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roxlap_render/
lib.rs

1//! roxlap-render — unified CPU/GPU renderer facade.
2//!
3//! One [`SceneRenderer`] hides the choice between the CPU opticast
4//! path (`roxlap-core` / `roxlap-scene`, presented via `softbuffer`)
5//! and the GPU compute-shader path (`roxlap-gpu`, presented via its
6//! own wgpu surface). Construction picks the GPU backend when asked
7//! and able, and **falls back to CPU automatically** when WGPU init
8//! fails — so a host never has to branch on GPU availability or carry
9//! the `Scene`→GPU upload/refresh/transform glue itself.
10//!
11//! Hosts stay thin: build a `Scene`, advance it from input, then call
12//! [`SceneRenderer::render`] each frame. The facade owns the window
13//! surface, the framebuffer/z-buffer (CPU) or the resident scene +
14//! dirty-chunk tracking (GPU), and presentation.
15//!
16//! This is the RF.0 skeleton: backend selection + fallback + a
17//! clear-to-sky frame. RF.1/RF.2 fill in the real CPU/GPU scene
18//! render; RF.3 adds sprites; RF.4 adds framebuffer capture.
19
20#![forbid(unsafe_code)]
21
22mod cpu;
23mod gpu;
24
25use std::sync::Arc;
26
27use winit::window::Window;
28
29use roxlap_core::opticast::OpticastSettings;
30use roxlap_core::sky::Sky;
31use roxlap_core::sprite::SpriteLighting;
32use roxlap_core::Camera;
33use roxlap_scene::Scene;
34
35pub use roxlap_formats::sprite::Sprite;
36pub use roxlap_gpu::{GpuInitError, GpuRendererSettings};
37
38use crate::cpu::CpuBackend;
39use crate::gpu::GpuBackend;
40
41/// One placed sprite instance: which [`SpriteSet::models`] entry and
42/// where in the world.
43pub struct SpriteInstanceDesc {
44    pub model: usize,
45    pub pos: [f32; 3],
46}
47
48/// Backend-agnostic sprite description. The facade builds the CPU
49/// per-instance draw list and the GPU instanced registry from the
50/// same data, so both backends show identical sprites. The host owns
51/// content (which models, where, recolouring) — building a recoloured
52/// variant is just a second [`Sprite`] model with edited `kv6.voxels`.
53pub struct SpriteSet {
54    /// Distinct voxel models (KV6 + base orientation). Instances index
55    /// into this; their position overrides the model's.
56    pub models: Vec<Sprite>,
57    pub instances: Vec<SpriteInstanceDesc>,
58    /// Model the [`SceneRenderer::carve_active_sprite`] hotkey edits
59    /// (GPU only, mirroring the demo's `G`-carve). `None` disables it.
60    pub carve_model: Option<usize>,
61}
62
63/// Per-frame inputs both backends consume. The host builds the
64/// [`OpticastSettings`] (it owns scan distance etc.); the facade does
65/// everything else (pool config, sky fill, render, present).
66pub struct FrameParams<'a> {
67    /// CPU opticast settings (scan distance, mip ladder, framebuffer
68    /// geometry). Ignored by the GPU backend.
69    pub settings: &'a OpticastSettings,
70    /// Packed engine sky colour: the CPU sky-miss fill + skycast, and
71    /// the clear colour if no scene renders.
72    pub sky_color: u32,
73    /// Optional sky panorama for the CPU rasterizer's sky sampling.
74    pub sky: Option<&'a Sky>,
75    /// CPU fog: packed colour + max scan distance (voxels). `0` scan
76    /// distance disables CPU fog.
77    pub fog_color: u32,
78    pub fog_max_scan_dist: i32,
79    /// CPU: treat z=255 as air (avoids the S1.X bedrock path for
80    /// out-of-bounds cameras).
81    pub treat_z_max_as_air: bool,
82    /// GPU scene-grid LOD scan distance (world units); see GPU.11.1.
83    /// Ignored by the CPU backend.
84    pub gpu_mip_scan_dist: f32,
85    /// GPU outer-DDA step budget (chunks). Ignored by the CPU backend.
86    pub gpu_max_outer_steps: u32,
87    /// GPU vertical field of view (radians). Ignored by the CPU
88    /// backend (it derives projection from [`OpticastSettings`]).
89    pub gpu_fov_y_rad: f32,
90    /// CPU sprite shading (built by the host from its engine). Required
91    /// for the CPU backend to draw sprites; ignored by the GPU backend
92    /// (its sprite pass shades from the uploaded model colours). `None`
93    /// skips CPU sprite drawing.
94    pub sprite_lighting: Option<&'a SpriteLighting<'a>>,
95}
96
97/// Which renderer a [`SceneRenderer`] resolved to at construction.
98#[derive(Clone, Copy, PartialEq, Eq, Debug)]
99pub enum Backend {
100    /// `roxlap-core` opticast, presented via `softbuffer`.
101    Cpu,
102    /// `roxlap-gpu` compute marcher, presented via wgpu.
103    Gpu,
104}
105
106/// Construction-time options for [`SceneRenderer::new`].
107pub struct RenderOptions {
108    /// Try the GPU backend first. When `false`, or when GPU init
109    /// fails, the renderer uses the CPU backend.
110    pub want_gpu: bool,
111    /// Settings forwarded to [`roxlap_gpu::GpuRenderer`] when the GPU
112    /// backend is selected.
113    pub gpu: GpuRendererSettings,
114    /// Packed `0x00RRGGBB` (alpha ignored) the empty/clear frame fills
115    /// with until a scene render lands. Also the CPU sky-miss colour
116    /// default if a frame supplies none.
117    pub clear_sky: u32,
118    /// CPU [`ScratchPool`](roxlap_core::rasterizer::ScratchPool) `lastx`
119    /// sizing — the largest combined grid `vsid` the CPU rasterizer
120    /// will see. Pre-sizing keeps later frames allocation-free.
121    pub cpu_max_grid_vsid: u32,
122    /// CPU strip-parallel render thread count (capped to the rayon
123    /// pool). One [`ScratchPool`](roxlap_core::rasterizer::ScratchPool)
124    /// slot per thread.
125    pub cpu_render_threads: usize,
126}
127
128impl Default for RenderOptions {
129    fn default() -> Self {
130        Self {
131            want_gpu: false,
132            gpu: GpuRendererSettings::default(),
133            clear_sky: 0x0099_b3d9,
134            // 32 chunks × CHUNK_SIZE_XY — the scene-demo's widest
135            // combined ground grid.
136            cpu_max_grid_vsid: 32 * roxlap_scene::CHUNK_SIZE_XY,
137            cpu_render_threads: 4,
138        }
139    }
140}
141
142/// Renderer-internal backend; never exposes wgpu or softbuffer types.
143/// The GPU variant owns the whole wgpu device/queue/pipelines, so
144/// it's boxed to keep the enum small.
145enum BackendImpl {
146    Cpu(CpuBackend),
147    Gpu(Box<GpuBackend>),
148}
149
150/// Unified renderer over the CPU and GPU paths. See the crate docs.
151pub struct SceneRenderer {
152    inner: BackendImpl,
153}
154
155impl SceneRenderer {
156    /// Build a renderer for `window`. Selects the GPU backend when
157    /// `opts.want_gpu` and WGPU initialises; otherwise the CPU
158    /// backend. **Never fails** — a missing/incompatible GPU silently
159    /// yields the CPU path (the message is logged to stderr).
160    #[must_use]
161    pub fn new(window: Arc<Window>, opts: &RenderOptions) -> Self {
162        if opts.want_gpu {
163            match GpuBackend::new(window.clone(), opts) {
164                Ok(g) => {
165                    return Self {
166                        inner: BackendImpl::Gpu(Box::new(g)),
167                    };
168                }
169                Err(e) => {
170                    eprintln!(
171                        "roxlap-render: GPU init failed ({e}); falling back to the CPU renderer",
172                    );
173                }
174            }
175        }
176        Self {
177            inner: BackendImpl::Cpu(CpuBackend::new(window, opts)),
178        }
179    }
180
181    /// Which backend was selected.
182    #[must_use]
183    pub fn backend(&self) -> Backend {
184        match self.inner {
185            BackendImpl::Cpu(_) => Backend::Cpu,
186            BackendImpl::Gpu(_) => Backend::Gpu,
187        }
188    }
189
190    /// The GPU adapter description when on the GPU backend, else
191    /// `None`.
192    #[must_use]
193    pub fn adapter_info(&self) -> Option<&str> {
194        match &self.inner {
195            BackendImpl::Gpu(g) => Some(g.adapter_info()),
196            BackendImpl::Cpu(_) => None,
197        }
198    }
199
200    /// Upload an equirectangular sky panorama (RGBA8, `w×h`) for the
201    /// GPU marcher's sky sampling. No-op on the CPU backend, which
202    /// samples the [`Sky`] passed in each [`FrameParams`] instead.
203    pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32) {
204        if let BackendImpl::Gpu(g) = &mut self.inner {
205            g.set_sky_panorama(rgba, w, h);
206        }
207    }
208
209    /// Follow a window resize. CPU resizes its framebuffer lazily, so
210    /// this only matters to the GPU swapchain — but it's safe to call
211    /// for both.
212    pub fn resize(&mut self, width: u32, height: u32) {
213        match &mut self.inner {
214            BackendImpl::Cpu(c) => c.resize(width, height),
215            BackendImpl::Gpu(g) => g.resize(width, height),
216        }
217    }
218
219    /// Render `scene` from `view` with `frame` params and present to
220    /// the window. The CPU backend fills sky, runs the opticast
221    /// compositor, and presents via softbuffer; the GPU backend
222    /// uploads/refreshes the scene and runs the compute marcher, then
223    /// the sprite pass.
224    pub fn render(&mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams) {
225        match &mut self.inner {
226            BackendImpl::Cpu(c) => c.render(scene, camera, frame),
227            BackendImpl::Gpu(g) => g.render(scene, camera, frame),
228        }
229    }
230
231    /// Register sprite models + instances. The CPU backend builds a
232    /// per-instance draw list; the GPU backend builds an instanced
233    /// model registry. Call once at setup (or again to replace).
234    pub fn set_sprites(&mut self, set: &SpriteSet) {
235        match &mut self.inner {
236            BackendImpl::Cpu(c) => c.set_sprites(set),
237            BackendImpl::Gpu(g) => g.set_sprites(set),
238        }
239    }
240
241    /// Carve the next z-layer off the [`SpriteSet::carve_model`] and
242    /// re-upload (the demo's `G` hotkey + GPU.12 copy-on-modify). GPU
243    /// only; a no-op on the CPU backend. Returns the voxels removed.
244    pub fn carve_active_sprite(&mut self) -> u32 {
245        match &mut self.inner {
246            BackendImpl::Cpu(_) => 0,
247            BackendImpl::Gpu(g) => g.carve_active_sprite(),
248        }
249    }
250
251    /// Request that the next [`render`](Self::render) capture its
252    /// framebuffer for [`take_capture`](Self::take_capture). CPU only
253    /// (the GPU swapchain isn't read back) — a no-op on GPU.
254    pub fn request_capture(&mut self) {
255        if let BackendImpl::Cpu(c) = &mut self.inner {
256            c.request_capture();
257        }
258    }
259
260    /// Take the most recently captured frame as packed `0x00RRGGBB`
261    /// pixels + dimensions, or `None` if no capture is ready / GPU.
262    pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)> {
263        match &mut self.inner {
264            BackendImpl::Cpu(c) => c.take_capture(),
265            BackendImpl::Gpu(_) => None,
266        }
267    }
268}
269
270#[cfg(test)]
271mod tests {
272    use super::*;
273
274    #[test]
275    fn options_default_is_cpu_intent() {
276        let o = RenderOptions::default();
277        assert!(!o.want_gpu);
278        assert_eq!(o.clear_sky & 0xFF00_0000, 0, "clear_sky is 0x00RRGGBB");
279    }
280}