::kv6::Kv6::solid_cube(2, roxlap_formats::VoxColor(0x80_FF_FF_FF)),
4638 [9.0, 9.0, 9.0],
4639 );
4640 let posed = DynSpriteTransform {
4641 pos: [1.0, 2.0, 3.0],
4642 right: [0.0, 0.0, 1.0],
4643 up: [0.0, 1.0, 0.0],
4644 forward: [1.0, 0.0, 0.0],
4645 };
4646 posed.apply_to(&mut s);
4647 assert_eq!(s.p, [1.0, 2.0, 3.0]);
4648 assert_eq!(s.s, [0.0, 0.0, 1.0]);
4649 assert_eq!(s.h, [0.0, 1.0, 0.0]);
4650 assert_eq!(s.f, [1.0, 0.0, 0.0]);
4651 }
4652
4653 #[test]
4654 fn options_default_is_cpu_intent() {
4655 let o = RenderOptions::default();
4656 assert_eq!(o.backend, BackendPreference::Cpu);
4657 assert_eq!(o.clear_sky.0 & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
4658 }
4659
4660 /// A camera at the origin looking down +Y (voxlap z-down world): right
4661 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
4662 fn cam_looking_y() -> Camera {
4663 Camera {
4664 pos: [0.0, 0.0, 0.0],
4665 right: [1.0, 0.0, 0.0],
4666 down: [0.0, 0.0, 1.0],
4667 forward: [0.0, 1.0, 0.0],
4668 }
4669 }
4670
4671 #[test]
4672 fn world_quad_corner_layout() {
4673 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
4674 // 10×10 quad facing the camera (its +Y normal points back at us).
4675 let sprite = ImageSprite {
4676 image: ImageId { slot: 0, gen: 0 },
4677 origin: [-5.0, 10.0, -5.0],
4678 facing: ImageFacing::World {
4679 u: [1.0, 0.0, 0.0],
4680 v: [0.0, 0.0, 1.0],
4681 },
4682 size: [10.0, 10.0],
4683 tint: OverlayColor(0xFFFF_FFFF),
4684 alpha_cutoff: 0.0,
4685 depth_test: true,
4686 double_sided: true,
4687 };
4688 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
4689 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
4690 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
4691 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
4692 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
4693 }
4694
4695 #[test]
4696 fn world_quad_backface_culls_when_single_sided() {
4697 // Same plane but spanned so its normal (u × v) points *away* from
4698 // the camera: swap u/v so the winding flips.
4699 let sprite = ImageSprite {
4700 image: ImageId { slot: 0, gen: 0 },
4701 origin: [-5.0, 10.0, -5.0],
4702 facing: ImageFacing::World {
4703 u: [0.0, 0.0, 1.0], // v-ish
4704 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
4705 },
4706 size: [10.0, 10.0],
4707 tint: OverlayColor(0xFFFF_FFFF),
4708 alpha_cutoff: 0.0,
4709 depth_test: true,
4710 double_sided: false,
4711 };
4712 // With double_sided=false one of the two windings must cull; the
4713 // opposite winding must draw. Exactly one of the two resolves.
4714 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
4715 let mut flipped = sprite;
4716 flipped.facing = ImageFacing::World {
4717 u: [1.0, 0.0, 0.0],
4718 v: [0.0, 0.0, 1.0],
4719 };
4720 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
4721 assert!(a ^ b, "exactly one winding is front-facing");
4722 }
4723
4724 #[test]
4725 fn double_sided_never_culls() {
4726 let mut sprite = ImageSprite {
4727 image: ImageId { slot: 0, gen: 0 },
4728 origin: [-5.0, 10.0, -5.0],
4729 facing: ImageFacing::World {
4730 u: [0.0, 0.0, 1.0],
4731 v: [1.0, 0.0, 0.0],
4732 },
4733 size: [10.0, 10.0],
4734 tint: OverlayColor(0xFFFF_FFFF),
4735 alpha_cutoff: 0.0,
4736 depth_test: true,
4737 double_sided: true,
4738 };
4739 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4740 sprite.facing = ImageFacing::World {
4741 u: [1.0, 0.0, 0.0],
4742 v: [0.0, 0.0, 1.0],
4743 };
4744 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4745 }
4746
4747 #[test]
4748 fn ray_quad_uv_center_and_corners() {
4749 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
4750 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
4751 let corners = [
4752 [-5.0, 10.0, -5.0], // TL
4753 [5.0, 10.0, -5.0], // TR
4754 [-5.0, 10.0, 5.0], // BL
4755 [5.0, 10.0, 5.0], // BR
4756 ];
4757 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
4758 assert!(
4759 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
4760 "centre → (.5,.5)"
4761 );
4762 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
4763 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
4764 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
4765 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
4766 }
4767
4768 #[test]
4769 fn ray_quad_uv_misses_outside_and_behind() {
4770 let corners = [
4771 [-5.0, 10.0, -5.0],
4772 [5.0, 10.0, -5.0],
4773 [-5.0, 10.0, 5.0],
4774 [5.0, 10.0, 5.0],
4775 ];
4776 // Ray pointing away (−Y) never reaches the +Y plane in front.
4777 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
4778 // Ray parallel to the quad plane (in +X) → no intersection.
4779 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
4780 // Ray hitting the plane far outside the quad → outside uv.
4781 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
4782 }
4783
4784 #[test]
4785 fn billboard_axes_orthogonal_and_top_toward_up() {
4786 // World up = -Z (z-down world). The billboard's v (top→bottom)
4787 // must point away from `up`, and u/v must be ⟂ the view direction.
4788 let up = [0.0, 0.0, -1.0];
4789 let sprite = ImageSprite {
4790 image: ImageId { slot: 0, gen: 0 },
4791 origin: [0.0, 50.0, 0.0],
4792 facing: ImageFacing::Billboard { up },
4793 size: [4.0, 4.0],
4794 tint: OverlayColor(0xFFFF_FFFF),
4795 alpha_cutoff: 0.0,
4796 depth_test: false,
4797 double_sided: false, // billboards must NEVER cull
4798 };
4799 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
4800 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
4801 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
4802 let fwd = [0.0, 1.0, 0.0];
4803 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
4804 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
4805 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
4806 assert!(
4807 v_dot(v, up) < 0.0,
4808 "rows grow away from `up` (top edge toward up)"
4809 );
4810 }
4811}
4812
4813#[cfg(test)]
4814mod image_map_tests {
4815 use super::{ImageId, ImageSlotMap};
4816
4817 /// QE-B6 regression — image slots are reused by the backends, so
4818 /// a stale handle must resolve to nothing rather than alias the
4819 /// texture that re-took its slot (the pre-B6 behaviour).
4820 #[test]
4821 fn image_ids_are_generational() {
4822 let mut m = ImageSlotMap::default();
4823 let a = m.alloc(0);
4824 assert_eq!(m.index(a), Some(0));
4825 assert!(m.remove(a));
4826 assert_eq!(m.index(a), None);
4827
4828 // The backend hands slot 0 out again: a fresh generation.
4829 let b = m.alloc(0);
4830 assert_ne!(a, b, "reused slot must mint a distinct handle");
4831 assert_eq!(m.index(b), Some(0));
4832 assert_eq!(m.index(a), None, "stale handle stays stale");
4833 assert!(!m.remove(a), "stale drop is refused…");
4834 assert_eq!(m.index(b), Some(0), "…and cannot hurt the newcomer");
4835
4836 // Appending past the end still works.
4837 let c = m.alloc(1);
4838 assert_eq!(m.index(c), Some(1));
4839 let _ = ImageId { slot: 9, gen: 9 };
4840 assert_eq!(m.index(ImageId { slot: 9, gen: 9 }), None);
4841 }
4842}