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`] / `paint_egui` (`hud` feature) 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 fow_cull;
60mod gpu;
61/// Dynamic lighting types (stages DL + SL) — runtime sun, point and
62/// spot lights, on both backends.
63mod light;
64/// Particle system over dynamic sprite instances (stage PS) — see
65/// `docs/porting/PORTING-PARTICLES.md`.
66mod particles;
67
68#[cfg(not(target_arch = "wasm32"))]
69use std::sync::Arc;
70
71use roxlap_core::kfa_draw::{compose_attachment, solve_kfa_limbs};
72use roxlap_core::opticast::OpticastSettings;
73use roxlap_core::sky::Sky;
74use roxlap_core::Camera;
75use roxlap_formats::material::MaterialTable;
76use roxlap_formats::voxel_clip::{duration_prefix_sums, frame_at_prefix};
77use roxlap_scene::Scene;
78
79pub use debris::{DebrisImpact, DebrisSystem};
80pub use light::{DirectionalLight, LightRig, PointLight, SpotLight};
81pub use particles::{
82 CollisionMode, ConeDef, EmitterId, EmitterShape, Particle, ParticleEmitterDef, ParticleSystem,
83 SpawnMode, VelocityDef, CARVE_DEBRIS_CAP, DEFAULT_MAX_PARTICLES,
84};
85pub use roxlap_formats::character::{Attachment, Character, MeshRef};
86pub use roxlap_formats::color::{OverlayColor, Rgb, VoxColor};
87/// Animated-GIF → [`VoxelClip`] importer for Doom-style billboard sprites
88/// (stage BB). Behind the `gif` feature; see `PORTING-BILLBOARD.md`.
89#[cfg(feature = "gif")]
90pub use roxlap_formats::gif_import;
91pub use roxlap_formats::kfa::KfaSprite;
92pub use roxlap_formats::kv6::Kv6;
93pub use roxlap_formats::material::{BlendMode, Material};
94/// PNG-sequence / APNG → [`VoxelClip`] importer (stage BB). Behind the `png`
95/// feature; see `PORTING-BILLBOARD.md`.
96#[cfg(feature = "png")]
97pub use roxlap_formats::png_import;
98pub use roxlap_formats::sprite::Sprite;
99pub use roxlap_formats::voxel_clip::{
100 DecodeError, DecodedClip, LoopMode, StreamingClip, VoxelClip, VoxelFrame,
101};
102pub use roxlap_gpu::{GpuInitError, GpuRendererSettings, PowerPreference};
103// Re-exported so hosts can name the [`SceneRenderer::new`] bounds
104// without adding a direct `raw-window-handle` dependency of their own.
105pub use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
106// Re-exported so hosts feed [`SceneRenderer::paint_egui`] from the exact
107// egui version the renderer was built against (`hud` feature).
108#[cfg(feature = "hud")]
109pub use egui;
110
111use crate::cpu::CpuBackend;
112use crate::gpu::GpuBackend;
113
114/// Type-erased display handle stored by the CPU backend's softbuffer
115/// surface. `raw-window-handle` implements `HasDisplayHandle` for
116/// `Arc<H>` (`H: ?Sized`), and the bare trait object implements its
117/// own object-safe trait — so `Arc<W>` coerces to `Arc<DynDisplay>`
118/// for any provider `W`.
119#[cfg(not(target_arch = "wasm32"))]
120pub(crate) type DynDisplay = dyn HasDisplayHandle + Send + Sync + 'static;
121/// Type-erased window handle counterpart to [`DynDisplay`].
122#[cfg(not(target_arch = "wasm32"))]
123pub(crate) type DynWindow = dyn HasWindowHandle + Send + Sync + 'static;
124
125/// One placed sprite instance: which [`SpriteSet::models`] entry and
126/// where in the world.
127pub struct SpriteInstanceDesc {
128 /// Positional index into [`SpriteSet::models`].
129 pub model: usize,
130 /// World position of the model's anchor (voxel units).
131 pub pos: [f32; 3],
132}
133
134/// Stable handle to a registered sprite model, returned (one per
135/// [`SpriteSet::models`] entry, in order) by
136/// [`SceneRenderer::set_sprites`]. Pass it to
137/// [`refresh_sprite_model`](SceneRenderer::refresh_sprite_model) to
138/// re-register that model's geometry after a content edit — so callers
139/// never track the positional `usize` index themselves. Opaque on
140/// purpose: there is no arithmetic to do on it.
141///
142/// Also returned by [`SceneRenderer::add_sprite_model`] for an
143/// incrementally registered model, and accepted by
144/// [`remove_sprite_model`](SceneRenderer::remove_sprite_model). A handle
145/// to a removed model is **stale**: it resolves to nothing, so passing
146/// it anywhere is a safe no-op. The `gen` (generation) field guards a
147/// future compacting registry; it stays `0` today because model slots
148/// are tombstoned in place and never reused (GPU chain ids are
149/// append-only).
150#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
151pub struct SpriteModelId {
152 pub(crate) slot: u32,
153 pub(crate) gen: u32,
154}
155
156/// Stable handle to a **dynamically added** sprite instance — the result
157/// of [`SceneRenderer::add_sprite_instance`], passed to
158/// [`remove_sprite_instance`](SceneRenderer::remove_sprite_instance).
159///
160/// Backends remove instances by swap (O(1)), which moves another instance
161/// into the freed slot; this handle survives that because the facade keeps
162/// the id↔slot mapping up to date. The generation guards against a stale
163/// handle aliasing a recycled slot.
164#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
165pub struct SpriteInstanceId {
166 slot: u32,
167 gen: u32,
168}
169
170/// Facade-side slotmap that turns the backends' swap-remove indexing into
171/// stable [`SpriteInstanceId`] handles. Both backends keep their dynamic
172/// instances as a tail sublist indexed `0..n`; `order[dyn_index]` is the
173/// owning slot, and a removal fixes up the one slot whose instance was
174/// swapped into the hole.
175#[derive(Default)]
176struct DynInstanceMap {
177 /// Per slot: `(generation, Some(dyn_index) while live)`.
178 slots: Vec<(u32, Option<u32>)>,
179 /// Per live `dyn_index`: the owning slot. Parallel to the backends'
180 /// dynamic sublist (so `order.len()` == the dynamic instance count).
181 order: Vec<u32>,
182 free: Vec<u32>,
183}
184
185impl DynInstanceMap {
186 /// Register a freshly appended instance (always at `dyn_index ==
187 /// order.len()`); returns its stable handle.
188 fn alloc(&mut self, dyn_index: u32) -> SpriteInstanceId {
189 debug_assert_eq!(self.order.len() as u32, dyn_index);
190 let slot = self.free.pop().unwrap_or_else(|| {
191 self.slots.push((0, None));
192 (self.slots.len() - 1) as u32
193 });
194 let gen = self.slots[slot as usize].0;
195 self.slots[slot as usize].1 = Some(dyn_index);
196 self.order.push(slot);
197 SpriteInstanceId { slot, gen }
198 }
199
200 /// Resolve a handle to its current backend `dyn_index`, or `None` if
201 /// it's stale / already removed.
202 fn dyn_index(&self, id: SpriteInstanceId) -> Option<u32> {
203 let (gen, idx) = *self.slots.get(id.slot as usize)?;
204 (gen == id.gen).then_some(idx).flatten()
205 }
206
207 /// Apply a removal: the backend swap-removed `removed` and reported
208 /// `moved` (the old-last `dyn_index` that slid into `removed`, or
209 /// `None` if `removed` was itself the last).
210 fn remove(&mut self, id: SpriteInstanceId, removed: u32, moved: Option<u32>) {
211 self.slots[id.slot as usize].1 = None;
212 self.slots[id.slot as usize].0 += 1; // bump generation
213 self.free.push(id.slot);
214 if let Some(last) = moved {
215 let moved_slot = self.order[last as usize];
216 self.slots[moved_slot as usize].1 = Some(removed);
217 self.order[removed as usize] = moved_slot;
218 }
219 self.order.pop();
220 }
221}
222
223/// Crate-internal contract of every epoch-slotmap handle type
224/// ([`SpriteModelId`], [`VoxelClipId`], [`CharacterId`],
225/// [`StreamingClipId`], [`BillboardActorId`]): mint from / split into
226/// the `(slot, generation)` pair. Lets one generic [`EpochSlotMap`]
227/// serve all five families while each keeps its own distinct handle
228/// type (so a `CharacterId` can never be passed where a `VoxelClipId`
229/// is expected).
230trait SlotHandle: Copy {
231 fn mint(slot: u32, gen: u32) -> Self;
232 fn parts(self) -> (u32, u32);
233}
234
235macro_rules! impl_slot_handle {
236 ($($t:ty),+ $(,)?) => {$(
237 impl SlotHandle for $t {
238 fn mint(slot: u32, gen: u32) -> Self {
239 Self { slot, gen }
240 }
241 fn parts(self) -> (u32, u32) {
242 (self.slot, self.gen)
243 }
244 }
245 )+};
246}
247
248impl_slot_handle!(
249 SpriteModelId,
250 VoxelClipId,
251 CharacterId,
252 StreamingClipId,
253 BillboardActorId,
254);
255
256/// Facade-side epoch slotmap (QE.1a — one generic replacing five
257/// hand-rolled copies). Unlike [`DynInstanceMap`] there is **no**
258/// swap-remove fixup: a slot maps 1:1 to the backends' positional
259/// index, which is append-only and never reused. A removed entry
260/// tombstones its slot *in place* (the backend frees the data but
261/// keeps the index), so a stale handle resolves to `None` → a safe
262/// no-op rather than aliasing another entry.
263///
264/// [`reset`](Self::reset) clears the slots **and bumps `epoch`**,
265/// which is baked into each minted id's generation. A handle from
266/// before a [`SceneRenderer::set_sprites`] therefore carries the old
267/// epoch and resolves to `None` rather than silently aliasing the
268/// entry that re-took its slot. ([`reset_live`](Self::reset_live) is
269/// the model map's deliberate exception.)
270struct EpochSlotMap<I> {
271 /// Per slot (== backend positional index): `(epoch_at_alloc, live)`.
272 slots: Vec<(u32, bool)>,
273 epoch: u32,
274 _handle: std::marker::PhantomData<I>,
275}
276
277impl<I> Default for EpochSlotMap<I> {
278 fn default() -> Self {
279 Self {
280 slots: Vec::new(),
281 epoch: 0,
282 _handle: std::marker::PhantomData,
283 }
284 }
285}
286
287impl<I: SlotHandle> EpochSlotMap<I> {
288 /// Register a freshly appended entry at positional `index` (always
289 /// the current `slots.len()`); returns its stable handle.
290 fn alloc(&mut self, index: u32) -> I {
291 debug_assert_eq!(self.slots.len() as u32, index);
292 self.slots.push((self.epoch, true));
293 I::mint(index, self.epoch)
294 }
295
296 /// The handle a live slot at `index` resolves from — used by
297 /// [`SceneRenderer::set_sprites`] to hand back ids for the `0..n`
298 /// entries seeded by [`reset_live`](Self::reset_live).
299 fn minted(&self, index: u32) -> I {
300 I::mint(index, self.epoch)
301 }
302
303 /// Resolve a handle to its backend positional index, or `None` if
304 /// it's stale / already removed.
305 fn index(&self, id: I) -> Option<usize> {
306 let (slot, gen) = id.parts();
307 let (epoch, live) = *self.slots.get(slot as usize)?;
308 (epoch == gen && live).then_some(slot as usize)
309 }
310
311 /// Tombstone a slot in place. Returns `false` if the handle is
312 /// stale / already removed.
313 fn remove(&mut self, id: I) -> bool {
314 let (slot, gen) = id.parts();
315 let Some(entry) = self.slots.get_mut(slot as usize) else {
316 return false;
317 };
318 if entry.0 != gen || !entry.1 {
319 return false;
320 }
321 entry.1 = false;
322 true
323 }
324
325 /// Drop every entry and invalidate every outstanding handle (the
326 /// epoch bump).
327 fn reset(&mut self) {
328 self.slots.clear();
329 self.epoch = self.epoch.wrapping_add(1);
330 }
331
332 /// Positional indices of every live entry, ascending — the
333 /// iteration [`SceneRenderer::tick`] drives collection updates
334 /// from.
335 fn live_indices(&self) -> impl Iterator<Item = usize> + '_ {
336 self.slots
337 .iter()
338 .enumerate()
339 .filter_map(|(i, &(_, live))| live.then_some(i))
340 }
341
342 /// Re-seat `n` live entries with positional ids `0..n` **without**
343 /// bumping the epoch — [`SceneRenderer::set_sprites`]' model-map
344 /// semantics, where model index = chain id on both backends and a
345 /// pre-rebuild positional id deliberately keeps meaning "model
346 /// `i` of the current set".
347 fn reset_live(&mut self, n: usize) {
348 self.slots.clear();
349 self.slots.resize(n, (self.epoch, true));
350 }
351}
352
353/// Stable handle to a registered animated voxel clip (VCL.4) — the
354/// result of [`SceneRenderer::add_voxel_clip`], passed to
355/// [`add_clip_instance_posed`](SceneRenderer::add_clip_instance_posed)
356/// and [`remove_voxel_clip`](SceneRenderer::remove_voxel_clip). Like
357/// [`SpriteModelId`], a removed clip's handle is stale → a safe no-op.
358/// Reset by [`set_sprites`](SceneRenderer::set_sprites) (which drops the
359/// dynamic + clip layers).
360#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
361pub struct VoxelClipId {
362 slot: u32,
363 gen: u32,
364}
365
366/// Stable handle to a registered animated character (VCL.6) — the result
367/// of [`SceneRenderer::add_character`], advanced each frame with
368/// [`advance_character`](SceneRenderer::advance_character) and dropped with
369/// [`remove_character`](SceneRenderer::remove_character). Reset by
370/// [`set_sprites`](SceneRenderer::set_sprites).
371#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
372pub struct CharacterId {
373 slot: u32,
374 gen: u32,
375}
376
377/// Stable handle to a registered **streaming** voxel clip (follow-up #3) —
378/// the result of [`SceneRenderer::add_streaming_clip`], advanced with
379/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame) and
380/// dropped with
381/// [`remove_streaming_clip`](SceneRenderer::remove_streaming_clip). Reset by
382/// [`set_sprites`](SceneRenderer::set_sprites).
383#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
384pub struct StreamingClipId {
385 slot: u32,
386 gen: u32,
387}
388
389/// Handle to an instance of a streaming clip
390/// ([`add_streaming_clip_instance`](SceneRenderer::add_streaming_clip_instance)).
391///
392/// Deliberately **distinct** from [`SpriteInstanceId`]: a streaming clip's
393/// frame is per-*clip* (all its instances share one re-uploaded model,
394/// advanced by
395/// [`set_streaming_clip_frame`](SceneRenderer::set_streaming_clip_frame)), so
396/// a streaming instance is *not* accepted by the per-instance
397/// [`set_clip_instance_frame`](SceneRenderer::set_clip_instance_frame) —
398/// trying to scrub two instances of one streaming clip independently is a
399/// compile error, not a silent coupling. (Use a flipbook clip for
400/// per-instance frames.) Move it with
401/// [`set_streaming_instance_transform`](SceneRenderer::set_streaming_instance_transform)
402/// and drop it with
403/// [`remove_streaming_instance`](SceneRenderer::remove_streaming_instance).
404#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
405pub struct StreamingInstanceId(SpriteInstanceId);
406
407/// One registered streaming clip: the seekable cursor + the single sprite
408/// model it re-uploads each frame, plus the dims/pivot used to rebuild it.
409struct StreamingClipState {
410 cursor: StreamingClip,
411 model: SpriteModelId,
412 dims: [u32; 3],
413 pivot: [f32; 3],
414 /// Colour→material map (TV.3), empty for an all-opaque streaming clip.
415 /// Re-applied on every per-frame re-upload so the streamed model keeps
416 /// its per-voxel materials as it advances.
417 material_map: Vec<(Rgb, u8)>,
418 /// PF.5 — the clip frame currently resident on `model`. A player driven
419 /// at render rate re-applies the same clip frame most ticks (10 fps clip
420 /// on a 144 fps render = 14×); when it matches, the dense `to_kv6`
421 /// rebuild + LOD chain + GPU re-upload are skipped entirely.
422 last_applied: Option<usize>,
423}
424
425/// Per-clip-attachment playback clock (VCL.6): the timing it needs to
426/// resolve a frame, plus its own accumulating clock.
427struct ClipClock {
428 /// PF.13 (S4) — inclusive duration prefix sums (ms), built once per
429 /// timeline via [`duration_prefix_sums`] so every tick resolves its
430 /// frame by binary search instead of re-summing the duration list.
431 prefix: Vec<u64>,
432 loop_mode: LoopMode,
433 /// Playback rate, Q8 (256 = 1×).
434 speed_q8: i32,
435 /// Accumulated playback time (ms), seeded from the attachment's
436 /// `start_phase_ms`.
437 clock_ms: f64,
438}
439
440impl ClipClock {
441 /// Build a clock over `durations` starting at `clock_ms`.
442 fn new(durations: &[u32], loop_mode: LoopMode, speed_q8: i32, clock_ms: f64) -> Self {
443 Self {
444 prefix: duration_prefix_sums(durations),
445 loop_mode,
446 speed_q8,
447 clock_ms,
448 }
449 }
450
451 /// Frame shown at `elapsed_ms` on this clock's timeline —
452 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at) over the
453 /// cached prefix sums.
454 fn frame_for(&self, elapsed_ms: u32) -> u32 {
455 frame_at_prefix(&self.prefix, self.loop_mode, elapsed_ms) as u32
456 }
457
458 /// Advance the clock by `dt` seconds at its Q8 `speed` and return the
459 /// frame to show. Shared by character attachments and standalone clip
460 /// players. A negative clock (rewind past 0) reads as frame 0 but is
461 /// kept signed so resuming forward is continuous.
462 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
463 fn tick(&mut self, dt: f64) -> u32 {
464 self.clock_ms += dt * 1000.0 * f64::from(self.speed_q8) / 256.0;
465 self.frame_for(self.clock_ms.max(0.0) as u32)
466 }
467
468 /// Retarget this clock to a different clip's timeline (BB.1): swap the
469 /// per-frame `durations` + `loop_mode` and restart at `0`, **preserving
470 /// the playback rate** (`speed_q8`). Used by
471 /// [`SceneRenderer::set_clip_instance_clip`] so swapping a billboard's
472 /// animation keeps its speed / pause policy.
473 fn retarget(&mut self, durations: &[u32], loop_mode: LoopMode) {
474 self.prefix = duration_prefix_sums(durations);
475 self.loop_mode = loop_mode;
476 self.clock_ms = 0.0;
477 }
478}
479
480/// Facade-side metadata captured for a registered flipbook clip, so editor
481/// queries + the auto-player don't shadow the `DecodedClip`.
482struct ClipMeta {
483 dims: [u32; 3],
484 pivot: [f32; 3],
485 voxel_world_size: f32,
486 durations: Vec<u32>,
487 loop_mode: LoopMode,
488 /// Colour→material map the clip was registered with (TV.3), empty for an
489 /// all-opaque clip. Retained so an in-place
490 /// [`update_clip_frame`](SceneRenderer::update_clip_frame) re-classifies
491 /// the edited frame's voxels instead of dropping its per-voxel materials.
492 material_map: Vec<(Rgb, u8)>,
493}
494
495/// Public metadata for a registered clip — the inspector view returned by
496/// [`SceneRenderer::clip_metadata`].
497#[derive(Clone, Debug, PartialEq)]
498pub struct ClipMetadata {
499 /// Fixed bounding box (voxels).
500 pub dims: [u32; 3],
501 /// Model pivot (the kv6 pivot frames share).
502 pub pivot: [f32; 3],
503 /// Render scale (1 voxel = this many world units).
504 pub voxel_world_size: f32,
505 /// Playback wrap behaviour.
506 pub loop_mode: LoopMode,
507 /// Number of frames.
508 pub frame_count: usize,
509 /// Per-frame durations (ms), one per frame.
510 pub durations: Vec<u32>,
511 /// Total loop length (ms) — sum of `durations`.
512 pub total_ms: u32,
513}
514
515/// What an auto-advancing [`ClipPlayer`] (#6) drives each
516/// [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips). A flipbook
517/// clip's frame is per-instance; a streaming clip's is per-clip (its
518/// instances share one model), so the targets differ.
519#[derive(Clone, Copy)]
520enum PlayerTarget {
521 Flipbook(SpriteInstanceId),
522 Streaming(StreamingClipId),
523}
524
525/// A standalone clip given its own playback clock (#6): the host calls
526/// `advance_voxel_clips(dt)` once instead of hand-driving `frame_at` +
527/// `set_clip_instance_frame`.
528struct ClipPlayer {
529 target: PlayerTarget,
530 clock: ClipClock,
531 /// When `true`, [`advance_voxel_clips`](SceneRenderer::advance_voxel_clips)
532 /// leaves the clock (and frame) untouched — the editor's play/pause.
533 paused: bool,
534}
535
536/// One live bone attachment: which bone drives it, its local offset, the
537/// renderer instance it owns, and (for a clip target) its playback clock.
538struct AttachInst {
539 bone: usize,
540 local_offset: roxlap_formats::xform::BoneXform,
541 inst: SpriteInstanceId,
542 clip: Option<ClipClock>,
543}
544
545/// A live animated character: the hinge skeleton (the bone-transform
546/// solver) + one [`AttachInst`] per bone attachment.
547struct CharInstance {
548 skeleton: KfaSprite,
549 attaches: Vec<AttachInst>,
550 /// Sprite models + voxel clips this character registered, so
551 /// [`remove_character`](SceneRenderer::remove_character) can free them
552 /// (otherwise they leak until the next `set_sprites`).
553 models: Vec<SpriteModelId>,
554 clips: Vec<VoxelClipId>,
555}
556
557/// Orientation + position for a dynamic sprite instance — the per-frame
558/// pose passed to [`SceneRenderer::add_sprite_instance_posed`] and
559/// [`set_sprite_instance_transform`](SceneRenderer::set_sprite_instance_transform).
560///
561/// `right`/`up`/`forward` are the instance's local axes expressed in
562/// world space (the columns of the model→world rotation), mapping
563/// directly onto the underlying [`Sprite`]'s `s`/`h`/`f` (kv6 local
564/// +x/+y/+z). They **must** be non-singular (`det ≠ 0`) but need not be
565/// orthonormal — a uniform/non-uniform scale or shear is fine. A
566/// near-singular basis falls through the renderer's degenerate-basis
567/// guards and the instance silently skips that frame rather than
568/// panicking. [`Default`] is the identity basis (axis-aligned).
569#[derive(Clone, Copy, Debug)]
570pub struct DynSpriteTransform {
571 /// Instance world position (the kv6 pivot maps here).
572 pub pos: [f32; 3],
573 /// Local +x in world space ↦ [`Sprite::s`].
574 pub right: [f32; 3],
575 /// Local +y in world space ↦ [`Sprite::h`].
576 pub up: [f32; 3],
577 /// Local +z in world space ↦ [`Sprite::f`].
578 pub forward: [f32; 3],
579}
580
581impl Default for DynSpriteTransform {
582 fn default() -> Self {
583 Self {
584 pos: [0.0, 0.0, 0.0],
585 right: [1.0, 0.0, 0.0],
586 up: [0.0, 1.0, 0.0],
587 forward: [0.0, 0.0, 1.0],
588 }
589 }
590}
591
592impl DynSpriteTransform {
593 /// Stamp this pose onto a [`Sprite`] in place: `pos → p`,
594 /// `right/up/forward → s/h/f` (a direct copy — the basis is the
595 /// model→world columns). Both backends keep the rest of the template
596 /// (`kv6`, `flags`) and only overwrite the pose.
597 pub(crate) fn apply_to(self, s: &mut Sprite) {
598 s.p = self.pos;
599 s.s = self.right;
600 s.h = self.up;
601 s.f = self.forward;
602 }
603}
604
605/// How a billboard instance turns to face the camera (BB.2). Set per
606/// instance via [`SceneRenderer::add_billboard_instance`] /
607/// [`set_billboard_mode`](SceneRenderer::set_billboard_mode); applied each
608/// [`face_billboards_to`](SceneRenderer::face_billboards_to).
609#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
610pub enum BillboardMode {
611 /// Not auto-oriented — the host drives its transform directly. Default
612 /// (so a billboard record with no mode is inert).
613 #[default]
614 None,
615 /// Yaw-only: the slab stays vertical (image up = world up) and rotates
616 /// about the vertical axis to face the camera. The Doom/Build default —
617 /// its cast shadow stays sane (a vertical card) as the camera orbits.
618 Cylindrical,
619 /// Full face: the slab is always perpendicular to the camera direction
620 /// (pitches with the view). Ideal head-on, but its cast shadow rotates
621 /// as you orbit.
622 Spherical,
623}
624
625/// How a sprite/billboard instance derives its **shading normal** (BB.2b) —
626/// a per-instance choice that rides the sprite `flags`. A camera-facing
627/// billboard's DDA face normal tracks the camera, so its `N·L` would shift as
628/// you orbit; `WorldUp` / `AmbientOnly` tame that. Only affects the dynamic
629/// lighting path (a disabled rig is unaffected). Set via
630/// [`set_sprite_instance_lighting`](SceneRenderer::set_sprite_instance_lighting)
631/// or [`BillboardActorDef::lighting`].
632#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
633pub enum BillboardLighting {
634 /// The DDA hit-face normal — today's DL.7 look (default).
635 #[default]
636 FaceNormal,
637 /// A fixed world-up normal: stable directional shading regardless of the
638 /// camera angle.
639 WorldUp,
640 /// Ambient only — no sun / point-light direct term, the flattest,
641 /// most Doom-faithful cutout look (still scaled by the scene's ambient
642 /// level, so it dims in a dim scene).
643 AmbientOnly,
644 /// Full-bright / **emissive** — the voxel colour at full intensity,
645 /// ignoring all lighting. The right look for glows (fire, spell auras,
646 /// muzzle flashes) and markers that shouldn't darken in shadow.
647 FullBright,
648}
649
650/// One camera-facing billboard instance (BB.2): the clip/sprite instance it
651/// drives, its world position, and how it orients.
652struct BillboardRec {
653 id: SpriteInstanceId,
654 pos: [f32; 3],
655 mode: BillboardMode,
656}
657
658/// roxlap world up — voxlap is z-down, so up is `-z` (matches the
659/// scene-demo camera builder + the lighting bake's z convention). Billboard
660/// orientation assumes this; an app with a different up convention would
661/// need this generalised (not exposed yet — YAGNI).
662const BILLBOARD_UP: [f32; 3] = [0.0, 0.0, -1.0];
663
664fn bb_norm(v: [f32; 3]) -> Option<[f32; 3]> {
665 let m = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
666 (m > 1e-6).then(|| [v[0] / m, v[1] / m, v[2] / m])
667}
668
669fn bb_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
670 [
671 a[1] * b[2] - a[2] * b[1],
672 a[2] * b[0] - a[0] * b[2],
673 a[0] * b[1] - a[1] * b[0],
674 ]
675}
676
677/// The camera-facing basis for a billboard at `pos` (the slab's local axes:
678/// `+x` = image horizontal, `+y` = normal toward the camera, `+z` = image
679/// vertical). Returns `None` for [`BillboardMode::None`] or a degenerate
680/// pose (camera on the sprite's vertical axis for cylindrical; looking
681/// straight along world-up for spherical) — the caller then skips it.
682fn billboard_transform(
683 pos: [f32; 3],
684 cam: [f64; 3],
685 mode: BillboardMode,
686) -> Option<DynSpriteTransform> {
687 #[allow(clippy::cast_possible_truncation)]
688 let to_cam = [
689 cam[0] as f32 - pos[0],
690 cam[1] as f32 - pos[1],
691 cam[2] as f32 - pos[2],
692 ];
693 // `+y` = slab normal toward the camera (horizontal-only for
694 // cylindrical). Degenerate view axes (camera exactly overhead /
695 // exactly at the pos — e.g. a third-person camera the instant
696 // before its boom applies) fall back to a fixed facing instead
697 // of returning None: the card is edge-on/invisible right then
698 // anyway, but the POSITION update must never be dropped, or the
699 // actor freezes at its last pose (the CC.4 third-person bug).
700 const FALLBACK: [f32; 3] = [0.0, 1.0, 0.0];
701 let ny = match mode {
702 BillboardMode::Cylindrical => bb_norm([to_cam[0], to_cam[1], 0.0]).unwrap_or(FALLBACK),
703 BillboardMode::Spherical => bb_norm(to_cam).unwrap_or(FALLBACK),
704 BillboardMode::None => return None,
705 };
706 // `+x` = image horizontal = screen-right (non-mirrored): up × normal.
707 let nx = bb_norm(bb_cross(BILLBOARD_UP, ny)).unwrap_or([1.0, 0.0, 0.0]);
708 // `+z` = image vertical (≈ world up; exactly world up for cylindrical).
709 let nz = bb_cross(ny, nx);
710 Some(DynSpriteTransform {
711 pos,
712 right: nx,
713 up: ny,
714 forward: nz,
715 })
716}
717
718/// Apply shadow cast/receive booleans to a sprite `flags` word in place
719/// (XS.4 bits 4/5), preserving the other bits. Shared by both backends'
720/// per-instance shadow-flag setters (BB.3).
721pub(crate) fn apply_shadow_flags(flags: &mut u32, casts: bool, receives: bool) {
722 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
723 if casts {
724 *flags &= !SPRITE_FLAG_NO_SHADOW_CAST;
725 } else {
726 *flags |= SPRITE_FLAG_NO_SHADOW_CAST;
727 }
728 if receives {
729 *flags &= !SPRITE_FLAG_NO_SHADOW_RECEIVE;
730 } else {
731 *flags |= SPRITE_FLAG_NO_SHADOW_RECEIVE;
732 }
733}
734
735/// Apply a [`BillboardLighting`] mode to a sprite `flags` word in place
736/// (BB.2b bits 6/7), preserving the other bits. Shared by both backends'
737/// per-instance lighting setters.
738pub(crate) fn apply_lighting_flags(flags: &mut u32, mode: BillboardLighting) {
739 use roxlap_formats::sprite::{SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP};
740 *flags &= !(SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY);
741 match mode {
742 BillboardLighting::FaceNormal => {}
743 BillboardLighting::WorldUp => *flags |= SPRITE_FLAG_LIGHT_WORLD_UP,
744 BillboardLighting::AmbientOnly => *flags |= SPRITE_FLAG_LIGHT_AMBIENT_ONLY,
745 // Full-bright is encoded as both bits set (the decoders check it first).
746 BillboardLighting::FullBright => {
747 *flags |= SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY;
748 }
749 }
750}
751
752// ---- billboard actors (BB.4) --------------------------------------------
753
754/// Stable handle to a [`BillboardActor`](SceneRenderer::add_billboard_actor)
755/// — a high-level directional billboard managed by the renderer (it owns one
756/// clip instance, picks the directional clip by view angle, and plays a
757/// named-state animation). Reset by [`set_sprites`](SceneRenderer::set_sprites);
758/// a removed actor's handle is stale → a safe no-op.
759#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
760pub struct BillboardActorId {
761 slot: u32,
762 gen: u32,
763}
764
765/// One animation state of a [`BillboardActorDef`]: its name plus the clips
766/// for each viewing direction. `dirs.len()` may be `1` (non-directional),
767/// `8` (classic Doom rotations), or any `N` (uniform angular bins). Index 0
768/// is the view-from-front (camera in the actor's facing direction),
769/// increasing counter-clockwise.
770pub struct ActorState {
771 /// State name [`SceneRenderer::set_actor_state`] selects by
772 /// (e.g. `"walk"`, `"attack"`). Owned since QE.7b, so actor
773 /// definitions can come from data files (monster definitions
774 /// loaded at runtime) without `Box::leak`.
775 pub name: String,
776 /// One clip per view direction, counter-clockwise from "facing the
777 /// viewer" — 1 (billboard), 4, or 8 entries.
778 pub dirs: Vec<VoxelClipId>,
779}
780
781/// How a sprite instance participates in dynamic-light shadows
782/// (QE.7b — replaces the unreadable
783/// `set_sprite_instance_shadow_flags(id, true, false)` bool pair).
784#[derive(Clone, Copy, PartialEq, Eq, Debug)]
785pub struct ShadowFlags {
786 /// The instance's voxels block dynamic-light shadow rays.
787 pub casts: bool,
788 /// Terrain / other-caster shadows darken the instance's voxels.
789 pub receives: bool,
790}
791
792impl Default for ShadowFlags {
793 /// Both on — the participating default every spawn starts with.
794 fn default() -> Self {
795 Self {
796 casts: true,
797 receives: true,
798 }
799 }
800}
801
802/// Recipe for [`add_billboard_actor`](SceneRenderer::add_billboard_actor).
803pub struct BillboardActorDef {
804 /// Animation states (≥1, each with ≥1 directional clip). The first is
805 /// the initial state.
806 pub states: Vec<ActorState>,
807 /// How the slab turns to face the camera (default [`BillboardMode::Cylindrical`]).
808 pub mode: BillboardMode,
809 /// Shading-normal mode (BB.2b; default [`BillboardLighting::FaceNormal`]).
810 pub lighting: BillboardLighting,
811 /// Playback rate of the state animation (`1.0` = authored speed,
812 /// negative = reverse). QE.7b — was Q8 fixed point (`speed_q8:
813 /// 256`); migrate with `speed = speed_q8 as f32 / 256.0`.
814 pub speed: f32,
815 /// World units per slab voxel (`1.0` = classic 1:1). Applied to
816 /// the instance basis every tick. Composes multiplicatively with
817 /// the clip's own `voxel_world_size` (both backends honour both).
818 pub scale: f32,
819 /// Shadow participation for the actor's voxels.
820 pub shadows: ShadowFlags,
821}
822
823impl Default for BillboardActorDef {
824 fn default() -> Self {
825 Self {
826 states: Vec::new(),
827 mode: BillboardMode::Cylindrical,
828 lighting: BillboardLighting::FaceNormal,
829 speed: 1.0,
830 scale: 1.0,
831 shadows: ShadowFlags::default(),
832 }
833 }
834}
835
836/// QE.7b — the public API speaks `f32` speed (`1.0` = authored rate);
837/// the clip clocks keep their Q8 fixed-point internals.
838#[allow(clippy::cast_possible_truncation)]
839fn speed_to_q8(speed: f32) -> i32 {
840 (speed * 256.0).round() as i32
841}
842
843/// A live directional billboard: one clip instance whose directional clip is
844/// reselected by view angle and whose animation plays a named state.
845struct BillboardActor {
846 /// World units per slab voxel (from the def).
847 scale: f32,
848 inst: SpriteInstanceId,
849 states: Vec<ActorState>,
850 cur_state: usize,
851 pos: [f32; 3],
852 /// World yaw the actor "faces" (radians); the dir picker compares the
853 /// camera's bearing against it.
854 facing_yaw: f64,
855 mode: BillboardMode,
856 clock: ClipClock,
857 /// The directional clip currently shown, to avoid redundant clip swaps.
858 showing: Option<VoxelClipId>,
859 /// The def's playback rate, kept for state-switch clock rebuilds.
860 speed: f32,
861}
862
863impl BillboardActor {
864 /// Pick the directional clip index for a camera at `cam` (world). See
865 /// [`dir_index`].
866 fn pick_dir(&self, cam: [f64; 3]) -> usize {
867 dir_index(
868 self.pos,
869 self.facing_yaw,
870 cam,
871 self.states[self.cur_state].dirs.len(),
872 )
873 }
874}
875
876/// Bin a camera's bearing (relative to an actor at `pos` facing `facing_yaw`)
877/// into one of `n` viewing-direction sectors. Index 0 = viewed-from-front
878/// (camera in the actor's facing direction), increasing counter-clockwise.
879/// `n <= 1` or a camera directly above/below ⇒ 0.
880fn dir_index(pos: [f32; 3], facing_yaw: f64, cam: [f64; 3], n: usize) -> usize {
881 if n <= 1 {
882 return 0;
883 }
884 let dx = cam[0] - f64::from(pos[0]);
885 let dy = cam[1] - f64::from(pos[1]);
886 if dx * dx + dy * dy < 1e-12 {
887 return 0; // camera directly above/below → no horizontal bearing
888 }
889 let rel = (dy.atan2(dx) - facing_yaw).rem_euclid(std::f64::consts::TAU);
890 let sector = std::f64::consts::TAU / n as f64;
891 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
892 let idx = (rel / sector).round() as usize % n;
893 idx
894}
895
896/// Backend-agnostic sprite description. The facade builds the CPU
897/// per-instance draw list and the GPU instanced registry from the
898/// same data, so both backends show identical sprites. The host owns
899/// content (which models, where, recolouring) — building a recoloured
900/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
901pub struct SpriteSet {
902 /// Distinct voxel models (KV6 + base orientation). Instances index
903 /// into this; their position overrides the model's.
904 pub models: Vec<Sprite>,
905 /// Initial placements — one drawn sprite per entry, each binding a
906 /// [`models`](Self::models) index to a world position.
907 pub instances: Vec<SpriteInstanceDesc>,
908 /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
909 /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
910 pub carve_model: Option<usize>,
911}
912
913/// Per-frame inputs both backends consume. The host builds the
914/// [`OpticastSettings`] (it owns scan distance, projection etc.); the
915/// facade does everything else (pool config, sky fill, render,
916/// present).
917///
918/// **Both backends derive their projection from
919/// [`settings`](Self::settings)** (QE.2a): the vertical field of view
920/// is `2·atan(yres/2 / hz)` and the GPU outer-DDA step budget follows
921/// [`OpticastSettings::max_scan_dist`], so the two backends can no
922/// longer disagree about what they show. Pick an explicit FOV with
923/// [`OpticastSettings::with_fov_y`].
924///
925/// `#[non_exhaustive]`: construct with [`FrameParams::new`] and
926/// override fields — a future field addition is then not a breaking
927/// change (pre-QE.2, every added field broke every host's struct
928/// literal).
929#[non_exhaustive]
930pub struct FrameParams<'a> {
931 /// Render settings both backends share: framebuffer geometry +
932 /// projection (`hx`/`hy`/`hz`), scan distances, and the mip
933 /// ladder. (Named for the CPU renderer it configured first; the
934 /// GPU backend derives its FOV + step budget from it too.)
935 pub settings: &'a OpticastSettings,
936 /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
937 /// the clear colour if no scene renders.
938 pub sky_color: Rgb,
939 /// Optional sky panorama for the CPU rasterizer's sky sampling.
940 pub sky: Option<&'a Sky>,
941 /// CPU fog: the packed colour distant voxels fade toward.
942 pub fog_color: Rgb,
943 /// CPU fog: full-fog distance (voxels). `0` disables CPU fog.
944 pub fog_max_scan_dist: i32,
945 /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
946 /// out-of-bounds cameras).
947 pub treat_z_max_as_air: bool,
948 /// Whether to draw the renderer's sprites this frame. Both backends
949 /// draw KV6 sprites flat-lit (the clean-room DDA sprite raycaster on
950 /// CPU; uploaded model colours on GPU), so no host-supplied lighting
951 /// is needed — this is just the on/off opt-in. `false` skips sprite
952 /// drawing.
953 pub draw_sprites: bool,
954 /// Per-face directional shading for the voxel grids — voxlap's
955 /// `setsideshades(top, bot, left, right, up, down)`, the grid-scan
956 /// analogue of [`draw_sprites`](Self::draw_sprites). Each
957 /// entry darkens the faces pointing that way; the host typically
958 /// passes its engine's `side_shades()`. The default `[0; 6]` keeps
959 /// `sideshademode` off (no per-side shading), so existing hosts and
960 /// the oracle goldens are unaffected. Applied each frame by **both**
961 /// backends: the CPU rasteriser via `gcsub`, and the GPU scene-DDA
962 /// pass by darkening a hit voxel's brightness by the hit face's
963 /// shade (the face taken from the DDA's last-stepped axis).
964 pub side_shades: [i8; 6],
965 /// Dynamic lighting (stages DL + SL) — runtime sun + point + spot
966 /// lights + stylized shadows, applied by **both** backends (GPU
967 /// shaders since DL; the CPU renderer since CPU.1/CPU.2). `None`
968 /// (the default for hosts that don't set it) ⇒ exactly the pre-DL
969 /// render, both backends. The baked brightness byte is
970 /// reinterpreted as the ambient/AO channel; direct light composites
971 /// on top (`albedo*ambient + Σ direct`).
972 pub lights: Option<LightRig<'a>>,
973 /// WT.2 — full-screen colour tint ([`Tint`]), applied by **both**
974 /// backends in the resolve step at the logical resolution: after
975 /// the SSAA downfilter, BEFORE posterize (grade first, quantize
976 /// after — the reduced palette stays palette-shaped under the
977 /// tint). The canonical use is the underwater look — lerp toward
978 /// a deep blue-green while
979 /// [`CharacterBody::eye_in_water`](roxlap_scene::CharacterBody::eye_in_water)
980 /// — but it is a general grade hook (damage flash, night vision).
981 /// `None` (the default) is byte-identical to the pre-WT.2 output.
982 pub tint: Option<Tint>,
983 /// OC.0 — camera-relative occlusion cutout ([`ViewCutout`]) for
984 /// third-person play: walls between the camera and a world-space
985 /// **focus point** (the controlled character) become air inside a
986 /// screen-space circular keyhole around the projected focus, its
987 /// rim a smooth deterministic funnel — the classic BG3/Divinity
988 /// cutout. Both backends. Per-frame VIEW state (follows the
989 /// camera), unlike the
990 /// grid-state deck clip (`Grid::z_clip`, stage CA): primary rays
991 /// only — the cut wall keeps casting shadows, keeps blocking
992 /// audio/pathing/gameplay raycasts, keeps its collision. Composes
993 /// with the deck clip. `None` (the default) is byte-identical to
994 /// the pre-OC output.
995 pub view_cutout: Option<ViewCutout>,
996 /// FW.2 — fog-of-war styling for one grid (the known twin): its
997 /// [`GridId`](roxlap_scene::GridId) plus the
998 /// [`FogOfWar`](roxlap_scene::FogOfWar) mask to style it with. Only that grid's
999 /// hits are dimmed / desaturated / hidden by the observer's
1000 /// knowledge; every other grid renders normally. CPU path (stage
1001 /// FW.2); the GPU path lands in FW.3. `None` (the default) is
1002 /// byte-identical.
1003 pub fow: Option<(roxlap_scene::GridId, &'a roxlap_scene::FogOfWar)>,
1004}
1005
1006/// OC.0 — a camera-relative "keyhole" through front geometry (stage
1007/// OC). A cell is hidden iff ALL of: its centre lies inside the view
1008/// cone that [`radius_px`](Self::radius_px) subtends around the
1009/// eye→[`focus_world`](Self::focus_world) axis (the reveal distance
1010/// tapers to zero across the feather band, closing the hole into a
1011/// smooth funnel), it is closer to the eye than the nearest point of
1012/// the character column at its own height minus
1013/// [`margin`](Self::margin), and its grid-local z is above the focus
1014/// plane (walls cut; the floor in front of the character stays).
1015///
1016/// The facade derives everything per frame inside the render call —
1017/// the pixel radius converts to a cone angle under the frame's own
1018/// projection, so the circle stays put under fixed-res / SSAA
1019/// (`radius_px` / `feather_px` are given in **logical** pixels; the
1020/// angles are resolution-invariant).
1021#[derive(Debug, Clone, Copy, PartialEq)]
1022pub struct ViewCutout {
1023 /// World-space focus point the keyhole opens around (typically the
1024 /// controlled character's chest/head). Projected each frame; a
1025 /// focus at/behind the near plane disables the cutout that frame.
1026 pub focus_world: [f32; 3],
1027 /// Keyhole radius in **logical** (post-resolve) pixels — the OUTER
1028 /// edge; nothing is cut past it.
1029 pub radius_px: f32,
1030 /// Width of the radial taper band INSIDE the radius, logical
1031 /// pixels: the reveal distance scales linearly from full at
1032 /// `radius − feather` to zero at `radius`, so the keyhole's rim is
1033 /// a deterministic geometric funnel (no dither — a stochastic edge
1034 /// read as a noise mosaic on every surface it crossed). Wider =
1035 /// softer, more conical rim. `<= 0` gives a hard edge.
1036 pub feather_px: f32,
1037 /// Reveal margin, world units: how far short of the character
1038 /// COLUMN the cut stops. The reveal surface hugs the column — the
1039 /// vertical segment at the focus xy between the focus plane (the
1040 /// feet) and its mirror above the focus (the head) — so an
1041 /// obstacle the character stands right behind melts down to the
1042 /// boots; `margin` keeps a thin shell around the body un-cut.
1043 pub margin: f32,
1044 /// Focus-plane bias, world units along grid-local z (z-down:
1045 /// positive lowers the cutting plane, hiding more; negative
1046 /// raises it). Tune so doorway lintels cut while the character's
1047 /// floor stays.
1048 pub z_bias: f32,
1049}
1050
1051impl ViewCutout {
1052 /// A keyhole with the Boarding demo's tune around `focus_world`
1053 /// (radius 110 px, feather 24 px, margin 1.5), with the cutting
1054 /// plane placed just BELOW the focus (`z_bias` +0.5) — so pass a
1055 /// focus near the character's FEET and the plane lands at floor
1056 /// level, cutting front walls down to the boots while the floor
1057 /// stays. Focusing the chest instead needs a positive `z_bias` of
1058 /// the chest-to-feet distance (the demo: chest focus, bias +6.5);
1059 /// the original head-level plane left waist-high wall stumps in
1060 /// front of the character.
1061 #[must_use]
1062 pub fn new(focus_world: [f32; 3]) -> Self {
1063 Self {
1064 focus_world,
1065 radius_px: 110.0,
1066 feather_px: 24.0,
1067 margin: 1.5,
1068 z_bias: 0.5,
1069 }
1070 }
1071}
1072
1073/// OC — the near-plane threshold both backends' cutout folds share
1074/// (the CPU projection's `NEAR_Z` value): a focus at/behind it
1075/// disables the keyhole for the frame.
1076pub(crate) const CUTOUT_NEAR_Z: f64 = 0.0625;
1077
1078/// OC — the keyhole cone half-angle tangents from the pixel radius +
1079/// feather and the frame's focal length (all in the SAME pixel
1080/// units) — the ONE place the radius→angle shape lives; both backend
1081/// adapters call it, so a drifting hand-copy can't change the hole's
1082/// shape on one backend only. Returns `(tan_outer, tan_inner)`.
1083pub(crate) fn cutout_cone_tans(radius_px: f32, feather_px: f32, focal_px: f32) -> (f32, f32) {
1084 let tan_outer = radius_px.max(0.0) / focal_px;
1085 let tan_inner = ((radius_px - feather_px).max(0.0) / focal_px).min(tan_outer);
1086 (tan_outer, tan_inner)
1087}
1088
1089/// WT.2 — a full-screen tint: every resolved pixel lerps toward
1090/// `color` by `strength`. See [`FrameParams::tint`] for where in the
1091/// pipeline it applies.
1092///
1093/// The blend is **integer**: `strength` quantizes to 8 bits and each
1094/// channel computes `(c·(255−s₈) + t·s₈ + 127) / 255` — the identical
1095/// arithmetic on both backends, so tinted frames are bit-exact across
1096/// CPU and GPU by construction (a float lerp + round pair provably
1097/// drifts ±1 from WGSL `mix` + `pack4x8unorm` on ~2.5% of byte
1098/// pairs, and driver float contraction is out of our control).
1099/// Strengths below `1/510` quantize to 0 = off.
1100///
1101/// Known seam: overlays ([`SceneRenderer::draw_lines`] /
1102/// [`SceneRenderer::draw_images`]) rasterise before the resolve on
1103/// the CPU backend (they are graded with the scene) but after it on
1104/// the GPU (drawn over the grade at full brightness).
1105#[derive(Debug, Clone, Copy, PartialEq)]
1106pub struct Tint {
1107 /// Target colour, packed `0x00RRGGBB` like every facade colour.
1108 pub color: Rgb,
1109 /// Lerp factor, clamped to `0..=1` at use. `0.0` is an identity
1110 /// (byte-identical to `None`); `1.0` paints the frame flat.
1111 pub strength: f32,
1112}
1113
1114impl Tint {
1115 /// The wire form both backends consume: packed colour + strength
1116 /// quantized to `0..=255`. A strength that quantizes to `0` folds
1117 /// to `None`, so the identity fast paths (skip the whole resolve
1118 /// pass) stay engaged — the ONE place this fold lives; both
1119 /// backend adapters call it.
1120 pub(crate) fn quantized(self) -> Option<(u32, u8)> {
1121 // Byte quantization of the clamped strength; `as u8` after
1122 // round is in range by construction.
1123 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1124 let s8 = (self.strength.clamp(0.0, 1.0) * 255.0).round() as u8;
1125 (s8 > 0).then_some((self.color.0, s8))
1126 }
1127}
1128
1129impl<'a> FrameParams<'a> {
1130 /// Frame params with sensible defaults for everything except
1131 /// [`settings`](Self::settings) (which the host owns): the default
1132 /// sky colour ([`RenderOptions::clear_sky`]'s default), no
1133 /// panorama, CPU fog off, sprites on, no per-side shading, no
1134 /// dynamic lights. Both backends' projection comes from
1135 /// `settings` (see the struct docs).
1136 ///
1137 /// `treat_z_max_as_air` defaults to `true` (what every demo passes;
1138 /// out-of-bounds cameras skip the bedrock path). Hosts that want
1139 /// the pre-QE literal-struct behaviour set it back to `false`.
1140 ///
1141 /// Every field stays public — construct with `new` and override
1142 /// what differs:
1143 ///
1144 /// ```ignore
1145 /// let mut fp = FrameParams::new(&settings);
1146 /// fp.sky = Some(&sky);
1147 /// fp.lights = Some(rig);
1148 /// ```
1149 #[must_use]
1150 pub fn new(settings: &'a OpticastSettings) -> Self {
1151 let default_sky = RenderOptions::default().clear_sky;
1152 Self {
1153 settings,
1154 sky_color: default_sky,
1155 sky: None,
1156 fog_color: default_sky,
1157 fog_max_scan_dist: 0,
1158 treat_z_max_as_air: true,
1159 draw_sprites: true,
1160 side_shades: [0; 6],
1161 lights: None,
1162 tint: None,
1163 view_cutout: None,
1164 fow: None,
1165 }
1166 }
1167
1168 /// The vertical field of view both backends render `settings`
1169 /// with: `2·atan(yres/2 / hz)` — resolution-independent, so it
1170 /// holds at any window / logical size.
1171 // Screen dims cast to f32 are bounded by realistic resolutions.
1172 #[allow(clippy::cast_precision_loss)]
1173 #[must_use]
1174 pub fn fov_y_rad(&self) -> f32 {
1175 2.0 * ((self.settings.yres as f32) * 0.5 / self.settings.hz).atan()
1176 }
1177
1178 /// The GPU outer-DDA step budget (chunks) derived from
1179 /// [`OpticastSettings::max_scan_dist`]: enough chunk steps to cover
1180 /// the scan distance, plus slack for the entry/exit chunks.
1181 #[allow(clippy::cast_sign_loss)]
1182 #[must_use]
1183 pub fn gpu_outer_steps(&self) -> u32 {
1184 (self.settings.max_scan_dist.max(1) as u32) / roxlap_scene::CHUNK_SIZE_XY + 4
1185 }
1186}
1187
1188/// Backend-agnostic scene bookkeeping the facade owns **once** (QE.3a
1189/// — previously each backend kept a duplicate copy, and every new
1190/// feature needed three coordinated edits: facade arm + cpu + gpu,
1191/// with parity drift as the failure mode: the GPU copy had grown
1192/// change-detection the CPU copy lacked).
1193///
1194/// Backends receive `&SceneState` where they need it (the render
1195/// passes); the truly divergent reactions (CPU flipbook draw, GPU
1196/// instance-buffer/model-id writes, device palette mirror) stay in the
1197/// backends behind small `apply_*` hooks.
1198pub(crate) struct SceneState {
1199 /// Global voxel-material palette (TV stage): per-voxel material
1200 /// ids resolve to opacity + blend mode here. The CPU compositor
1201 /// reads it live each frame; the GPU mirrors it to device
1202 /// palettes when [`materials_dirty`](Self::materials_dirty).
1203 pub(crate) materials: MaterialTable,
1204 /// Terrain colour→material map (TV.4) — matching-colour world
1205 /// voxels render with that material (glass walls, water).
1206 pub(crate) terrain_materials: Vec<(Rgb, u8)>,
1207 /// PF.5 — set when `materials` / `terrain_materials` change;
1208 /// cleared after each `render` (the GPU mirrors device palettes
1209 /// only then). Starts `true` so the first GPU frame seeds them.
1210 pub(crate) materials_dirty: bool,
1211 /// Per **dynamic** instance (parallel to the backends' dynamic
1212 /// sublist): `Some((clip_index, current_frame))` for a clip
1213 /// instance, `None` for a plain model instance. The CPU render
1214 /// picks each instance's flipbook frame from this; the GPU keeps
1215 /// its instance buffer in sync via the `apply_clip_*` hooks.
1216 pub(crate) dyn_clip: Vec<Option<(usize, usize)>>,
1217}
1218
1219impl Default for SceneState {
1220 fn default() -> Self {
1221 Self {
1222 materials: MaterialTable::new(),
1223 terrain_materials: Vec::new(),
1224 materials_dirty: true,
1225 dyn_clip: Vec::new(),
1226 }
1227 }
1228}
1229
1230/// Result of [`SceneRenderer::pick`] — a resolved screen→world voxel
1231/// hit. `world` is the surface point (`cam.pos + t · normalize(ray)`);
1232/// `grid` + `voxel` are the owning grid and its **grid-local** voxel
1233/// (transform-correct for rotated / translated grids).
1234#[derive(Clone, Copy, PartialEq, Debug)]
1235pub struct PickHit {
1236 /// World-space surface point of the hit.
1237 pub world: [f32; 3],
1238 /// The grid owning the hit voxel.
1239 pub grid: roxlap_scene::GridId,
1240 /// The hit voxel, in `grid`-local coordinates.
1241 pub voxel: glam::IVec3,
1242}
1243
1244/// A world-space view ray: the canonical unproject output of
1245/// [`SceneRenderer::view_ray`]. `dir` is unit-length. Feed it straight
1246/// to [`roxlap_scene::Scene::raycast`] for depth-free, backend-agnostic
1247/// voxel picking (`scene.raycast(ray.origin, ray.dir, max_dist)`), or
1248/// intersect it with a plane for tile selection.
1249#[derive(Clone, Copy, PartialEq, Debug)]
1250pub struct Ray {
1251 /// World-space ray origin (the camera position for view rays).
1252 pub origin: glam::DVec3,
1253 /// Unit-length world-space ray direction.
1254 pub dir: glam::DVec3,
1255}
1256
1257/// A world-space line segment to draw over a rendered frame via
1258/// [`SceneRenderer::draw_lines`] — editor gizmos (bounding boxes, floor
1259/// grids, axes, hover wireframes), debug paths, etc.
1260#[derive(Clone, Copy, PartialEq, Debug)]
1261pub struct Line3 {
1262 /// World-space endpoints (voxel units), in the same frame the
1263 /// rendered scene + `camera` use.
1264 pub a: [f64; 3],
1265 /// The segment's other endpoint, same space as `a`.
1266 pub b: [f64; 3],
1267 /// `0xAARRGGBB` — the high byte is an alpha blend factor (`0xFF`
1268 /// opaque, `0x00` invisible), the low 24 bits the RGB colour.
1269 pub color: OverlayColor,
1270 /// Screen-space thickness in pixels (`<= 1.0` draws a 1px line).
1271 pub width_px: f32,
1272 /// `true`: the segment is occluded by nearer rendered geometry
1273 /// (depth-tested against the frame's z-buffer). `false`: always on
1274 /// top (e.g. a hover highlight that should show through the model).
1275 pub depth_test: bool,
1276}
1277
1278/// A handle to an uploaded image-sprite texture, returned by
1279/// [`SceneRenderer::upload_image`]. **Generational** (QE-B6): image
1280/// slots are reused after [`drop_image`](SceneRenderer::drop_image),
1281/// so each handle carries the slot's generation — a stale handle
1282/// (kept across a drop) resolves to a safe no-op instead of aliasing
1283/// whatever texture re-took the slot. Pass it in an [`ImageSprite`]
1284/// for [`SceneRenderer::draw_images`]. Opaque on purpose — there's no
1285/// arithmetic to do on it.
1286#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)]
1287pub struct ImageId {
1288 slot: u32,
1289 gen: u32,
1290}
1291
1292/// QE-B6 — generational guard for image slots. Unlike
1293/// [`EpochSlotMap`] (whose backend indices are append-only), image
1294/// slots ARE reused: `drop_image` frees the texture slot and the next
1295/// upload may take it. Each slot therefore carries its own
1296/// generation; a stale [`ImageId`] resolves to `None`.
1297#[derive(Default)]
1298struct ImageSlotMap {
1299 /// Per backend slot: (current generation, live).
1300 slots: Vec<(u32, bool)>,
1301}
1302
1303impl ImageSlotMap {
1304 /// Register the slot the backend just filled (append or reuse).
1305 fn alloc(&mut self, slot: usize) -> ImageId {
1306 if slot >= self.slots.len() {
1307 self.slots.resize(slot + 1, (0, false));
1308 self.slots[slot] = (0, true);
1309 } else {
1310 let e = &mut self.slots[slot];
1311 e.0 = e.0.wrapping_add(1);
1312 e.1 = true;
1313 }
1314 ImageId {
1315 slot: u32::try_from(slot).expect("image slots fit u32"),
1316 gen: self.slots[slot].0,
1317 }
1318 }
1319
1320 /// Resolve to the backend slot, or `None` when stale / removed.
1321 fn index(&self, id: ImageId) -> Option<usize> {
1322 let e = *self.slots.get(id.slot as usize)?;
1323 (e.0 == id.gen && e.1).then_some(id.slot as usize)
1324 }
1325
1326 /// Tombstone; `false` when the handle was already stale.
1327 fn remove(&mut self, id: ImageId) -> bool {
1328 let Some(e) = self.slots.get_mut(id.slot as usize) else {
1329 return false;
1330 };
1331 if e.0 != id.gen || !e.1 {
1332 return false;
1333 }
1334 e.1 = false;
1335 true
1336 }
1337}
1338
1339/// How an [`ImageSprite`]'s quad is oriented in the world.
1340#[derive(Clone, Copy, PartialEq, Debug)]
1341pub enum ImageFacing {
1342 /// Fixed in world space: the quad lies in the plane spanned by `u`
1343 /// (the image's +column / width direction) and `v` (its +row /
1344 /// height direction). Both are world-space directions; their length
1345 /// is ignored (the quad is sized by [`ImageSprite::size`]), so pass
1346 /// the plane's axes directly. Row 0 of the image is the `origin`
1347 /// edge and rows grow along `v`.
1348 World {
1349 /// World direction of the image's +column (width) axis.
1350 u: [f32; 3],
1351 /// World direction of the image's +row (height) axis.
1352 v: [f32; 3],
1353 },
1354 /// Always faces the camera (billboard); `up` is the world direction
1355 /// the image's top edge points toward (e.g. world `-Z` for the
1356 /// scene-demo's z-down world, or any "up" the host prefers).
1357 Billboard {
1358 /// World direction the image's top edge points toward.
1359 up: [f32; 3],
1360 },
1361}
1362
1363/// One placed 2D image sprite for the current frame: a flat textured
1364/// quad in world space, composited over the rendered scene with the
1365/// frame's depth buffer (so the voxel model can occlude it). Built per
1366/// frame and passed to [`SceneRenderer::draw_images`], mirroring
1367/// [`Line3`] / [`SceneRenderer::draw_lines`]. The texture is uploaded
1368/// once via [`SceneRenderer::upload_image`] and referenced by [`image`].
1369///
1370/// [`image`]: ImageSprite::image
1371#[derive(Clone, Copy, PartialEq, Debug)]
1372pub struct ImageSprite {
1373 /// The uploaded texture to draw (from [`SceneRenderer::upload_image`]).
1374 pub image: ImageId,
1375 /// World position of the quad's **top-left** corner — the image's
1376 /// `(column 0, row 0)` texel. The quad extends `size[0]` along the
1377 /// facing's `u` and `size[1]` along its `v`.
1378 pub origin: [f32; 3],
1379 /// World orientation of the quad — fixed in world or camera-facing.
1380 pub facing: ImageFacing,
1381 /// World size of the quad along `u` and `v`. For pixel-art traced at
1382 /// 1 texel = 1 voxel, pass `[width as f32, height as f32]`.
1383 pub size: [f32; 2],
1384 /// Multiplied into every sampled texel (tint + opacity) — real
1385 /// alpha, so [`OverlayColor`]. `OverlayColor(0xFFFF_FFFF)` draws the
1386 /// texture unchanged; the high byte scales the texel alpha
1387 /// (`OverlayColor(0x80FF_FFFF)` = 50 % opacity).
1388 pub tint: OverlayColor,
1389 /// Alpha cutoff in `0.0..=1.0`. Texels whose **own** alpha is below
1390 /// this are discarded outright (not blended) — crisp pixel-art edges
1391 /// instead of a semi-transparent haze, and the same threshold decides
1392 /// what [`SceneRenderer::pick_image`] treats as solid. `0.0` keeps the
1393 /// plain straight-alpha over-blend (every non-zero texel draws).
1394 pub alpha_cutoff: f32,
1395 /// `true`: occluded by nearer rendered geometry (depth-tested against
1396 /// the frame's depth buffer, with a bias so a quad resting on a
1397 /// coincident voxel face doesn't z-fight). `false`: always on top.
1398 pub depth_test: bool,
1399 /// `true`: draw regardless of which way the quad faces (no backface
1400 /// cull) — what reference images usually want. `false`: cull when the
1401 /// quad faces away from the camera. Ignored for
1402 /// [`ImageFacing::Billboard`] (it always faces the camera).
1403 pub double_sided: bool,
1404}
1405
1406/// Backend-agnostic resolved quad: four world corners (`TL, TR, BL, BR`,
1407/// with UVs `(0,0) (1,0) (0,1) (1,1)`) + the texture to map. The facade
1408/// resolves [`ImageSprite::facing`] into corners and culls back-facing
1409/// quads once, so both backends draw from the same geometry.
1410#[derive(Clone, Copy, Debug)]
1411pub(crate) struct QuadDraw {
1412 pub corners: [[f32; 3]; 4],
1413 /// Backend texture SLOT (facade-resolved; see `draw_images`).
1414 pub image: usize,
1415 pub tint: OverlayColor,
1416 pub depth_test: bool,
1417 pub alpha_cutoff: f32,
1418}
1419
1420/// Result of [`SceneRenderer::pick_image`] — a resolved screen→sprite hit.
1421/// `uv` is the normalised position within the quad (`(0,0)` = top-left
1422/// corner); `texel` is the matching source-image pixel; `world` is the
1423/// hit point; `t` is its euclidean distance from the camera.
1424#[derive(Clone, Copy, PartialEq, Debug)]
1425pub struct ImagePickHit {
1426 /// The hit sprite's texture handle.
1427 pub image: ImageId,
1428 /// Normalised position within the quad (`(0,0)` = top-left).
1429 pub uv: [f32; 2],
1430 /// The matching source-image pixel (column, row).
1431 pub texel: (u32, u32),
1432 /// World-space hit point on the quad.
1433 pub world: [f32; 3],
1434 /// Euclidean distance from the camera to `world`.
1435 pub t: f32,
1436}
1437
1438/// Which renderer a [`SceneRenderer`] resolved to at construction.
1439#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1440pub enum Backend {
1441 /// `roxlap-core` opticast, presented via `softbuffer`.
1442 Cpu,
1443 /// `roxlap-gpu` compute marcher, presented via wgpu.
1444 Gpu,
1445}
1446
1447/// A backend-dependent capability, probed via
1448/// [`SceneRenderer::supports`] (QE.7a). Every method below the parity
1449/// line degrades to a silent no-op on the unsupporting backend; this
1450/// enum turns the tribal knowledge into a queryable answer.
1451///
1452/// | Feature | CPU | GPU |
1453/// |---|---|---|
1454/// | [`Capture`](Self::Capture) | ✅ | ✅ native (❌ wasm — WebGPU can't block) |
1455/// | [`SkyPanorama`](Self::SkyPanorama) | ❌ (use [`FrameParams::sky`]) | ✅ |
1456/// | [`CarveActiveSprite`](Self::CarveActiveSprite) | ❌ | ✅ |
1457/// | [`TranslucentSpriteMaterials`](Self::TranslucentSpriteMaterials) | ✅ | ✅ (TV.3) |
1458/// | [`TranslucentTerrain`](Self::TranslucentTerrain) | ✅ | ✅ (TV.6) |
1459/// | [`FreePickDepth`](Self::FreePickDepth) | ✅ | ❌ (blocking readback) |
1460#[non_exhaustive]
1461#[derive(Clone, Copy, PartialEq, Eq, Debug)]
1462pub enum Feature {
1463 /// [`SceneRenderer::request_capture`] / `take_capture` produce
1464 /// frames.
1465 Capture,
1466 /// [`SceneRenderer::set_sky_panorama`] uploads a sampled sky (the
1467 /// CPU backend samples [`FrameParams::sky`] instead).
1468 SkyPanorama,
1469 /// [`SceneRenderer::carve_active_sprite`] carves.
1470 CarveActiveSprite,
1471 /// Per-voxel / per-instance **sprite** materials composite
1472 /// translucently (an unsupporting backend renders them opaque).
1473 TranslucentSpriteMaterials,
1474 /// [`SceneRenderer::set_terrain_materials`] terrain translucency
1475 /// composites (an unsupporting backend renders terrain opaque).
1476 TranslucentTerrain,
1477 /// [`SceneRenderer::pick_depth`] is cheap enough for per-frame use
1478 /// (an in-memory read). Unsupporting = it works but **blocks** on
1479 /// a device readback — hotkey-grade, not reticle-grade.
1480 FreePickDepth,
1481}
1482
1483/// Which backend [`SceneRenderer::try_new`] should build (QE.7b —
1484/// replaces `RenderOptions.want_gpu: bool`, which couldn't express
1485/// "GPU or fail": headless CI rigs and benchmarks silently fell back
1486/// to a software render and measured the wrong thing).
1487#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
1488pub enum BackendPreference {
1489 /// The CPU renderer, unconditionally (the pre-QE.7 `want_gpu:
1490 /// false`). The default.
1491 #[default]
1492 Cpu,
1493 /// Try the GPU; fall back to CPU with a logged `warn` when WGPU
1494 /// init fails (the pre-QE.7 `want_gpu: true`).
1495 PreferGpu,
1496 /// GPU or [`RenderError::GpuInit`] — no silent software fallback.
1497 /// (The wasm constructor has no `Result` channel and treats this
1498 /// as [`PreferGpu`](Self::PreferGpu).)
1499 RequireGpu,
1500}
1501
1502/// Construction failure from [`SceneRenderer::try_new`] (QE.2b).
1503///
1504/// Under [`BackendPreference::PreferGpu`] a GPU failure is not an
1505/// error (it logs a `warn` and falls back to CPU); `try_new` fails
1506/// when the last-resort CPU surface can't be created, or when
1507/// [`BackendPreference::RequireGpu`] couldn't get its GPU.
1508#[derive(Debug)]
1509pub enum RenderError {
1510 /// The CPU backend couldn't bind its software present surface
1511 /// (softbuffer context/surface creation failed — e.g. a broken or
1512 /// unsupported display connection).
1513 CpuSurface(String),
1514 /// [`BackendPreference::RequireGpu`] and WGPU init failed (QE.7b).
1515 GpuInit(GpuInitError),
1516}
1517
1518impl std::fmt::Display for RenderError {
1519 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
1520 match self {
1521 Self::CpuSurface(msg) => write!(f, "CPU present surface init failed: {msg}"),
1522 Self::GpuInit(e) => write!(f, "GPU init failed (RequireGpu, no fallback): {e}"),
1523 }
1524 }
1525}
1526
1527impl std::error::Error for RenderError {
1528 fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
1529 match self {
1530 Self::GpuInit(e) => Some(e),
1531 Self::CpuSurface(_) => None,
1532 }
1533 }
1534}
1535
1536/// Construction-time options for [`SceneRenderer::new`].
1537///
1538/// # Environment overrides (QE-C6)
1539///
1540/// Each GPU tuning knob below has a `ROXLAP_*` escape hatch, so a
1541/// shipped binary can be re-tuned from the shell. All of them are
1542/// read **once**, at `SceneRenderer` construction (never per frame),
1543/// the env value wins over the programmatic one, and unparseable
1544/// values are dropped with a `log::warn!`. On wasm there is no
1545/// process environment and the field values apply as-is.
1546///
1547/// | variable | overrides | values |
1548/// |---|---|---|
1549/// | `ROXLAP_GPU_POWER` | [`gpu`](Self::gpu)`.power_preference` | `low` / `high` |
1550/// | `ROXLAP_GPU_SPRITE_LOD_PX` | [`gpu_sprite_lod_px`](Self::gpu_sprite_lod_px) | `f32`, screen px |
1551/// | `ROXLAP_GPU_MIP_SCAN_DIST` | [`gpu_mip_scan_dist`](Self::gpu_mip_scan_dist) | `f32`, world units |
1552/// | `ROXLAP_GPU_CHUNK_BUDGET` | [`gpu_chunk_upload_budget`](Self::gpu_chunk_upload_budget) | `u32`, `0` = unbounded |
1553/// | `ROXLAP_GPU_CLIP_BUDGET` | [`gpu_clip_upload_budget`](Self::gpu_clip_upload_budget) | `u32`, `0` = unbounded |
1554///
1555/// Other `ROXLAP_*` variables you may have seen (`ROXLAP_GPU`,
1556/// `ROXLAP_SCENE`, `ROXLAP_CAPTURE`, …) belong to the demo hosts, not
1557/// the library — backend selection is [`backend`](Self::backend),
1558/// decided by *your* code.
1559#[derive(Clone)]
1560pub struct RenderOptions {
1561 /// Which backend to build (QE.7b — replaces `want_gpu: bool`;
1562 /// migrate `want_gpu: true` → [`BackendPreference::PreferGpu`],
1563 /// `false` → [`BackendPreference::Cpu`]).
1564 pub backend: BackendPreference,
1565 /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
1566 /// backend is selected.
1567 pub gpu: GpuRendererSettings,
1568 /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
1569 /// with until a scene render lands. Also the CPU sky-miss colour
1570 /// default if a frame supplies none.
1571 pub clear_sky: Rgb,
1572 /// GPU scene-grid LOD scan distance in world units (GPU.11.1):
1573 /// rays farther than this from the camera sample coarser chunk
1574 /// mips. QE.2a — construction-time here (was a per-frame
1575 /// `FrameParams` field); the `ROXLAP_GPU_MIP_SCAN_DIST` env var
1576 /// still overrides it as a user-side escape hatch. Ignored by the
1577 /// CPU backend (its mip ladder comes from
1578 /// [`OpticastSettings::mip_scan_dist`]).
1579 pub gpu_mip_scan_dist: f32,
1580 /// GPU per-frame dirty-chunk install budget (QE.2c — was env-only
1581 /// `ROXLAP_GPU_CHUNK_BUDGET`, which still overrides). Each chunk
1582 /// install issues several `queue.write_buffer` calls; a big batch
1583 /// can exhaust the device staging pool (seen as egui-wgpu panics on
1584 /// Mesa/NVK while flying fast). Small budget = bounded per-frame
1585 /// writes, more terrain pop-in when moving quickly. `0` =
1586 /// unbounded.
1587 pub gpu_chunk_upload_budget: u32,
1588 /// GPU frames-per-staging-flush while registering a flipbook clip
1589 /// (QE.2c — was env-only `ROXLAP_GPU_CLIP_BUDGET`, which still
1590 /// overrides). `0` = unbounded.
1591 pub gpu_clip_upload_budget: u32,
1592 /// GPU sprite mip-LOD threshold (QE.8; `ROXLAP_GPU_SPRITE_LOD_PX`
1593 /// overrides): the pass steps to a coarser sprite mip once a
1594 /// mip-0 voxel would project smaller than this many screen pixels.
1595 /// `1.0` (the default) is the "don't go sub-pixel" threshold and
1596 /// keeps GPU sprites visually identical to the CPU backend (which
1597 /// has no sprite LOD); raise it to trade sprite fidelity for
1598 /// distant-sprite speed (the pre-QE.8 behaviour was `4.0`, which
1599 /// visibly densified thin/hollow translucent models at range).
1600 pub gpu_sprite_lod_px: f32,
1601 /// Unused. Sized the strip-parallel opticast's per-frame scratch
1602 /// pool; the per-pixel DDA renderer that replaced it needs no
1603 /// pre-sizing, so the value is ignored.
1604 #[deprecated(
1605 since = "0.22.0",
1606 note = "ignored — the DDA renderer replaced the strip-parallel \
1607 opticast and needs no scratch-pool pre-sizing"
1608 )]
1609 pub cpu_max_grid_vsid: u32,
1610 /// Unused. Set the strip-parallel opticast's thread count; the DDA
1611 /// renderer parallelises internally over the rayon pool (bound it
1612 /// with `RAYON_NUM_THREADS` if needed), so the value is ignored.
1613 #[deprecated(
1614 since = "0.22.0",
1615 note = "ignored — the DDA renderer parallelises over the rayon \
1616 pool; bound it with RAYON_NUM_THREADS"
1617 )]
1618 pub cpu_render_threads: usize,
1619}
1620
1621// The deprecated fields still have to be constructed until they are
1622// removed for real (QE has a breaking window; see docs/porting/
1623// PORTING-QUALITY.md).
1624#[allow(deprecated)]
1625impl Default for RenderOptions {
1626 fn default() -> Self {
1627 Self {
1628 backend: BackendPreference::Cpu,
1629 gpu: GpuRendererSettings::default(),
1630 clear_sky: Rgb(0x0099_b3d9),
1631 gpu_mip_scan_dist: 64.0,
1632 gpu_chunk_upload_budget: 2,
1633 gpu_clip_upload_budget: 8,
1634 gpu_sprite_lod_px: 1.0,
1635 cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
1636 cpu_render_threads: 4,
1637 }
1638 }
1639}
1640
1641/// Depth-test slack (same spirit as the backends' `DEPTH_BIAS`) so a
1642/// [`SceneRenderer::pick_image`] hit on a sprite resting on a coincident
1643/// voxel face isn't rejected as "occluded".
1644const PICK_DEPTH_BIAS: f32 = 0.5;
1645
1646// --- image-sprite geometry helpers (shared by both backends) ---
1647
1648fn v_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1649 [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
1650}
1651fn v_add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1652 [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
1653}
1654fn v_scale(a: [f32; 3], s: f32) -> [f32; 3] {
1655 [a[0] * s, a[1] * s, a[2] * s]
1656}
1657fn v_dot(a: [f32; 3], b: [f32; 3]) -> f32 {
1658 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
1659}
1660fn v_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
1661 [
1662 a[1] * b[2] - a[2] * b[1],
1663 a[2] * b[0] - a[0] * b[2],
1664 a[0] * b[1] - a[1] * b[0],
1665 ]
1666}
1667fn v_norm(a: [f32; 3]) -> [f32; 3] {
1668 let len = v_dot(a, a).sqrt();
1669 if len < 1e-12 {
1670 a
1671 } else {
1672 v_scale(a, 1.0 / len)
1673 }
1674}
1675
1676/// Intersect a ray (`origin` + `dir`, `dir` un-normalised) with a quad
1677/// `[TL, TR, BL, BR]` and return `(uv, t)` for a front/back hit inside
1678/// the quad — `uv` in `0..=1` (`(0,0)` = `TL`), `t` the ray parameter
1679/// (`hit = origin + dir·t`). `None` for a parallel ray, a hit behind the
1680/// origin, a degenerate quad, or a hit outside the `u`/`v` span. Solves
1681/// affine coords exactly for a (possibly skew) parallelogram. Standalone
1682/// so the geometry is unit-testable without a renderer.
1683fn ray_quad_uv(
1684 origin: [f32; 3],
1685 dir: [f32; 3],
1686 corners: &[[f32; 3]; 4],
1687) -> Option<([f32; 2], f32)> {
1688 let [tl, tr, bl, _br] = *corners;
1689 let ue = v_sub(tr, tl); // +u edge (width)
1690 let ve = v_sub(bl, tl); // +v edge (height)
1691 let n = v_cross(ue, ve);
1692 let denom = v_dot(dir, n);
1693 if denom.abs() < 1e-12 {
1694 return None; // ray parallel to the quad's plane
1695 }
1696 let t = v_dot(v_sub(tl, origin), n) / denom;
1697 if t <= 1e-6 {
1698 return None; // behind / at the origin
1699 }
1700 let p = v_add(origin, v_scale(dir, t));
1701 let rel = v_sub(p, tl);
1702 let guu = v_dot(ue, ue);
1703 let guv = v_dot(ue, ve);
1704 let gvv = v_dot(ve, ve);
1705 let det = guu * gvv - guv * guv;
1706 if det.abs() < 1e-12 {
1707 return None; // degenerate quad
1708 }
1709 let wu = v_dot(rel, ue);
1710 let wv = v_dot(rel, ve);
1711 let a = (gvv * wu - guv * wv) / det;
1712 let b = (guu * wv - guv * wu) / det;
1713 if !(0.0..=1.0).contains(&a) || !(0.0..=1.0).contains(&b) {
1714 return None; // outside the quad
1715 }
1716 Some(([a, b], t))
1717}
1718
1719/// Resolve an [`ImageSprite`] into its four world corners (`TL, TR, BL,
1720/// BR`), or `None` when a `double_sided == false` world quad faces away
1721/// from the camera (back-face cull) or its plane is degenerate. The
1722/// camera basis is used only for [`ImageFacing::Billboard`] and the cull
1723/// test.
1724fn resolve_quad(sprite: &ImageSprite, camera: &Camera) -> Option<QuadDraw> {
1725 let cam_pos = [
1726 camera.pos[0] as f32,
1727 camera.pos[1] as f32,
1728 camera.pos[2] as f32,
1729 ];
1730 let cam_fwd = v_norm([
1731 camera.forward[0] as f32,
1732 camera.forward[1] as f32,
1733 camera.forward[2] as f32,
1734 ]);
1735
1736 let (u_hat, v_hat) = match sprite.facing {
1737 ImageFacing::World { u, v } => (v_norm(u), v_norm(v)),
1738 ImageFacing::Billboard { up } => {
1739 // Horizontal axis ⟂ both the view direction and `up`; fall
1740 // back to the camera right when `up` is parallel to the view.
1741 let mut u_hat = v_norm(v_cross(up, cam_fwd));
1742 if v_dot(u_hat, u_hat) < 1e-12 {
1743 u_hat = v_norm([
1744 camera.right[0] as f32,
1745 camera.right[1] as f32,
1746 camera.right[2] as f32,
1747 ]);
1748 }
1749 // Vertical axis ⟂ both, pointing *down* (rows grow downward)
1750 // so the top edge ends up toward `up`.
1751 let mut v_hat = v_norm(v_cross(cam_fwd, u_hat));
1752 if v_dot(v_hat, up) > 0.0 {
1753 v_hat = v_scale(v_hat, -1.0);
1754 }
1755 (u_hat, v_hat)
1756 }
1757 };
1758
1759 let du = v_scale(u_hat, sprite.size[0]);
1760 let dv = v_scale(v_hat, sprite.size[1]);
1761 let tl = sprite.origin;
1762 let tr = v_add(tl, du);
1763 let bl = v_add(tl, dv);
1764 let br = v_add(tr, dv);
1765
1766 // Back-face cull for fixed world quads (billboards always face us).
1767 if !sprite.double_sided {
1768 if let ImageFacing::World { .. } = sprite.facing {
1769 let normal = v_cross(du, dv);
1770 // Front-facing when the quad normal points toward the camera.
1771 if v_dot(normal, v_sub(cam_pos, tl)) <= 0.0 {
1772 return None;
1773 }
1774 }
1775 }
1776
1777 Some(QuadDraw {
1778 corners: [tl, tr, bl, br],
1779 image: 0, // placeholder — draw_images resolves the real slot
1780 tint: sprite.tint,
1781 depth_test: sprite.depth_test,
1782 alpha_cutoff: sprite.alpha_cutoff,
1783 })
1784}
1785
1786/// Where the per-pixel raycaster actually runs, decoupled from the window
1787/// size (RP.0). Both backends are per-pixel marchers, so frame cost scales
1788/// with the pixel count — rendering into a fixed **logical** target and
1789/// nearest-upscaling it to the window makes FPS independent of window size
1790/// and creates the seam for the later posterize / SSAA post (RP.1/RP.2).
1791///
1792/// The default ([`Native`](RenderResolution::Native)) keeps `logical == window`
1793/// and is **byte-identical** to the pre-RP straight blit.
1794#[derive(Clone, Copy, Debug, PartialEq, Default)]
1795pub enum RenderResolution {
1796 /// Logical resolution == window. Default. Identical to pre-RP behaviour.
1797 #[default]
1798 Native,
1799 /// Fixed logical grid, independent of the window (the retro pixel grid).
1800 /// Upscaled to the window with nearest sampling (hard pixels). A logical
1801 /// aspect ratio different from the window's stretches non-uniformly — a
1802 /// deliberate, classic fixed-res look (no letterbox in RP.0).
1803 Fixed {
1804 /// Logical framebuffer width, pixels.
1805 w: u32,
1806 /// Logical framebuffer height, pixels.
1807 h: u32,
1808 },
1809 /// Logical = `round(window * factor)`. `0.5` ⇒ a quarter of the pixels,
1810 /// aspect preserved. Clamped to `>= 1px` per axis.
1811 Scale(f32),
1812}
1813
1814impl RenderResolution {
1815 /// Resolve to a concrete logical pixel size given the current window
1816 /// (native) size. Always `>= 1` per axis.
1817 #[must_use]
1818 pub(crate) fn logical_for(self, native: (u32, u32)) -> (u32, u32) {
1819 let (nw, nh) = (native.0.max(1), native.1.max(1));
1820 match self {
1821 Self::Native => (nw, nh),
1822 Self::Fixed { w, h } => (w.max(1), h.max(1)),
1823 Self::Scale(f) => {
1824 let s = f.max(1e-3);
1825 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1826 let lw = ((nw as f32) * s).round() as u32;
1827 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
1828 let lh = ((nh as f32) * s).round() as u32;
1829 (lw.max(1), lh.max(1))
1830 }
1831 }
1832 }
1833}
1834
1835/// Dither applied before the posterize quantization (RP.2), to break up
1836/// banding and turn it into a stable retro pattern instead of crawling edges.
1837/// Indexed by the *logical* pixel, so each hard pixel still resolves to one
1838/// colour.
1839#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
1840pub enum DitherMode {
1841 /// No dither — plain round-to-nearest quantization (hard banding).
1842 #[default]
1843 None,
1844 /// Classic `4×4` ordered (Bayer) dither — the cross-hatch console look.
1845 Bayer4x4,
1846 /// Interleaved-gradient noise — a cheap, texture-free blue-noise-ish
1847 /// stochastic dither (finer than Bayer, no repeating grid).
1848 BlueNoise,
1849}
1850
1851/// Reduced-palette post (RP.2), applied at the logical resolution in the
1852/// resolve step (after the SSAA box-downfilter, before the nearest upscale).
1853/// Each channel is quantized to its own number of levels; `levels <= 1` leaves
1854/// that channel untouched. `None` posterize ⇒ the RP.0/RP.1 paths verbatim.
1855#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1856pub struct PosterizeConfig {
1857 /// Quantisation levels for the red channel (≥ 2).
1858 pub levels_r: u8,
1859 /// Quantisation levels for the green channel (≥ 2).
1860 pub levels_g: u8,
1861 /// Quantisation levels for the blue channel (≥ 2).
1862 pub levels_b: u8,
1863 /// Dither pattern applied before quantisation.
1864 pub dither: DitherMode,
1865}
1866
1867impl PosterizeConfig {
1868 /// Uniform per-channel level count with the given dither.
1869 #[must_use]
1870 pub fn uniform(levels: u8, dither: DitherMode) -> Self {
1871 Self {
1872 levels_r: levels,
1873 levels_g: levels,
1874 levels_b: levels,
1875 dither,
1876 }
1877 }
1878}
1879
1880/// Renderer-internal backend; never exposes wgpu or softbuffer types.
1881/// The GPU variant owns the whole wgpu device/queue/pipelines, so
1882/// it's boxed to keep the enum small.
1883enum BackendImpl {
1884 // Both variants boxed so the enum stays small regardless of which
1885 // backend's state is larger (clippy::large_enum_variant).
1886 Cpu(Box<CpuBackend>),
1887 Gpu(Box<GpuBackend>),
1888}
1889
1890/// Unified renderer over the CPU and GPU paths. See the crate docs.
1891pub struct SceneRenderer {
1892 inner: BackendImpl,
1893 /// Handles for dynamically added sprite instances (see
1894 /// [`Self::add_sprite_instance`]). Reset by [`Self::set_sprites`].
1895 dyn_map: DynInstanceMap,
1896 /// Handles for registered sprite models (see [`Self::add_sprite_model`]
1897 /// and the models returned by [`Self::set_sprites`]). Reset by
1898 /// [`Self::set_sprites`].
1899 model_map: EpochSlotMap<SpriteModelId>,
1900 /// Handles for registered animated voxel clips (see
1901 /// [`Self::add_voxel_clip`]). Reset by [`Self::set_sprites`].
1902 clip_map: EpochSlotMap<VoxelClipId>,
1903 /// Handles for registered animated characters (see
1904 /// [`Self::add_character`]). Reset by [`Self::set_sprites`].
1905 char_map: EpochSlotMap<CharacterId>,
1906 /// Live character runtimes, parallel to `char_map` slots (VCL.6).
1907 char_instances: Vec<CharInstance>,
1908 /// Handles for registered streaming clips (see
1909 /// [`Self::add_streaming_clip`]). Reset by [`Self::set_sprites`].
1910 streaming_map: EpochSlotMap<StreamingClipId>,
1911 /// Streaming-clip runtimes (cursor + one re-uploaded model), parallel
1912 /// to `streaming_map` slots; `None` once removed (#3).
1913 streaming_clips: Vec<Option<StreamingClipState>>,
1914 /// Metadata per registered flipbook clip, indexed by the backend clip
1915 /// index (parallel to `clip_map`). Captured at [`Self::add_voxel_clip`]
1916 /// so the editor queries ([`Self::clip_metadata`]) + the auto-player
1917 /// don't have to re-pass / shadow the `DecodedClip`. Reset by
1918 /// [`Self::set_sprites`].
1919 clip_meta: Vec<ClipMeta>,
1920 /// Auto-advancing clip players (#6); ticked by
1921 /// [`Self::advance_voxel_clips`]. Reset by [`Self::set_sprites`].
1922 clip_players: Vec<ClipPlayer>,
1923 /// Camera-facing billboard instances (BB.2): each carries its world
1924 /// position + mode, re-oriented every [`Self::face_billboards_to`].
1925 /// Reset by [`Self::set_sprites`].
1926 billboards: Vec<BillboardRec>,
1927 /// Handles for high-level directional billboard actors (BB.4). Reset by
1928 /// [`Self::set_sprites`].
1929 actor_map: EpochSlotMap<BillboardActorId>,
1930 /// Live billboard-actor runtimes, parallel to `actor_map` slots; `None`
1931 /// once removed. Driven by [`Self::update_billboard_actors`].
1932 billboard_actors: Vec<Option<BillboardActor>>,
1933 /// QE.3a - the once-per-facade scene bookkeeping both backends
1934 /// read (materials, terrain map, clip-instance frames).
1935 state: SceneState,
1936 /// QE-B6 — generational image-slot guard (see [`ImageSlotMap`]).
1937 image_map: ImageSlotMap,
1938}
1939
1940impl SceneRenderer {
1941 /// Wrap a constructed backend with the facade's (empty) handle
1942 /// registries — the shared tail of every constructor.
1943 fn from_backend(inner: BackendImpl) -> Self {
1944 Self {
1945 inner,
1946 image_map: ImageSlotMap::default(),
1947 dyn_map: DynInstanceMap::default(),
1948 model_map: EpochSlotMap::default(),
1949 clip_map: EpochSlotMap::default(),
1950 char_map: EpochSlotMap::default(),
1951 char_instances: Vec::new(),
1952 streaming_map: EpochSlotMap::default(),
1953 streaming_clips: Vec::new(),
1954 clip_meta: Vec::new(),
1955 clip_players: Vec::new(),
1956 billboards: Vec::new(),
1957 actor_map: EpochSlotMap::default(),
1958 billboard_actors: Vec::new(),
1959 state: SceneState::default(),
1960 }
1961 }
1962
1963 /// Build a renderer for `window` — any [`raw-window-handle`]
1964 /// provider (winit, SDL, GLFW, …) in an `Arc`. `size` is the
1965 /// window's initial physical framebuffer size in pixels; thereafter
1966 /// the host reports changes via [`Self::resize`]. Passing the size
1967 /// explicitly keeps the facade decoupled from any one windowing
1968 /// library's size API.
1969 ///
1970 /// Builds the backend [`opts.backend`](RenderOptions::backend)
1971 /// asks for. Under [`BackendPreference::PreferGpu`] a WGPU-init
1972 /// failure falls back to the CPU backend with a `warn` through
1973 /// the [`log`] facade (install a logger like `env_logger` to see
1974 /// why a machine is software-rendering);
1975 /// [`BackendPreference::RequireGpu`] turns that failure into an
1976 /// error instead (QE.7b — headless CI / benchmark rigs must not
1977 /// silently measure a software render).
1978 ///
1979 /// # Errors
1980 /// [`RenderError::CpuSurface`] — the last-resort softbuffer
1981 /// context/surface couldn't bind to `window`;
1982 /// [`RenderError::GpuInit`] — `RequireGpu` and WGPU init failed.
1983 ///
1984 /// [`raw-window-handle`]: raw_window_handle
1985 #[cfg(not(target_arch = "wasm32"))]
1986 pub fn try_new<W>(
1987 window: Arc<W>,
1988 size: (u32, u32),
1989 opts: &RenderOptions,
1990 ) -> Result<Self, RenderError>
1991 where
1992 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
1993 {
1994 // QE-C6 — resolve `ROXLAP_*` env overrides once, here, and
1995 // thread plain options into the backends (no env reads below).
1996 let opts = &env_config::EnvOverrides::from_env().applied(opts);
1997 if opts.backend != BackendPreference::Cpu {
1998 match GpuBackend::new(window.clone(), size, opts) {
1999 Ok(g) => return Ok(Self::from_backend(BackendImpl::Gpu(Box::new(g)))),
2000 Err(e) if opts.backend == BackendPreference::RequireGpu => {
2001 return Err(RenderError::GpuInit(e));
2002 }
2003 Err(e) => {
2004 log::warn!("GPU init failed ({e}); falling back to the CPU renderer");
2005 }
2006 }
2007 }
2008 let cpu = CpuBackend::try_new(window, size, opts)?;
2009 Ok(Self::from_backend(BackendImpl::Cpu(Box::new(cpu))))
2010 }
2011
2012 /// Infallible [`Self::try_new`]: **panics** if even the CPU
2013 /// software surface can't be created — the convenient default for
2014 /// demos and tools, where "no window surface at all" has no
2015 /// meaningful recovery. Games that want to show their own error UI
2016 /// call [`try_new`](Self::try_new).
2017 ///
2018 /// # Panics
2019 /// When [`Self::try_new`] returns [`RenderError::CpuSurface`].
2020 #[cfg(not(target_arch = "wasm32"))]
2021 #[must_use]
2022 pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
2023 where
2024 W: HasWindowHandle + HasDisplayHandle + Send + Sync + 'static,
2025 {
2026 match Self::try_new(window, size, opts) {
2027 Ok(r) => r,
2028 Err(e) => panic!("SceneRenderer::new: {e} (use try_new to handle this)"),
2029 }
2030 }
2031
2032 /// wasm/WebGPU build-time entry: build a renderer over an HTML
2033 /// `canvas`. `size` is the canvas's initial framebuffer size in
2034 /// pixels; the host reports later changes via [`Self::resize`].
2035 ///
2036 /// Async because the browser drives wgpu's adapter/device requests
2037 /// through its event loop — `await` it inside a
2038 /// `wasm_bindgen_futures::spawn_local` task. Selects the GPU
2039 /// (WebGPU) backend when `opts.backend` asks for GPU and WebGPU is
2040 /// available (`RequireGpu` degrades to `PreferGpu` here — no
2041 /// `Result` channel in the async wasm constructor);
2042 /// otherwise (no WebGPU, or init failed) it falls back to the CPU
2043 /// opticast path presented through a WebGL2 blit on the same canvas.
2044 /// **Never fails** — the message is logged to the browser console.
2045 #[cfg(target_arch = "wasm32")]
2046 pub async fn new_from_canvas_async(
2047 canvas: web_sys::HtmlCanvasElement,
2048 size: (u32, u32),
2049 opts: &RenderOptions,
2050 ) -> Self {
2051 // QE-C6 mirror of the native path; on wasm every override is
2052 // `None` (no process environment), so this is a plain copy.
2053 let opts = &env_config::EnvOverrides::from_env().applied(opts);
2054 if opts.backend != BackendPreference::Cpu {
2055 // `SurfaceTarget::Canvas` moves the canvas into wgpu, so the
2056 // GPU attempt gets a clone — the CPU fallback keeps the
2057 // original if WebGPU init fails.
2058 match GpuBackend::new_async(canvas.clone(), size, opts).await {
2059 Ok(g) => return Self::from_backend(BackendImpl::Gpu(Box::new(g))),
2060 Err(e) => {
2061 web_sys::console::warn_1(
2062 &format!("roxlap-render: WebGPU init failed ({e}); using the CPU renderer")
2063 .into(),
2064 );
2065 }
2066 }
2067 }
2068 Self::from_backend(BackendImpl::Cpu(Box::new(CpuBackend::new_from_canvas(
2069 &canvas, size, opts,
2070 ))))
2071 }
2072
2073 /// Which backend was selected.
2074 #[must_use]
2075 pub fn backend(&self) -> Backend {
2076 match self.inner {
2077 BackendImpl::Cpu(_) => Backend::Cpu,
2078 BackendImpl::Gpu(_) => Backend::Gpu,
2079 }
2080 }
2081
2082 /// Whether the active backend supports `feature` (QE.7a) — the
2083 /// queryable form of the parity table on [`Feature`]. Methods on
2084 /// the "❌" side stay callable and degrade to documented no-ops;
2085 /// use this to pick a strategy up front (e.g. photo mode: capture
2086 /// vs "not available on this platform").
2087 #[must_use]
2088 pub fn supports(&self, feature: Feature) -> bool {
2089 let gpu = matches!(self.inner, BackendImpl::Gpu(_));
2090 match feature {
2091 Feature::Capture => {
2092 // GPU capture is a blocking readback — native only.
2093 !gpu || cfg!(not(target_arch = "wasm32"))
2094 }
2095 Feature::SkyPanorama | Feature::CarveActiveSprite => gpu,
2096 // Translucency landed on BOTH backends in the TV stage
2097 // (TV.3 sprites / TV.6 terrain, GPU visually verified);
2098 // QE.7a shipped this table stale — saying `!gpu` — and the
2099 // author re-confirmed the GPU paths before this fix.
2100 Feature::TranslucentSpriteMaterials | Feature::TranslucentTerrain => true,
2101 Feature::FreePickDepth => !gpu,
2102 }
2103 }
2104
2105 /// The GPU adapter description when on the GPU backend, else
2106 /// `None`.
2107 #[must_use]
2108 pub fn adapter_info(&self) -> Option<&str> {
2109 match &self.inner {
2110 BackendImpl::Gpu(g) => Some(g.adapter_info()),
2111 BackendImpl::Cpu(_) => None,
2112 }
2113 }
2114
2115 /// `true` when this renderer runs on modest hardware: the CPU
2116 /// backend, or a GPU adapter that is not a discrete card
2117 /// (integrated / software / virtual). A hint for hosts to pick a
2118 /// lighter default render resolution — never consulted internally.
2119 #[must_use]
2120 pub fn is_low_power(&self) -> bool {
2121 match &self.inner {
2122 BackendImpl::Cpu(_) => true,
2123 BackendImpl::Gpu(g) => g.low_power(),
2124 }
2125 }
2126
2127 /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
2128 /// GPU marcher's sky sampling. No-op on the CPU backend, which
2129 /// samples the [`Sky`] passed in each [`FrameParams`] instead.
2130 pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
2131 if let BackendImpl::Gpu(g) = &mut self.inner {
2132 g.set_sky_panorama(rgba, w, h);
2133 }
2134 }
2135
2136 /// CA.5 — runtime override of the GPU scene-LOD scan distance
2137 /// ([`RenderOptions::gpu_mip_scan_dist`]): a chunk entered at
2138 /// world-t `t` marches at mip `floor(log2(max(t, d) / d))`. A
2139 /// distant tele/iso camera (the cutaway "deck view") otherwise
2140 /// coarsens the whole scene by camera distance — raise this to
2141 /// keep it at mip 0 out to the working range, and restore the
2142 /// previous value ([`Self::gpu_mip_scan_dist`]) when leaving the
2143 /// view. No-op on the CPU backend (its per-grid LOD is driven by
2144 /// [`roxlap_scene::LodThresholds`] instead).
2145 pub fn set_gpu_mip_scan_dist(&mut self, dist: f32) {
2146 if let BackendImpl::Gpu(g) = &mut self.inner {
2147 g.set_mip_scan_dist(dist);
2148 }
2149 }
2150
2151 /// CA.5 — the current GPU scene-LOD scan distance (see
2152 /// [`Self::set_gpu_mip_scan_dist`]); the construction-time value
2153 /// until overridden. `0.0` on the CPU backend.
2154 #[must_use]
2155 pub fn gpu_mip_scan_dist(&self) -> f32 {
2156 match &self.inner {
2157 BackendImpl::Gpu(g) => g.mip_scan_dist(),
2158 BackendImpl::Cpu(_) => 0.0,
2159 }
2160 }
2161
2162 /// Follow a window resize. CPU resizes its framebuffer lazily, so
2163 /// this only matters to the GPU swapchain — but it's safe to call
2164 /// for both.
2165 pub fn resize(&mut self, width: u32, height: u32) {
2166 match &mut self.inner {
2167 BackendImpl::Cpu(c) => c.resize(width, height),
2168 BackendImpl::Gpu(g) => g.resize(width, height),
2169 }
2170 }
2171
2172 /// Set the logical (fixed) render resolution (RP.0). The scene marches at
2173 /// the resolved logical size and is nearest-upscaled to the window, so the
2174 /// raycaster's cost — and thus FPS — stops depending on the window size.
2175 /// [`RenderResolution::Native`] (the default) keeps `logical == window`
2176 /// and is byte-identical to pre-RP rendering. Takes effect from the next
2177 /// [`render`](Self::render).
2178 pub fn set_render_resolution(&mut self, res: RenderResolution) {
2179 match &mut self.inner {
2180 BackendImpl::Cpu(c) => c.set_render_resolution(res),
2181 BackendImpl::Gpu(g) => g.set_render_resolution(res),
2182 }
2183 }
2184
2185 /// Set the supersampling factor (RP.1). `1` = off; `2` marches `2×2`
2186 /// samples per logical pixel and box-downfilters back before the upscale,
2187 /// anti-aliasing the retro grid. Clamped to `1..=4`. The marcher then runs
2188 /// at `logical_dims × factor` — predictable cost, independent of the window
2189 /// size. Takes effect from the next [`render`](Self::render).
2190 pub fn set_ssaa(&mut self, factor: u8) {
2191 match &mut self.inner {
2192 BackendImpl::Cpu(c) => c.set_ssaa(factor),
2193 BackendImpl::Gpu(g) => g.set_ssaa(factor),
2194 }
2195 }
2196
2197 /// The resolution the raycaster actually runs at this frame —
2198 /// `logical_dims × ssaa` (RP.1). Reflects the most recent window size,
2199 /// [`RenderResolution`], and SSAA factor.
2200 #[must_use]
2201 pub fn render_dims(&self) -> (u32, u32) {
2202 match &self.inner {
2203 BackendImpl::Cpu(c) => c.render_dims(),
2204 BackendImpl::Gpu(g) => g.render_dims(),
2205 }
2206 }
2207
2208 /// Set the reduced-palette posterize post (RP.2), or `None` to disable it
2209 /// (the default — RP.0/RP.1 paths verbatim). Quantization runs at the
2210 /// logical resolution in the resolve step, after the SSAA downfilter and
2211 /// before the nearest upscale, with the configured dither. Takes effect
2212 /// from the next [`render`](Self::render).
2213 pub fn set_posterize(&mut self, cfg: Option<PosterizeConfig>) {
2214 match &mut self.inner {
2215 BackendImpl::Cpu(c) => c.set_posterize(cfg),
2216 BackendImpl::Gpu(g) => g.set_posterize(cfg),
2217 }
2218 }
2219
2220 /// The logical (fixed) render-target size resolved against the current
2221 /// window size, per the active [`RenderResolution`].
2222 #[must_use]
2223 pub fn logical_dims(&self) -> (u32, u32) {
2224 match &self.inner {
2225 BackendImpl::Cpu(c) => c.logical_dims(),
2226 BackendImpl::Gpu(g) => g.logical_dims(),
2227 }
2228 }
2229
2230 /// One-call per-frame animation tick (QE.1b): drives **every**
2231 /// facade-owned animated collection, replacing the multi-call
2232 /// protocol hosts previously had to know (and could silently get
2233 /// wrong — a missed call meant frozen clips or unfaced
2234 /// billboards). Call once per frame before [`render`](Self::render):
2235 ///
2236 /// 1. [`advance_voxel_clips`](Self::advance_voxel_clips) —
2237 /// auto-playing flipbook + streaming clip players;
2238 /// 2. every live character — skeleton + clip attachments (the
2239 /// all-characters sweep of
2240 /// [`advance_character`](Self::advance_character));
2241 /// 3. [`update_billboard_actors`](Self::update_billboard_actors) —
2242 /// actor direction/state clips + camera facing;
2243 /// 4. [`face_billboards_to`](Self::face_billboards_to) — plain
2244 /// billboard instances.
2245 ///
2246 /// The fine-grained methods stay public for hosts that need a
2247 /// custom per-entity `dt` (slow-motion on one character) or their
2248 /// own ordering — `tick` is the "do the right thing" default and
2249 /// is exactly equivalent to calling them in the order above.
2250 /// KFA sprites driven via
2251 /// [`update_kfa_poses`](Self::update_kfa_poses) remain a separate
2252 /// call (they mutate host-owned skeletons).
2253 pub fn tick(&mut self, camera: &Camera, dt: f64) {
2254 self.advance_voxel_clips(dt);
2255 let live: Vec<usize> = self.char_map.live_indices().collect();
2256 for idx in live {
2257 self.advance_character_at(idx, dt);
2258 }
2259 self.update_billboard_actors(camera, dt);
2260 self.face_billboards_to(camera);
2261 }
2262
2263 /// Composite `scene` from `camera` with `frame` params into the
2264 /// backend's frame buffer — **without presenting**. The CPU backend
2265 /// fills sky + runs the opticast compositor into an owned buffer;
2266 /// the GPU backend uploads/refreshes the scene, runs the compute
2267 /// marcher + sprite pass, and acquires (but does not present) the
2268 /// swapchain frame.
2269 ///
2270 /// Finish the frame with exactly one of [`present`](Self::present)
2271 /// (no overlay) or `paint_egui` (`hud` feature; UI overlay).
2272 /// Calling `render` again without finishing drops the pending frame.
2273 pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
2274 match &mut self.inner {
2275 BackendImpl::Cpu(c) => c.render(scene, camera, frame, &self.state),
2276 BackendImpl::Gpu(g) => g.render(scene, camera, frame, &self.state),
2277 }
2278 // The GPU mirrored its device palettes this frame if it needed
2279 // to; the CPU reads the table live. Either way the change flag
2280 // is consumed.
2281 self.state.materials_dirty = false;
2282 }
2283
2284 /// Draw world-space [`Line3`] segments over the frame
2285 /// [`render`](Self::render) composited, using that frame's camera +
2286 /// projection + depth buffer. Call **after** [`render`](Self::render)
2287 /// and **before** [`present`](Self::present) / `paint_egui`
2288 /// (`hud` feature) — the lines land in the framebuffer, so a
2289 /// subsequent `paint_egui` still draws its panels on top.
2290 ///
2291 /// `camera` must be the one the last frame rendered with (the
2292 /// projection is taken from that frame). Depth-tested segments
2293 /// (`Line3::depth_test`) are occluded by nearer rendered geometry;
2294 /// always-on-top segments ignore depth. See [`Line3`] for colour /
2295 /// width / blend semantics.
2296 pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3]) {
2297 match &mut self.inner {
2298 BackendImpl::Cpu(c) => c.draw_lines(camera, lines),
2299 BackendImpl::Gpu(g) => g.draw_lines(camera, lines),
2300 }
2301 }
2302
2303 /// Upload (or replace) an RGBA8 image and return a stable [`ImageId`]
2304 /// to reference it in [`draw_images`](Self::draw_images). `rgba` is
2305 /// row-major, `width * height * 4` bytes, **straight** (un-premultiplied)
2306 /// alpha. The texture is retained until [`drop_image`](Self::drop_image),
2307 /// so the per-frame draw call stays cheap. Sampling is
2308 /// nearest-neighbour (pixel-art friendly — no blurring).
2309 ///
2310 /// Returns `None` for malformed input — a wrong byte count
2311 /// (`!= width·height·4`) or a zero dimension — so a bad upload can't be
2312 /// confused with the first valid id (`ImageId(0)`).
2313 pub fn upload_image(&mut self, rgba: &[u8], width: u32, height: u32) -> Option<ImageId> {
2314 if width == 0 || height == 0 || rgba.len() != (width as usize) * (height as usize) * 4 {
2315 return None;
2316 }
2317 let slot = match &mut self.inner {
2318 BackendImpl::Cpu(c) => c.upload_image(rgba, width, height),
2319 BackendImpl::Gpu(g) => g.upload_image(rgba, width, height),
2320 };
2321 Some(self.image_map.alloc(slot))
2322 }
2323
2324 /// Release a texture uploaded with [`upload_image`](Self::upload_image).
2325 /// Stale handles (already dropped, or aliasing a reused slot) are a
2326 /// safe no-op — ids are generational since QE-B6.
2327 pub fn drop_image(&mut self, id: ImageId) {
2328 let Some(slot) = self.image_map.index(id) else {
2329 return;
2330 };
2331 self.image_map.remove(id);
2332 match &mut self.inner {
2333 BackendImpl::Cpu(c) => c.drop_image(slot),
2334 BackendImpl::Gpu(g) => g.drop_image(slot),
2335 }
2336 }
2337
2338 /// Draw 2D [`ImageSprite`]s over the frame [`render`](Self::render)
2339 /// composited — flat textured quads placed in world space, using that
2340 /// frame's camera + projection + depth buffer. Same contract as
2341 /// [`draw_lines`](Self::draw_lines): call **after** [`render`](Self::render)
2342 /// and **before** [`present`](Self::present) / `paint_egui` (`hud` feature).
2343 ///
2344 /// UVs are perspective-correct (no affine warp on an obliquely-viewed
2345 /// quad). Depth-tested sprites are occluded by nearer rendered
2346 /// geometry (with a bias to avoid z-fighting on a coincident face);
2347 /// the texture's straight alpha + the [`ImageSprite::tint`] composite
2348 /// over the scene. `camera` must be the one the last frame rendered.
2349 pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite]) {
2350 if images.is_empty() {
2351 return;
2352 }
2353 let quads: Vec<QuadDraw> = images
2354 .iter()
2355 .filter_map(|s| {
2356 // QE-B6 — stale image handles draw nothing (vs aliasing
2357 // whatever texture reused the slot).
2358 let slot = self.image_map.index(s.image)?;
2359 let mut q = resolve_quad(s, camera)?;
2360 q.image = slot;
2361 Some(q)
2362 })
2363 .collect();
2364 if quads.is_empty() {
2365 return;
2366 }
2367 match &mut self.inner {
2368 BackendImpl::Cpu(c) => c.draw_images(camera, &quads),
2369 BackendImpl::Gpu(g) => g.draw_images(camera, &quads),
2370 }
2371 }
2372
2373 /// Project a world point to window pixel coordinates `(x, y)` under
2374 /// the projection the **last frame** rendered with — the backend-correct
2375 /// `world → screen` inverse of [`view_ray`](Self::view_ray). `None`
2376 /// before the first frame or for a point at/behind the camera near
2377 /// plane.
2378 ///
2379 /// Both backends honour their own projection (CPU `setcamera`
2380 /// `hx/hy/hz`, GPU vertical-FOV pinhole), so hosts never reconstruct
2381 /// it themselves. The returned `(x, y)` may fall outside `[0, w) ×
2382 /// [0, h)` for points off-screen but in front of the camera.
2383 #[must_use]
2384 pub fn project_point(&self, camera: &Camera, world: [f32; 3]) -> Option<(f32, f32)> {
2385 match &self.inner {
2386 BackendImpl::Cpu(c) => c.project_point(camera, world),
2387 BackendImpl::Gpu(g) => g.project_point(camera, world),
2388 }
2389 }
2390
2391 /// Screen→sprite pick: the nearest [`ImageSprite`] hit under window
2392 /// pixel `(x, y)`, resolving which texel was clicked. `sprites` is the
2393 /// same list passed to [`draw_images`](Self::draw_images) (image
2394 /// sprites are immediate-mode, so the caller owns the set). `None` for
2395 /// a miss.
2396 ///
2397 /// The ray is intersected with each quad's plane and mapped to its
2398 /// `uv` / source texel. A texel whose alpha is below the sprite's
2399 /// [`ImageSprite::alpha_cutoff`] (and any fully-transparent texel) is
2400 /// **see-through** — the pick passes through it to a sprite behind.
2401 /// For [`depth_test`](ImageSprite::depth_test) sprites the hit is
2402 /// rejected when nearer scene geometry occludes that pixel (shares the
2403 /// depth convention + bias of [`pick`](Self::pick); on the GPU backend
2404 /// the occlusion test costs a click-time depth readback).
2405 #[must_use]
2406 pub fn pick_image(
2407 &self,
2408 camera: &Camera,
2409 x: f64,
2410 y: f64,
2411 sprites: &[ImageSprite],
2412 ) -> Option<ImagePickHit> {
2413 if sprites.is_empty() {
2414 return None;
2415 }
2416 let dir = self.pixel_ray(camera, x, y)?;
2417 let dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
2418 let dir_len = v_dot(dir, dir).sqrt();
2419 if dir_len < 1e-9 {
2420 return None;
2421 }
2422 let origin = [
2423 camera.pos[0] as f32,
2424 camera.pos[1] as f32,
2425 camera.pos[2] as f32,
2426 ];
2427 // Scene surface distance under this pixel (sky / no-hit → None);
2428 // used to occlude depth-tested sprites. Same metric as `pick`.
2429 let scene_t = self.pick_depth(x as u32, y as u32);
2430
2431 let mut best: Option<ImagePickHit> = None;
2432 for sprite in sprites {
2433 // Reuse the render-path resolve (back-face cull included), so
2434 // a single-sided quad that isn't drawn also can't be picked.
2435 let Some(q) = resolve_quad(sprite, camera) else {
2436 continue;
2437 };
2438 let Some(([a, b], t)) = ray_quad_uv(origin, dir, &q.corners) else {
2439 continue; // miss / parallel / behind
2440 };
2441 let d_eucl = t * dir_len;
2442 if best.is_some_and(|cur| d_eucl >= cur.t) {
2443 continue; // a nearer sprite already won
2444 }
2445 let p = v_add(origin, v_scale(dir, t));
2446
2447 let Some((iw, ih)) = self.image_dims(sprite.image) else {
2448 continue; // dropped / unknown image
2449 };
2450 let tx = ((a * iw as f32) as i32).clamp(0, iw as i32 - 1) as u32;
2451 let ty = ((b * ih as f32) as i32).clamp(0, ih as i32 - 1) as u32;
2452
2453 // See-through test: a texel is solid when its alpha clears the
2454 // cutoff (and a fully-transparent texel is never solid).
2455 let cutoff_u8 = (sprite.alpha_cutoff.clamp(0.0, 1.0) * 255.0) as u32;
2456 let solid_thresh = cutoff_u8.max(1);
2457 if u32::from(self.image_alpha_at(sprite.image, tx, ty)) < solid_thresh {
2458 continue;
2459 }
2460
2461 // Occlusion: a depth-tested sprite behind nearer geometry loses.
2462 if sprite.depth_test {
2463 if let Some(st) = scene_t {
2464 if d_eucl > st + PICK_DEPTH_BIAS {
2465 continue;
2466 }
2467 }
2468 }
2469
2470 best = Some(ImagePickHit {
2471 image: sprite.image,
2472 uv: [a, b],
2473 texel: (tx, ty),
2474 world: p,
2475 t: d_eucl,
2476 });
2477 }
2478 best
2479 }
2480
2481 /// Source dimensions of an uploaded image, or `None` if the id was
2482 /// dropped / never uploaded. Internal helper for [`Self::pick_image`].
2483 fn image_dims(&self, id: ImageId) -> Option<(u32, u32)> {
2484 let slot = self.image_map.index(id)?;
2485 match &self.inner {
2486 BackendImpl::Cpu(c) => c.image_dims(slot),
2487 BackendImpl::Gpu(g) => g.image_dims(slot),
2488 }
2489 }
2490
2491 /// Alpha byte of texel `(tx, ty)` in an uploaded image (`0` for an
2492 /// unknown id / out-of-range texel). Internal helper for
2493 /// [`Self::pick_image`].
2494 fn image_alpha_at(&self, id: ImageId, tx: u32, ty: u32) -> u8 {
2495 let Some(slot) = self.image_map.index(id) else {
2496 return 0;
2497 };
2498 match &self.inner {
2499 BackendImpl::Cpu(c) => c.image_alpha_at(slot, tx, ty),
2500 BackendImpl::Gpu(g) => g.image_alpha_at(slot, tx, ty),
2501 }
2502 }
2503
2504 /// Mirror the rendered 3D scene horizontally before display. The flip is
2505 /// applied *before* any egui overlay, so the UI stays upright while the
2506 /// viewport un-mirrors — a fix for the engine's left-handed render.
2507 /// Supported on both backends (CPU reverses the framebuffer rows; GPU
2508 /// mirrors the scene blit + line/image overlays). Picking/projection are
2509 /// unchanged, so a host that flips must mirror its cursor X (`width - x`)
2510 /// for ray casts.
2511 pub fn set_flip_x(&mut self, flip: bool) {
2512 match &mut self.inner {
2513 BackendImpl::Cpu(c) => c.set_flip_x(flip),
2514 BackendImpl::Gpu(g) => g.set_flip_x(flip),
2515 }
2516 }
2517
2518 /// Present the frame [`render`](Self::render) composited, with no UI
2519 /// overlay. Pairs with `render`; use `paint_egui` (`hud` feature)
2520 /// instead to overlay an egui UI before presenting.
2521 pub fn present(&mut self) {
2522 match &mut self.inner {
2523 BackendImpl::Cpu(c) => c.present(),
2524 BackendImpl::Gpu(g) => g.present(),
2525 }
2526 }
2527
2528 /// Block until the active backend has finished all in-flight work, ready
2529 /// for a clean teardown. On the GPU backend this drains the device queue
2530 /// and releases any acquired-but-unpresented swapchain frame; on the CPU
2531 /// backend it is a no-op (nothing is in flight).
2532 ///
2533 /// Call this at shutdown **before dropping the renderer and its window**,
2534 /// so the GPU device/surface tear down with no commands queued and no
2535 /// half-presented frame. Skipping it (or dropping the window first) can
2536 /// leave the driver/compositor showing stale buffers after an exit — the
2537 /// "leftover triangles / flicker" symptom of an unclean shutdown.
2538 pub fn wait_idle(&mut self) {
2539 match &mut self.inner {
2540 BackendImpl::Cpu(c) => c.wait_idle(),
2541 BackendImpl::Gpu(g) => g.wait_idle(),
2542 }
2543 }
2544
2545 /// Composite `scene` and return a [`Frame`] guard — the type-state
2546 /// form of the `render → overlays → present`/`paint_egui` protocol
2547 /// (QE-B6), which the split calls enforce by documentation only.
2548 /// With the guard, misuse is unrepresentable: overlays can only be
2549 /// drawn on a live frame (with the camera it was rendered with —
2550 /// the guard holds it), presenting consumes the guard so a double
2551 /// present can't compile, and *dropping* an unfinished frame
2552 /// presents it — a bare `renderer.frame(..);` shows the frame.
2553 ///
2554 /// ```ignore
2555 /// renderer
2556 /// .frame(&mut scene, &camera, ¶ms)
2557 /// .draw_lines(&gizmo)
2558 /// .present(); // or .paint_egui(..); or just drop it
2559 /// ```
2560 ///
2561 /// The split [`render`](Self::render) / [`present`](Self::present)
2562 /// calls remain available for hosts that need custom control flow
2563 /// between the stages.
2564 pub fn frame(&mut self, scene: &mut Scene, camera: &Camera, params: &FrameParams) -> Frame<'_> {
2565 self.render(scene, camera, params);
2566 Frame {
2567 renderer: self,
2568 camera: *camera,
2569 finished: false,
2570 }
2571 }
2572
2573 /// Overlay an egui UI on the frame [`render`](Self::render)
2574 /// composited, then present it (`hud` feature). The host runs egui
2575 /// itself (e.g. `egui` + `egui-winit`) and passes the tessellated
2576 /// `jobs` ([`egui::Context::tessellate`]) and the per-frame
2577 /// `textures` delta from [`egui::FullOutput`]; `pixels_per_point` is
2578 /// the UI scale (`ctx.pixels_per_point()`).
2579 ///
2580 /// The GPU backend paints via `egui-wgpu`; the CPU backend
2581 /// software-rasterises the tessellation into its framebuffer. Use
2582 /// this **instead of** [`present`](Self::present) — both finish the
2583 /// frame.
2584 #[cfg(feature = "hud")]
2585 pub fn paint_egui(
2586 &mut self,
2587 jobs: &[egui::ClippedPrimitive],
2588 textures: &egui::TexturesDelta,
2589 pixels_per_point: f32,
2590 ) {
2591 match &mut self.inner {
2592 BackendImpl::Cpu(c) => c.paint_egui(jobs, textures, pixels_per_point),
2593 BackendImpl::Gpu(g) => g.paint_egui(jobs, textures, pixels_per_point),
2594 }
2595 }
2596
2597 /// Reset the whole sprite world: every model, dynamic instance,
2598 /// voxel clip, streaming clip, character, billboard and actor is
2599 /// dropped, and **every outstanding handle from any of those
2600 /// families goes stale** (resolving to safe no-ops — the maps are
2601 /// generational). The explicit scene-switch verb (QE-B6): what the
2602 /// demo host does between scenes, without the "register an empty
2603 /// set" idiom spelling it.
2604 pub fn clear_sprites(&mut self) {
2605 self.set_sprites(&SpriteSet {
2606 models: Vec::new(),
2607 instances: Vec::new(),
2608 carve_model: None,
2609 });
2610 }
2611
2612 /// Register sprite models + instances — **replacing the whole
2613 /// sprite world**. This is a bulk *set*, not an append: every
2614 /// handle family (models, dynamic instances, clips, streaming
2615 /// clips, characters, billboards, actors) is reset and previously
2616 /// issued handles go stale (safe no-ops). Call once at setup, or
2617 /// again to replace everything; to build up incrementally instead,
2618 /// use [`add_sprite_model`](Self::add_sprite_model) /
2619 /// [`add_sprite_instance`](Self::add_sprite_instance) &c., and to
2620 /// drop everything use [`clear_sprites`](Self::clear_sprites).
2621 pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId> {
2622 match &mut self.inner {
2623 BackendImpl::Cpu(c) => c.set_sprites(set),
2624 BackendImpl::Gpu(g) => g.set_sprites(set),
2625 }
2626 // A fresh sprite set replaces the instance world, so any
2627 // previously added dynamic instances + models are gone — drop their
2628 // handles and re-seat the model slotmap with `set.models.len()`
2629 // live ids `0..n` (model index = chain id on both backends).
2630 self.dyn_map = DynInstanceMap::default();
2631 self.model_map.reset_live(set.models.len());
2632 // A full sprite rebuild drops the dynamic + clip layers on both
2633 // backends (the GPU registry is replaced), so reset the clip +
2634 // character maps too.
2635 self.clip_map.reset();
2636 self.char_map.reset();
2637 self.char_instances.clear();
2638 self.streaming_map.reset();
2639 self.streaming_clips.clear();
2640 self.clip_meta.clear();
2641 self.clip_players.clear();
2642 self.billboards.clear();
2643 self.actor_map.reset();
2644 self.billboard_actors.clear();
2645 self.state.dyn_clip.clear();
2646 (0..set.models.len() as u32)
2647 .map(|slot| self.model_map.minted(slot))
2648 .collect()
2649 }
2650
2651 /// Re-register one sprite model's geometry after you've edited its
2652 /// content (a carve or recolour of its `kv6`). `model` is the
2653 /// [`SpriteModelId`] handed back by [`set_sprites`](Self::set_sprites);
2654 /// `kv6` is the model's **new** geometry — the caller owns the source
2655 /// of truth (e.g. a dense carve grid the surface-only `kv6` can't
2656 /// represent) and supplies the refreshed mesh here.
2657 ///
2658 /// This is a **backend-agnostic content refresh**, not a GPU upload:
2659 /// the renderer brings its stored model up to date however its active
2660 /// backend needs to. The instance set is left untouched (an edit never
2661 /// moves or adds an instance), so on the GPU backend only that one
2662 /// model's voxel data is re-uploaded — through a slack-backed
2663 /// suballocator, one model's bytes rather than the whole registry —
2664 /// while the CPU backend swaps the cached `kv6` into each instance of
2665 /// the model. Use [`set_sprites`](Self::set_sprites) to add/remove
2666 /// models or change the instance set.
2667 pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6) {
2668 let Some(idx) = self.model_map.index(model) else {
2669 return; // stale / removed handle → no-op
2670 };
2671 match &mut self.inner {
2672 BackendImpl::Cpu(c) => c.update_sprite_model(idx, kv6),
2673 BackendImpl::Gpu(g) => g.update_sprite_model(idx, kv6),
2674 }
2675 }
2676
2677 /// Like [`refresh_sprite_model`](Self::refresh_sprite_model) but also
2678 /// re-classifies the refreshed voxels into per-voxel material ids by
2679 /// colour (TV.3) via `material_map` — used by the material-aware streaming
2680 /// clip path so a re-uploaded frame keeps its per-voxel materials. An
2681 /// empty map matches `refresh_sprite_model`.
2682 pub fn refresh_sprite_model_with_materials(
2683 &mut self,
2684 model: SpriteModelId,
2685 kv6: &Kv6,
2686 material_map: &[(Rgb, u8)],
2687 ) {
2688 let Some(idx) = self.model_map.index(model) else {
2689 return; // stale / removed handle → no-op
2690 };
2691 match &mut self.inner {
2692 BackendImpl::Cpu(c) => {
2693 c.update_sprite_model_with_materials(idx, kv6, Some(material_map));
2694 }
2695 BackendImpl::Gpu(g) => g.update_sprite_model_with_materials(idx, kv6, material_map),
2696 }
2697 }
2698
2699 /// Add one sprite instance of an already-registered `model` at world
2700 /// `pos`, **incrementally** — the cheap streaming-spawn path that both
2701 /// backends now share (GPU: append to the instance buffer, growing by
2702 /// powers of two; CPU: push one pre-posed [`Sprite`]). Returns a
2703 /// stable [`SpriteInstanceId`] for later removal.
2704 ///
2705 /// `model` must be a [`SpriteModelId`] from the current
2706 /// [`set_sprites`](Self::set_sprites) (a model registered there, even
2707 /// with zero initial instances). Dynamic instances live *after* the
2708 /// static set + any KFA limbs, so register those first.
2709 ///
2710 /// Returns `None` — spawning nothing — on a stale/removed `model`
2711 /// handle (QE.1c; previously a silent sentinel id).
2712 pub fn add_sprite_instance(
2713 &mut self,
2714 model: SpriteModelId,
2715 pos: [f32; 3],
2716 ) -> Option<SpriteInstanceId> {
2717 self.add_sprite_instance_posed(
2718 model,
2719 DynSpriteTransform {
2720 pos,
2721 ..DynSpriteTransform::default()
2722 },
2723 )
2724 }
2725
2726 /// Add one sprite instance of an already-registered `model`,
2727 /// pre-posed with the orientation in `xf` — the streaming-spawn path
2728 /// for objects that appear mid-flight already rotated (so there's no
2729 /// one-frame axis-aligned flash before the first
2730 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)).
2731 /// Otherwise identical to
2732 /// [`add_sprite_instance`](Self::add_sprite_instance) (which is just
2733 /// this with the identity basis). Returns a stable
2734 /// [`SpriteInstanceId`].
2735 ///
2736 /// Returns `None` — spawning nothing — on a stale/removed `model`
2737 /// handle (QE.1c; previously a silent sentinel id). `xf`'s basis
2738 /// must be non-singular; a degenerate one makes the instance
2739 /// silently skip drawing (see [`DynSpriteTransform`]).
2740 pub fn add_sprite_instance_posed(
2741 &mut self,
2742 model: SpriteModelId,
2743 xf: DynSpriteTransform,
2744 ) -> Option<SpriteInstanceId> {
2745 let idx = self.model_map.index(model)?;
2746 let dyn_index = match &mut self.inner {
2747 BackendImpl::Cpu(c) => c.add_dyn_instance_posed(idx, xf),
2748 BackendImpl::Gpu(g) => g.add_dyn_instance_posed(idx, xf),
2749 }?;
2750 self.state.dyn_clip.push(None); // a plain model instance
2751 Some(self.dyn_map.alloc(dyn_index as u32))
2752 }
2753
2754 /// Remove a dynamic sprite instance added by
2755 /// [`add_sprite_instance`](Self::add_sprite_instance). O(1) on both
2756 /// backends (swap-remove); other dynamic handles stay valid. Returns
2757 /// `false` if the handle is stale / already removed.
2758 pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool {
2759 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2760 return false;
2761 };
2762 let moved = match &mut self.inner {
2763 BackendImpl::Cpu(c) => c.remove_dyn_instance(dyn_index as usize),
2764 BackendImpl::Gpu(g) => g.remove_dyn_instance(dyn_index as usize),
2765 };
2766 // Mirror the backend's swap-remove on the facade's parallel
2767 // clip bookkeeping (QE.3a).
2768 self.state.dyn_clip.swap_remove(dyn_index as usize);
2769 self.dyn_map.remove(id, dyn_index, moved.map(|m| m as u32));
2770 true
2771 }
2772
2773 /// Number of live dynamic sprite instances (those added via
2774 /// [`add_sprite_instance`](Self::add_sprite_instance)).
2775 #[must_use]
2776 pub fn dynamic_sprite_count(&self) -> usize {
2777 self.dyn_map.order.len()
2778 }
2779
2780 /// Define a global voxel **material** (TV stage): the opacity + blend
2781 /// mode that a per-voxel material id resolves to. The renderer owns one
2782 /// 256-entry palette shared by every model and grid.
2783 ///
2784 /// Id `0` is permanently [`Material::OPAQUE`] — the value every voxel
2785 /// without explicit material data resolves to — and **cannot** be
2786 /// redefined; passing `id == 0` is a no-op that returns `false`. Any
2787 /// other id returns `true`.
2788 ///
2789 /// While no translucent material is defined the renderer stays on the
2790 /// fully-opaque fast path, so this is inert until first called. See
2791 /// `PORTING-TRANSPARENCY.md`.
2792 pub fn define_material(&mut self, id: u8, mat: Material) -> bool {
2793 let changed = self.state.materials.set(id, mat);
2794 if changed {
2795 self.state.materials_dirty = true;
2796 }
2797 changed
2798 }
2799
2800 /// The [`Material`] currently at palette `id` ([`Material::OPAQUE`] for
2801 /// any id never passed to [`define_material`](Self::define_material)).
2802 #[must_use]
2803 pub fn material(&self, id: u8) -> Material {
2804 self.state.materials.get(id)
2805 }
2806
2807 /// Set the **terrain** colour→material map (TV.4): pairs of `(rgb,
2808 /// material_id)` that make matching-colour world (grid) voxels translucent
2809 /// — glass walls, water pools. The materials themselves are defined via
2810 /// [`define_material`](Self::define_material). An empty map (the default)
2811 /// keeps all terrain opaque. The CPU backend composites these today; the
2812 /// GPU backend renders them once the TV.6 device path lands.
2813 pub fn set_terrain_materials(&mut self, map: &[(Rgb, u8)]) {
2814 if self.state.terrain_materials != map {
2815 self.state.terrain_materials = map.to_vec();
2816 self.state.materials_dirty = true;
2817 }
2818 }
2819
2820 /// Register one new sprite **model** incrementally from `kv6`,
2821 /// **without** rebuilding the existing model set — the streaming-in
2822 /// counterpart to [`add_sprite_instance`](Self::add_sprite_instance)
2823 /// for unique generated geometry (procedural asteroids, debris).
2824 /// Returns a stable [`SpriteModelId`] usable immediately with
2825 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2826 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed).
2827 ///
2828 /// Works before any [`set_sprites`](Self::set_sprites) (it establishes
2829 /// residency on the GPU backend's first model). The GPU backend
2830 /// appends one LOD chain to the resident registry (amortised O(model
2831 /// voxels)); the CPU backend pushes an axis-aligned template.
2832 pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId {
2833 let model_index = match &mut self.inner {
2834 BackendImpl::Cpu(c) => c.add_model(kv6),
2835 BackendImpl::Gpu(g) => g.add_model(kv6),
2836 };
2837 self.model_map.alloc(model_index as u32)
2838 }
2839
2840 /// Register a **mixed-material** sprite model (TV.3): `material_map` pairs
2841 /// a voxel RGB colour (`0xRRGGBB`) with a material id (defined via
2842 /// [`define_material`](Self::define_material)), so a single model can mix
2843 /// opaque and translucent voxels — an opaque window frame around glass, a
2844 /// bottle around a translucent potion. Voxels whose colour isn't in the
2845 /// map are opaque (material 0). Like [`add_sprite_model`](Self::add_sprite_model)
2846 /// otherwise.
2847 ///
2848 /// The CPU backend composites per-voxel materials today; the GPU backend
2849 /// carries the data and renders per-voxel materials once the TV.3b device
2850 /// path lands (until then it uses the instance's uniform material).
2851 pub fn add_sprite_model_with_materials(
2852 &mut self,
2853 kv6: &Kv6,
2854 material_map: &[(Rgb, u8)],
2855 ) -> SpriteModelId {
2856 let model_index = match &mut self.inner {
2857 BackendImpl::Cpu(c) => c.add_model_with_materials(kv6, material_map),
2858 BackendImpl::Gpu(g) => g.add_model_with_materials(kv6, material_map),
2859 };
2860 self.model_map.alloc(model_index as u32)
2861 }
2862
2863 /// Remove a registered sprite model, freeing its voxel data. Returns
2864 /// `false` if `id` is stale / already removed.
2865 ///
2866 /// The model's slot is tombstoned **in place**: its id is never
2867 /// reused, so every other [`SpriteModelId`] stays valid (no remap).
2868 /// Existing instances of the removed model are **not** dropped here —
2869 /// they linger but draw as nothing on the GPU backend (the CPU
2870 /// backend keeps each instance's own kv6 clone, so they keep drawing
2871 /// until removed via
2872 /// [`remove_sprite_instance`](Self::remove_sprite_instance)); remove
2873 /// them when convenient. Call
2874 /// [`compact_sprite_models`](Self::compact_sprite_models) afterwards
2875 /// to reclaim the GPU buffer holes.
2876 pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool {
2877 let Some(idx) = self.model_map.index(id) else {
2878 return false;
2879 };
2880 match &mut self.inner {
2881 BackendImpl::Cpu(c) => c.remove_model(idx),
2882 BackendImpl::Gpu(g) => g.remove_model(idx),
2883 }
2884 self.model_map.remove(id)
2885 }
2886
2887 /// Reclaim the GPU buffer space left by
2888 /// [`remove_sprite_model`](Self::remove_sprite_model) by repacking the
2889 /// resident registry to its live models only. Model ids are preserved
2890 /// (no remap). O(live voxel volume) — call it when many models have
2891 /// been removed, not every frame. No-op on the CPU backend (which
2892 /// keeps cheap empty placeholders) and when nothing was removed.
2893 pub fn compact_sprite_models(&mut self) {
2894 match &mut self.inner {
2895 BackendImpl::Cpu(c) => c.compact_models(),
2896 BackendImpl::Gpu(g) => g.compact_models(),
2897 }
2898 }
2899
2900 /// Update one dynamic instance's full pose (position + orientation)
2901 /// for this frame. `id` is from
2902 /// [`add_sprite_instance`](Self::add_sprite_instance) /
2903 /// [`add_sprite_instance_posed`](Self::add_sprite_instance_posed). A
2904 /// stale / removed handle is a no-op.
2905 ///
2906 /// For many instances per frame prefer
2907 /// [`set_sprite_instance_transforms`](Self::set_sprite_instance_transforms):
2908 /// the GPU backend flushes all pending pose changes to the device
2909 /// once per [`render`](Self::render), so a per-instance call here is
2910 /// still O(1) device work, but the batch variant avoids re-walking
2911 /// the slotmap.
2912 pub fn set_sprite_instance_transform(&mut self, id: SpriteInstanceId, xf: DynSpriteTransform) {
2913 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2914 return;
2915 };
2916 match &mut self.inner {
2917 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2918 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2919 }
2920 }
2921
2922 /// Batch form of
2923 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
2924 /// — apply many `(instance, pose)` updates in one call. Stale handles
2925 /// in `updates` are skipped. On the GPU backend this marks the
2926 /// instance buffer dirty once and uploads the new poses a single time
2927 /// at the next [`render`](Self::render), so spinning a whole cluster
2928 /// of instances per frame is one device upload, not one per instance.
2929 pub fn set_sprite_instance_transforms(
2930 &mut self,
2931 updates: &[(SpriteInstanceId, DynSpriteTransform)],
2932 ) {
2933 for &(id, xf) in updates {
2934 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2935 continue;
2936 };
2937 match &mut self.inner {
2938 BackendImpl::Cpu(c) => c.set_dyn_instance_transform(dyn_index as usize, xf),
2939 BackendImpl::Gpu(g) => g.set_dyn_instance_transform(dyn_index as usize, xf),
2940 }
2941 }
2942 }
2943
2944 /// Set sprite instance `id`'s voxel-material id (TV stage) — indexes the
2945 /// global palette defined via [`define_material`](Self::define_material)
2946 /// for this whole instance's opacity + blend mode. `0` (the default) is
2947 /// opaque. Stale handles are ignored.
2948 ///
2949 /// Only the CPU backend composites translucent sprites today; the GPU
2950 /// backend retains the value for the forthcoming device-side path (see
2951 /// `PORTING-TRANSPARENCY.md`).
2952 pub fn set_sprite_instance_material(&mut self, id: SpriteInstanceId, material: u8) {
2953 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2954 return;
2955 };
2956 match &mut self.inner {
2957 BackendImpl::Cpu(c) => c.set_dyn_instance_material(dyn_index as usize, material),
2958 BackendImpl::Gpu(g) => g.set_dyn_instance_material(dyn_index as usize, material),
2959 }
2960 }
2961
2962 /// Set sprite instance `id`'s per-instance alpha multiplier (TV stage),
2963 /// `0..=255` (`255` = unscaled). Scales the material's opacity so an
2964 /// effect can fade out by cheap per-frame updates without re-uploading
2965 /// its volume. Stale handles are ignored.
2966 pub fn set_sprite_instance_alpha(&mut self, id: SpriteInstanceId, alpha_mul: u8) {
2967 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2968 return;
2969 };
2970 match &mut self.inner {
2971 BackendImpl::Cpu(c) => c.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2972 BackendImpl::Gpu(g) => g.set_dyn_instance_alpha(dyn_index as usize, alpha_mul),
2973 }
2974 }
2975
2976 /// Set sprite instance `id`'s per-instance **RGB tint**, packed
2977 /// `0x00RRGGBB`: every rendered voxel's colour is multiplied by it (per
2978 /// channel), so instances of one model can be recoloured cheaply per frame.
2979 /// `0x00FF_FFFF` (white, the default) is a no-op. Works on both backends;
2980 /// stale handles are ignored. Tint is colour only — for transparency, use a
2981 /// translucent material with
2982 /// [`set_sprite_instance_alpha`](Self::set_sprite_instance_alpha).
2983 pub fn set_sprite_instance_tint(&mut self, id: SpriteInstanceId, tint: Rgb) {
2984 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
2985 return;
2986 };
2987 match &mut self.inner {
2988 BackendImpl::Cpu(c) => c.set_dyn_instance_tint(dyn_index as usize, tint.0),
2989 BackendImpl::Gpu(g) => g.set_dyn_instance_tint(dyn_index as usize, tint.0),
2990 }
2991 }
2992
2993 /// Toggle a sprite/clip instance's shadow participation **live**
2994 /// (XS.4 flags, BB.3). [`ShadowFlags::default`] (both on) is what
2995 /// every spawn starts with. The per-instance counterpart to the
2996 /// template-level `Sprite::with_casts_shadow` /
2997 /// `with_receives_shadow` — e.g. a flat additive glow billboard
2998 /// that should not cast, or a UI marker that ignores shadows.
2999 /// Other flag bits are preserved. No-op on a stale id.
3000 ///
3001 /// QE.7b — takes [`ShadowFlags`] instead of the old unreadable
3002 /// `(id, true, false)` bool pair; migrate with
3003 /// `ShadowFlags { casts, receives }`.
3004 pub fn set_sprite_instance_shadow_flags(&mut self, id: SpriteInstanceId, shadows: ShadowFlags) {
3005 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3006 return;
3007 };
3008 match &mut self.inner {
3009 BackendImpl::Cpu(c) => {
3010 c.set_dyn_instance_shadow_flags(
3011 dyn_index as usize,
3012 shadows.casts,
3013 shadows.receives,
3014 );
3015 }
3016 BackendImpl::Gpu(g) => {
3017 g.set_dyn_instance_shadow_flags(
3018 dyn_index as usize,
3019 shadows.casts,
3020 shadows.receives,
3021 );
3022 }
3023 }
3024 }
3025
3026 /// Set a sprite/clip instance's **lighting mode** live (BB.2b): how its
3027 /// shading normal is derived ([`BillboardLighting`]). Useful for
3028 /// camera-facing billboards whose face normal would otherwise track the
3029 /// camera. Other flag bits are preserved; only affects the dynamic
3030 /// lighting path. No-op on a stale id.
3031 pub fn set_sprite_instance_lighting(&mut self, id: SpriteInstanceId, mode: BillboardLighting) {
3032 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3033 return;
3034 };
3035 match &mut self.inner {
3036 BackendImpl::Cpu(c) => c.set_dyn_instance_lighting(dyn_index as usize, mode),
3037 BackendImpl::Gpu(g) => g.set_dyn_instance_lighting(dyn_index as usize, mode),
3038 }
3039 }
3040
3041 // ---- animated voxel clips (VCL.4) ------------------------------------
3042
3043 /// Register an animated voxel clip ("GIF/MP4 for voxels"): decode all
3044 /// its frames and upload the flipbook to the active backend (GPU: one
3045 /// LOD chain per frame; CPU: a cached dense grid per frame). Returns a
3046 /// [`VoxelClipId`] to spawn instances of it via
3047 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed).
3048 ///
3049 /// Build the [`DecodedClip`] from a `.rvc` via
3050 /// [`VoxelClip::decode`](roxlap_formats::voxel_clip::VoxelClip::decode).
3051 /// Like [`add_sprite_model`](Self::add_sprite_model), this works before
3052 /// any [`set_sprites`](Self::set_sprites); a later `set_sprites`
3053 /// **drops** all registered clips (re-register afterwards).
3054 pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId {
3055 self.add_voxel_clip_with_materials(clip, &[])
3056 }
3057
3058 /// Register a **mixed-material** animated voxel clip (TV.3): the clip
3059 /// analogue of
3060 /// [`add_sprite_model_with_materials`](Self::add_sprite_model_with_materials).
3061 /// `material_map` pairs a voxel RGB colour (`0xRRGGBB`) with a material id
3062 /// (defined via [`define_material`](Self::define_material)), classifying
3063 /// every frame's voxels so an animated clip can mix opaque and translucent
3064 /// voxels — an opaque torch handle around an additive flame, a spinning
3065 /// glass orb. Voxels whose colour isn't in the map stay opaque
3066 /// (material 0). Like [`add_voxel_clip`](Self::add_voxel_clip) otherwise.
3067 pub fn add_voxel_clip_with_materials(
3068 &mut self,
3069 clip: &DecodedClip,
3070 material_map: &[(Rgb, u8)],
3071 ) -> VoxelClipId {
3072 let clip_index = match &mut self.inner {
3073 BackendImpl::Cpu(c) => c.add_voxel_clip_with_materials(clip, material_map),
3074 BackendImpl::Gpu(g) => g.add_voxel_clip_with_materials(clip, material_map),
3075 };
3076 // Capture metadata for editor queries + #6 auto-play; clip indices
3077 // are sequential and parallel to `clip_meta`.
3078 debug_assert_eq!(clip_index, self.clip_meta.len());
3079 self.clip_meta.push(ClipMeta {
3080 dims: clip.dims,
3081 pivot: clip.pivot,
3082 voxel_world_size: clip.voxel_world_size,
3083 durations: clip.durations.clone(),
3084 loop_mode: clip.loop_mode,
3085 material_map: material_map.to_vec(),
3086 });
3087 self.clip_map.alloc(clip_index as u32)
3088 }
3089
3090 /// Remove a registered clip, freeing its per-frame volumes. Instances
3091 /// of it linger but draw nothing until removed via
3092 /// [`remove_sprite_instance`](Self::remove_sprite_instance). Returns
3093 /// `false` if `id` is stale / already removed.
3094 pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool {
3095 let Some(clip_index) = self.clip_map.index(id) else {
3096 return false;
3097 };
3098 match &mut self.inner {
3099 BackendImpl::Cpu(c) => c.remove_voxel_clip(clip_index),
3100 BackendImpl::Gpu(g) => g.remove_voxel_clip(clip_index),
3101 }
3102 // Detach instances that were playing this clip so they stop
3103 // being treated as clip instances (QE.3a — facade bookkeeping;
3104 // was duplicated in both backends).
3105 for slot in &mut self.state.dyn_clip {
3106 if matches!(slot, Some((c, _)) if *c == clip_index) {
3107 *slot = None;
3108 }
3109 }
3110 self.clip_map.remove(id)
3111 }
3112
3113 /// Spawn an instance of clip `clip`, posed by `xf`, starting on frame
3114 /// 0. Returns a [`SpriteInstanceId`] — a clip instance is a dynamic
3115 /// sprite instance, so move it with
3116 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform),
3117 /// advance its frame with
3118 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame), and drop
3119 /// it with [`remove_sprite_instance`](Self::remove_sprite_instance).
3120 /// Returns `None` — spawning nothing — on a stale/removed `clip`
3121 /// handle (QE.1c; previously a silent sentinel id).
3122 ///
3123 /// This instance has **no playback clock**: drive its frame yourself via
3124 /// [`set_clip_instance_frame`](Self::set_clip_instance_frame) (frame-based
3125 /// scrubbing). For *clock*-based control — auto-advance, play/pause, or
3126 /// [`set_clip_instance_clock_ms`](Self::set_clip_instance_clock_ms)
3127 /// scrubbing — spawn with
3128 /// [`add_clip_instance_playing`](Self::add_clip_instance_playing) instead
3129 /// (the player-control methods no-op on an instance with no player).
3130 pub fn add_clip_instance_posed(
3131 &mut self,
3132 clip: VoxelClipId,
3133 xf: DynSpriteTransform,
3134 ) -> Option<SpriteInstanceId> {
3135 let clip_index = self.clip_map.index(clip)?;
3136 let dyn_index = match &mut self.inner {
3137 BackendImpl::Cpu(c) => c.add_clip_instance(clip_index, xf),
3138 BackendImpl::Gpu(g) => g.add_clip_instance(clip_index, xf),
3139 }?;
3140 self.state.dyn_clip.push(Some((clip_index, 0)));
3141 Some(self.dyn_map.alloc(dyn_index as u32))
3142 }
3143
3144 /// Select which frame a clip instance shows — the per-frame playback
3145 /// step. Cheap on both backends (GPU: swap the instance's model id;
3146 /// CPU: select the cached frame grid), with no volume re-upload. Drive
3147 /// it from a playback clock via
3148 /// [`DecodedClip::frame_at`](roxlap_formats::voxel_clip::DecodedClip::frame_at).
3149 /// No-op on a stale id or a non-clip instance.
3150 pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32) {
3151 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3152 return;
3153 };
3154 let frame = frame as usize;
3155 let Some(Some((clip_index, cur_frame))) = self.state.dyn_clip.get_mut(dyn_index as usize)
3156 else {
3157 return; // not a clip instance
3158 };
3159 // PF.5 — same-frame guard: a player ticking at render rate
3160 // re-applies the same frame most ticks; skip the bookkeeping +
3161 // GPU writes (QE.3a: the guard now covers both backends).
3162 if *cur_frame == frame {
3163 return;
3164 }
3165 let clip_index = *clip_index;
3166 *cur_frame = frame;
3167 // The CPU render reads the frame from `state.dyn_clip`; only
3168 // the GPU keeps device-side state (the instance's model id).
3169 if let BackendImpl::Gpu(g) = &mut self.inner {
3170 g.apply_clip_frame(dyn_index as usize, clip_index, frame);
3171 }
3172 }
3173
3174 /// Retarget a live clip instance onto a **different** registered clip,
3175 /// restarting it at frame 0 while keeping its world transform and any
3176 /// auto-playback clock *policy* (speed / paused). The per-frame primitive
3177 /// for directional ("8-way") billboards and animation-state changes
3178 /// (idle → walk → attack): far cheaper than `remove_sprite_instance` +
3179 /// `add_clip_instance_*`, reusing the instance's existing GPU residency
3180 /// (just a model-id swap, no volume re-upload).
3181 ///
3182 /// If the instance has a playback clock
3183 /// ([`add_clip_instance_playing`](Self::add_clip_instance_playing)), its
3184 /// timeline is retargeted to the new clip (durations + loop mode) and the
3185 /// clock restarts at 0; the speed and paused state carry over.
3186 ///
3187 /// Returns `false` (a safe no-op) on a stale instance id, a stale `clip`,
3188 /// or a non-clip instance.
3189 pub fn set_clip_instance_clip(&mut self, id: SpriteInstanceId, clip: VoxelClipId) -> bool {
3190 let Some(dyn_index) = self.dyn_map.dyn_index(id) else {
3191 return false;
3192 };
3193 let Some(clip_index) = self.clip_map.index(clip) else {
3194 return false;
3195 };
3196 if !matches!(self.state.dyn_clip.get(dyn_index as usize), Some(Some(_))) {
3197 return false; // not a clip instance
3198 }
3199 // Only the GPU has device-side state to retarget (the model
3200 // id); it reports whether the new clip actually has frames.
3201 let ok = match &mut self.inner {
3202 BackendImpl::Cpu(_) => true,
3203 BackendImpl::Gpu(g) => g.apply_clip_retarget(dyn_index as usize, clip_index),
3204 };
3205 if ok {
3206 self.state.dyn_clip[dyn_index as usize] = Some((clip_index, 0));
3207 // Retarget the auto-player's timeline to the new clip (different
3208 // frame count / durations / loop), restart its clock, keep the
3209 // playback policy (speed + paused). Clone metadata first so the
3210 // immutable borrow ends before the mutable player borrow.
3211 let durations = self.clip_meta[clip_index].durations.clone();
3212 let loop_mode = self.clip_meta[clip_index].loop_mode;
3213 if let Some(player) = self.flipbook_player_mut(id) {
3214 player.clock.retarget(&durations, loop_mode);
3215 }
3216 }
3217 ok
3218 }
3219
3220 // ---- billboards (BB.2) -----------------------------------------------
3221
3222 /// Spawn a clip instance that auto-orients toward the camera every
3223 /// [`face_billboards_to`](Self::face_billboards_to) — a Doom/Build-style
3224 /// billboard. `pos` is its world position (the clip pivot maps here);
3225 /// `mode` chooses cylindrical (the Doom default) or spherical facing.
3226 /// Drive its animation through the clip player
3227 /// ([`advance_voxel_clips`](Self::advance_voxel_clips)) and swap
3228 /// animations with [`set_clip_instance_clip`](Self::set_clip_instance_clip).
3229 ///
3230 /// The instance starts axis-aligned until the first `face_billboards_to`,
3231 /// so call that (with the frame's camera) before `render` — like
3232 /// `advance_voxel_clips(dt)`. Returns a stale id on a stale `clip` (no
3233 /// billboard recorded).
3234 pub fn add_billboard_instance(
3235 &mut self,
3236 clip: VoxelClipId,
3237 pos: [f32; 3],
3238 mode: BillboardMode,
3239 ) -> Option<SpriteInstanceId> {
3240 let xf = DynSpriteTransform {
3241 pos,
3242 ..Default::default()
3243 };
3244 let id = self.add_clip_instance_posed(clip, xf)?;
3245 self.billboards.push(BillboardRec { id, pos, mode });
3246 Some(id)
3247 }
3248
3249 /// Change a billboard instance's facing mode. No-op on a non-billboard id.
3250 pub fn set_billboard_mode(&mut self, id: SpriteInstanceId, mode: BillboardMode) {
3251 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3252 b.mode = mode;
3253 }
3254 }
3255
3256 /// Move a billboard instance. Its auto-orientation is preserved; the new
3257 /// position takes effect on the next
3258 /// [`face_billboards_to`](Self::face_billboards_to). No-op on a
3259 /// non-billboard id.
3260 pub fn set_billboard_position(&mut self, id: SpriteInstanceId, pos: [f32; 3]) {
3261 if let Some(b) = self.billboards.iter_mut().find(|b| b.id == id) {
3262 b.pos = pos;
3263 }
3264 }
3265
3266 /// Re-orient every billboard instance to face `camera` — one batched
3267 /// transform flush (BB.2). Call once per frame before `render`, after
3268 /// moving billboards / the camera (the billboard analogue of
3269 /// [`advance_voxel_clips`](Self::advance_voxel_clips)). Billboards whose
3270 /// instance was removed are pruned; a degenerate pose (camera on the
3271 /// sprite's vertical axis) is skipped for that frame.
3272 pub fn face_billboards_to(&mut self, camera: &Camera) {
3273 let cam = camera.pos;
3274 let dyn_map = &self.dyn_map;
3275 let mut updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3276 self.billboards.retain(|b| {
3277 if dyn_map.dyn_index(b.id).is_none() {
3278 return false; // the instance was removed → drop the record
3279 }
3280 if let Some(xf) = billboard_transform(b.pos, cam, b.mode) {
3281 updates.push((b.id, xf));
3282 }
3283 true
3284 });
3285 self.set_sprite_instance_transforms(&updates);
3286 }
3287
3288 // ---- billboard actors (BB.4) -----------------------------------------
3289
3290 /// Build a [`ClipClock`] seeded from `clip`'s timeline (durations + loop
3291 /// mode), or an empty/looping clock if `clip` is `None`/stale.
3292 fn clock_for_clip(&self, clip: Option<VoxelClipId>, speed: f32) -> ClipClock {
3293 let (durations, loop_mode) = clip.and_then(|c| self.clip_map.index(c)).map_or_else(
3294 || (Vec::new(), LoopMode::Loop),
3295 |ci| {
3296 (
3297 self.clip_meta[ci].durations.clone(),
3298 self.clip_meta[ci].loop_mode,
3299 )
3300 },
3301 );
3302 ClipClock::new(&durations, loop_mode, speed_to_q8(speed), 0.0)
3303 }
3304
3305 /// Register a high-level **directional billboard actor** (BB.4): the
3306 /// renderer owns one clip instance and, every
3307 /// [`update_billboard_actors`](Self::update_billboard_actors), picks the
3308 /// directional clip from the view angle, faces it to the camera, and
3309 /// advances its state animation. The convenience layer over
3310 /// [`add_billboard_instance`](Self::add_billboard_instance) +
3311 /// [`set_clip_instance_clip`](Self::set_clip_instance_clip) + the clip
3312 /// clock for Doom-style monsters.
3313 ///
3314 /// `pos` is the actor's world position; `facing_yaw` is the world yaw it
3315 /// faces (radians; the dir picker compares the camera's bearing to it).
3316 /// Returns `None` — spawning nothing — if `def` has no states / a
3317 /// state with no dirs, or the initial clip is stale (QE.1c;
3318 /// previously a silent sentinel id).
3319 pub fn add_billboard_actor(
3320 &mut self,
3321 def: BillboardActorDef,
3322 pos: [f32; 3],
3323 facing_yaw: f64,
3324 ) -> Option<BillboardActorId> {
3325 if def.states.is_empty() || def.states.iter().any(|s| s.dirs.is_empty()) {
3326 return None;
3327 }
3328 let init_clip = def.states[0].dirs[0];
3329 let xf = DynSpriteTransform {
3330 pos,
3331 ..Default::default()
3332 };
3333 let inst = self.add_clip_instance_posed(init_clip, xf)?;
3334 self.set_sprite_instance_shadow_flags(inst, def.shadows);
3335 self.set_sprite_instance_lighting(inst, def.lighting);
3336 let clock = self.clock_for_clip(Some(init_clip), def.speed);
3337 let actor = BillboardActor {
3338 scale: def.scale,
3339 inst,
3340 states: def.states,
3341 cur_state: 0,
3342 pos,
3343 facing_yaw,
3344 mode: def.mode,
3345 clock,
3346 showing: None,
3347 speed: def.speed,
3348 };
3349 let index = self.billboard_actors.len() as u32;
3350 self.billboard_actors.push(Some(actor));
3351 Some(self.actor_map.alloc(index))
3352 }
3353
3354 /// Switch an actor to a named animation state, restarting its clock (the
3355 /// directional clip is reselected on the next
3356 /// [`update_billboard_actors`](Self::update_billboard_actors)). No-op on a
3357 /// stale id or an unknown state name.
3358 pub fn set_actor_state(&mut self, id: BillboardActorId, state: &str) -> bool {
3359 let Some(idx) = self.actor_map.index(id) else {
3360 return false;
3361 };
3362 let Some(a) = self.billboard_actors[idx].as_ref() else {
3363 return false;
3364 };
3365 let Some(state_idx) = a.states.iter().position(|s| s.name == state) else {
3366 return false;
3367 };
3368 let rep = a.states[state_idx].dirs.first().copied();
3369 let speed = a.speed;
3370 let clock = self.clock_for_clip(rep, speed);
3371 let a = self.billboard_actors[idx].as_mut().unwrap();
3372 a.cur_state = state_idx;
3373 a.clock = clock;
3374 a.showing = None; // force a clip reselect next update
3375 true
3376 }
3377
3378 /// Move/turn an actor. Its orientation + directional clip update on the
3379 /// next [`update_billboard_actors`](Self::update_billboard_actors). No-op
3380 /// on a stale id.
3381 pub fn set_actor_transform(&mut self, id: BillboardActorId, pos: [f32; 3], facing_yaw: f64) {
3382 let Some(idx) = self.actor_map.index(id) else {
3383 return;
3384 };
3385 if let Some(a) = self.billboard_actors[idx].as_mut() {
3386 a.pos = pos;
3387 a.facing_yaw = facing_yaw;
3388 }
3389 }
3390
3391 /// Change an actor's lighting mode at runtime (BB.2b) — the per-actor
3392 /// counterpart to [`BillboardActorDef::lighting`], routed to its clip
3393 /// instance via [`set_sprite_instance_lighting`](Self::set_sprite_instance_lighting).
3394 /// Returns `false` on a stale id.
3395 pub fn set_actor_lighting(&mut self, id: BillboardActorId, mode: BillboardLighting) -> bool {
3396 let Some(idx) = self.actor_map.index(id) else {
3397 return false;
3398 };
3399 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3400 return false;
3401 };
3402 self.set_sprite_instance_lighting(inst, mode);
3403 true
3404 }
3405
3406 /// Tint an actor at runtime — the per-actor counterpart to
3407 /// [`set_sprite_instance_tint`](Self::set_sprite_instance_tint), routed to
3408 /// its clip instance. `tint` is an `0x00RR_GGBB` colour multiply
3409 /// (`0x00FF_FFFF` = white = no-op). Returns `false` on a stale id.
3410 pub fn set_actor_tint(&mut self, id: BillboardActorId, tint: Rgb) -> bool {
3411 let Some(idx) = self.actor_map.index(id) else {
3412 return false;
3413 };
3414 let Some(inst) = self.billboard_actors[idx].as_ref().map(|a| a.inst) else {
3415 return false;
3416 };
3417 self.set_sprite_instance_tint(inst, tint);
3418 true
3419 }
3420
3421 /// Remove an actor and its clip instance. Returns `false` on a stale id.
3422 pub fn remove_billboard_actor(&mut self, id: BillboardActorId) -> bool {
3423 let Some(idx) = self.actor_map.index(id) else {
3424 return false;
3425 };
3426 if let Some(a) = self.billboard_actors[idx].take() {
3427 self.remove_sprite_instance(a.inst);
3428 }
3429 self.actor_map.remove(id)
3430 }
3431
3432 /// Drive every billboard actor by `dt` seconds (BB.4): for each, pick the
3433 /// directional clip from the camera bearing (swapping clips only on
3434 /// change), advance its state-animation clock, and face it to the camera.
3435 /// Call once per frame before `render` (the actor analogue of
3436 /// [`advance_voxel_clips`](Self::advance_voxel_clips) +
3437 /// [`face_billboards_to`](Self::face_billboards_to)). Actors whose
3438 /// instance was removed are pruned.
3439 pub fn update_billboard_actors(&mut self, camera: &Camera, dt: f64) {
3440 struct Action {
3441 inst: SpriteInstanceId,
3442 set_clip: Option<VoxelClipId>,
3443 frame: u32,
3444 xf: Option<DynSpriteTransform>,
3445 }
3446 let cam = camera.pos;
3447 let dyn_map = &self.dyn_map;
3448 let mut actions: Vec<Action> = Vec::new();
3449 for slot in &mut self.billboard_actors {
3450 let Some(a) = slot.as_mut() else {
3451 continue;
3452 };
3453 if dyn_map.dyn_index(a.inst).is_none() {
3454 *slot = None; // instance gone → drop the actor
3455 continue;
3456 }
3457 let dir = a.pick_dir(cam);
3458 let desired = a.states[a.cur_state].dirs[dir];
3459 let set_clip = (a.showing != Some(desired)).then(|| {
3460 a.showing = Some(desired);
3461 desired
3462 });
3463 let frame = a.clock.tick(dt);
3464 let xf = billboard_transform(a.pos, cam, a.mode).map(|mut xf| {
3465 for axis in [&mut xf.right, &mut xf.up, &mut xf.forward] {
3466 for c in axis.iter_mut() {
3467 *c *= a.scale;
3468 }
3469 }
3470 xf
3471 });
3472 actions.push(Action {
3473 inst: a.inst,
3474 set_clip,
3475 frame,
3476 xf,
3477 });
3478 }
3479 // Apply (each call borrows self mutably; disjoint from the loop above).
3480 let mut xforms: Vec<(SpriteInstanceId, DynSpriteTransform)> = Vec::new();
3481 for act in actions {
3482 if let Some(clip) = act.set_clip {
3483 self.set_clip_instance_clip(act.inst, clip);
3484 }
3485 // After a clip swap the backend reset the frame to 0; set the
3486 // clock's frame so the walk cycle stays continuous across turns.
3487 self.set_clip_instance_frame(act.inst, act.frame);
3488 if let Some(xf) = act.xf {
3489 xforms.push((act.inst, xf));
3490 }
3491 }
3492 self.set_sprite_instance_transforms(&xforms);
3493 }
3494
3495 // ---- clip queries (editor inspector) ---------------------------------
3496
3497 /// Frame count of a registered flipbook clip, or `None` if `id` is
3498 /// stale. (Same as `clip_metadata(id)?.frame_count`, without the clone.)
3499 #[must_use]
3500 pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize> {
3501 let idx = self.clip_map.index(id)?;
3502 Some(self.clip_meta[idx].durations.len())
3503 }
3504
3505 /// Inspector metadata (dims / pivot / scale / loop mode / per-frame
3506 /// durations) of a registered flipbook clip, or `None` if `id` is stale
3507 /// — so an editor needn't shadow the source [`DecodedClip`].
3508 #[must_use]
3509 pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata> {
3510 let idx = self.clip_map.index(id)?;
3511 let m = &self.clip_meta[idx];
3512 Some(ClipMetadata {
3513 dims: m.dims,
3514 pivot: m.pivot,
3515 voxel_world_size: m.voxel_world_size,
3516 loop_mode: m.loop_mode,
3517 frame_count: m.durations.len(),
3518 durations: m.durations.clone(),
3519 total_ms: m
3520 .durations
3521 .iter()
3522 .fold(0u32, |acc, &d| acc.saturating_add(d)),
3523 })
3524 }
3525
3526 /// Which frame a clip instance is currently showing (the timeline
3527 /// scrubber's read-back), or `None` if `id` isn't a live clip instance.
3528 #[must_use]
3529 pub fn clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3530 let dyn_index = self.dyn_map.dyn_index(id)? as usize;
3531 let (_, frame) = (*self.state.dyn_clip.get(dyn_index)?)?;
3532 u32::try_from(frame).ok()
3533 }
3534
3535 /// QE.7b — renamed: this was the only `get_`-prefixed method in
3536 /// the crate. Forwarding shim for one minor release.
3537 #[deprecated(since = "0.22.0", note = "renamed to `clip_instance_frame`")]
3538 #[must_use]
3539 pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32> {
3540 self.clip_instance_frame(id)
3541 }
3542
3543 /// Re-upload a **single** `frame` of registered clip `id` in place — the
3544 /// editor's one-voxel paint, O(1 frame) instead of `remove_voxel_clip` +
3545 /// `add_voxel_clip` (which rebuilds all N volumes). `vf` must fit the
3546 /// clip's fixed `dims`. Returns `false` on a stale `id`, an out-of-range
3547 /// `frame`, or a frame that fails the clip's layout (so it can't corrupt
3548 /// the flipbook).
3549 pub fn update_clip_frame(&mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame) -> bool {
3550 let Some(clip_index) = self.clip_map.index(id) else {
3551 return false;
3552 };
3553 let m = &self.clip_meta[clip_index];
3554 let (dims, pivot, vws) = (m.dims, m.pivot, m.voxel_world_size);
3555 if vf.validate(dims).is_err() {
3556 return false;
3557 }
3558 // Re-classify with the clip's registered colour→material map (TV.3) so
3559 // an in-place frame edit keeps the clip's per-voxel materials.
3560 let material_map = m.material_map.clone();
3561 let frame = frame as usize;
3562 match &mut self.inner {
3563 BackendImpl::Cpu(c) => {
3564 c.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3565 }
3566 BackendImpl::Gpu(g) => {
3567 g.update_clip_frame(clip_index, frame, vf, dims, pivot, vws, &material_map)
3568 }
3569 }
3570 }
3571
3572 // ---- streaming voxel clips (#3) --------------------------------------
3573
3574 /// Register a **streaming** voxel clip — `O(1-frame)` memory (one sprite
3575 /// model + the compact encoded stream) rather than the N-volume flipbook
3576 /// [`add_voxel_clip`](Self::add_voxel_clip) builds, for huge clips where
3577 /// N frames are too costly to hold resident. Builds the model from frame
3578 /// 0; advance it with
3579 /// [`set_streaming_clip_frame`](Self::set_streaming_clip_frame). Spawn
3580 /// instances with
3581 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance) —
3582 /// note that, unlike a flipbook, **all** instances of a streaming clip
3583 /// share its one model and so always show the same (current) frame.
3584 ///
3585 /// Takes the *encoded* [`VoxelClip`] (not a [`DecodedClip`]) — the whole
3586 /// point is to avoid materialising every frame.
3587 ///
3588 /// # Errors
3589 /// [`DecodeError`] if the clip's frame stream is empty or doesn't begin
3590 /// with a keyframe.
3591 pub fn add_streaming_clip(&mut self, clip: &VoxelClip) -> Result<StreamingClipId, DecodeError> {
3592 self.add_streaming_clip_with_materials(clip, &[])
3593 }
3594
3595 /// Register a **mixed-material** streaming voxel clip (TV.3): the streaming
3596 /// analogue of
3597 /// [`add_voxel_clip_with_materials`](Self::add_voxel_clip_with_materials).
3598 /// `material_map` pairs a voxel RGB colour with a material id (defined via
3599 /// [`define_material`](Self::define_material)); it is re-applied on every
3600 /// per-frame re-upload, so the single streamed model keeps its per-voxel
3601 /// materials as the clip advances. An empty map is identical to
3602 /// [`add_streaming_clip`](Self::add_streaming_clip).
3603 ///
3604 /// # Errors
3605 /// As [`add_streaming_clip`](Self::add_streaming_clip).
3606 pub fn add_streaming_clip_with_materials(
3607 &mut self,
3608 clip: &VoxelClip,
3609 material_map: &[(Rgb, u8)],
3610 ) -> Result<StreamingClipId, DecodeError> {
3611 let cursor = StreamingClip::new(clip)?;
3612 let dims = cursor.dims();
3613 let pivot = cursor.pivot();
3614 let kv6 = cursor.current_frame().to_kv6(dims, pivot);
3615 let resident_frame = cursor.current_index();
3616 let model = self.add_sprite_model_with_materials(&kv6, material_map);
3617 let index = self.streaming_clips.len() as u32;
3618 self.streaming_clips.push(Some(StreamingClipState {
3619 cursor,
3620 model,
3621 dims,
3622 pivot,
3623 material_map: material_map.to_vec(),
3624 // The model was just built from the cursor's current frame.
3625 last_applied: Some(resident_frame),
3626 }));
3627 Ok(self.streaming_map.alloc(index))
3628 }
3629
3630 /// Spawn an instance of streaming clip `id`, posed by `xf`. Returns a
3631 /// [`SpriteInstanceId`] — move it with
3632 /// [`set_sprite_instance_transform`](Self::set_sprite_instance_transform)
3633 /// and drop it with
3634 /// [`remove_sprite_instance`](Self::remove_sprite_instance), like any
3635 /// dynamic instance. All instances of one streaming clip share its single
3636 /// model. Returns `None` — spawning nothing — on a stale/removed
3637 /// `id` (QE.1c; previously a silent sentinel handle).
3638 pub fn add_streaming_clip_instance(
3639 &mut self,
3640 id: StreamingClipId,
3641 xf: DynSpriteTransform,
3642 ) -> Option<StreamingInstanceId> {
3643 let model = self
3644 .streaming_map
3645 .index(id)
3646 .and_then(|idx| self.streaming_clips[idx].as_ref())
3647 .map(|s| s.model)?;
3648 let inst = self.add_sprite_instance_posed(model, xf)?;
3649 Some(StreamingInstanceId(inst))
3650 }
3651
3652 /// Re-pose a streaming-clip instance (world transform). No-op on a stale
3653 /// handle.
3654 pub fn set_streaming_instance_transform(
3655 &mut self,
3656 id: StreamingInstanceId,
3657 xf: DynSpriteTransform,
3658 ) {
3659 self.set_sprite_instance_transform(id.0, xf);
3660 }
3661
3662 /// Remove a streaming-clip instance. Returns `false` if `id` is stale.
3663 pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool {
3664 self.remove_sprite_instance(id.0)
3665 }
3666
3667 /// Advance a streaming clip to `frame`: seek the cursor and re-upload its
3668 /// single model — the per-frame streaming step (one volume re-upload,
3669 /// vs the flipbook's cheap model-select). Updates **every** instance of
3670 /// the clip at once. Drive it from a clock via
3671 /// [`frame_at`](roxlap_formats::voxel_clip::frame_at). No-op on a stale
3672 /// id; `frame` is clamped to the last.
3673 pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32) {
3674 let Some(idx) = self.streaming_map.index(id) else {
3675 return;
3676 };
3677 let Some((model, kv6, material_map)) = self.streaming_clips[idx].as_mut().and_then(|s| {
3678 s.cursor.seek(frame as usize).ok()?;
3679 // PF.5 — same-frame guard on the RESOLVED (clamped) index: skip
3680 // the dense rebuild + re-upload when this frame is already
3681 // resident on the model.
3682 let resolved = s.cursor.current_index();
3683 if s.last_applied == Some(resolved) {
3684 return None;
3685 }
3686 s.last_applied = Some(resolved);
3687 let vf = s.cursor.current_frame();
3688 Some((s.model, vf.to_kv6(s.dims, s.pivot), s.material_map.clone()))
3689 }) else {
3690 return;
3691 };
3692 self.refresh_sprite_model_with_materials(model, &kv6, &material_map);
3693 }
3694
3695 /// Remove a streaming clip: free its model and drop the cursor (the
3696 /// memory win for huge clips). Instances linger but draw nothing until
3697 /// removed. Returns `false` if `id` is stale / already removed.
3698 pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool {
3699 let Some(idx) = self.streaming_map.index(id) else {
3700 return false;
3701 };
3702 let model = self.streaming_clips[idx].as_ref().map(|s| s.model);
3703 self.streaming_clips[idx] = None;
3704 if let Some(model) = model {
3705 self.remove_sprite_model(model);
3706 }
3707 self.streaming_map.remove(id)
3708 }
3709
3710 // ---- auto-advancing clip players (#6) --------------------------------
3711
3712 /// Spawn a flipbook-clip instance that **plays itself**: like
3713 /// [`add_clip_instance_posed`](Self::add_clip_instance_posed), but the
3714 /// facade tracks a playback clock so a single
3715 /// [`advance_voxel_clips`](Self::advance_voxel_clips) call advances every
3716 /// such instance — no per-frame `frame_at` + `set_clip_instance_frame`
3717 /// bookkeeping in the host. `speed` is the playback rate (`1.0` =
3718 /// authored speed, negative = reverse; QE.7b - was Q8, migrate with
3719 /// `speed_q8 as f32 / 256.0`); `start_phase_ms` offsets the clock
3720 /// (stagger copies of one clip). Returns `None` — spawning nothing,
3721 /// registering no player — on a stale/removed `clip` (QE.1c;
3722 /// previously a silent sentinel id).
3723 pub fn add_clip_instance_playing(
3724 &mut self,
3725 clip: VoxelClipId,
3726 xf: DynSpriteTransform,
3727 speed: f32,
3728 start_phase_ms: u32,
3729 ) -> Option<SpriteInstanceId> {
3730 let clip_index = self.clip_map.index(clip)?;
3731 let meta = &self.clip_meta[clip_index];
3732 let clock = ClipClock::new(
3733 &meta.durations,
3734 meta.loop_mode,
3735 speed_to_q8(speed),
3736 f64::from(start_phase_ms),
3737 );
3738 let inst = self.add_clip_instance_posed(clip, xf)?;
3739 self.clip_players.push(ClipPlayer {
3740 target: PlayerTarget::Flipbook(inst),
3741 clock,
3742 paused: false,
3743 });
3744 Some(inst)
3745 }
3746
3747 /// Give a streaming clip ([`add_streaming_clip`](Self::add_streaming_clip))
3748 /// its own playback clock, advanced by
3749 /// [`advance_voxel_clips`](Self::advance_voxel_clips). A streaming clip's
3750 /// frame is per-clip (all its instances share one model), so this is
3751 /// keyed on the clip, not an instance — register instances separately
3752 /// with
3753 /// [`add_streaming_clip_instance`](Self::add_streaming_clip_instance).
3754 /// No-op on a stale `clip`.
3755 ///
3756 /// Control the player (play/pause/scrub) via
3757 /// [`set_streaming_clip_paused`](Self::set_streaming_clip_paused) /
3758 /// [`set_streaming_clip_speed`](Self::set_streaming_clip_speed) /
3759 /// [`set_streaming_clip_clock_ms`](Self::set_streaming_clip_clock_ms), the
3760 /// per-clip analogues of the flipbook `set_clip_instance_*` methods.
3761 /// `speed` is the playback rate (`1.0` = authored; QE.7b - was Q8).
3762 pub fn play_streaming_clip(&mut self, clip: StreamingClipId, speed: f32, start_phase_ms: u32) {
3763 let Some(idx) = self.streaming_map.index(clip) else {
3764 return;
3765 };
3766 let Some(state) = self.streaming_clips[idx].as_ref() else {
3767 return;
3768 };
3769 let clock = ClipClock::new(
3770 state.cursor.durations(),
3771 state.cursor.loop_mode(),
3772 speed_to_q8(speed),
3773 f64::from(start_phase_ms),
3774 );
3775 self.clip_players.push(ClipPlayer {
3776 target: PlayerTarget::Streaming(clip),
3777 clock,
3778 paused: false,
3779 });
3780 }
3781
3782 /// Advance every auto-playing clip ([`add_clip_instance_playing`] /
3783 /// [`play_streaming_clip`]) by `dt` seconds: tick each clock, resolve its
3784 /// frame via [`frame_at`](roxlap_formats::voxel_clip::frame_at), and
3785 /// apply it. Players whose instance / clip was removed are pruned. Call
3786 /// once per frame.
3787 ///
3788 /// [`add_clip_instance_playing`]: Self::add_clip_instance_playing
3789 /// [`play_streaming_clip`]: Self::play_streaming_clip
3790 pub fn advance_voxel_clips(&mut self, dt: f64) {
3791 // Phase 1: tick clocks → (target, frame), pruning dead players.
3792 // Borrow only the maps (disjoint from `clip_players`).
3793 let dyn_map = &self.dyn_map;
3794 let streaming_map = &self.streaming_map;
3795 let mut updates: Vec<(PlayerTarget, u32)> = Vec::new();
3796 self.clip_players.retain_mut(|p| {
3797 let alive = match p.target {
3798 PlayerTarget::Flipbook(inst) => dyn_map.dyn_index(inst).is_some(),
3799 PlayerTarget::Streaming(clip) => streaming_map.index(clip).is_some(),
3800 };
3801 if !alive {
3802 return false;
3803 }
3804 // A paused player keeps its clock + frame (the editor's pause).
3805 if !p.paused {
3806 updates.push((p.target, p.clock.tick(dt)));
3807 }
3808 true
3809 });
3810 // Phase 2: apply (borrows self mutably, disjoint from the above).
3811 for (target, frame) in updates {
3812 self.apply_player_frame(target, frame);
3813 }
3814 }
3815
3816 /// Apply a resolved frame to a player's target (flipbook instance vs.
3817 /// streaming clip).
3818 fn apply_player_frame(&mut self, target: PlayerTarget, frame: u32) {
3819 match target {
3820 PlayerTarget::Flipbook(inst) => self.set_clip_instance_frame(inst, frame),
3821 PlayerTarget::Streaming(clip) => self.set_streaming_clip_frame(clip, frame),
3822 }
3823 }
3824
3825 /// Find the auto-player driving flipbook instance `inst`, if any.
3826 fn flipbook_player_mut(&mut self, inst: SpriteInstanceId) -> Option<&mut ClipPlayer> {
3827 self.clip_players
3828 .iter_mut()
3829 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == inst))
3830 }
3831
3832 /// Pause / resume the auto-player driving clip instance `id` (the
3833 /// editor's play/pause). No-op if `id` has no player.
3834 pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool) {
3835 if let Some(p) = self.flipbook_player_mut(id) {
3836 p.paused = paused;
3837 }
3838 }
3839
3840 /// Whether clip instance `id`'s auto-player is paused, or `None` if it
3841 /// has no player.
3842 #[must_use]
3843 pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool> {
3844 self.clip_players
3845 .iter()
3846 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3847 .map(|p| p.paused)
3848 }
3849
3850 /// Set the playback speed (`1.0` = authored rate, negative =
3851 /// reverse; QE.7b — was Q8) of clip instance `id`'s auto-player.
3852 /// No-op if `id` has no player.
3853 pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed: f32) {
3854 if let Some(p) = self.flipbook_player_mut(id) {
3855 p.clock.speed_q8 = speed_to_q8(speed);
3856 }
3857 }
3858
3859 /// **Scrub**: set clip instance `id`'s playback clock to `clock_ms` and
3860 /// immediately show the matching frame (works while paused). No-op if
3861 /// `id` has no player.
3862 pub fn set_clip_instance_clock_ms(&mut self, id: SpriteInstanceId, clock_ms: f64) {
3863 let Some((target, frame)) = self.flipbook_player_mut(id).map(|p| {
3864 p.clock.clock_ms = clock_ms;
3865 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3866 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3867 (p.target, frame)
3868 }) else {
3869 return;
3870 };
3871 self.apply_player_frame(target, frame);
3872 }
3873
3874 /// Clip instance `id`'s current playback-clock position (ms), or `None`
3875 /// if it has no player — the scrubber's read-back.
3876 #[must_use]
3877 pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64> {
3878 self.clip_players
3879 .iter()
3880 .find(|p| matches!(p.target, PlayerTarget::Flipbook(i) if i == id))
3881 .map(|p| p.clock.clock_ms)
3882 }
3883
3884 /// Find the auto-player driving streaming clip `clip`, if any (a player
3885 /// registered via [`play_streaming_clip`](Self::play_streaming_clip)).
3886 fn streaming_player_mut(&mut self, clip: StreamingClipId) -> Option<&mut ClipPlayer> {
3887 self.clip_players
3888 .iter_mut()
3889 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3890 }
3891
3892 /// Pause / resume a streaming clip's auto-player
3893 /// ([`play_streaming_clip`](Self::play_streaming_clip)). No-op if `clip`
3894 /// has no player.
3895 pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool) {
3896 if let Some(p) = self.streaming_player_mut(clip) {
3897 p.paused = paused;
3898 }
3899 }
3900
3901 /// Whether streaming clip `clip`'s auto-player is paused, or `None` if it
3902 /// has no player.
3903 #[must_use]
3904 pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool> {
3905 self.clip_players
3906 .iter()
3907 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3908 .map(|p| p.paused)
3909 }
3910
3911 /// Set the playback speed (`1.0` = authored rate, negative =
3912 /// reverse; QE.7b — was Q8) of streaming clip `clip`'s
3913 /// auto-player. No-op if `clip` has no player.
3914 pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed: f32) {
3915 if let Some(p) = self.streaming_player_mut(clip) {
3916 p.clock.speed_q8 = speed_to_q8(speed);
3917 }
3918 }
3919
3920 /// **Scrub** a streaming clip: set its auto-player's clock to `clock_ms`
3921 /// and immediately show the matching frame (works while paused). No-op if
3922 /// `clip` has no player.
3923 pub fn set_streaming_clip_clock_ms(&mut self, clip: StreamingClipId, clock_ms: f64) {
3924 let Some((target, frame)) = self.streaming_player_mut(clip).map(|p| {
3925 p.clock.clock_ms = clock_ms;
3926 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
3927 let frame = p.clock.frame_for(clock_ms.max(0.0) as u32);
3928 (p.target, frame)
3929 }) else {
3930 return;
3931 };
3932 self.apply_player_frame(target, frame);
3933 }
3934
3935 /// Streaming clip `clip`'s current playback-clock position (ms), or
3936 /// `None` if it has no player — the scrubber's read-back.
3937 #[must_use]
3938 pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64> {
3939 self.clip_players
3940 .iter()
3941 .find(|p| matches!(p.target, PlayerTarget::Streaming(c) if c == clip))
3942 .map(|p| p.clock.clock_ms)
3943 }
3944
3945 // ---- animated characters (VCL.6) -------------------------------------
3946
3947 /// Register an animated character (RKC v3): upload its meshes as sprite
3948 /// models + its embedded voxel clips as flipbooks, then spawn one
3949 /// renderer instance **per bone attachment** — a static mesh sits at
3950 /// its bone, a clip attachment plays back on its own clock. `clip`
3951 /// selects a skeletal animation clip to drive the bones (`None` =
3952 /// rest pose). Returns a [`CharacterId`]; advance it each frame with
3953 /// [`advance_character`](Self::advance_character).
3954 ///
3955 /// Like clips, this works before any [`set_sprites`](Self::set_sprites);
3956 /// a later `set_sprites` drops all registered characters.
3957 pub fn add_character(&mut self, ch: &Character, clip: Option<usize>) -> CharacterId {
3958 // 1. Meshes → sprite models.
3959 let model_ids: Vec<SpriteModelId> =
3960 ch.meshes.iter().map(|m| self.add_sprite_model(m)).collect();
3961 // 2. Voxel clips → flipbooks; keep each one's timing for the clocks.
3962 let clip_regs: Vec<Option<(VoxelClipId, Vec<u32>, LoopMode)>> = ch
3963 .voxel_clips
3964 .iter()
3965 .map(|vc| {
3966 vc.decode().ok().map(|d| {
3967 let id = self.add_voxel_clip(&d);
3968 (id, d.durations, d.loop_mode)
3969 })
3970 })
3971 .collect();
3972 // 3. Build + solve the skeleton (rest pose → bone transforms).
3973 let mut skeleton = ch.to_kfa_sprite(clip);
3974 solve_kfa_limbs(&mut skeleton);
3975 // 4. One instance per attachment, posed by bone × local_offset.
3976 let mut attaches = Vec::new();
3977 for (bi, bone) in ch.bones.iter().enumerate() {
3978 let limb = &skeleton.limbs[bi];
3979 for att in &bone.attachments {
3980 let (s, h, f, p) =
3981 compose_attachment(limb.s, limb.h, limb.f, limb.p, &att.local_offset);
3982 let xf = DynSpriteTransform {
3983 pos: p,
3984 right: s,
3985 up: h,
3986 forward: f,
3987 };
3988 match att.target {
3989 MeshRef::Static(mi) => {
3990 // The model was registered a few lines up, so the
3991 // spawn can only fail on an out-of-range mesh index.
3992 if let Some(inst) = model_ids
3993 .get(mi)
3994 .and_then(|&mid| self.add_sprite_instance_posed(mid, xf))
3995 {
3996 attaches.push(AttachInst {
3997 bone: bi,
3998 local_offset: att.local_offset,
3999 inst,
4000 clip: None,
4001 });
4002 }
4003 }
4004 MeshRef::Clip(ci) => {
4005 if let Some(Some((cid, durations, loop_mode))) = clip_regs.get(ci) {
4006 let Some(inst) = self.add_clip_instance_posed(*cid, xf) else {
4007 continue;
4008 };
4009 attaches.push(AttachInst {
4010 bone: bi,
4011 local_offset: att.local_offset,
4012 inst,
4013 clip: Some(ClipClock::new(
4014 durations,
4015 *loop_mode,
4016 att.playback.speed_q8,
4017 f64::from(att.playback.start_phase_ms),
4018 )),
4019 });
4020 }
4021 }
4022 }
4023 }
4024 }
4025 let clips: Vec<VoxelClipId> = clip_regs
4026 .iter()
4027 .filter_map(|r| r.as_ref().map(|(cid, _, _)| *cid))
4028 .collect();
4029 let idx = self.char_instances.len();
4030 self.char_instances.push(CharInstance {
4031 skeleton,
4032 attaches,
4033 models: model_ids,
4034 clips,
4035 });
4036 self.char_map.alloc(idx as u32)
4037 }
4038
4039 /// Advance a character by `dt` seconds: tick its skeletal animation +
4040 /// each clip attachment's clock, then re-pose every attachment
4041 /// (bone × local_offset) and select each clip's current frame. No-op on
4042 /// a stale id.
4043 pub fn advance_character(&mut self, id: CharacterId, dt: f64) {
4044 let Some(idx) = self.char_map.index(id) else {
4045 return;
4046 };
4047 self.advance_character_at(idx, dt);
4048 }
4049
4050 /// [`advance_character`](Self::advance_character)'s resolved-index
4051 /// core, shared with [`tick`](Self::tick)'s all-characters sweep.
4052 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
4053 fn advance_character_at(&mut self, idx: usize, dt: f64) {
4054 // Phase 1: solve the skeleton + compute each attachment's update,
4055 // borrowing only `char_instances[idx]`.
4056 let updates: Vec<(SpriteInstanceId, DynSpriteTransform, Option<u32>)> = {
4057 let CharInstance {
4058 skeleton, attaches, ..
4059 } = &mut self.char_instances[idx];
4060 skeleton.animsprite((dt * 1000.0) as i32);
4061 solve_kfa_limbs(skeleton);
4062 attaches
4063 .iter_mut()
4064 .map(|a| {
4065 let limb = &skeleton.limbs[a.bone];
4066 let (s, h, f, p) =
4067 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
4068 let xf = DynSpriteTransform {
4069 pos: p,
4070 right: s,
4071 up: h,
4072 forward: f,
4073 };
4074 let frame = a.clip.as_mut().map(|c| c.tick(dt));
4075 (a.inst, xf, frame)
4076 })
4077 .collect()
4078 };
4079 // Phase 2: apply via the facade primitives (disjoint from
4080 // `char_instances`).
4081 for (inst, xf, frame) in updates {
4082 self.set_sprite_instance_transform(inst, xf);
4083 if let Some(f) = frame {
4084 self.set_clip_instance_frame(inst, f);
4085 }
4086 }
4087 }
4088
4089 /// Move/re-orient a character to a new world transform `xf` (the root
4090 /// limb's world pose) **without** ticking its animation or clip clocks —
4091 /// a teleport that holds the current animation frame (e.g. dragging a
4092 /// paused character in an editor). Re-solves the skeleton from the new
4093 /// root + re-poses every attachment; clip frames are left as-is. No-op on
4094 /// a stale id.
4095 pub fn set_character_world_transform(&mut self, id: CharacterId, xf: DynSpriteTransform) {
4096 let Some(idx) = self.char_map.index(id) else {
4097 return;
4098 };
4099 // Phase 1: set the root pose + re-solve (no animsprite), then compute
4100 // each attachment's new transform — borrowing only `char_instances`.
4101 let updates: Vec<(SpriteInstanceId, DynSpriteTransform)> = {
4102 let CharInstance {
4103 skeleton, attaches, ..
4104 } = &mut self.char_instances[idx];
4105 skeleton.p = xf.pos;
4106 skeleton.s = xf.right;
4107 skeleton.h = xf.up;
4108 skeleton.f = xf.forward;
4109 solve_kfa_limbs(skeleton);
4110 attaches
4111 .iter()
4112 .map(|a| {
4113 let limb = &skeleton.limbs[a.bone];
4114 let (s, h, f, p) =
4115 compose_attachment(limb.s, limb.h, limb.f, limb.p, &a.local_offset);
4116 (
4117 a.inst,
4118 DynSpriteTransform {
4119 pos: p,
4120 right: s,
4121 up: h,
4122 forward: f,
4123 },
4124 )
4125 })
4126 .collect()
4127 };
4128 // Phase 2: apply (clip frames untouched — clocks didn't tick).
4129 for (inst, t) in updates {
4130 self.set_sprite_instance_transform(inst, t);
4131 }
4132 }
4133
4134 /// Remove a character, dropping all its attachment instances **and**
4135 /// freeing the sprite models + voxel clips it registered. Returns
4136 /// `false` if `id` is stale.
4137 pub fn remove_character(&mut self, id: CharacterId) -> bool {
4138 let Some(idx) = self.char_map.index(id) else {
4139 return false;
4140 };
4141 let insts: Vec<SpriteInstanceId> = self.char_instances[idx]
4142 .attaches
4143 .iter()
4144 .map(|a| a.inst)
4145 .collect();
4146 for inst in insts {
4147 self.remove_sprite_instance(inst);
4148 }
4149 self.char_instances[idx].attaches.clear();
4150 // Free the models + clips this character registered (else they leak
4151 // until a `set_sprites` — costly for an editor hot-swapping all
4152 // session). `mem::take` so the per-id frees can borrow `self`.
4153 let models = std::mem::take(&mut self.char_instances[idx].models);
4154 let clips = std::mem::take(&mut self.char_instances[idx].clips);
4155 for model in models {
4156 self.remove_sprite_model(model);
4157 }
4158 for clip in clips {
4159 self.remove_voxel_clip(clip);
4160 }
4161 self.char_map.remove(id)
4162 }
4163
4164 /// Register animated KFA sprites (one or more bone hierarchies).
4165 /// The GPU backend uploads each limb's kv6 as an instanced model
4166 /// **once** (appended to the sprite registry) and seeds the limb
4167 /// instances at their current pose; the CPU backend caches the
4168 /// posed limbs for drawing. Call once at setup, after
4169 /// [`set_sprites`](Self::set_sprites), then drive motion per frame
4170 /// with [`update_kfa_poses`](Self::update_kfa_poses).
4171 ///
4172 /// Limbs are posed from the sprites' current
4173 /// [`kfaval`](roxlap_formats::kfa::KfaSprite::kfaval) (advance
4174 /// [`animsprite`](roxlap_formats::kfa::KfaSprite::animsprite) first
4175 /// if using a baked curve), so `kfas` is taken `&mut`.
4176 pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite]) {
4177 match &mut self.inner {
4178 BackendImpl::Cpu(c) => c.set_kfa_sprites(kfas),
4179 BackendImpl::Gpu(g) => g.set_kfa_sprites(kfas),
4180 }
4181 }
4182
4183 /// Re-pose the registered KFA sprites from their current
4184 /// `kfaval[]`. Call each frame after advancing the animation
4185 /// (`kfa.animsprite(dt_ms)` or poking `kfaval[]`). The GPU backend
4186 /// takes the cheap transform-only update (no model-volume
4187 /// re-upload); the CPU backend re-solves limb transforms for the
4188 /// next [`render`](Self::render). Must follow a
4189 /// [`set_kfa_sprites`](Self::set_kfa_sprites) with the same sprites.
4190 pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite]) {
4191 match &mut self.inner {
4192 BackendImpl::Cpu(c) => c.update_kfa_poses(kfas),
4193 BackendImpl::Gpu(g) => g.update_kfa_poses(kfas),
4194 }
4195 }
4196
4197 /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
4198 /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
4199 /// only; a no-op on the CPU backend. Returns the voxels removed.
4200 pub fn carve_active_sprite(&mut self) -> u32 {
4201 match &mut self.inner {
4202 BackendImpl::Cpu(_) => 0,
4203 BackendImpl::Gpu(g) => g.carve_active_sprite(),
4204 }
4205 }
4206
4207 /// Request that a frame be captured for
4208 /// [`take_capture`](Self::take_capture) — screenshots, photo
4209 /// modes, golden tests. Works on **both** backends since QE.7a
4210 /// (previously a GPU no-op — screenshots were impossible on the
4211 /// backend most games run). CPU: the next
4212 /// [`render`](Self::render) copies its composited framebuffer.
4213 /// GPU: arms [`take_capture`](Self::take_capture) to read back the
4214 /// most recent frame.
4215 pub fn request_capture(&mut self) {
4216 match &mut self.inner {
4217 BackendImpl::Cpu(c) => c.request_capture(),
4218 BackendImpl::Gpu(g) => g.request_capture(),
4219 }
4220 }
4221
4222 /// Take the captured frame as packed `0x00RRGGBB` pixels +
4223 /// dimensions (the **logical** resolution on GPU —
4224 /// post-SSAA/posterize, pre-upscale), or `None` if no capture was
4225 /// requested / nothing rendered yet. The GPU readback blocks like
4226 /// [`pick_depth`](Self::pick_depth) — a hotkey path, not
4227 /// per-frame — and returns `None` on wasm (WebGPU can't block).
4228 pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
4229 match &mut self.inner {
4230 BackendImpl::Cpu(c) => c.take_capture(),
4231 BackendImpl::Gpu(g) => g.take_capture(),
4232 }
4233 }
4234
4235 /// Screen→world picking input: the world-space hit distance `t` at
4236 /// window pixel `(x, y)` from the **last rendered frame**, or `None`
4237 /// for out-of-bounds pixels and sky / no-hit. The host reconstructs
4238 /// the world hit point as `cam.pos + t * normalize(ray_dir)`, where
4239 /// `ray_dir` is the same per-pixel ray the frame was rendered with
4240 /// (see the backend's projection).
4241 ///
4242 /// `t` is the distance to the nearest **scene-grid** surface
4243 /// (terrain + grids); sprites do not occlude it (the sprite pass
4244 /// reads depth read-only), so a cursor sprite under the pointer is
4245 /// transparent to the pick.
4246 ///
4247 /// Cost: the CPU backend reads its in-memory z-buffer (free); the
4248 /// GPU backend stages the depth buffer and blocks on a device poll
4249 /// (cheap at click time — do not call every frame). The scene pass
4250 /// always writes depth (L3.1), so the pick works with or without
4251 /// sprites in the frame.
4252 ///
4253 /// **wasm GPU path (PW.1): one-frame latency.** WebGPU has no
4254 /// blocking readback, so the call submits the readback for
4255 /// `(x, y)` and returns the latest **completed** pick — usually
4256 /// `None` on the first call and the value on the next; the value
4257 /// may correspond to the previously requested pixel. Poll by
4258 /// calling again next frame. Hosts needing synchronous picks use
4259 /// the CPU backend (which is synchronous everywhere).
4260 #[must_use]
4261 pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32> {
4262 match &self.inner {
4263 BackendImpl::Cpu(c) => c.pick_depth(x, y),
4264 BackendImpl::Gpu(g) => g.pick_depth(x, y),
4265 }
4266 }
4267
4268 /// World-space view-ray direction (un-normalised) for window pixel
4269 /// `(x, y)`, under the projection the **last frame** rendered with.
4270 /// The backends differ (CPU `setcamera` vs GPU vertical-FOV
4271 /// pinhole), so this hides which one is active. `None` before the
4272 /// first frame. Intersect it with a plane for tile picking, or feed
4273 /// it to [`Self::pick`] for a voxel.
4274 #[must_use]
4275 pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]> {
4276 match &self.inner {
4277 BackendImpl::Cpu(c) => c.pixel_ray(camera, x, y),
4278 BackendImpl::Gpu(g) => g.pixel_ray(camera, x, y),
4279 }
4280 }
4281
4282 /// Canonical screen→world unproject: the full view [`Ray`]
4283 /// (`camera.pos` origin + unit direction) for window pixel
4284 /// `(x, y)`, under whichever projection the last frame used. The
4285 /// one entry point both backends honour — hosts never reconstruct
4286 /// the projection. `None` before the first frame or for a
4287 /// degenerate ray.
4288 ///
4289 /// Compose with [`roxlap_scene::Scene::raycast`] for depth-free
4290 /// picking that's identical on CPU and GPU:
4291 /// `renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max))`.
4292 #[must_use]
4293 pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray> {
4294 let d = self.pixel_ray(camera, x, y)?;
4295 let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
4296 if len < 1e-12 {
4297 return None;
4298 }
4299 Some(Ray {
4300 origin: glam::DVec3::from_array([camera.pos[0], camera.pos[1], camera.pos[2]]),
4301 dir: glam::DVec3::new(d[0] / len, d[1] / len, d[2] / len),
4302 })
4303 }
4304
4305 /// One-call screen→world voxel pick: unproject pixel `(x, y)` with
4306 /// the active backend's projection, read the last frame's depth
4307 /// there, reconstruct the world hit, and resolve it to the owning
4308 /// grid + grid-local voxel via [`Scene::resolve_voxel`]. `None` on
4309 /// sky / no-hit, or when no grid claims the surface.
4310 ///
4311 /// `scene` and `camera` must be the ones the last frame rendered;
4312 /// the projection (size + FOV / `hx,hy,hz`) is taken from that
4313 /// frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
4314 /// depth buffer (a click-time device poll — not per frame). On the
4315 /// **wasm GPU path** the underlying [`Self::pick_depth`] has
4316 /// one-frame latency — expect `None` on the first call after a
4317 /// click and poll again next frame.
4318 #[must_use]
4319 pub fn pick(&self, scene: &Scene, camera: &Camera, x: u32, y: u32) -> Option<PickHit> {
4320 let dir = self.pixel_ray(camera, f64::from(x), f64::from(y))?;
4321 let t = f64::from(self.pick_depth(x, y)?);
4322 let len = (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]).sqrt();
4323 if len < 1e-9 {
4324 return None;
4325 }
4326 let s = t / len; // world = cam.pos + t · (dir / |dir|)
4327 let world = glam::DVec3::new(
4328 camera.pos[0] + dir[0] * s,
4329 camera.pos[1] + dir[1] * s,
4330 camera.pos[2] + dir[2] * s,
4331 );
4332 let (grid, voxel) = scene.resolve_voxel(world, glam::DVec3::from_array(dir))?;
4333 #[allow(clippy::cast_possible_truncation)]
4334 let world_f32 = [world.x as f32, world.y as f32, world.z as f32];
4335 Some(PickHit {
4336 world: world_f32,
4337 grid,
4338 voxel,
4339 })
4340 }
4341}
4342
4343/// A frame in flight (QE-B6) — returned by [`SceneRenderer::frame`].
4344/// Overlays draw into the composited frame with the camera it was
4345/// rendered with; exactly one present happens, by [`Self::present`] /
4346/// `paint_egui` (`hud` feature) or on drop.
4347pub struct Frame<'r> {
4348 renderer: &'r mut SceneRenderer,
4349 /// The camera the frame composited with — overlays must use it.
4350 camera: Camera,
4351 finished: bool,
4352}
4353
4354impl Frame<'_> {
4355 /// Draw world-space overlay lines (see
4356 /// [`SceneRenderer::draw_lines`]); chainable.
4357 #[must_use = "the frame must still be presented (or dropped)"]
4358 pub fn draw_lines(self, lines: &[Line3]) -> Self {
4359 let cam = self.camera;
4360 self.renderer.draw_lines(&cam, lines);
4361 self
4362 }
4363
4364 /// Draw 2D image-sprite quads (see
4365 /// [`SceneRenderer::draw_images`]); chainable.
4366 #[must_use = "the frame must still be presented (or dropped)"]
4367 pub fn draw_images(self, images: &[ImageSprite]) -> Self {
4368 let cam = self.camera;
4369 self.renderer.draw_images(&cam, images);
4370 self
4371 }
4372
4373 /// Present with no UI overlay. Consuming — a second present
4374 /// cannot compile.
4375 pub fn present(mut self) {
4376 self.finish();
4377 }
4378
4379 /// Overlay a tessellated egui UI, then present (`hud` feature) —
4380 /// see [`SceneRenderer::paint_egui`] for the arguments. Consuming.
4381 #[cfg(feature = "hud")]
4382 pub fn paint_egui(
4383 mut self,
4384 jobs: &[egui::ClippedPrimitive],
4385 textures: &egui::TexturesDelta,
4386 pixels_per_point: f32,
4387 ) {
4388 self.finished = true;
4389 self.renderer.paint_egui(jobs, textures, pixels_per_point);
4390 }
4391
4392 fn finish(&mut self) {
4393 if !self.finished {
4394 self.finished = true;
4395 self.renderer.present();
4396 }
4397 }
4398}
4399
4400impl Drop for Frame<'_> {
4401 /// An unfinished frame presents itself — forgetting to present is
4402 /// not representable.
4403 fn drop(&mut self) {
4404 self.finish();
4405 }
4406}
4407
4408#[cfg(test)]
4409mod tests {
4410 use super::*;
4411
4412 /// RP.0 — `Native` resolves to the window size verbatim (the byte-identical
4413 /// gate), `Fixed` ignores the window, `Scale` scales + clamps, and every
4414 /// result is `>= 1` per axis.
4415 #[test]
4416 fn render_resolution_logical_for() {
4417 let win = (1920, 1080);
4418 assert_eq!(RenderResolution::Native.logical_for(win), win);
4419 assert_eq!(
4420 RenderResolution::Fixed { w: 860, h: 520 }.logical_for(win),
4421 (860, 520)
4422 );
4423 // Fixed is independent of the window.
4424 assert_eq!(
4425 RenderResolution::Fixed { w: 860, h: 520 }.logical_for((640, 480)),
4426 (860, 520)
4427 );
4428 assert_eq!(RenderResolution::Scale(0.5).logical_for(win), (960, 540));
4429 // Scale rounds, not truncates: 801 * 0.5 = 400.5 → 401.
4430 assert_eq!(
4431 RenderResolution::Scale(0.5).logical_for((801, 601)),
4432 (401, 301)
4433 );
4434 // Degenerate inputs never produce a zero axis.
4435 assert_eq!(RenderResolution::Scale(0.001).logical_for((1, 1)), (1, 1));
4436 assert_eq!(
4437 RenderResolution::Fixed { w: 0, h: 0 }.logical_for(win),
4438 (1, 1)
4439 );
4440 assert_eq!(RenderResolution::Native.logical_for((0, 0)), (1, 1));
4441 }
4442
4443 /// The handle map must survive the backends' swap-remove indexing:
4444 /// drive a model `DynInstanceMap` against a `Vec` "backend" that
4445 /// swap-removes, and check every live handle keeps resolving to its
4446 /// own payload through a sequence of adds + removes.
4447 #[test]
4448 fn dyn_instance_map_survives_swap_removes() {
4449 let mut map = DynInstanceMap::default();
4450 // The "backend": payload per dynamic index; swap_remove mirrors
4451 // both backends' remove_dyn_instance.
4452 let mut backend: Vec<u32> = Vec::new();
4453 // Our bookkeeping: handle -> the payload we expect it to address.
4454 let mut expect: Vec<(SpriteInstanceId, u32)> = Vec::new();
4455
4456 let add = |map: &mut DynInstanceMap,
4457 backend: &mut Vec<u32>,
4458 expect: &mut Vec<(SpriteInstanceId, u32)>,
4459 payload: u32| {
4460 let dyn_index = backend.len() as u32;
4461 backend.push(payload);
4462 let id = map.alloc(dyn_index);
4463 expect.push((id, payload));
4464 };
4465
4466 for p in 0..6 {
4467 add(&mut map, &mut backend, &mut expect, p);
4468 }
4469
4470 // Remove a middle handle (payload 2) and a later one (payload 4),
4471 // plus the current last — covering swap and no-swap paths.
4472 for victim_payload in [2u32, 4, 5] {
4473 let pos = expect
4474 .iter()
4475 .position(|&(_, p)| p == victim_payload)
4476 .unwrap();
4477 let (id, _) = expect.remove(pos);
4478 let dyn_index = map.dyn_index(id).expect("live handle resolves");
4479 // Backend swap-remove + report moved index (old last), exactly
4480 // like remove_dyn_instance on both backends.
4481 let last = backend.len() - 1;
4482 backend.swap_remove(dyn_index as usize);
4483 let moved = (dyn_index as usize != last).then_some(last as u32);
4484 map.remove(id, dyn_index, moved);
4485 // The removed handle is now stale.
4486 assert!(map.dyn_index(id).is_none(), "removed handle is stale");
4487 }
4488
4489 // Every surviving handle still resolves to its own payload.
4490 for &(id, payload) in &expect {
4491 let idx = map.dyn_index(id).expect("survivor resolves");
4492 assert_eq!(
4493 backend[idx as usize], payload,
4494 "handle addresses its payload"
4495 );
4496 }
4497 assert_eq!(map.order.len(), backend.len());
4498 assert_eq!(backend.len(), expect.len());
4499 }
4500
4501 /// The model slotmap mints stable ids, resolves only live handles,
4502 /// and never reuses a slot — so a removed model's id stays dead and
4503 /// every other id survives the remove.
4504 #[test]
4505 fn dyn_model_map_lifecycle() {
4506 let mut map = EpochSlotMap::default();
4507 // `set_sprites(3 models)` seeds ids 0..3, all live.
4508 map.reset_live(3);
4509 let ids: Vec<SpriteModelId> = (0..3).map(|s| SpriteModelId { slot: s, gen: 0 }).collect();
4510 for (i, &id) in ids.iter().enumerate() {
4511 assert_eq!(map.index(id), Some(i));
4512 }
4513
4514 // Incrementally add a fourth model.
4515 let extra = map.alloc(3);
4516 assert_eq!(extra, SpriteModelId { slot: 3, gen: 0 });
4517 assert_eq!(map.index(extra), Some(3));
4518
4519 // Remove model 1: its handle goes stale, the rest stay valid.
4520 assert!(map.remove(ids[1]));
4521 assert_eq!(map.index(ids[1]), None);
4522 assert_eq!(map.index(ids[0]), Some(0));
4523 assert_eq!(map.index(ids[2]), Some(2));
4524 assert_eq!(map.index(extra), Some(3));
4525
4526 // Double remove / stale removal is a no-op returning false.
4527 assert!(!map.remove(ids[1]));
4528
4529 // A bogus / out-of-range handle resolves to nothing, no panic.
4530 let bogus = SpriteModelId { slot: 999, gen: 0 };
4531 assert_eq!(map.index(bogus), None);
4532 assert!(!map.remove(bogus));
4533
4534 // A handle with a mismatched generation never resolves (guards a
4535 // future compacting registry).
4536 let wrong_gen = SpriteModelId { slot: 0, gen: 7 };
4537 assert_eq!(map.index(wrong_gen), None);
4538 }
4539
4540 /// The voxel-clip slotmap (VCL.4) mints stable ids, resolves only live
4541 /// handles, tombstones in place, and `reset` clears it — mirroring the
4542 /// model slotmap, since clips register append-only too.
4543 #[test]
4544 fn dyn_clip_map_lifecycle() {
4545 let mut map = EpochSlotMap::default();
4546 // Two clips registered incrementally (indices 0, 1).
4547 let c0 = map.alloc(0);
4548 let c1 = map.alloc(1);
4549 assert_eq!(c0, VoxelClipId { slot: 0, gen: 0 });
4550 assert_eq!(map.index(c0), Some(0));
4551 assert_eq!(map.index(c1), Some(1));
4552
4553 // Remove clip 0: stale handle, clip 1 stays valid; slot not reused.
4554 assert!(map.remove(c0));
4555 assert_eq!(map.index(c0), None);
4556 assert_eq!(map.index(c1), Some(1));
4557 // Double / stale / out-of-range removes are false, no panic.
4558 assert!(!map.remove(c0));
4559 assert!(!map.remove(VoxelClipId { slot: 99, gen: 0 }));
4560 // Mismatched generation never resolves.
4561 assert_eq!(map.index(VoxelClipId { slot: 1, gen: 5 }), None);
4562
4563 // `set_sprites` resets the clip layer → ids restart at slot 0, but
4564 // the epoch bumps so old handles don't alias the new clips.
4565 map.reset();
4566 assert_eq!(map.index(c1), None, "reset invalidates old handles");
4567 let again = map.alloc(0); // re-takes slot 0 under the new epoch
4568 assert_eq!(again, VoxelClipId { slot: 0, gen: 1 });
4569 assert_eq!(map.index(again), Some(0));
4570 // The footgun fix: c0 (slot 0, old epoch) must NOT resolve to the new
4571 // clip now occupying slot 0.
4572 assert_eq!(
4573 map.index(c0),
4574 None,
4575 "a pre-reset handle must not alias a new clip on the same slot"
4576 );
4577 }
4578
4579 /// The character slotmap (VCL.6) mints stable ids, resolves only live
4580 /// handles, tombstones in place, and `reset` clears it.
4581 #[test]
4582 fn char_map_lifecycle() {
4583 let mut map = EpochSlotMap::default();
4584 let a = map.alloc(0);
4585 let b = map.alloc(1);
4586 assert_eq!(a, CharacterId { slot: 0, gen: 0 });
4587 assert_eq!(map.index(a), Some(0));
4588 assert_eq!(map.index(b), Some(1));
4589
4590 assert!(map.remove(a));
4591 assert_eq!(map.index(a), None);
4592 assert_eq!(map.index(b), Some(1));
4593 assert!(!map.remove(a)); // double remove is a no-op
4594 assert!(!map.remove(CharacterId { slot: 9, gen: 0 }));
4595 assert_eq!(map.index(CharacterId { slot: 1, gen: 7 }), None);
4596
4597 map.reset();
4598 assert_eq!(map.index(b), None);
4599 assert_eq!(map.alloc(0), CharacterId { slot: 0, gen: 1 });
4600 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4601 }
4602
4603 /// The streaming-clip slotmap (#3) mints stable ids, resolves only live
4604 /// handles, tombstones in place, and `reset` clears it.
4605 #[test]
4606 fn streaming_clip_map_lifecycle() {
4607 let mut map = EpochSlotMap::default();
4608 let a = map.alloc(0);
4609 let b = map.alloc(1);
4610 assert_eq!(a, StreamingClipId { slot: 0, gen: 0 });
4611 assert_eq!(map.index(a), Some(0));
4612 assert_eq!(map.index(b), Some(1));
4613
4614 assert!(map.remove(a));
4615 assert_eq!(map.index(a), None);
4616 assert_eq!(map.index(b), Some(1));
4617 assert!(!map.remove(a)); // double remove is a no-op
4618 assert!(!map.remove(StreamingClipId { slot: 9, gen: 0 }));
4619 assert_eq!(map.index(StreamingClipId { slot: 1, gen: 7 }), None);
4620
4621 map.reset();
4622 assert_eq!(map.index(b), None);
4623 assert_eq!(map.alloc(0), StreamingClipId { slot: 0, gen: 1 });
4624 assert_eq!(map.index(a), None, "pre-reset handle must not alias slot 0");
4625 }
4626
4627 /// The shared clip-playback clock (#6 / VCL.6): `tick` accumulates time
4628 /// at its Q8 speed, resolves the frame, honours `start_phase`, and reads
4629 /// a rewound (negative) clock as frame 0.
4630 #[test]
4631 fn clip_clock_tick_advances_and_resolves_frames() {
4632 // 3 frames, 100 ms each → total 300 ms, looping.
4633 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 256, 0.0); // 1×
4634 assert_eq!(c.tick(0.0), 0); // t=0 → frame 0
4635 assert_eq!(c.tick(0.10), 1); // t=100 → frame 1 (100 is not < 100)
4636 assert_eq!(c.clock_ms as u32, 100);
4637 assert_eq!(c.tick(0.15), 2); // t=250 → frame 2
4638 assert_eq!(c.tick(0.10), 0); // t=350 → 350%300=50 → frame 0
4639 // 0.5× speed advances half as fast.
4640 let mut slow = ClipClock::new(&[100, 100], LoopMode::Once, 128, 0.0); // 0.5×
4641 assert_eq!(slow.tick(0.20), 1); // 200ms wall → 100ms clock → frame 1
4642 assert!((slow.clock_ms - 100.0).abs() < 1e-6);
4643 // start_phase seeds the clock; negative clock reads as frame 0.
4644 // rewind at -1×, clock seeded mid frame 1
4645 let mut phased = ClipClock::new(&[50, 50, 50], LoopMode::Loop, -256, 50.0);
4646 assert_eq!(phased.tick(0.10), 0); // 50 - 100 = -50 → max(0)=0 → frame 0
4647 assert!(phased.clock_ms < 0.0); // kept signed
4648 }
4649
4650 #[test]
4651 fn clip_clock_retarget_swaps_timeline_restarts_keeps_speed() {
4652 // BB.1: swapping a billboard's animation retargets the player's
4653 // timeline (durations + loop) and restarts the clock, but keeps the
4654 // playback rate (the clock policy).
4655 let mut c = ClipClock::new(&[100, 100, 100], LoopMode::Loop, 512, 250.0); // 2×
4656 c.retarget(&[50, 50], LoopMode::Once);
4657 assert_eq!(c.prefix, vec![50, 100]); // new clip's timeline (prefix sums)
4658 assert_eq!(c.loop_mode, LoopMode::Once); // new clip's loop mode
4659 assert!((c.clock_ms - 0.0).abs() < 1e-9); // restarted at frame 0
4660 assert_eq!(c.speed_q8, 512); // playback rate preserved
4661 // After retarget, ticking advances on the *new* timeline.
4662 assert_eq!(c.tick(0.0), 0);
4663 assert_eq!(c.tick(0.025), 1); // 25ms wall × 2× = 50ms → frame 1
4664 }
4665
4666 fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
4667 a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
4668 }
4669 fn unit(v: [f32; 3]) -> bool {
4670 (dot(v, v) - 1.0).abs() < 1e-5
4671 }
4672
4673 #[test]
4674 fn billboard_cylindrical_faces_camera_upright_and_ignores_height() {
4675 // Camera due +x of the sprite. Cylindrical normal (local +y) points
4676 // at the camera horizontally; image vertical (local +z) is world up.
4677 let xf = billboard_transform(
4678 [0.0, 0.0, 0.0],
4679 [10.0, 0.0, 0.0],
4680 BillboardMode::Cylindrical,
4681 )
4682 .expect("non-degenerate");
4683 assert_eq!(xf.up, [1.0, 0.0, 0.0]); // normal → toward camera
4684 assert_eq!(xf.forward, BILLBOARD_UP); // image vertical → world up (-z)
4685 assert_eq!(xf.right, [0.0, -1.0, 0.0]); // image horizontal = screen-right
4686 // Cylindrical ignores camera height: a camera at a different z gives
4687 // the same (vertical) basis.
4688 let high = billboard_transform(
4689 [0.0, 0.0, 0.0],
4690 [10.0, 0.0, -50.0],
4691 BillboardMode::Cylindrical,
4692 )
4693 .unwrap();
4694 assert_eq!(high.up, xf.up);
4695 assert_eq!(high.forward, xf.forward);
4696 // Orthonormal basis.
4697 for v in [xf.right, xf.up, xf.forward] {
4698 assert!(unit(v));
4699 }
4700 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4701 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4702 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4703 }
4704
4705 #[test]
4706 fn billboard_spherical_tilts_with_view_and_normal_points_at_camera() {
4707 // Camera above (-z) and in front (+x): the normal tilts up; the
4708 // image vertical gains an up-tilt too (unlike cylindrical).
4709 let cam = [10.0, 0.0, -10.0];
4710 let xf = billboard_transform([0.0, 0.0, 0.0], cam, BillboardMode::Spherical).unwrap();
4711 // Normal (local +y) = normalized direction to the camera.
4712 let n = bb_norm([cam[0] as f32, cam[1] as f32, cam[2] as f32]).unwrap();
4713 for (u, ni) in xf.up.iter().zip(n.iter()) {
4714 assert!((u - ni).abs() < 1e-5);
4715 }
4716 // Not vertical-locked: image vertical tilts off world up.
4717 assert!(xf.forward != BILLBOARD_UP);
4718 for v in [xf.right, xf.up, xf.forward] {
4719 assert!(unit(v));
4720 }
4721 assert!(dot(xf.right, xf.up).abs() < 1e-5);
4722 assert!(dot(xf.up, xf.forward).abs() < 1e-5);
4723 assert!(dot(xf.right, xf.forward).abs() < 1e-5);
4724 }
4725
4726 #[test]
4727 fn dir_index_bins_view_angle_front_ccw() {
4728 let o = [0.0, 0.0, 0.0];
4729 // N == 1 (non-directional) is always 0, regardless of camera.
4730 assert_eq!(dir_index(o, 0.0, [5.0, 3.0, 0.0], 1), 0);
4731 // 8-way, actor facing +x (yaw 0). Camera in front (+x) = front = 0.
4732 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 8), 0);
4733 // Camera at +y (90° CCW from facing) → sector 2 (90° / 45°).
4734 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 8), 2);
4735 // Camera behind (−x, 180°) → sector 4.
4736 assert_eq!(dir_index(o, 0.0, [-10.0, 0.0, 0.0], 8), 4);
4737 // Camera at −y (270°) → sector 6.
4738 assert_eq!(dir_index(o, 0.0, [0.0, -10.0, 0.0], 8), 6);
4739 // Rotating the actor's facing rotates the picked sector: facing +y
4740 // (yaw 90°), camera at +y is now "front" → 0.
4741 let fy = std::f64::consts::FRAC_PI_2;
4742 assert_eq!(dir_index(o, fy, [0.0, 10.0, 0.0], 8), 0);
4743 // Camera straight overhead (no horizontal bearing) → 0.
4744 assert_eq!(dir_index(o, 0.0, [0.0, 0.0, -10.0], 8), 0);
4745 // 4-way still bins front/left/back/right.
4746 assert_eq!(dir_index(o, 0.0, [10.0, 0.0, 0.0], 4), 0);
4747 assert_eq!(dir_index(o, 0.0, [0.0, 10.0, 0.0], 4), 1);
4748 }
4749
4750 #[test]
4751 fn apply_shadow_flags_toggles_bits_and_preserves_others() {
4752 use roxlap_formats::sprite::{SPRITE_FLAG_NO_SHADOW_CAST, SPRITE_FLAG_NO_SHADOW_RECEIVE};
4753 let other = 1u32 << 2; // an unrelated flag bit must survive every call
4754 let mut f = other;
4755 apply_shadow_flags(&mut f, true, true); // both on ⇒ no NO_* bits
4756 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4757 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4758 apply_shadow_flags(&mut f, false, true); // no cast
4759 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4760 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4761 apply_shadow_flags(&mut f, true, false); // no receive
4762 assert_eq!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4763 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4764 apply_shadow_flags(&mut f, false, false); // neither
4765 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_CAST, 0);
4766 assert_ne!(f & SPRITE_FLAG_NO_SHADOW_RECEIVE, 0);
4767 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4768 }
4769
4770 #[test]
4771 fn apply_lighting_flags_sets_exclusive_mode_and_preserves_others() {
4772 use roxlap_formats::sprite::{
4773 SPRITE_FLAG_LIGHT_AMBIENT_ONLY, SPRITE_FLAG_LIGHT_WORLD_UP, SPRITE_FLAG_NO_SHADOW_CAST,
4774 };
4775 let other = SPRITE_FLAG_NO_SHADOW_CAST; // a shadow bit must survive
4776 let mut f = other;
4777 apply_lighting_flags(&mut f, BillboardLighting::WorldUp);
4778 assert_ne!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0);
4779 assert_eq!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4780 apply_lighting_flags(&mut f, BillboardLighting::AmbientOnly);
4781 assert_eq!(f & SPRITE_FLAG_LIGHT_WORLD_UP, 0, "modes are exclusive");
4782 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4783 apply_lighting_flags(&mut f, BillboardLighting::FullBright);
4784 assert_ne!(
4785 f & SPRITE_FLAG_LIGHT_WORLD_UP,
4786 0,
4787 "full-bright sets both bits"
4788 );
4789 assert_ne!(f & SPRITE_FLAG_LIGHT_AMBIENT_ONLY, 0);
4790 apply_lighting_flags(&mut f, BillboardLighting::FaceNormal);
4791 assert_eq!(
4792 f & (SPRITE_FLAG_LIGHT_WORLD_UP | SPRITE_FLAG_LIGHT_AMBIENT_ONLY),
4793 0
4794 );
4795 assert_eq!(f & other, other, "unrelated bit preserved throughout");
4796 }
4797
4798 #[test]
4799 fn billboard_degenerate_keeps_position_none_stays_none() {
4800 // Degenerate view axes (camera straight overhead) must still
4801 // yield a transform — a fixed fallback facing — because
4802 // dropping it also drops the POSITION update and the actor
4803 // freezes at its last pose (the CC.4 third-person bug: a
4804 // camera at the actor's own xy column degenerated every
4805 // frame). The card is edge-on right then, so the facing
4806 // itself is cosmetically irrelevant.
4807 let xf = billboard_transform(
4808 [1.0, 2.0, 0.0],
4809 [1.0, 2.0, -10.0],
4810 BillboardMode::Cylindrical,
4811 )
4812 .expect("degenerate cylindrical falls back, not drops");
4813 assert_eq!(xf.pos, [1.0, 2.0, 0.0], "position always lands");
4814 let xf = billboard_transform([1.0, 2.0, 0.0], [1.0, 2.0, -10.0], BillboardMode::Spherical)
4815 .expect("degenerate spherical falls back, not drops");
4816 assert_eq!(xf.pos, [1.0, 2.0, 0.0]);
4817 // None mode is never auto-oriented.
4818 assert!(
4819 billboard_transform([0.0, 0.0, 0.0], [10.0, 0.0, 0.0], BillboardMode::None).is_none()
4820 );
4821 }
4822
4823 #[test]
4824 fn dyn_sprite_transform_default_is_identity_and_applies() {
4825 let xf = DynSpriteTransform::default();
4826 assert_eq!(xf.pos, [0.0, 0.0, 0.0]);
4827 assert_eq!(xf.right, [1.0, 0.0, 0.0]);
4828 assert_eq!(xf.up, [0.0, 1.0, 0.0]);
4829 assert_eq!(xf.forward, [0.0, 0.0, 1.0]);
4830
4831 let mut s = Sprite::axis_aligned(
4832 roxlap_formats::kv6::Kv6::solid_cube(2, roxlap_formats::VoxColor(0x80_FF_FF_FF)),
4833 [9.0, 9.0, 9.0],
4834 );
4835 let posed = DynSpriteTransform {
4836 pos: [1.0, 2.0, 3.0],
4837 right: [0.0, 0.0, 1.0],
4838 up: [0.0, 1.0, 0.0],
4839 forward: [1.0, 0.0, 0.0],
4840 };
4841 posed.apply_to(&mut s);
4842 assert_eq!(s.p, [1.0, 2.0, 3.0]);
4843 assert_eq!(s.s, [0.0, 0.0, 1.0]);
4844 assert_eq!(s.h, [0.0, 1.0, 0.0]);
4845 assert_eq!(s.f, [1.0, 0.0, 0.0]);
4846 }
4847
4848 #[test]
4849 fn options_default_is_cpu_intent() {
4850 let o = RenderOptions::default();
4851 assert_eq!(o.backend, BackendPreference::Cpu);
4852 assert_eq!(o.clear_sky.0 & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
4853 }
4854
4855 /// A camera at the origin looking down +Y (voxlap z-down world): right
4856 /// = +X, down = +Z, forward = +Y. Handedness `right × down == forward`.
4857 fn cam_looking_y() -> Camera {
4858 Camera {
4859 pos: [0.0, 0.0, 0.0],
4860 right: [1.0, 0.0, 0.0],
4861 down: [0.0, 0.0, 1.0],
4862 forward: [0.0, 1.0, 0.0],
4863 }
4864 }
4865
4866 #[test]
4867 fn world_quad_corner_layout() {
4868 // Top-left at (-5, 10, -5); u = +X (width), v = +Z (down). A
4869 // 10×10 quad facing the camera (its +Y normal points back at us).
4870 let sprite = ImageSprite {
4871 image: ImageId { slot: 0, gen: 0 },
4872 origin: [-5.0, 10.0, -5.0],
4873 facing: ImageFacing::World {
4874 u: [1.0, 0.0, 0.0],
4875 v: [0.0, 0.0, 1.0],
4876 },
4877 size: [10.0, 10.0],
4878 tint: OverlayColor(0xFFFF_FFFF),
4879 alpha_cutoff: 0.0,
4880 depth_test: true,
4881 double_sided: true,
4882 };
4883 let q = resolve_quad(&sprite, &cam_looking_y()).expect("front-facing");
4884 assert_eq!(q.corners[0], [-5.0, 10.0, -5.0], "TL = origin");
4885 assert_eq!(q.corners[1], [5.0, 10.0, -5.0], "TR = origin + u·size");
4886 assert_eq!(q.corners[2], [-5.0, 10.0, 5.0], "BL = origin + v·size");
4887 assert_eq!(q.corners[3], [5.0, 10.0, 5.0], "BR = origin + u + v");
4888 }
4889
4890 #[test]
4891 fn world_quad_backface_culls_when_single_sided() {
4892 // Same plane but spanned so its normal (u × v) points *away* from
4893 // the camera: swap u/v so the winding flips.
4894 let sprite = ImageSprite {
4895 image: ImageId { slot: 0, gen: 0 },
4896 origin: [-5.0, 10.0, -5.0],
4897 facing: ImageFacing::World {
4898 u: [0.0, 0.0, 1.0], // v-ish
4899 v: [1.0, 0.0, 0.0], // u-ish → normal flips to -Y... toward camera?
4900 },
4901 size: [10.0, 10.0],
4902 tint: OverlayColor(0xFFFF_FFFF),
4903 alpha_cutoff: 0.0,
4904 depth_test: true,
4905 double_sided: false,
4906 };
4907 // With double_sided=false one of the two windings must cull; the
4908 // opposite winding must draw. Exactly one of the two resolves.
4909 let a = resolve_quad(&sprite, &cam_looking_y()).is_some();
4910 let mut flipped = sprite;
4911 flipped.facing = ImageFacing::World {
4912 u: [1.0, 0.0, 0.0],
4913 v: [0.0, 0.0, 1.0],
4914 };
4915 let b = resolve_quad(&flipped, &cam_looking_y()).is_some();
4916 assert!(a ^ b, "exactly one winding is front-facing");
4917 }
4918
4919 #[test]
4920 fn double_sided_never_culls() {
4921 let mut sprite = ImageSprite {
4922 image: ImageId { slot: 0, gen: 0 },
4923 origin: [-5.0, 10.0, -5.0],
4924 facing: ImageFacing::World {
4925 u: [0.0, 0.0, 1.0],
4926 v: [1.0, 0.0, 0.0],
4927 },
4928 size: [10.0, 10.0],
4929 tint: OverlayColor(0xFFFF_FFFF),
4930 alpha_cutoff: 0.0,
4931 depth_test: true,
4932 double_sided: true,
4933 };
4934 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4935 sprite.facing = ImageFacing::World {
4936 u: [1.0, 0.0, 0.0],
4937 v: [0.0, 0.0, 1.0],
4938 };
4939 assert!(resolve_quad(&sprite, &cam_looking_y()).is_some());
4940 }
4941
4942 #[test]
4943 fn ray_quad_uv_center_and_corners() {
4944 // 10×10 quad on the y=10 plane: TL(-5,10,-5) u=+X v=+Z. Camera at
4945 // origin looking +Y. A ray straight at the quad centre → uv (.5,.5).
4946 let corners = [
4947 [-5.0, 10.0, -5.0], // TL
4948 [5.0, 10.0, -5.0], // TR
4949 [-5.0, 10.0, 5.0], // BL
4950 [5.0, 10.0, 5.0], // BR
4951 ];
4952 let (uv, t) = ray_quad_uv([0.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).expect("center hit");
4953 assert!(
4954 (uv[0] - 0.5).abs() < 1e-5 && (uv[1] - 0.5).abs() < 1e-5,
4955 "centre → (.5,.5)"
4956 );
4957 assert!((t - 10.0).abs() < 1e-4, "t = plane distance");
4958 // Ray toward the TL corner texel region (−x, +y, −z) → uv near (0,0).
4959 let (uv_tl, _) = ray_quad_uv([0.0, 0.0, 0.0], [-4.0, 10.0, -4.0], &corners).unwrap();
4960 assert!(uv_tl[0] < 0.2 && uv_tl[1] < 0.2, "toward TL → small uv");
4961 }
4962
4963 #[test]
4964 fn ray_quad_uv_misses_outside_and_behind() {
4965 let corners = [
4966 [-5.0, 10.0, -5.0],
4967 [5.0, 10.0, -5.0],
4968 [-5.0, 10.0, 5.0],
4969 [5.0, 10.0, 5.0],
4970 ];
4971 // Ray pointing away (−Y) never reaches the +Y plane in front.
4972 assert!(ray_quad_uv([0.0, 0.0, 0.0], [0.0, -1.0, 0.0], &corners).is_none());
4973 // Ray parallel to the quad plane (in +X) → no intersection.
4974 assert!(ray_quad_uv([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], &corners).is_none());
4975 // Ray hitting the plane far outside the quad → outside uv.
4976 assert!(ray_quad_uv([100.0, 0.0, 0.0], [0.0, 1.0, 0.0], &corners).is_none());
4977 }
4978
4979 #[test]
4980 fn billboard_axes_orthogonal_and_top_toward_up() {
4981 // World up = -Z (z-down world). The billboard's v (top→bottom)
4982 // must point away from `up`, and u/v must be ⟂ the view direction.
4983 let up = [0.0, 0.0, -1.0];
4984 let sprite = ImageSprite {
4985 image: ImageId { slot: 0, gen: 0 },
4986 origin: [0.0, 50.0, 0.0],
4987 facing: ImageFacing::Billboard { up },
4988 size: [4.0, 4.0],
4989 tint: OverlayColor(0xFFFF_FFFF),
4990 alpha_cutoff: 0.0,
4991 depth_test: false,
4992 double_sided: false, // billboards must NEVER cull
4993 };
4994 let q = resolve_quad(&sprite, &cam_looking_y()).expect("billboard always faces camera");
4995 let u = v_sub(q.corners[1], q.corners[0]); // TR - TL = u·size
4996 let v = v_sub(q.corners[2], q.corners[0]); // BL - TL = v·size
4997 let fwd = [0.0, 1.0, 0.0];
4998 assert!(v_dot(u, fwd).abs() < 1e-5, "u ⟂ view");
4999 assert!(v_dot(v, fwd).abs() < 1e-5, "v ⟂ view");
5000 assert!(v_dot(u, v).abs() < 1e-5, "u ⟂ v");
5001 assert!(
5002 v_dot(v, up) < 0.0,
5003 "rows grow away from `up` (top edge toward up)"
5004 );
5005 }
5006}
5007
5008#[cfg(test)]
5009mod image_map_tests {
5010 use super::{ImageId, ImageSlotMap};
5011
5012 /// QE-B6 regression — image slots are reused by the backends, so
5013 /// a stale handle must resolve to nothing rather than alias the
5014 /// texture that re-took its slot (the pre-B6 behaviour).
5015 #[test]
5016 fn image_ids_are_generational() {
5017 let mut m = ImageSlotMap::default();
5018 let a = m.alloc(0);
5019 assert_eq!(m.index(a), Some(0));
5020 assert!(m.remove(a));
5021 assert_eq!(m.index(a), None);
5022
5023 // The backend hands slot 0 out again: a fresh generation.
5024 let b = m.alloc(0);
5025 assert_ne!(a, b, "reused slot must mint a distinct handle");
5026 assert_eq!(m.index(b), Some(0));
5027 assert_eq!(m.index(a), None, "stale handle stays stale");
5028 assert!(!m.remove(a), "stale drop is refused…");
5029 assert_eq!(m.index(b), Some(0), "…and cannot hurt the newcomer");
5030
5031 // Appending past the end still works.
5032 let c = m.alloc(1);
5033 assert_eq!(m.index(c), Some(1));
5034 let _ = ImageId { slot: 9, gen: 9 };
5035 assert_eq!(m.index(ImageId { slot: 9, gen: 9 }), None);
5036 }
5037}