roxlap_scene/render.rs
1//! Scene-level rendering — drives `roxlap_core::opticast::opticast`
2//! across the grids of a [`Scene`].
3//!
4//! Two entry points:
5//!
6//! - [`render_scene_composed`] (recommended for multi-grid scenes):
7//! per grid, allocates a temporary framebuffer + zbuffer, runs
8//! opticast into the temp, then merges into the shared output via
9//! per-pixel min-z. Correctly composites overlapping grid output.
10//! - [`render_scene`] (single-grid trusting caller): writes every
11//! grid directly into the shared rasterizer. For single-grid
12//! scenes this matches a direct opticast call byte-for-byte; for
13//! multi-grid it's last-grid-wins (sky writes from grid B
14//! overwrite grid A's hits). Useful for tests / single-grid
15//! sanity checks.
16//!
17//! ## S4B.2.e: Approach B multi-chunk dispatch
18//!
19//! Both APIs route per-grid rendering through
20//! [`crate::Grid::chunk_xy_backing`] → [`roxlap_core::ChunkGrid`] →
21//! [`roxlap_core::GridView::from_chunk_grid`] → `opticast`.
22//! `opticast`'s prelude looks up the camera's chunk via
23//! [`roxlap_core::GridView::chunk_at_xy`]; the grouscan column-step
24//! swaps the active per-chunk `(slab_buf, column_offsets)` when
25//! rays cross a chunk-XY boundary. The combined-world stitch
26//! (Approach C, S4.0..S4.2) is no longer in the render path — the
27//! lighting bake still uses it until S4B.4 lands a per-chunk bake.
28//!
29//! Per-grid rotation (S5) and per-grid LOD (S6) plug in at the
30//! same dispatch point: rotate the world camera into grid-local
31//! before the chunk-grid lookup, then dispatch coarse / fine /
32//! billboard based on grid-camera distance.
33
34// `fb` / `zb` (framebuffer / zbuffer) and the `_fb` / `_zb` suffixes
35// throughout this module are voxlap-canonical pairs — drilling them
36// apart with longer names just hurts readability.
37#![allow(clippy::similar_names)]
38
39use glam::DVec3;
40use roxlap_core::dda::{render_dda_parallel, CpuLights, CpuPointLight, DdaEnv};
41use roxlap_core::opticast::OpticastSettings;
42use roxlap_core::sky::Sky;
43use roxlap_core::Camera;
44use roxlap_formats::material::MaterialTable;
45
46use crate::billboard::{self, BillboardCache, DEFAULT_RESOLUTION as BILLBOARD_RESOLUTION};
47use crate::chunks;
48use crate::lod::Lod;
49use crate::occluder::SceneOccluder;
50use crate::{GridId, GridTransform, Scene, CHUNK_SIZE_XY};
51use roxlap_core::{CompositeOccluder, WorldOccluder, WorldShadowCtx};
52use std::collections::HashMap;
53
54/// Sentinel colour stamped into a `render_sky = false` grid's
55/// temporary framebuffer wherever the rasterizer would have drawn
56/// sky. After opticast, [`render_scene_composed`] walks the temp
57/// buffer and resets `temp_zb` to [`f32::INFINITY`] for any pixel
58/// still carrying this value — those pixels then always lose
59/// [`compose_into`]'s min-z test and the underlying grid's sky
60/// (or another grid's hit) wins.
61///
62/// Alpha byte is `0x00`. Voxlap voxel slabs carry an alpha-encoded
63/// shade in `[0x00, 0x80]`, but a `0x00` alpha **with this exact
64/// RGB pattern** is exceedingly unlikely to occur on a real hit
65/// (the lit-voxel path produces alpha ≥ 0x40 in practice). Bit
66/// pattern is also visually distinct (cyan-ish neon) if anything
67/// ever leaks through to the screen, making the bug obvious.
68const SKY_MASK_SENTINEL: u32 = 0x00_DE_AD_BE;
69
70/// CPU fog + per-face shading config for the DDA backend, passed by
71/// value into the scene render entry points (replaces the old
72/// `&mut ScratchPool` parameter the voxlap path threaded fog through).
73///
74/// `max_scan_dist <= 0` disables fog (no distance blend). Otherwise the
75/// DDA renderer linearly ramps a hit's colour toward [`Self::color`]
76/// over `max_scan_dist` voxels. `side_shades` darkens each of the six
77/// voxel faces — `[x-, x+, y-, y+, z-, z+]`.
78#[derive(Debug, Clone, Copy, Default)]
79pub struct CpuFog {
80 /// Low-24-bit RGB fog colour.
81 pub color: u32,
82 /// Distance (voxels) at which fog is fully opaque; `<= 0` ⇒ fog OFF.
83 pub max_scan_dist: i32,
84 /// Per-face brightness reduction `[x-, x+, y-, y+, z-, z+]`.
85 pub side_shades: [i8; 6],
86}
87
88/// Project a world-space [`Camera`] into a grid's local frame:
89/// translate by `-transform.origin`, then apply
90/// `transform.rotation.inverse()` to the position and the
91/// orthonormal basis (`right` / `down` / `forward`).
92///
93/// Identity rotation collapses to pure translation, byte-identical
94/// to the pre-S5 path (`DQuat::IDENTITY * v == v`). For a rotated
95/// grid the rasterizer still sees an axis-aligned chunk grid —
96/// rotation is invisible below this layer per PORTING-SCENE.md § S5.
97///
98/// The basis is rotated as a free vector (no translation
99/// component); position is rotated about the grid origin.
100fn world_camera_to_grid_local(camera: &Camera, transform: &GridTransform) -> Camera {
101 let inv = transform.rotation.inverse();
102 let world_offset = DVec3::from_array(camera.pos) - transform.origin;
103 let local_pos = inv * world_offset;
104 let local_right = inv * DVec3::from_array(camera.right);
105 let local_down = inv * DVec3::from_array(camera.down);
106 let local_forward = inv * DVec3::from_array(camera.forward);
107 Camera {
108 pos: local_pos.to_array(),
109 right: local_right.to_array(),
110 down: local_down.to_array(),
111 forward: local_forward.to_array(),
112 }
113}
114
115/// CPU.1 — transform world-space dynamic lights into a grid's local frame
116/// (the same translate + inverse-rotation as [`world_camera_to_grid_local`]):
117/// point positions are points (origin-relative + inverse-rotated); the sun
118/// direction is a vector (inverse-rotated only). Point lights land in `scratch`
119/// so the returned [`CpuLights`] can borrow them for the grid's render.
120///
121/// PF.7 (C4) — `grid_sphere` is the grid's world-space bounding sphere
122/// `(centre, radius)`: a light whose reach-sphere can't touch it (with
123/// slack for the shadow-bias sample offset) is dropped BEFORE the
124/// transform, so the per-hit light loop never sees it. Conservative ⇒
125/// byte-identical (a dropped light's `point_falloff` would be 0 at every
126/// reachable sample anyway). `None` skips the cull.
127fn grid_local_lights<'a>(
128 world: &CpuLights<'_>,
129 transform: &GridTransform,
130 scratch: &'a mut Vec<CpuPointLight>,
131 grid_sphere: Option<(DVec3, f64)>,
132) -> CpuLights<'a> {
133 scratch.clear();
134 if !world.enabled {
135 return CpuLights::default();
136 }
137 let inv = transform.rotation.inverse();
138 #[allow(clippy::cast_possible_truncation)]
139 let sun_dir = if world.sun {
140 let d = inv
141 * DVec3::new(
142 f64::from(world.sun_dir[0]),
143 f64::from(world.sun_dir[1]),
144 f64::from(world.sun_dir[2]),
145 );
146 [d.x as f32, d.y as f32, d.z as f32]
147 } else {
148 [0.0; 3]
149 };
150 // Shade samples sit on voxel surfaces inside the bounding sphere,
151 // nudged up to `shadow_bias` along the normal — expand by that plus
152 // a unit of float slack.
153 let cull_slack = f64::from(world.shadow_bias) + 1.0;
154 for p in world.points {
155 if let Some((centre, radius)) = grid_sphere {
156 let lp = DVec3::new(
157 f64::from(p.pos[0]),
158 f64::from(p.pos[1]),
159 f64::from(p.pos[2]),
160 );
161 if (lp - centre).length() > f64::from(p.radius) + radius + cull_slack {
162 continue;
163 }
164 }
165 let lp = inv
166 * (DVec3::new(
167 f64::from(p.pos[0]),
168 f64::from(p.pos[1]),
169 f64::from(p.pos[2]),
170 ) - transform.origin);
171 // SL — the cone axis is a vector: inverse-rotate only (no origin).
172 let sd = inv
173 * DVec3::new(
174 f64::from(p.spot_dir[0]),
175 f64::from(p.spot_dir[1]),
176 f64::from(p.spot_dir[2]),
177 );
178 #[allow(clippy::cast_possible_truncation)]
179 scratch.push(CpuPointLight {
180 pos: [lp.x as f32, lp.y as f32, lp.z as f32],
181 color: p.color,
182 intensity: p.intensity,
183 radius: p.radius,
184 casts_shadow: p.casts_shadow,
185 spot_dir: [sd.x as f32, sd.y as f32, sd.z as f32],
186 cos_inner: p.cos_inner,
187 cos_outer: p.cos_outer,
188 });
189 }
190 CpuLights {
191 enabled: true,
192 sun: world.sun,
193 sun_dir,
194 sun_color: world.sun_color,
195 sun_intensity: world.sun_intensity,
196 sun_casts_shadow: world.sun_casts_shadow,
197 points: scratch.as_slice(),
198 ambient: world.ambient,
199 bands: world.bands,
200 shadow_tint: world.shadow_tint,
201 // CPU.2 — shadows: the rig is world-space here; shadow distances are
202 // grid-uniform (no scaling), so they carry through unchanged.
203 shadow_strength: world.shadow_strength,
204 shadow_bias: world.shadow_bias,
205 shadow_max_dist: world.shadow_max_dist,
206 }
207}
208
209/// Outcome of a [`render_scene`] / [`render_scene_composed`] call.
210#[derive(Debug, Clone, Copy, PartialEq, Eq)]
211pub enum RenderOutcome {
212 /// At least one grid produced a render.
213 Rendered {
214 /// Number of grids that were drawn.
215 grids_drawn: usize,
216 },
217 /// No grid rendered — the scene was empty (no populated grids).
218 Empty,
219}
220
221/// Render every grid in `scene` directly into `(fb, zb)` — no
222/// per-grid temp buffer, no compose merge. For multi-grid scenes
223/// this is last-grid-wins (later grids' opticast writes overwrite
224/// earlier grids' pixels indiscriminately, including sky), so it's
225/// only correct for single-grid scenes.
226///
227/// Use this when you have one grid and want the byte-stable
228/// PR.3: pick the cheapest `GridView` constructor that matches the
229/// grid's chunk layout.
230///
231/// Trivial-single-chunk grids (1 chunk at index `(0, 0, 0)`) bypass
232/// the multi-chunk rasterizer path: `GridView::from_single_vxl`
233/// leaves `chunk_grid = None`, so `phase_after_delete_kept_presync`
234/// takes the cheaper single-chunk branch instead of doing
235/// `chunk_at_xyz` + IVec2-equality + `Option::is_some` per
236/// column-step. Markers / pickups / small ships qualify.
237///
238/// Multi-chunk grids (ground, larger ships) fall through to
239/// `from_chunk_grid` with the supplied `ChunkGrid`.
240fn single_chunk_fast_path<'a>(
241 backing: &'a chunks::ChunkXyBacking<'a>,
242 cg: &'a roxlap_core::ChunkGrid<'a>,
243) -> roxlap_core::GridView<'a> {
244 if backing.chunks_x == 1
245 && backing.chunks_y == 1
246 && backing.chunks_z == 1
247 && backing.origin_chunk_xy == [0, 0]
248 && backing.origin_chunk_z == 0
249 {
250 // chunk_xyz_backing populates each `Vec<Option<GridView>>`
251 // slot via `GridView::from_single_vxl`, which leaves
252 // `chunk_grid = None`. Reuse that directly.
253 if let Some(single) = backing.chunks[0] {
254 return single;
255 }
256 }
257 roxlap_core::GridView::from_chunk_grid(cg, CHUNK_SIZE_XY)
258}
259
260/// matches-direct-opticast property — the test suite uses it as a
261/// sanity check that the combined-world stitch + render harness
262/// doesn't drift vs. a raw `opticast` call.
263///
264/// Caller pre-fills `fb` with the desired sky colour and `zb` with
265/// any value (typically `0.0` matching the per-chunk renderer's
266/// convention or `f32::INFINITY` for compose-friendly init); the
267/// rasterizer overwrites both per pixel that gets a hit.
268#[allow(clippy::too_many_arguments)]
269pub fn render_scene(
270 fb: &mut [u32],
271 zb: &mut [f32],
272 pitch_pixels: usize,
273 width: u32,
274 height: u32,
275 fog: CpuFog,
276 scene: &mut Scene,
277 camera: &Camera,
278 settings: &OpticastSettings,
279 sky: Option<&Sky>,
280) -> RenderOutcome {
281 debug_assert_eq!(fb.len(), zb.len());
282 let pixel_count = (width as usize) * (height as usize);
283 debug_assert_eq!(fb.len(), pixel_count);
284
285 let mut grids_drawn = 0usize;
286 for (_id, grid) in scene.grids_mut() {
287 // S4B.2.e: Approach B render path. World → grid-local
288 // camera transform doesn't need a voxel-offset adjustment
289 // anymore — Approach B's chunks live at their signed
290 // (chx, chy) indices and `chunk_at_xy` handles negative-
291 // index lookups natively.
292 //
293 // S5.0: per-grid arbitrary rotation. The local camera is
294 // built by `world_camera_to_grid_local` — translation +
295 // inverse-rotation of the basis. Identity rotation keeps
296 // this byte-identical to the pre-S5 translate-only form.
297 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
298 // before borrowing the grid immutably for `backing`.
299 let dda_mip = grid.ensure_dda_bricks(0);
300 let Some(backing) = grid.chunk_xyz_backing() else {
301 // Empty grid (no populated chz=0 chunks) — skip.
302 continue;
303 };
304 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
305 let cg = roxlap_core::ChunkGrid {
306 chunks: &backing.chunks,
307 origin_chunk_xy: backing.origin_chunk_xy,
308 origin_chunk_z: backing.origin_chunk_z,
309 chunks_x: backing.chunks_x,
310 chunks_y: backing.chunks_y,
311 chunks_z: backing.chunks_z,
312 };
313 let grid_view = single_chunk_fast_path(&backing, &cg);
314 // DDA backend. The direct path doesn't pre-fill, so seed sky
315 // (black) + far depth here — DDA leaves misses untouched.
316 for px in fb.iter_mut() {
317 *px = 0;
318 }
319 for d in zb.iter_mut() {
320 *d = f32::INFINITY;
321 }
322 let fog_on = fog.max_scan_dist > 0;
323 #[allow(clippy::cast_precision_loss)]
324 let env = DdaEnv {
325 sky,
326 fog_color: if fog_on { fog.color } else { 0 },
327 fog_max_dist: if fog_on {
328 fog.max_scan_dist.max(1) as f32
329 } else {
330 0.0
331 },
332 side_shades: fog.side_shades,
333 // The direct (non-composed) path is opaque-only; terrain
334 // materials flow through render_scene_composed_with_materials.
335 materials: None,
336 terrain_materials: &[],
337 // The direct path is unlit (lighting flows through the composed
338 // path); keep it on the baked-byte shade.
339 lights: CpuLights::default(),
340 world_shadow: None,
341 };
342 render_dda_parallel(
343 &local_cam,
344 settings,
345 grid_view,
346 fb,
347 zb,
348 pitch_pixels,
349 &env,
350 &grid.dda_brick_cache,
351 dda_mip,
352 );
353 grids_drawn += 1;
354 }
355 if grids_drawn == 0 {
356 RenderOutcome::Empty
357 } else {
358 RenderOutcome::Rendered { grids_drawn }
359 }
360}
361
362/// Per-pixel "min-z wins" merge of `(temp_fb, temp_zb)` into
363/// `(shared_fb, shared_zb)`.
364///
365/// Voxlap's z-buffer convention: `z` = perpendicular distance from
366/// camera; **smaller `z` = closer to camera**. This helper picks
367/// the closer pixel per slot. Sky pixels emerge with a large `z`
368/// (`scratch.skycast.dist`, set to `gxmax` or `i32::MAX` per
369/// `phase_startsky`) so they always lose to any hit's finite
370/// distance.
371///
372/// `temp_fb` / `temp_zb` are read-only inputs; both must have the
373/// same length as `shared_fb` / `shared_zb` (debug-asserted).
374pub fn compose_into(
375 shared_fb: &mut [u32],
376 shared_zb: &mut [f32],
377 temp_fb: &[u32],
378 temp_zb: &[f32],
379) {
380 debug_assert_eq!(shared_fb.len(), shared_zb.len());
381 debug_assert_eq!(shared_fb.len(), temp_fb.len());
382 debug_assert_eq!(shared_fb.len(), temp_zb.len());
383 for i in 0..shared_fb.len() {
384 if temp_zb[i] < shared_zb[i] {
385 shared_fb[i] = temp_fb[i];
386 shared_zb[i] = temp_zb[i];
387 }
388 }
389}
390
391/// Half-open screen rectangle `[x0, x1) × [y0, y1)` a grid's
392/// projection is confined to — the scissor [`render_scene_composed`]
393/// uses to render and compose each grid only within its screen
394/// footprint instead of over the whole frame.
395#[derive(Clone, Copy, Debug)]
396struct ScreenRect {
397 x0: u32,
398 x1: u32,
399 y0: u32,
400 y1: u32,
401}
402
403impl ScreenRect {
404 fn is_empty(self) -> bool {
405 self.x0 >= self.x1 || self.y0 >= self.y1
406 }
407}
408
409/// Project a world-space bounding sphere `(centre, radius)` to a
410/// conservative screen rectangle under opticast's pinhole — focal `hz`,
411/// principal point `(hx, hy)`, ray for pixel `(px, py)` being
412/// `(px-hx)·right + (py-hy)·down + hz·forward` (camera_math). Returns:
413///
414/// - `Some(rect)` clamped to the viewport when the sphere is safely in
415/// front of the camera. The rect may be **empty** (sphere off to one
416/// side) → the grid can't appear, so the caller skips it entirely.
417/// - `None` when the camera is inside or near the sphere (forward-depth
418/// `z ≤ radius`), where a finite screen bound is unsafe → the caller
419/// must render the grid full-frame.
420///
421/// Conservative on purpose (never clips a pixel the full render would
422/// touch): the projected radius uses the over-estimate `hz·R/(z−R)`
423/// (exact is `hz·R/√(z²−R²)`) and pads by `anginc + 1`, matching the
424/// projection's `anginc` viewport padding.
425fn project_sphere_to_screen(
426 camera: &Camera,
427 centre: DVec3,
428 radius: f64,
429 settings: &OpticastSettings,
430) -> Option<ScreenRect> {
431 let d = centre - DVec3::from_array(camera.pos);
432 let z = d.dot(DVec3::from_array(camera.forward));
433 if z <= radius {
434 return None; // camera inside / in front of the sphere shell
435 }
436 let x = d.dot(DVec3::from_array(camera.right));
437 let y = d.dot(DVec3::from_array(camera.down));
438 let (hx, hy, hz) = (
439 f64::from(settings.hx),
440 f64::from(settings.hy),
441 f64::from(settings.hz),
442 );
443 let sr = hz * radius / (z - radius); // over-estimated screen radius
444 let sx = hx + x / z * hz;
445 let sy = hy + y / z * hz;
446 let pad = f64::from(settings.anginc) + 1.0;
447 let (xres, yres) = (f64::from(settings.xres), f64::from(settings.yres));
448 let clamp = |v: f64, hi: f64| v.clamp(0.0, hi);
449 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
450 Some(ScreenRect {
451 x0: clamp((sx - sr - pad).floor(), xres) as u32,
452 x1: clamp((sx + sr + pad).ceil(), xres) as u32,
453 y0: clamp((sy - sr - pad).floor(), yres) as u32,
454 y1: clamp((sy + sr + pad).ceil(), yres) as u32,
455 })
456}
457
458/// Fill each `rect` row of a `u32` buffer (row stride `pitch`) with
459/// `val` — the scissored analogue of `slice.fill(val)`.
460fn fill_rect_u32(buf: &mut [u32], pitch: usize, rect: ScreenRect, val: u32) {
461 for y in rect.y0..rect.y1 {
462 let row = y as usize * pitch;
463 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
464 }
465}
466
467/// Fill each `rect` row of an `f32` buffer (row stride `pitch`) with `val`.
468fn fill_rect_f32(buf: &mut [f32], pitch: usize, rect: ScreenRect, val: f32) {
469 for y in rect.y0..rect.y1 {
470 let row = y as usize * pitch;
471 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
472 }
473}
474
475/// Min-z compose `temp_*` into `fb`/`zb` over `rect` only — the
476/// scissored analogue of [`compose_into`]. A `temp` pixel wins where its
477/// `z` is strictly smaller than the destination's.
478///
479/// PF.7 (C6) — rayon rows: a memory-bandwidth loop repeated per grid per
480/// frame; rows are disjoint (`par_chunks_mut` of both destinations),
481/// sources read-only. Bit-identical.
482fn compose_rect(
483 fb: &mut [u32],
484 zb: &mut [f32],
485 temp_fb: &[u32],
486 temp_zb: &[f32],
487 pitch: usize,
488 rect: ScreenRect,
489) {
490 use rayon::prelude::*;
491 let (y0, y1) = (rect.y0 as usize, rect.y1 as usize);
492 let (x0, x1) = (rect.x0 as usize, rect.x1 as usize);
493 if y0 >= y1 {
494 return;
495 }
496 // The last row may be short of a full `pitch` when the buffer is
497 // exactly `width*height` — clamp the slice end.
498 let end = (y1 * pitch).min(fb.len());
499 fb[y0 * pitch..end]
500 .par_chunks_mut(pitch)
501 .zip(zb[y0 * pitch..end].par_chunks_mut(pitch))
502 .enumerate()
503 .for_each(|(dy, (frow, zrow))| {
504 let row = (y0 + dy) * pitch;
505 for x in x0..x1 {
506 if temp_zb[row + x] < zrow[x] {
507 zrow[x] = temp_zb[row + x];
508 frow[x] = temp_fb[row + x];
509 }
510 }
511 });
512}
513
514/// PF.7 (C6) — reusable scratch for the composed scene render: the
515/// per-grid temp framebuffer/z-buffer pair (was two full-frame `vec!`
516/// allocations + initialising writes per call — ≈7.4 MB at 720p, ×16
517/// under 4×SSAA), the per-grid light scratch, and the phase-A mip map.
518/// Own one per renderer and pass it to
519/// [`render_scene_composed_with_materials_scratch`]; the buffers grow to
520/// the frame size on first use and are reused verbatim afterwards (every
521/// pixel the render reads is filled per grid first, so no per-frame
522/// clear is needed).
523#[derive(Default)]
524pub struct SceneRenderScratch {
525 temp_fb: Vec<u32>,
526 temp_zb: Vec<f32>,
527 lights: Vec<CpuPointLight>,
528 eff_mips: HashMap<GridId, u32>,
529}
530
531/// Render every grid in `scene` with per-grid temporary buffers +
532/// z-buffer composition. The canonical multi-grid scene render
533/// path.
534///
535/// Algorithm:
536/// 1. Caller pre-fills `fb` with the desired sky colour and `zb`
537/// with [`f32::INFINITY`] (so any rendered pixel wins the
538/// initial composition).
539/// 2. For each grid, allocate a temporary `(temp_fb, temp_zb)` of
540/// the same size, pre-fill them with sky / `INFINITY`, and run
541/// `opticast` into them via a `ScalarRasterizer` over the
542/// temporary buffers AND the grid's combined-world view (S4.0).
543/// 3. Merge the temporary buffers into the shared `(fb, zb)` via
544/// [`compose_into`] — closer pixels (smaller `z`) win.
545///
546/// Pixel correctness across overlapping grids: sky pixels emerge
547/// with `z` = `gxmax` / `i32::MAX` (a very large value), so they
548/// always lose to any hit. Hits compete on actual perpendicular
549/// distance — the closer grid's surface is what gets composited.
550///
551/// `pitch_pixels` is the framebuffer's row stride in pixels (×4 for
552/// bytes). `width` × `height` must equal `fb.len()` /
553/// `zb.len()`. `sky` is the optional textured sky resource the
554/// rasterizer threads through to `phase_startsky`; `None` ⇒ solid
555/// `pool.skycast` fill.
556///
557/// **Heap allocation per call:** two `Vec` allocations per grid (a
558/// temp framebuffer and zbuffer). For repeated frame rendering an
559/// owned scratch struct that pre-allocates these is the obvious
560/// optimisation; deferred until profiling shows it matters.
561#[allow(clippy::too_many_arguments)]
562pub fn render_scene_composed(
563 fb: &mut [u32],
564 zb: &mut [f32],
565 pitch_pixels: usize,
566 width: u32,
567 height: u32,
568 fog: CpuFog,
569 scene: &mut Scene,
570 camera: &Camera,
571 settings: &OpticastSettings,
572 sky_color: u32,
573 sky: Option<&Sky>,
574) -> RenderOutcome {
575 render_scene_composed_scissored(
576 fb,
577 zb,
578 pitch_pixels,
579 width,
580 height,
581 fog,
582 scene,
583 camera,
584 settings,
585 sky_color,
586 sky,
587 true,
588 None,
589 &[],
590 CpuLights::default(),
591 None,
592 &mut SceneRenderScratch::default(),
593 )
594}
595
596/// [`render_scene_composed`] with TV terrain materials: `materials` is the
597/// global palette and `terrain_materials` the colour→material map; together
598/// they make matching-colour terrain voxels translucent (front-to-back
599/// composited). An empty map / `None` palette renders identically to
600/// [`render_scene_composed`].
601#[allow(clippy::too_many_arguments)]
602pub fn render_scene_composed_with_materials(
603 fb: &mut [u32],
604 zb: &mut [f32],
605 pitch_pixels: usize,
606 width: u32,
607 height: u32,
608 fog: CpuFog,
609 scene: &mut Scene,
610 camera: &Camera,
611 settings: &OpticastSettings,
612 sky_color: u32,
613 sky: Option<&Sky>,
614 materials: Option<&MaterialTable>,
615 terrain_materials: &[(u32, u8)],
616 lights: CpuLights<'_>,
617 // XS.2 — sprite-cast shadow occluder (so sprites darken terrain). `None` ⇒
618 // grids-only shadows.
619 sprite_occluder: Option<&dyn WorldOccluder>,
620) -> RenderOutcome {
621 render_scene_composed_scissored(
622 fb,
623 zb,
624 pitch_pixels,
625 width,
626 height,
627 fog,
628 scene,
629 camera,
630 settings,
631 sky_color,
632 sky,
633 true,
634 materials,
635 terrain_materials,
636 lights,
637 sprite_occluder,
638 &mut SceneRenderScratch::default(),
639 )
640}
641
642/// [`render_scene_composed_with_materials`] with a caller-owned
643/// [`SceneRenderScratch`] (PF.7) — the per-frame render path: the temp
644/// buffer pair and per-grid scratch are reused across frames instead of
645/// re-allocated per call.
646#[allow(clippy::too_many_arguments)]
647pub fn render_scene_composed_with_materials_scratch(
648 fb: &mut [u32],
649 zb: &mut [f32],
650 pitch_pixels: usize,
651 width: u32,
652 height: u32,
653 fog: CpuFog,
654 scene: &mut Scene,
655 camera: &Camera,
656 settings: &OpticastSettings,
657 sky_color: u32,
658 sky: Option<&Sky>,
659 materials: Option<&MaterialTable>,
660 terrain_materials: &[(u32, u8)],
661 lights: CpuLights<'_>,
662 sprite_occluder: Option<&dyn WorldOccluder>,
663 scratch: &mut SceneRenderScratch,
664) -> RenderOutcome {
665 render_scene_composed_scissored(
666 fb,
667 zb,
668 pitch_pixels,
669 width,
670 height,
671 fog,
672 scene,
673 camera,
674 settings,
675 sky_color,
676 sky,
677 true,
678 materials,
679 terrain_materials,
680 lights,
681 sprite_occluder,
682 scratch,
683 )
684}
685
686/// Backing implementation of [`render_scene_composed`] with the
687/// per-grid screen-AABB scissor toggleable. `scissor = true` is the
688/// production path; the regression test renders the same scene with
689/// `false` (full-frame per grid, the pre-scissor behaviour) and asserts
690/// the framebuffer is byte-identical — the scissor must be a pure
691/// speed-up, never change a pixel.
692#[allow(clippy::too_many_arguments, clippy::too_many_lines)]
693fn render_scene_composed_scissored(
694 fb: &mut [u32],
695 zb: &mut [f32],
696 pitch_pixels: usize,
697 width: u32,
698 height: u32,
699 fog: CpuFog,
700 scene: &mut Scene,
701 camera: &Camera,
702 settings: &OpticastSettings,
703 sky_color: u32,
704 sky: Option<&Sky>,
705 scissor: bool,
706 materials: Option<&MaterialTable>,
707 terrain_materials: &[(u32, u8)],
708 // CPU.1 — world-space dynamic lights, transformed per grid in the loop.
709 lights: CpuLights<'_>,
710 // XS.2 — world-space occluder for sprite volumes (so sprites cast shadows
711 // onto terrain). Composited with the per-frame grid occluder. `None` ⇒
712 // grids only.
713 sprite_occluder: Option<&dyn WorldOccluder>,
714 // PF.7 — caller-owned reusable buffers (see [`SceneRenderScratch`]).
715 scratch: &mut SceneRenderScratch,
716) -> RenderOutcome {
717 debug_assert_eq!(fb.len(), zb.len());
718 let pixel_count = (width as usize) * (height as usize);
719 debug_assert_eq!(fb.len(), pixel_count);
720
721 let mut grids_drawn = 0usize;
722 // PF.7 (C6) — size (don't clear) the temp pair: every pixel the
723 // render reads inside a grid's rect is `fill_rect_*`-initialised for
724 // that grid first, and `compose_rect` reads only within the rect, so
725 // stale contents outside are never observed. This removes two
726 // full-frame allocations AND their initialising writes per call.
727 let scratch = &mut *scratch;
728 scratch.temp_fb.resize(pixel_count, 0);
729 scratch.temp_zb.resize(pixel_count, f32::INFINITY);
730 let temp_fb = &mut scratch.temp_fb[..pixel_count];
731 let temp_zb = &mut scratch.temp_zb[..pixel_count];
732
733 // XS.1 — phase A (`&mut`): materialise the per-frame caches the render
734 // reads — DDA brick caches (Near/Mid) and Far-tier billboard impostors —
735 // and record each grid's effective DDA mip. Hoisting these out of the
736 // render loop lets phase B run over `&Scene` immutably, so the cross-grid
737 // shadow occluder (which also borrows the scene) can coexist with it.
738 let cam_world = DVec3::from_array(camera.pos);
739 let eff_mips = &mut scratch.eff_mips;
740 eff_mips.clear();
741 for (id, grid) in scene.grids_mut() {
742 let lod = grid.select_lod(cam_world);
743 if lod == Lod::Far {
744 if !grid.chunks.is_empty() && grid.billboards.is_none() {
745 let cache = BillboardCache::build(grid, BILLBOARD_RESOLUTION);
746 grid.billboards = Some(cache);
747 }
748 continue; // Far blits an impostor; no brick cache / mip needed.
749 }
750 let req = match lod {
751 Lod::Mid => grid
752 .lod_thresholds
753 .mid_mip_levels
754 .map_or(0, |n| n.saturating_sub(1)),
755 Lod::Near | Lod::Far => 0,
756 };
757 eff_mips.insert(id, grid.ensure_dda_bricks(req));
758 }
759
760 // Reborrow immutably for phase B + the shadow occluder.
761 let scene: &Scene = scene;
762
763 // XS.1 — cross-grid hard shadows: build the world-space scene occluder
764 // once when shadows are actually active (a caster flagged + non-zero
765 // strength), so the shadow ray at a terrain hit tests every grid, not
766 // just the one it hit. `None` ⇒ the single-grid `SamplerShadow` path.
767 let shadows_on = lights.enabled
768 && lights.shadow_strength > 0.0
769 && (lights.sun_casts_shadow || lights.points.iter().any(|p| p.casts_shadow));
770 let grid_occ = shadows_on
771 .then(|| SceneOccluder::build(scene))
772 .filter(|o| !o.is_empty());
773 // XS.2 — combine the grid occluder with the sprite occluder (sprites cast
774 // onto terrain). `composite_store` backs the borrow when both are present.
775 let composite_store;
776 let active_occluder: Option<&dyn WorldOccluder> = if shadows_on {
777 match (grid_occ.as_ref(), sprite_occluder) {
778 (Some(g), Some(s)) => {
779 composite_store = CompositeOccluder { a: g, b: s };
780 Some(&composite_store)
781 }
782 (Some(g), None) => Some(g),
783 (None, Some(s)) => Some(s),
784 (None, None) => None,
785 }
786 } else {
787 None
788 };
789
790 for (grid_id, grid) in scene.grids() {
791 // S6.0/S6.1: per-grid LOD tier dispatch. The picker keys
792 // off the grid's `lod_thresholds` and the world-space
793 // camera. Default thresholds are `always_near` so every
794 // grid lands on `Lod::Near` and the framebuffer stays
795 // byte-identical to the pre-S6 path.
796 //
797 // S6.1: `Mid` applies the grid's `mid_mip_levels` /
798 // `mid_mip_scan_dist` overrides (if `Some`) on top of the
799 // base settings, biasing the grid into coarser mips. With
800 // both `None`, Mid renders identically to Near (graceful
801 // degrade — callers opt into the Mid plumbing via
802 // `LodThresholds::from_radius_with_mid_mip`).
803 //
804 // S6.3: `Far` skips the opticast path entirely — render
805 // dispatches into the billboard impostor blit (below). The
806 // LOD enum is computed before `chunk_xyz_backing` because
807 // the Far branch needs `&mut grid` for the lazy cache
808 // populate, which conflicts with the `&grid` lifetime
809 // backing's tied to.
810 let lod = grid.select_lod(DVec3::from_array(camera.pos));
811
812 if lod == Lod::Far {
813 // S6.3: Far-tier billboard blit. The impostor cache was built in
814 // phase A (above); this immutable pass only reads it.
815 //
816 // Empty grids have nothing to impostor; skip.
817 if grid.chunks.is_empty() {
818 continue;
819 }
820 // Grid bounds + world-space centre. Rotation preserves
821 // length, so `bounds.radius` is the world-space radius.
822 let bounds = billboard::grid_bounds(grid);
823 let centre_world = grid.transform.origin + grid.transform.rotation * bounds.centre;
824 // Query direction = unit vector from grid centre TO
825 // camera, in grid-local space (snapshots' `view_dir`s
826 // live in that frame).
827 let cam_pos = DVec3::from_array(camera.pos);
828 let centre_to_cam_world = cam_pos - centre_world;
829 let ctc_len = centre_to_cam_world.length();
830 if !ctc_len.is_finite() || ctc_len < 1e-9 {
831 // Camera essentially at grid centre — pick_nearest
832 // is ill-defined. Skip; a future frame at a
833 // resolvable pose will render normally.
834 continue;
835 }
836 let query_dir_world = centre_to_cam_world / ctc_len;
837 let query_dir_local = grid.transform.rotation.inverse() * query_dir_world;
838 // Cache was populated in phase A for non-empty Far grids; if it's
839 // somehow absent, skip (a future frame re-enters Far and builds).
840 let Some(cache) = grid.billboards.as_ref() else {
841 continue;
842 };
843 // pick_nearest only returns None for empty caches; the phase-A
844 // build produced a 26-snapshot cache so this resolves.
845 let Some(snapshot) = cache.pick_nearest(query_dir_local) else {
846 continue;
847 };
848 billboard::billboard_blit_into(
849 fb,
850 zb,
851 pitch_pixels,
852 width,
853 height,
854 snapshot,
855 centre_world,
856 bounds.radius,
857 camera,
858 settings,
859 );
860 grids_drawn += 1;
861 continue;
862 }
863
864 // S4B.2.e: Approach B render path. See `render_scene`'s
865 // body for the camera transform + ChunkGrid construction
866 // commentary; the only difference is this writes to
867 // (temp_fb, temp_zb) and composes via `compose_into`.
868 // S5.0: per-grid rotation flows via the shared helper.
869 //
870 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
871 // before the immutable `backing` borrow. Render mip by LOD tier:
872 // Near = full detail, Mid = coarser (clamped to built mips).
873 // Mid tier: coarsen by the grid's `mid_mip_levels` override
874 // (a level count → uniform DDA mip `n-1`). No override ⇒ mip
875 // 0, i.e. byte-identical to Near (the override is opt-in).
876 // Effective DDA mip: the brick cache was ensured in phase A; reuse the
877 // mip it resolved (Near/Mid grids are recorded; default 0 otherwise).
878 let dda_eff_mip = eff_mips.get(&grid_id).copied().unwrap_or(0);
879 let Some(backing) = grid.chunk_xyz_backing() else {
880 continue;
881 };
882
883 // Out-of-range early-out: skip the per-grid opticast pass
884 // when the grid's bounding sphere is entirely beyond
885 // `max_scan_dist`. Each opticast call walks ~width*height
886 // rays even when no ray reaches a voxel, so far-away marker
887 // pillars / pickups otherwise cost ~9 ms each at the bench
888 // pose. Safe: if the closest point of the sphere is past
889 // max_scan_dist, no ray can possibly reach the grid, so
890 // dropping the opticast pass is byte-identical.
891 //
892 // `grid_bounds` walks `grid.chunks.keys()`; for the ground's
893 // ~1024 chunks it costs ~10 µs amortised against the ~50 ms
894 // it might save by culling 4-of-5 markers in the live demo.
895 let bounds = billboard::grid_bounds(grid);
896 let centre_world = grid.transform.origin + grid.transform.rotation * bounds.centre;
897 let cam_pos = DVec3::from_array(camera.pos);
898 let dist_to_centre = (centre_world - cam_pos).length();
899 if dist_to_centre - bounds.radius > f64::from(settings.max_scan_dist) {
900 continue;
901 }
902
903 // Per-grid screen-space scissor: confine this grid's opticast +
904 // temp reset + compose to the true screen rect its projection
905 // spans, and skip the grid entirely when it projects fully
906 // off-screen on either axis. `project_sphere_to_screen` is
907 // conservative (over-estimates the footprint), so the rendered
908 // pixels stay byte-identical to the full-frame path — only the
909 // work shrinks.
910 //
911 // PF.13 (C7) — the horizontal extent now clips the render too.
912 // The historical full-width-only constraint guarded the deleted
913 // voxlap radar's column-indexed `angstart` (never reset per
914 // grid, so x-clipping read stale entries at extreme poses); the
915 // DDA renderer's pixels are fully independent, so the x band is
916 // as safe as the long-proven y band. Small grids (markers,
917 // pickups, ships) stop paying full-width rows of render + fill
918 // + compose. `None` (camera inside/near the sphere) renders
919 // full-frame; `scissor = false` disables it all for the
920 // byte-identity regression test.
921 let full_rect = ScreenRect {
922 x0: 0,
923 x1: width,
924 y0: 0,
925 y1: height,
926 };
927 let rect = if scissor {
928 match project_sphere_to_screen(camera, centre_world, bounds.radius, settings) {
929 // Off-screen on either axis → the grid can't appear.
930 Some(r) if r.is_empty() => continue,
931 Some(r) => r,
932 None => full_rect,
933 }
934 } else {
935 full_rect
936 };
937
938 // S5.2-followup: per-grid sky opt-out. Grids with
939 // `render_sky = false` (e.g. a rotating ship) must not
940 // contribute sky pixels — the grid-local sky lookup
941 // rotates with the grid and visibly fights the world's
942 // sky during compose. Implementation: stamp a sentinel
943 // colour into temp_fb everywhere the rasterizer would
944 // paint sky, then walk the buffer post-opticast and
945 // mark sentinel pixels as `INFINITY` in temp_zb so
946 // [`compose_into`]'s min-z test always drops them.
947 let owns_sky = grid.render_sky;
948 let local_sky_color = if owns_sky {
949 sky_color
950 } else {
951 SKY_MASK_SENTINEL
952 };
953
954 // Reset temp to sky / INFINITY so each grid starts fresh —
955 // only within the grid's screen rect (opticast writes nothing
956 // outside it, and the rect-limited compose reads nothing there).
957 fill_rect_u32(temp_fb, pitch_pixels, rect, local_sky_color);
958 fill_rect_f32(temp_zb, pitch_pixels, rect, f32::INFINITY);
959
960 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
961 let cg = roxlap_core::ChunkGrid {
962 chunks: &backing.chunks,
963 origin_chunk_xy: backing.origin_chunk_xy,
964 origin_chunk_z: backing.origin_chunk_z,
965 chunks_x: backing.chunks_x,
966 chunks_y: backing.chunks_y,
967 chunks_z: backing.chunks_z,
968 };
969 let grid_view = single_chunk_fast_path(&backing, &cg);
970
971 // Build the per-grid settings by layering three opt-in
972 // overrides on top of the caller's `settings`:
973 //
974 // 1. (S6.1) `lod_thresholds.mid_mip_levels` /
975 // `mid_mip_scan_dist` — applied iff `lod == Mid`.
976 // Biases the grid into coarser mips via the existing
977 // multi-mip path. None ⇒ Mid degrades to Near's
978 // settings (graceful).
979 // 2. (S5.2-followup) `Grid::mip_levels_override` — global
980 // per-grid cap applied at ALL tiers. Preserves the
981 // ship anti-axis-aligned-beam workaround through Mid
982 // tier (so a rotating ship pinned at mip-0 stays at
983 // mip-0 even when distant).
984 //
985 // Layer order: Mid overrides first, then global cap. Both
986 // mip_levels overrides are clamped to `[1, base.mip_levels]`
987 // since the base is the maximum the renderer can use
988 // (chunk's `chunk_mips`-min logic inside scalar_rasterizer
989 // applies further per-chunk).
990 let per_grid_settings;
991 let active_settings = {
992 let base_mip_levels = settings.mip_levels;
993 let base_mip_scan = settings.mip_scan_dist;
994 let lod_mip_levels = match lod {
995 Lod::Mid => grid.lod_thresholds.mid_mip_levels,
996 Lod::Near | Lod::Far => None,
997 };
998 let lod_mip_scan = match lod {
999 Lod::Mid => grid.lod_thresholds.mid_mip_scan_dist,
1000 Lod::Near | Lod::Far => None,
1001 };
1002 let global_mip_cap = grid.mip_levels_override;
1003 let needs_override =
1004 lod_mip_levels.is_some() || lod_mip_scan.is_some() || global_mip_cap.is_some();
1005 if needs_override {
1006 // Resolve mip_levels: start with base, apply LOD
1007 // override (clamped to base), then apply global cap.
1008 let mut mip_levels =
1009 lod_mip_levels.map_or(base_mip_levels, |n| n.clamp(1, base_mip_levels));
1010 if let Some(cap) = global_mip_cap {
1011 mip_levels = mip_levels.min(cap.clamp(1, base_mip_levels));
1012 }
1013 // Resolve mip_scan_dist: LOD override clamps to
1014 // `min(base, override)` — the override only makes
1015 // transitions kick in CLOSER, never farther. The
1016 // renderer floors at 4 internally so we don't
1017 // bottom-clamp here.
1018 let mip_scan_dist = lod_mip_scan.map_or(base_mip_scan, |d| base_mip_scan.min(d));
1019 per_grid_settings = OpticastSettings {
1020 mip_levels,
1021 mip_scan_dist,
1022 ..*settings
1023 };
1024 &per_grid_settings
1025 } else {
1026 settings
1027 }
1028 };
1029
1030 // PF.13 (C7) — 2D scissor: restrict the render to the grid's
1031 // true screen rect. The y strip is the long-proven path; the x
1032 // band joins it now that the radar-era `angstart` fragility is
1033 // gone (see the rect computation above). Byte-identical to the
1034 // full frame when the rect is `0..width × 0..height`.
1035 let scissored = (*active_settings)
1036 .with_y_range(rect.y0, rect.y1)
1037 .with_x_range(rect.x0, rect.x1);
1038 // DDA backend. temp_fb / temp_zb are already pre-filled with
1039 // sky / INFINITY for this grid's rect, so a miss with no
1040 // textured sky yields the correct solid sky.
1041 //
1042 // Fog is config-driven: on iff the caller set `max_scan_dist > 0`
1043 // in `fog`. Off → no blend, so exact-colour tests and unfogged
1044 // hosts are unaffected. Linear ramp toward the configured fog
1045 // colour over `max_scan_dist`. Sky texture is suppressed for
1046 // `!owns_sky` grids so the textured-sky branch doesn't bypass
1047 // the sentinel.
1048 let fog_on = fog.max_scan_dist > 0;
1049 // CPU.1 — transform the world lights into this grid's local frame
1050 // (the reused point scratch lives for the grid's render below).
1051 // PF.7 — lights that can't reach the grid's bounding sphere are
1052 // culled (`bounds`/`centre_world` computed for the distance cull
1053 // above).
1054 let local_lights = grid_local_lights(
1055 &lights,
1056 &grid.transform,
1057 &mut scratch.lights,
1058 Some((centre_world, bounds.radius)),
1059 );
1060 // XS.1 — cross-grid shadows: hand the shade the scene-wide occluder
1061 // plus this grid's local→world transform, so a grid-local shadow ray
1062 // is lifted to world space and tested against every grid. `cols[i]`
1063 // is the world image of grid-local axis `i` (the rotation's columns).
1064 let world_shadow = active_occluder.map(|occ| {
1065 let r = grid.transform.rotation;
1066 let col = |v: DVec3| {
1067 let w = r * v;
1068 [w.x as f32, w.y as f32, w.z as f32]
1069 };
1070 let o = grid.transform.origin;
1071 WorldShadowCtx {
1072 occluder: occ,
1073 origin: [o.x as f32, o.y as f32, o.z as f32],
1074 cols: [col(DVec3::X), col(DVec3::Y), col(DVec3::Z)],
1075 }
1076 });
1077 #[allow(clippy::cast_precision_loss)]
1078 let env = DdaEnv {
1079 sky: if owns_sky { sky } else { None },
1080 fog_color: if fog_on { fog.color } else { 0 },
1081 fog_max_dist: if fog_on {
1082 fog.max_scan_dist.max(1) as f32
1083 } else {
1084 0.0
1085 },
1086 side_shades: fog.side_shades,
1087 materials,
1088 terrain_materials,
1089 lights: local_lights,
1090 world_shadow,
1091 };
1092 // Effective render mip + brick cache were prepared above
1093 // (DDA.6 uniform per-grid mip, DDA.7 cross-frame cache).
1094 render_dda_parallel(
1095 &local_cam,
1096 &scissored,
1097 grid_view,
1098 temp_fb,
1099 temp_zb,
1100 pitch_pixels,
1101 &env,
1102 &grid.dda_brick_cache,
1103 dda_eff_mip,
1104 );
1105
1106 if !owns_sky {
1107 // Mask sentinel pixels so compose drops them — only within
1108 // the grid's rect (opticast wrote nothing outside it).
1109 for y in rect.y0..rect.y1 {
1110 let row = y as usize * pitch_pixels;
1111 for i in row + rect.x0 as usize..row + rect.x1 as usize {
1112 if temp_fb[i] == SKY_MASK_SENTINEL {
1113 temp_zb[i] = f32::INFINITY;
1114 }
1115 }
1116 }
1117 }
1118
1119 compose_rect(fb, zb, temp_fb, temp_zb, pitch_pixels, rect);
1120 grids_drawn += 1;
1121 }
1122
1123 if grids_drawn == 0 {
1124 RenderOutcome::Empty
1125 } else {
1126 RenderOutcome::Rendered { grids_drawn }
1127 }
1128}
1129
1130#[cfg(test)]
1131#[allow(clippy::float_cmp)]
1132mod tests {
1133 use super::*;
1134 use crate::{GridTransform, Scene, CHUNK_SIZE_XY};
1135 use glam::{DVec3, IVec3};
1136 use roxlap_core::opticast::OpticastSettings;
1137 use roxlap_core::{Camera, Engine};
1138
1139 const XRES: u32 = 320;
1140 const YRES: u32 = 200;
1141
1142 /// Build a single-grid scene at the given world origin with a
1143 /// recognisable shape inside its chunk (0, 0, 0): a 16-voxel
1144 /// box plus a 6-radius sphere. Returns `(scene, grid_id)`.
1145 fn build_one_grid_scene(world_origin: DVec3) -> (Scene, crate::GridId) {
1146 let mut scene = Scene::new();
1147 let id = scene.add_grid(GridTransform::at(world_origin));
1148 let grid = scene.grid_mut(id).unwrap();
1149 // Box covering [40..56]³ in chunk-local coords.
1150 grid.set_rect(
1151 IVec3::new(40, 40, 40),
1152 IVec3::new(55, 55, 55),
1153 Some(0x80_88_88_88),
1154 );
1155 // Sphere at (80, 80, 80) radius 6.
1156 grid.set_sphere(IVec3::new(80, 80, 80), 6, Some(0x80_22_aa_22));
1157 (scene, id)
1158 }
1159
1160 fn camera_at(pos: [f64; 3]) -> Camera {
1161 // Look +y axis; voxlap z-down convention. Right-handed:
1162 // right × down == forward.
1163 Camera {
1164 pos,
1165 right: [-1.0, 0.0, 0.0],
1166 down: [0.0, 0.0, 1.0],
1167 forward: [0.0, 1.0, 0.0],
1168 }
1169 }
1170
1171 /// Spin up an engine + framebuffers ready for one `render_scene`
1172 /// pass. `_pool_vsid` is retained for call-site compatibility but
1173 /// the DDA backend needs no pre-sized scratch pool.
1174 fn render_setup(_pool_vsid: u32) -> (Engine, Vec<u32>, Vec<f32>) {
1175 let engine = Engine::new();
1176 let sky = engine.sky_color();
1177 let pixel_count = (XRES as usize) * (YRES as usize);
1178 let framebuffer = vec![sky; pixel_count];
1179 let zbuffer = vec![0.0f32; pixel_count];
1180 (engine, framebuffer, zbuffer)
1181 }
1182
1183 /// Render `scene` via [`render_scene`] (single-grid no-compose
1184 /// path) and return the resulting framebuffer.
1185 fn render_via_scene(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
1186 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1187 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1188 let outcome = render_scene(
1189 &mut fb,
1190 &mut zb,
1191 XRES as usize,
1192 XRES,
1193 YRES,
1194 CpuFog::default(),
1195 scene,
1196 camera,
1197 &settings,
1198 None,
1199 );
1200 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1201 fb
1202 }
1203
1204 /// XS.1 — cross-grid hard shadows: a block in grid **B** casts a sun
1205 /// shadow onto the floor of grid **A**. Renders the two-grid scene with
1206 /// the sun shadow-casting vs not; the shadow only exists if the shadow
1207 /// ray from A's floor crossed into B, so the shadowed render must be
1208 /// strictly (and non-trivially) darker.
1209 #[test]
1210 fn cross_grid_sun_shadow_darkens_other_grid() {
1211 // Grid A: a wide floor at world z∈[60,62]. Grid B (same origin): a
1212 // 10-tall block at x∈[50,60]. Sun grazes from +x and above, so B's
1213 // shadow lands on A's floor at x≈[40,50] — visible to a straight-down
1214 // camera (B itself occludes only x∈[50,60]).
1215 let mut scene = Scene::new();
1216 let a = scene.add_grid(GridTransform::at(DVec3::ZERO));
1217 scene.grid_mut(a).unwrap().set_rect(
1218 IVec3::new(30, 30, 60),
1219 IVec3::new(90, 90, 62),
1220 Some(0x80_88_88_88),
1221 );
1222 let b = scene.add_grid(GridTransform::at(DVec3::ZERO));
1223 scene.grid_mut(b).unwrap().set_rect(
1224 IVec3::new(50, 50, 40),
1225 IVec3::new(60, 60, 50),
1226 Some(0x80_60_60_60),
1227 );
1228
1229 // Straight-down camera over the floor (voxlap z-down ⇒ forward +z).
1230 let cam = Camera {
1231 pos: [55.0, 55.0, 6.0],
1232 right: [1.0, 0.0, 0.0],
1233 down: [0.0, 1.0, 0.0],
1234 forward: [0.0, 0.0, 1.0],
1235 };
1236 let inv = 1.0f32 / 2.0f32.sqrt();
1237 let base = CpuLights {
1238 enabled: true,
1239 sun: true,
1240 sun_dir: [inv, 0.0, -inv], // to-sun: +x and up
1241 sun_color: [1.0; 3],
1242 sun_intensity: 1.0,
1243 ambient: [0.3; 3],
1244 shadow_strength: 0.85,
1245 shadow_bias: 1.5,
1246 shadow_max_dist: 128.0,
1247 ..CpuLights::default()
1248 };
1249 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1250 let mut sum_lum = |lights: CpuLights| -> u64 {
1251 let n = (XRES as usize) * (YRES as usize);
1252 let mut fb = vec![0u32; n];
1253 let mut zb = vec![f32::INFINITY; n];
1254 render_scene_composed_scissored(
1255 &mut fb,
1256 &mut zb,
1257 XRES as usize,
1258 XRES,
1259 YRES,
1260 CpuFog::default(),
1261 &mut scene,
1262 &cam,
1263 &settings,
1264 0x0011_2233,
1265 None,
1266 false,
1267 None,
1268 &[],
1269 lights,
1270 None,
1271 &mut SceneRenderScratch::default(),
1272 );
1273 fb.iter()
1274 .map(|&p| u64::from((p & 0xff) + ((p >> 8) & 0xff) + ((p >> 16) & 0xff)))
1275 .sum()
1276 };
1277 let lit = sum_lum(CpuLights {
1278 sun_casts_shadow: false,
1279 ..base
1280 });
1281 let shadowed = sum_lum(CpuLights {
1282 sun_casts_shadow: true,
1283 ..base
1284 });
1285 assert!(
1286 shadowed < lit,
1287 "B's shadow must darken A's floor: shadowed={shadowed} lit={lit}"
1288 );
1289 assert!(
1290 (lit - shadowed) * 200 > lit,
1291 "cross-grid shadow should remove >0.5% of total luminance: lit={lit} shadowed={shadowed}"
1292 );
1293 }
1294
1295 // ---- S5.0: world_camera_to_grid_local helper ----
1296
1297 /// Identity rotation: pos translates by `-origin`; basis is
1298 /// untouched. This is the byte-identical-to-pre-S5 contract.
1299 #[test]
1300 fn world_camera_to_grid_local_identity_rotation_translates_pos_only() {
1301 let camera = Camera {
1302 pos: [110.0, 220.0, 330.0],
1303 right: [1.0, 0.0, 0.0],
1304 down: [0.0, 0.0, 1.0],
1305 forward: [0.0, 1.0, 0.0],
1306 };
1307 let transform = GridTransform::at(DVec3::new(100.0, 200.0, 300.0));
1308 let local = super::world_camera_to_grid_local(&camera, &transform);
1309 // Basis must be bit-for-bit unchanged for the identity case.
1310 assert_eq!(local.right, camera.right);
1311 assert_eq!(local.down, camera.down);
1312 assert_eq!(local.forward, camera.forward);
1313 // Pos translates by `-origin`.
1314 for (got, want) in local.pos.iter().zip([10.0, 20.0, 30.0].iter()) {
1315 assert!((got - want).abs() < 1e-12, "pos got={got} want={want}");
1316 }
1317 }
1318
1319 /// 90° rotation about +Z: grid-local `+x` aligns with world `+y`.
1320 /// World camera at `(0, 10, 0)` looking world `+y` lives in
1321 /// grid-local at `(10, 0, 0)` looking grid-local `+x`.
1322 #[test]
1323 fn world_camera_to_grid_local_90deg_z_rotates_basis_and_pos() {
1324 use glam::DQuat;
1325 let camera = Camera {
1326 pos: [0.0, 10.0, 0.0],
1327 right: [1.0, 0.0, 0.0],
1328 down: [0.0, 0.0, 1.0],
1329 forward: [0.0, 1.0, 0.0],
1330 };
1331 let transform = GridTransform {
1332 origin: DVec3::ZERO,
1333 rotation: DQuat::from_rotation_z(std::f64::consts::FRAC_PI_2),
1334 };
1335 let local = super::world_camera_to_grid_local(&camera, &transform);
1336 // World +y == grid-local +x.
1337 let approx_eq =
1338 |a: [f64; 3], b: [f64; 3]| a.iter().zip(b.iter()).all(|(x, y)| (x - y).abs() < 1e-9);
1339 assert!(
1340 approx_eq(local.pos, [10.0, 0.0, 0.0]),
1341 "pos={:?} expected ~(10, 0, 0)",
1342 local.pos
1343 );
1344 // World +x (right) maps to grid-local -y.
1345 assert!(
1346 approx_eq(local.right, [0.0, -1.0, 0.0]),
1347 "right={:?} expected ~(0, -1, 0)",
1348 local.right
1349 );
1350 // World +z (down) is unchanged — it's the rotation axis.
1351 assert!(
1352 approx_eq(local.down, [0.0, 0.0, 1.0]),
1353 "down={:?} expected ~(0, 0, 1)",
1354 local.down
1355 );
1356 // World +y (forward) maps to grid-local +x.
1357 assert!(
1358 approx_eq(local.forward, [1.0, 0.0, 0.0]),
1359 "forward={:?} expected ~(1, 0, 0)",
1360 local.forward
1361 );
1362 }
1363
1364 /// Basis orthonormality + handedness both survive the
1365 /// inverse-rotation transform. Property: any unit-quaternion
1366 /// conjugation preserves the input basis's orthonormality AND
1367 /// its handedness (rotations are orientation-preserving).
1368 #[test]
1369 fn world_camera_to_grid_local_preserves_basis_orthonormality() {
1370 use glam::DQuat;
1371 // Right-handed voxlap basis (`right × down == forward`):
1372 // looking +y, right = -x makes the cross product land on +y.
1373 let camera = Camera {
1374 pos: [3.0, -5.0, 7.0],
1375 right: [-1.0, 0.0, 0.0],
1376 down: [0.0, 0.0, 1.0],
1377 forward: [0.0, 1.0, 0.0],
1378 };
1379 let transform = GridTransform {
1380 origin: DVec3::new(1.0, 2.0, 3.0),
1381 rotation: DQuat::from_axis_angle(glam::DVec3::new(0.3, 0.8, 0.5).normalize(), 0.7),
1382 };
1383 let local = super::world_camera_to_grid_local(&camera, &transform);
1384 let r = DVec3::from_array(local.right);
1385 let d = DVec3::from_array(local.down);
1386 let f = DVec3::from_array(local.forward);
1387 // Norms ≈ 1.
1388 for v in [r, d, f] {
1389 assert!(
1390 (v.length_squared() - 1.0).abs() < 1e-12,
1391 "basis vec {v:?} not unit length"
1392 );
1393 }
1394 // Orthogonality.
1395 assert!(r.dot(d).abs() < 1e-12, "right·down = {}", r.dot(d));
1396 assert!(r.dot(f).abs() < 1e-12, "right·forward = {}", r.dot(f));
1397 assert!(d.dot(f).abs() < 1e-12, "down·forward = {}", d.dot(f));
1398 // Right-handed: right × down == forward (voxlap convention).
1399 let cross = r.cross(d);
1400 assert!(
1401 (cross - f).length() < 1e-12,
1402 "right×down={cross:?} forward={f:?}"
1403 );
1404 }
1405
1406 // ---- S5.1: rotated-grid render correctness ----
1407
1408 /// Build a single-grid scene at the given transform with a
1409 /// marker box near one corner of chunk (0, 0, 0). Returns the
1410 /// scene and the marker colour. Picking a single chunk + small
1411 /// box keeps the test compact while still exercising the gline
1412 /// + grouscan path through the rotated frame.
1413 fn build_one_grid_marker_scene(transform: GridTransform) -> (Scene, crate::GridId, u32) {
1414 let mut scene = Scene::new();
1415 let id = scene.add_grid(transform);
1416 let grid = scene.grid_mut(id).unwrap();
1417 // Bright marker box at chunk-local (40..56, 40..56, 40..56).
1418 grid.set_rect(
1419 IVec3::new(40, 40, 40),
1420 IVec3::new(55, 55, 55),
1421 Some(0x80_55_aa_22), // distinctive green
1422 );
1423 (scene, id, 0x80_55_aa_22)
1424 }
1425
1426 /// Pin S5.1's central equivalence: rotating both the grid and the
1427 /// camera by the SAME rotation around the grid's origin must
1428 /// leave the rendered framebuffer unchanged — the grid-local
1429 /// camera pose collapses to the same values in both scenarios.
1430 ///
1431 /// We use `DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0)`, the
1432 /// 180°-around-Z unit quaternion. This rotation acts on vectors
1433 /// as `(x, y, z) → (-x, -y, z)`, which only multiplies f64
1434 /// components by 0 or ±1 — bit-exact under glam's standard quat
1435 /// conjugation formula. Other angles (e.g. 90°) would introduce
1436 /// sub-1e-15 noise from sin/cos, breaking byte-identity at
1437 /// chunk / voxel boundaries.
1438 #[test]
1439 fn s5_1_180deg_z_rotated_grid_byte_identical_to_axis_aligned() {
1440 use glam::DQuat;
1441 // Right-handed voxlap basis (right × down == forward).
1442 let axis_aligned_camera = Camera {
1443 pos: [40.0, -20.0, 50.0],
1444 right: [-1.0, 0.0, 0.0],
1445 down: [0.0, 0.0, 1.0],
1446 forward: [0.0, 1.0, 0.0],
1447 };
1448 // R_z(180°): (x, y, z) → (-x, -y, z).
1449 let rotated_camera = Camera {
1450 pos: [-40.0, 20.0, 50.0],
1451 right: [1.0, 0.0, 0.0],
1452 down: [0.0, 0.0, 1.0],
1453 forward: [0.0, -1.0, 0.0],
1454 };
1455 // Sanity: prove the exact-arithmetic rotation lands on the
1456 // baseline. If glam ever changes its quat*vec formula in a
1457 // way that loses exactness here, the next two assertions
1458 // catch it before the framebuffer comparison.
1459 let q = DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0);
1460 let rot_pos = q * DVec3::from_array(axis_aligned_camera.pos);
1461 let rot_fwd = q * DVec3::from_array(axis_aligned_camera.forward);
1462 assert_eq!(rot_pos.to_array(), rotated_camera.pos);
1463 assert_eq!(rot_fwd.to_array(), rotated_camera.forward);
1464
1465 let (mut scene_a, _, _) = build_one_grid_marker_scene(GridTransform::identity());
1466 let fb_a = render_via_scene(&mut scene_a, &axis_aligned_camera);
1467
1468 let (mut scene_b, _, _) = build_one_grid_marker_scene(GridTransform {
1469 origin: DVec3::ZERO,
1470 rotation: q,
1471 });
1472 let fb_b = render_via_scene(&mut scene_b, &rotated_camera);
1473
1474 assert_eq!(
1475 fb_a, fb_b,
1476 "rotating both grid and camera by R about the grid origin must leave the framebuffer unchanged"
1477 );
1478 }
1479
1480 /// 45° smoke test: rotated grid renders to something non-trivial
1481 /// without panicking. No equivalence assertion (45° quat math is
1482 /// approximate at f64 level; that path is exercised structurally,
1483 /// not bit-exactly). Camera is placed at a fixed world pose where
1484 /// — under the rotation — the marker box stays inside the view
1485 /// frustum.
1486 #[test]
1487 fn s5_1_45deg_z_rotated_grid_renders_marker() {
1488 use glam::DQuat;
1489 let rotation = DQuat::from_rotation_z(std::f64::consts::FRAC_PI_4);
1490 let (mut scene, _, marker) = build_one_grid_marker_scene(GridTransform {
1491 origin: DVec3::ZERO,
1492 rotation,
1493 });
1494
1495 // World position of the marker's centre. Grid-local
1496 // (47.5, 47.5, 47.5) → world `rotation * (47.5, 47.5, 47.5)`.
1497 // R_z(45°): (47.5, 47.5, 47.5) → (0, 67.18, 47.5) (the x/y
1498 // components combine into a single +y vector at √2 * 47.5).
1499 let marker_world = rotation * DVec3::new(47.5, 47.5, 47.5);
1500 // Camera 80 units south of the marker on the world Y axis,
1501 // looking +y at the same z. RH basis.
1502 let camera = Camera {
1503 pos: [marker_world.x, marker_world.y - 80.0, marker_world.z],
1504 right: [-1.0, 0.0, 0.0],
1505 down: [0.0, 0.0, 1.0],
1506 forward: [0.0, 1.0, 0.0],
1507 };
1508
1509 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1510 let fog = CpuFog::default();
1511 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1512 let outcome = render_scene(
1513 &mut fb,
1514 &mut zb,
1515 XRES as usize,
1516 XRES,
1517 YRES,
1518 fog,
1519 &mut scene,
1520 &camera,
1521 &settings,
1522 None,
1523 );
1524 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1525 let marker_count = fb.iter().filter(|&&p| p == marker).count();
1526 assert!(
1527 marker_count > 50,
1528 "45°-rotated marker box should be visible — got {marker_count} marker pixels"
1529 );
1530 }
1531
1532 // ---- S5.2-followup: per-grid render_sky opt-out ----
1533
1534 /// Two-grid scene where grid B sits behind grid A along +y;
1535 /// grid A is opaque only in the centre of the framebuffer, so
1536 /// the camera's view through grid A is mostly "ray miss". When
1537 /// `A.render_sky = false`, the pixels around A's silhouette
1538 /// must remain whatever grid B (or the shared pre-fill)
1539 /// painted — NOT A's grid-local sky colour. This pins the
1540 /// sentinel-mask path: without it, A's sky would write into
1541 /// the composed framebuffer wherever its sky-z happened to win
1542 /// the min-z race with B's sky-z.
1543 #[test]
1544 fn render_sky_false_drops_grid_sky_pixels() {
1545 use crate::{GridId, GridTransform};
1546
1547 // Grid B (far, sky owner) — a wide floor of distinct
1548 // colour spanning chunk-local x/y so most rays land on it.
1549 let mut scene = Scene::new();
1550 let _b_id: GridId = scene.add_grid(GridTransform::at(DVec3::new(0.0, 600.0, 0.0)));
1551 // Find grid B's id (HashMap iteration; we only just added
1552 // one grid, so its id is whichever the iterator yields).
1553 let b_id = scene.grids().next().unwrap().0;
1554 scene.grid_mut(b_id).unwrap().set_rect(
1555 IVec3::new(0, 0, 100),
1556 IVec3::new(127, 127, 110),
1557 Some(0x80_22_88_22), // green floor
1558 );
1559
1560 // Grid A (near, sky disabled) — a SMALL marker box that
1561 // covers only a fraction of the screen. Most pixels of A's
1562 // local render are sky.
1563 let a_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1564 scene.grid_mut(a_id).unwrap().set_rect(
1565 IVec3::new(60, 60, 60),
1566 IVec3::new(67, 67, 67),
1567 Some(0x80_aa_22_22), // red cube
1568 );
1569 scene.grid_mut(a_id).unwrap().render_sky = false;
1570
1571 let unique_sky: u32 = 0xFF_AB_CD_EF;
1572 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1573 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1574 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1575 let camera = camera_at([64.0, 0.0, 100.0]);
1576 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1577 let outcome = render_scene_composed(
1578 &mut fb,
1579 &mut zb,
1580 XRES as usize,
1581 XRES,
1582 YRES,
1583 fog,
1584 &mut scene,
1585 &camera,
1586 &settings,
1587 unique_sky,
1588 None,
1589 );
1590 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1591
1592 // The sentinel must never appear in the composed output —
1593 // every sentinel pixel must have been masked out before
1594 // compose. If any leak through, the test catches it.
1595 let leaked = fb
1596 .iter()
1597 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1598 .count();
1599 assert_eq!(
1600 leaked, 0,
1601 "SKY_MASK_SENTINEL leaked into composed framebuffer ({leaked} pixels)"
1602 );
1603 // Grid A's hit (red cube) must still render — render_sky=false
1604 // only affects sky pixels, not hits.
1605 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_22_22).count();
1606 assert!(
1607 red_count > 0,
1608 "red cube from sky-disabled grid A is missing — render_sky=false should only mask sky"
1609 );
1610 // Grid B's floor must be visible past grid A's silhouette
1611 // (the sky-disabled grid doesn't hide B's render).
1612 let green_count = fb.iter().filter(|&&p| p == 0x80_22_88_22).count();
1613 assert!(
1614 green_count > 0,
1615 "grid B's floor invisible — grid A's masked sky may have overwritten it"
1616 );
1617 }
1618
1619 /// Identity-rotation, single-grid scene with `render_sky = false`
1620 /// must produce a sentinel-free framebuffer. Sanity test for the
1621 /// trivial 1-grid case (no second grid to compose against).
1622 #[test]
1623 fn render_sky_false_single_grid_no_sentinel_leak() {
1624 let (mut scene, id, _) = build_one_grid_marker_scene(GridTransform::identity());
1625 scene.grid_mut(id).unwrap().render_sky = false;
1626 let unique_sky: u32 = 0xFF_12_34_56;
1627 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1628 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1629 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1630 let camera = camera_at([64.0, 0.0, 64.0]);
1631 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1632 let outcome = render_scene_composed(
1633 &mut fb,
1634 &mut zb,
1635 XRES as usize,
1636 XRES,
1637 YRES,
1638 fog,
1639 &mut scene,
1640 &camera,
1641 &settings,
1642 unique_sky,
1643 None,
1644 );
1645 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1646 let leaked = fb
1647 .iter()
1648 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1649 .count();
1650 assert_eq!(leaked, 0, "SKY_MASK_SENTINEL leaked ({leaked} pixels)");
1651 // Pixels that would have been the grid's sky now show
1652 // through to the pre-fill (unique_sky).
1653 let prefill_count = fb.iter().filter(|&&p| p == unique_sky).count();
1654 assert!(
1655 prefill_count > 0,
1656 "no pre-fill pixels survived — render_sky=false should leave non-hit pixels untouched"
1657 );
1658 }
1659
1660 // DDA.9: `render_scene_at_origin_matches_direct_opticast` and
1661 // `render_scene_translated_grid_matches_grid_local_opticast` were
1662 // removed — they asserted the scene render byte-matches voxlap
1663 // `opticast`, which no longer holds now that the scene's CPU backend
1664 // is the DDA renderer (different, intentionally non-bit-exact). The
1665 // grid-local camera transform they also exercised is covered by the
1666 // `stacked_*` / two-grid composition tests below.
1667
1668 #[test]
1669 fn empty_scene_returns_empty_outcome() {
1670 let mut scene = Scene::new();
1671 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1672 let fog = CpuFog::default();
1673 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1674 let outcome = render_scene(
1675 &mut fb,
1676 &mut zb,
1677 XRES as usize,
1678 XRES,
1679 YRES,
1680 fog,
1681 &mut scene,
1682 &camera_at([0.0, 0.0, 0.0]),
1683 &settings,
1684 None,
1685 );
1686 assert_eq!(outcome, RenderOutcome::Empty);
1687 }
1688
1689 // ---- S3.1 / S4.0: render_scene_composed + 2-grid composition ----
1690
1691 /// Build a 2-grid scene with two distinguishable boxes placed
1692 /// side-by-side in world space along the camera's right axis.
1693 /// Each grid holds one chunk (`(0, 0, 0)`) containing a single
1694 /// 16-voxel box with a uniquely-coloured surface so the
1695 /// composited framebuffer is partitionable by colour.
1696 fn build_two_grid_side_by_side() -> (Scene, u32, u32) {
1697 let mut scene = Scene::new();
1698 // Grid 0 at world (0, 200, 0): box centred chunk-local (64, 64, 100).
1699 let g0 = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1700 scene.grid_mut(g0).unwrap().set_rect(
1701 IVec3::new(56, 56, 92),
1702 IVec3::new(71, 71, 107),
1703 Some(0x80_88_22_22), // dark red
1704 );
1705 // Grid 1 at world (200, 200, 0): box centred chunk-local (64, 64, 100).
1706 let _g1 = scene.add_grid(GridTransform::at(DVec3::new(200.0, 200.0, 0.0)));
1707 // Borrow-checker dance: re-borrow grid 1 mutably.
1708 let g1_id = scene
1709 .grids()
1710 .filter(|(id, _)| *id != g0)
1711 .map(|(id, _)| id)
1712 .next()
1713 .unwrap();
1714 scene.grid_mut(g1_id).unwrap().set_rect(
1715 IVec3::new(56, 56, 92),
1716 IVec3::new(71, 71, 107),
1717 Some(0x80_22_22_88), // dark blue
1718 );
1719 (scene, 0x80_88_22_22, 0x80_22_22_88)
1720 }
1721
1722 /// Engine + default (off) fog config + sky colour for the
1723 /// composed-render tests. `_pool_vsid` retained for call-site
1724 /// compatibility; the DDA backend needs no scratch pool.
1725 fn make_composed_pool(_pool_vsid: u32) -> (Engine, CpuFog, u32) {
1726 let engine = Engine::new();
1727 let sky_color = engine.sky_color();
1728 (engine, CpuFog::default(), sky_color)
1729 }
1730
1731 fn pixel_count(width: u32, height: u32) -> usize {
1732 (width as usize) * (height as usize)
1733 }
1734
1735 #[test]
1736 fn compose_into_takes_smaller_z() {
1737 let mut shared_fb = vec![0xff_ff_ff_ff_u32; 4];
1738 let mut shared_zb = vec![10.0f32; 4];
1739 let temp_fb = [0xaa_aa_aa_aa, 0x11_22_33_44, 0x55_66_77_88, 0xde_ad_be_ef];
1740 let temp_zb = [5.0f32, 20.0, 10.0, f32::INFINITY];
1741 compose_into(&mut shared_fb, &mut shared_zb, &temp_fb, &temp_zb);
1742 // i=0: 5 < 10 → take temp.
1743 assert_eq!(shared_fb[0], 0xaa_aa_aa_aa);
1744 assert_eq!(shared_zb[0], 5.0);
1745 // i=1: 20 > 10 → keep shared.
1746 assert_eq!(shared_fb[1], 0xff_ff_ff_ff);
1747 assert_eq!(shared_zb[1], 10.0);
1748 // i=2: 10 == 10 → keep shared (`<` not `<=`).
1749 assert_eq!(shared_fb[2], 0xff_ff_ff_ff);
1750 // i=3: INFINITY > 10 → keep shared.
1751 assert_eq!(shared_fb[3], 0xff_ff_ff_ff);
1752 }
1753
1754 #[test]
1755 fn render_scene_composed_two_grids_both_visible() {
1756 // Camera positioned to see both grids' boxes. Grid 0's box
1757 // at world (~64, ~264, ~100); grid 1's box at world
1758 // (~264, ~264, ~100). Camera at world (160, 100, 100)
1759 // looking +y centres both in view.
1760 let (mut scene, red, blue) = build_two_grid_side_by_side();
1761 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1762 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1763 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1764
1765 let camera = camera_at([160.0, 100.0, 100.0]);
1766 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1767 let outcome = render_scene_composed(
1768 &mut fb,
1769 &mut zb,
1770 XRES as usize,
1771 XRES,
1772 YRES,
1773 fog,
1774 &mut scene,
1775 &camera,
1776 &settings,
1777 sky_color,
1778 None,
1779 );
1780 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1781
1782 // Both colours should appear somewhere in the framebuffer.
1783 let red_count = fb.iter().filter(|&&p| p == red).count();
1784 let blue_count = fb.iter().filter(|&&p| p == blue).count();
1785 assert!(
1786 red_count > 0,
1787 "no red pixels: grid 0 (red box) not visible after compose"
1788 );
1789 assert!(
1790 blue_count > 0,
1791 "no blue pixels: grid 1 (blue box) not visible after compose"
1792 );
1793 }
1794
1795 /// The per-grid screen scissor (vertical band + lateral/vertical
1796 /// off-screen cull + rect-limited memory passes) must be a pure
1797 /// speed-up: rendering a multi-grid scene with it on
1798 /// (`render_scene_composed`) must produce a **byte-identical**
1799 /// framebuffer to rendering each grid full-frame
1800 /// (`scissor = false`). Includes a third grid placed off the left
1801 /// edge but within scan distance, so the lateral cull (scissor on)
1802 /// vs a sky-only full render (scissor off) must still agree pixel
1803 /// for pixel.
1804 #[test]
1805 fn scissor_render_is_byte_identical_to_full_frame() {
1806 let (mut scene, red, blue) = build_two_grid_side_by_side();
1807 // Third grid far to the +x side at the camera's depth: within
1808 // max_scan_dist (so the distance cull doesn't fire) but its box
1809 // projects off the left screen edge → screen-culled with the
1810 // scissor, sky-only when rendered full-frame.
1811 let g2 = scene.add_grid(GridTransform::at(DVec3::new(700.0, 130.0, 0.0)));
1812 let g2_id = scene
1813 .grids()
1814 .map(|(id, _)| id)
1815 .max_by_key(|id| id.raw())
1816 .unwrap();
1817 let _ = g2;
1818 scene.grid_mut(g2_id).unwrap().set_rect(
1819 IVec3::new(56, 56, 92),
1820 IVec3::new(71, 71, 107),
1821 Some(0x80_22_88_22), // green — must never appear (off-screen)
1822 );
1823
1824 let camera = camera_at([160.0, 100.0, 100.0]);
1825 let render = |scene: &mut Scene, scissor: bool| -> Vec<u32> {
1826 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1827 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1828 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1829 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1830 render_scene_composed_scissored(
1831 &mut fb,
1832 &mut zb,
1833 XRES as usize,
1834 XRES,
1835 YRES,
1836 fog,
1837 scene,
1838 &camera,
1839 &settings,
1840 sky_color,
1841 None,
1842 scissor,
1843 None,
1844 &[],
1845 CpuLights::default(),
1846 None,
1847 &mut SceneRenderScratch::default(),
1848 );
1849 fb
1850 };
1851
1852 let scissored = render(&mut scene, true);
1853 let full = render(&mut scene, false);
1854 assert_eq!(
1855 scissored, full,
1856 "the screen scissor changed the framebuffer — it must be a pure speed-up",
1857 );
1858 // Sanity: the scene actually drew content (not a vacuous all-sky
1859 // match), and the off-screen green grid never appears.
1860 assert!(scissored.iter().any(|&p| p == red || p == blue));
1861 assert!(
1862 !scissored.contains(&0x80_22_88_22),
1863 "off-screen grid leaked pixels",
1864 );
1865 }
1866
1867 #[test]
1868 fn render_scene_composed_grid_a_in_front_of_grid_b() {
1869 // Two grids stacked along +y so grid A (closer) occludes
1870 // grid B (farther). After composition only grid A's colour
1871 // should appear on the overlap.
1872 let mut scene = Scene::new();
1873 let g_a = scene.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
1874 scene.grid_mut(g_a).unwrap().set_rect(
1875 IVec3::new(56, 56, 92),
1876 IVec3::new(71, 71, 107),
1877 Some(0x80_aa_00_00), // red
1878 );
1879 let _g_b = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1880 let g_b_id = scene
1881 .grids()
1882 .filter(|(id, _)| *id != g_a)
1883 .map(|(id, _)| id)
1884 .next()
1885 .unwrap();
1886 scene.grid_mut(g_b_id).unwrap().set_rect(
1887 IVec3::new(56, 56, 92),
1888 IVec3::new(71, 71, 107),
1889 Some(0x80_00_00_aa), // blue
1890 );
1891
1892 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1893 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1894 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1895
1896 // Camera at (64, -10, 100) looking +y — both boxes line up
1897 // along the camera's forward axis.
1898 let camera = camera_at([64.0, -10.0, 100.0]);
1899 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1900 let outcome = render_scene_composed(
1901 &mut fb,
1902 &mut zb,
1903 XRES as usize,
1904 XRES,
1905 YRES,
1906 fog,
1907 &mut scene,
1908 &camera,
1909 &settings,
1910 sky_color,
1911 None,
1912 );
1913 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1914
1915 // Red (closer grid) should be visible. Blue (farther grid)
1916 // may peek around the edges but the central pixels should
1917 // be red where both boxes project.
1918 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_00_00).count();
1919 assert!(
1920 red_count > 0,
1921 "expected red pixels (closer box should win z-test)"
1922 );
1923
1924 // Reverse the registration order (force grid B drawn first)
1925 // and verify that's irrelevant — composition is commutative.
1926 let mut scene2 = Scene::new();
1927 let g_b2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1928 scene2.grid_mut(g_b2).unwrap().set_rect(
1929 IVec3::new(56, 56, 92),
1930 IVec3::new(71, 71, 107),
1931 Some(0x80_00_00_aa),
1932 );
1933 let g_a2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
1934 scene2.grid_mut(g_a2).unwrap().set_rect(
1935 IVec3::new(56, 56, 92),
1936 IVec3::new(71, 71, 107),
1937 Some(0x80_aa_00_00),
1938 );
1939
1940 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
1941 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1942 let outcome2 = render_scene_composed(
1943 &mut fb2,
1944 &mut zb2,
1945 XRES as usize,
1946 XRES,
1947 YRES,
1948 fog,
1949 &mut scene2,
1950 &camera,
1951 &settings,
1952 sky_color,
1953 None,
1954 );
1955 assert_eq!(outcome2, RenderOutcome::Rendered { grids_drawn: 2 });
1956 assert_eq!(
1957 fb, fb2,
1958 "composition should be order-independent — same scene in different add order should produce identical output"
1959 );
1960 }
1961
1962 // ---- S6.1: Mid-tier mip overrides ----
1963
1964 /// Build a multi-mip-friendly grid: solid floor spanning the
1965 /// whole chunk at z=100..254 + `generate_mips(3)`. This is the
1966 /// same setup `vxl_generate_mips_on_set_voxel_chunk_renders`
1967 /// uses and is known to render at `mip_levels = 3,
1968 /// mip_scan_dist = 32`.
1969 ///
1970 /// Returns `(scene, grid_id)`. The Mid test sets the camera
1971 /// inside the chunk so chunk-local rays reach the floor at
1972 /// short distances; that lets the Mid override use
1973 /// `mip_scan_dist = 16` without busting the ray budget
1974 /// (`mip_scan_dist * 2^(mip_levels-1) = 16 * 4 = 64` covers the
1975 /// distance from camera to floor).
1976 fn build_mip_visible_grid(world_origin: DVec3) -> (Scene, crate::GridId) {
1977 let mut scene = Scene::new();
1978 let id = scene.add_grid(GridTransform::at(world_origin));
1979 let grid = scene.grid_mut(id).unwrap();
1980 // Solid floor across the entire chunk at z=100..254.
1981 grid.set_rect(
1982 IVec3::new(0, 0, 100),
1983 IVec3::new(127, 127, 254),
1984 Some(0x80_88_88_88),
1985 );
1986 // Build the per-chunk mip ladder so `gmipnum` can grow past 1.
1987 grid.chunk_mut(IVec3::ZERO).unwrap().generate_mips(3);
1988 (scene, id)
1989 }
1990
1991 /// Render `scene` via composed path with `mip_levels = 3,
1992 /// mip_scan_dist = 32` — same values the working
1993 /// `vxl_generate_mips_on_set_voxel_chunk_renders` test uses.
1994 /// Returns the framebuffer.
1995 fn render_with_multi_mip(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
1996 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1997 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1998 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1999 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2000 settings.mip_levels = 3;
2001 settings.mip_scan_dist = 32;
2002 let outcome = render_scene_composed(
2003 &mut fb,
2004 &mut zb,
2005 XRES as usize,
2006 XRES,
2007 YRES,
2008 fog,
2009 scene,
2010 camera,
2011 &settings,
2012 sky_color,
2013 None,
2014 );
2015 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2016 fb
2017 }
2018
2019 // DDA.9: `s6_1_mid_overrides_produce_different_framebuffer_than_near`
2020 // was removed. It encoded voxlap's mip-*transition* semantics
2021 // (mid_mip_levels=Some(1) caps in-grid mip transitions, differing
2022 // from Near's mip0→1→2 distance ramp). The DDA renderer uses a
2023 // *uniform* per-grid mip (no in-grid transition), so Some(1) → mip 0
2024 // = identical to Near. DDA mip coarsening is covered by
2025 // `roxlap_core::dda` `mip_render_is_coarse_but_complete`; the LOD-Mid
2026 // wiring by `s6_1_mid_without_overrides_byte_identical_to_near`.
2027
2028 /// Mid tier with `mid_mip_levels = None` AND
2029 /// `mid_mip_scan_dist = None` must produce a byte-identical
2030 /// framebuffer to Near. This is the graceful-degrade contract
2031 /// — callers can opt into the Mid plumbing without committing
2032 /// to a mip override and stay byte-stable.
2033 #[test]
2034 fn s6_1_mid_without_overrides_byte_identical_to_near() {
2035 let camera = camera_at([64.0, 0.0, 64.0]);
2036
2037 // Scene A: default thresholds → Near.
2038 let (mut scene_a, _) = build_mip_visible_grid(DVec3::ZERO);
2039 let fb_near = render_with_multi_mip(&mut scene_a, &camera);
2040
2041 // Scene B: thresholds force Mid but no mip overrides set.
2042 let (mut scene_b, b_id) = build_mip_visible_grid(DVec3::ZERO);
2043 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2044 r_near: 0.0,
2045 r_mid: f64::INFINITY,
2046 mid_mip_levels: None,
2047 mid_mip_scan_dist: None,
2048 };
2049 let lod = scene_b
2050 .grid(b_id)
2051 .unwrap()
2052 .select_lod(DVec3::from_array(camera.pos));
2053 assert_eq!(lod, Lod::Mid);
2054 let fb_mid = render_with_multi_mip(&mut scene_b, &camera);
2055
2056 // Byte-identical: Mid with no overrides degrades cleanly.
2057 assert_eq!(
2058 fb_near, fb_mid,
2059 "Mid with both overrides=None must byte-match Near"
2060 );
2061 }
2062
2063 // DDA.9: `s6_1_global_mip_cap_survives_mid_tier` was removed. It
2064 // pinned voxlap's `mip_levels_override` global cap composing with the
2065 // Mid override — the ship anti-axis-aligned-beam workaround. The DDA
2066 // renderer has no axis-aligned mip beam (honest per-cell traversal),
2067 // so the workaround / global cap is obsolete and the DDA path doesn't
2068 // consult `mip_levels_override`.
2069
2070 // ---- S6.3: Far-tier billboard blit ----
2071
2072 /// Force Far tier via `r_near = 0, r_mid = 0`: any non-zero
2073 /// camera-to-grid distance lands on `Lod::Far`. Renders a small
2074 /// grid at world (0, 200, 0) with default-radius thresholds
2075 /// turned all-Far. The composed framebuffer must contain
2076 /// non-sky pixels from the impostor blit.
2077 #[test]
2078 fn s6_3_far_tier_blits_non_sky_pixels() {
2079 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2080 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2081 r_near: 0.0,
2082 r_mid: 0.0,
2083 mid_mip_levels: None,
2084 mid_mip_scan_dist: None,
2085 };
2086
2087 let camera = camera_at([64.0, 0.0, 100.0]);
2088 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2089 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2090 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2091 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2092 let outcome = render_scene_composed(
2093 &mut fb,
2094 &mut zb,
2095 XRES as usize,
2096 XRES,
2097 YRES,
2098 fog,
2099 &mut scene,
2100 &camera,
2101 &settings,
2102 sky_color,
2103 None,
2104 );
2105 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2106
2107 // Sanity: picker actually picked Far.
2108 let lod = scene
2109 .grid(id)
2110 .unwrap()
2111 .select_lod(DVec3::from_array(camera.pos));
2112 assert_eq!(lod, Lod::Far);
2113
2114 // Impostor must paint at least some non-sky pixels.
2115 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2116 assert!(
2117 non_sky > 0,
2118 "Far-tier render produced no non-sky pixels — billboard blit not firing"
2119 );
2120 }
2121
2122 /// Lazy populate: cache starts `None`, becomes `Some` after the
2123 /// first Far render.
2124 #[test]
2125 fn s6_3_far_render_lazily_populates_cache() {
2126 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2127 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2128 r_near: 0.0,
2129 r_mid: 0.0,
2130 mid_mip_levels: None,
2131 mid_mip_scan_dist: None,
2132 };
2133 assert!(scene.grid(id).unwrap().billboards.is_none());
2134
2135 let camera = camera_at([64.0, 0.0, 100.0]);
2136 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2137 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2138 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2139 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2140 let _ = render_scene_composed(
2141 &mut fb,
2142 &mut zb,
2143 XRES as usize,
2144 XRES,
2145 YRES,
2146 fog,
2147 &mut scene,
2148 &camera,
2149 &settings,
2150 sky_color,
2151 None,
2152 );
2153 let cache = scene
2154 .grid(id)
2155 .unwrap()
2156 .billboards
2157 .as_ref()
2158 .expect("Far render should have populated billboards");
2159 assert_eq!(cache.len(), 26);
2160 }
2161
2162 /// Edit invalidates the cache; a subsequent Far render rebuilds.
2163 #[test]
2164 fn s6_3_edit_invalidates_then_far_render_rebuilds() {
2165 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2166 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2167 r_near: 0.0,
2168 r_mid: 0.0,
2169 mid_mip_levels: None,
2170 mid_mip_scan_dist: None,
2171 };
2172 let camera = camera_at([64.0, 0.0, 100.0]);
2173 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2174 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2175
2176 // First Far render → cache built.
2177 let mut fb1 = vec![sky_color; pixel_count(XRES, YRES)];
2178 let mut zb1 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2179 let _ = render_scene_composed(
2180 &mut fb1,
2181 &mut zb1,
2182 XRES as usize,
2183 XRES,
2184 YRES,
2185 fog,
2186 &mut scene,
2187 &camera,
2188 &settings,
2189 sky_color,
2190 None,
2191 );
2192 assert!(scene.grid(id).unwrap().billboards.is_some());
2193
2194 // Edit invalidates.
2195 scene
2196 .grid_mut(id)
2197 .unwrap()
2198 .set_voxel(IVec3::new(70, 70, 70), Some(0x80_aa_aa_22));
2199 assert!(scene.grid(id).unwrap().billboards.is_none());
2200
2201 // Second Far render rebuilds.
2202 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
2203 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2204 let _ = render_scene_composed(
2205 &mut fb2,
2206 &mut zb2,
2207 XRES as usize,
2208 XRES,
2209 YRES,
2210 fog,
2211 &mut scene,
2212 &camera,
2213 &settings,
2214 sky_color,
2215 None,
2216 );
2217 assert!(scene.grid(id).unwrap().billboards.is_some());
2218 }
2219
2220 /// Hybrid scene: one Near grid + one Far grid. Both must render
2221 /// visibly; the Far grid via blit, the Near grid via opticast.
2222 /// Sanity check that the two paths cohabit one
2223 /// `render_scene_composed` call.
2224 #[test]
2225 fn s6_3_near_and_far_grids_in_same_scene() {
2226 let mut scene = Scene::new();
2227 // Grid A: stays Near (default thresholds). Solid box at
2228 // world (-30..-20, 190..210, 50..70).
2229 let a_id = scene.add_grid(GridTransform::at(DVec3::new(-100.0, 200.0, 0.0)));
2230 scene.grid_mut(a_id).unwrap().set_rect(
2231 IVec3::new(70, 0, 50),
2232 IVec3::new(85, 15, 70),
2233 Some(0x80_22_88_22), // green
2234 );
2235 // Grid B: forced Far. Box at world (~100, 200, 100).
2236 let b_id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2237 scene.grid_mut(b_id).unwrap().set_rect(
2238 IVec3::new(0, 0, 80),
2239 IVec3::new(20, 20, 110),
2240 Some(0x80_aa_22_22), // red
2241 );
2242 scene.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2243 r_near: 0.0,
2244 r_mid: 0.0,
2245 mid_mip_levels: None,
2246 mid_mip_scan_dist: None,
2247 };
2248
2249 let camera = camera_at([0.0, 0.0, 80.0]);
2250 // Confirm A is Near, B is Far for this pose.
2251 assert_eq!(
2252 scene
2253 .grid(a_id)
2254 .unwrap()
2255 .select_lod(DVec3::from_array(camera.pos)),
2256 Lod::Near
2257 );
2258 assert_eq!(
2259 scene
2260 .grid(b_id)
2261 .unwrap()
2262 .select_lod(DVec3::from_array(camera.pos)),
2263 Lod::Far
2264 );
2265
2266 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2267 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2268 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2269 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2270 let outcome = render_scene_composed(
2271 &mut fb,
2272 &mut zb,
2273 XRES as usize,
2274 XRES,
2275 YRES,
2276 fog,
2277 &mut scene,
2278 &camera,
2279 &settings,
2280 sky_color,
2281 None,
2282 );
2283 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2284
2285 // Each grid should contribute visible pixels.
2286 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2287 assert!(
2288 non_sky > 20,
2289 "hybrid scene produced too few non-sky pixels ({non_sky}); one tier may have failed"
2290 );
2291 }
2292
2293 /// Empty grid at Far tier: skipped silently (no panic, no
2294 /// allocation), `billboards` stays `None`.
2295 #[test]
2296 fn s6_3_empty_grid_at_far_is_skipped() {
2297 let mut scene = Scene::new();
2298 let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2299 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2300 r_near: 0.0,
2301 r_mid: 0.0,
2302 mid_mip_levels: None,
2303 mid_mip_scan_dist: None,
2304 };
2305
2306 let camera = camera_at([0.0, 0.0, 100.0]);
2307 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2308 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2309 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2310 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2311 let outcome = render_scene_composed(
2312 &mut fb,
2313 &mut zb,
2314 XRES as usize,
2315 XRES,
2316 YRES,
2317 fog,
2318 &mut scene,
2319 &camera,
2320 &settings,
2321 sky_color,
2322 None,
2323 );
2324 // No grids contributed.
2325 assert_eq!(outcome, RenderOutcome::Empty);
2326 // Cache must NOT have been built for an empty grid.
2327 assert!(scene.grid(id).unwrap().billboards.is_none());
2328 // Framebuffer unchanged.
2329 assert!(fb.iter().all(|&p| p == sky_color));
2330 }
2331
2332 // ---- S6.0: LOD picker wired but every tier falls through to Near ----
2333
2334 /// Threshold-invariance: a grid rendered with the S6 derived
2335 /// thresholds (`from_radius` of the actual bounding sphere) must
2336 /// produce a framebuffer byte-identical to the same grid with
2337 /// default `always_near` thresholds, because S6.0 takes the
2338 /// `Near` arm of the match for all three tiers. This is the
2339 /// regression test for the S6.0 contract.
2340 #[test]
2341 fn render_scene_composed_lod_threshold_invariance() {
2342 // Scene A: default thresholds (always_near).
2343 let (mut scene_a, _a_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2344 let cam = camera_at([64.0, 0.0, 100.0]);
2345 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2346 let mut fb_a = vec![sky_color; pixel_count(XRES, YRES)];
2347 let mut zb_a = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2348 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2349 let outcome_a = render_scene_composed(
2350 &mut fb_a,
2351 &mut zb_a,
2352 XRES as usize,
2353 XRES,
2354 YRES,
2355 fog,
2356 &mut scene_a,
2357 &cam,
2358 &settings,
2359 sky_color,
2360 None,
2361 );
2362 assert_eq!(outcome_a, RenderOutcome::Rendered { grids_drawn: 1 });
2363
2364 // Scene B: thresholds derived from the grid's bounding
2365 // radius. At this camera distance the grid lands on Mid or
2366 // Far; if S6.0 ever stops falling through to Near, this test
2367 // catches the divergence.
2368 let (mut scene_b, b_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2369 let radius = scene_b.grid(b_id).unwrap().bounding_radius();
2370 assert!(
2371 radius > 0.0,
2372 "bounding_radius should be > 0 for a populated grid"
2373 );
2374 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds::from_radius(radius);
2375 // Sanity: the camera is far enough that the picker no longer
2376 // returns Near (otherwise the invariance test would be vacuous).
2377 let lod = scene_b
2378 .grid(b_id)
2379 .unwrap()
2380 .select_lod(DVec3::from_array(cam.pos));
2381 assert_ne!(
2382 lod,
2383 Lod::Near,
2384 "camera should land in Mid or Far for derived thresholds — got {lod:?}",
2385 );
2386
2387 let mut fb_b = vec![sky_color; pixel_count(XRES, YRES)];
2388 let mut zb_b = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2389 let outcome_b = render_scene_composed(
2390 &mut fb_b,
2391 &mut zb_b,
2392 XRES as usize,
2393 XRES,
2394 YRES,
2395 fog,
2396 &mut scene_b,
2397 &cam,
2398 &settings,
2399 sky_color,
2400 None,
2401 );
2402 assert_eq!(outcome_b, RenderOutcome::Rendered { grids_drawn: 1 });
2403
2404 // Byte-identity is the S6.0 contract — Mid/Far still take
2405 // the Near arm.
2406 assert_eq!(
2407 fb_a, fb_b,
2408 "S6.0 framebuffer must be byte-identical regardless of LOD thresholds"
2409 );
2410 }
2411
2412 #[test]
2413 fn render_scene_composed_empty_scene_returns_empty() {
2414 let mut scene = Scene::new();
2415 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2416 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2417 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2418 let camera = camera_at([0.0, 0.0, 0.0]);
2419 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2420 let outcome = render_scene_composed(
2421 &mut fb,
2422 &mut zb,
2423 XRES as usize,
2424 XRES,
2425 YRES,
2426 fog,
2427 &mut scene,
2428 &camera,
2429 &settings,
2430 sky_color,
2431 None,
2432 );
2433 assert_eq!(outcome, RenderOutcome::Empty);
2434 // fb should be unchanged (still all sky).
2435 assert!(fb.iter().all(|&p| p == sky_color));
2436 }
2437
2438 /// FNV-1a 64-bit hash. Same offset/prime as the
2439 /// `roxlap-oracle::fnv1a64` helper used by the wasm-render
2440 /// goldens; pinning a render hash here is the same flavour of
2441 /// regression catch.
2442 fn fnv1a64(data: &[u8]) -> u64 {
2443 let mut h: u64 = 0xcbf2_9ce4_8422_2325;
2444 for &b in data {
2445 h ^= u64::from(b);
2446 h = h.wrapping_mul(0x0000_0100_0000_01b3);
2447 }
2448 h
2449 }
2450
2451 // ---- S4.0 cross-chunk smoke test ----
2452
2453 /// Two-chunk-wide grid: a recognisable shape spans the chunk
2454 /// boundary at `virtual_x = 128`. The render must not have a
2455 /// horizontal seam line at the boundary.
2456 #[test]
2457 fn render_scene_two_chunk_x_grid_no_seam() {
2458 let mut scene = Scene::new();
2459 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2460 let g = scene.grid_mut(id).unwrap();
2461 // 100-voxel-tall stripe spanning x=[120..136] across the
2462 // x=128 chunk seam at z=200, y=[60..68]. After bake-free
2463 // render, every column in the stripe paints the same colour
2464 // at the same z; a seam at x=128 would show as missing
2465 // pixels in the column at virtual_x=128 / 129 / ...
2466 g.set_rect(
2467 IVec3::new(120, 60, 200),
2468 IVec3::new(136, 67, 215),
2469 Some(0x80_aa_55_22),
2470 );
2471 // Sanity: ensure both chunks were materialised.
2472 assert_eq!(g.chunk_count(), 2);
2473
2474 // Render with a camera positioned to look at the stripe
2475 // straight on. Stripe at world (120..136, 260..268, 200..215).
2476 // Camera at (128, 100, 207) looking +y centres on it.
2477 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2478 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2479 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2480 let camera = camera_at([128.0, 100.0, 207.0]);
2481 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2482 let outcome = render_scene_composed(
2483 &mut fb,
2484 &mut zb,
2485 XRES as usize,
2486 XRES,
2487 YRES,
2488 fog,
2489 &mut scene,
2490 &camera,
2491 &settings,
2492 sky_color,
2493 None,
2494 );
2495 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2496
2497 // Stripe colour should appear in roughly the centre of the
2498 // framebuffer. A chunk-edge seam would manifest as a thin
2499 // sky-coloured vertical line splitting the stripe in two.
2500 let stripe = 0x80_aa_55_22;
2501 let stripe_count = fb.iter().filter(|&&p| p == stripe).count();
2502 assert!(
2503 stripe_count > 200,
2504 "stripe rendered too few pixels ({stripe_count}) — chunks may not be stitching"
2505 );
2506
2507 // Walk the centre row left-to-right looking for a sky-pixel
2508 // gap inside a stripe run. A gap 1+ pixels wide flags a
2509 // chunk-edge seam.
2510 let centre_y = (YRES / 2) as usize;
2511 let row_start = centre_y * (XRES as usize);
2512 let row = &fb[row_start..row_start + (XRES as usize)];
2513 let mut in_stripe = false;
2514 let mut seam_gaps = 0usize;
2515 for &px in row {
2516 if px == stripe {
2517 in_stripe = true;
2518 } else if in_stripe && px == sky_color {
2519 // Stripe ended; if we re-enter it on this row that's
2520 // a seam.
2521 if row.iter().skip_while(|&&p| p != px).any(|&p| p == stripe) {
2522 // Look ahead for any further stripe pixel.
2523 seam_gaps += 1;
2524 }
2525 in_stripe = false;
2526 }
2527 }
2528 // We allow seam_gaps to count the legitimate "stripe ended,
2529 // didn't restart" transition once; more than that means
2530 // multiple disjoint runs on the row → seam.
2531 assert!(
2532 seam_gaps <= 1,
2533 "centre row has {seam_gaps} disjoint stripe runs — expected 1 (chunk-edge seam suspected)"
2534 );
2535 }
2536
2537 // DDA.9: the voxlap-era mip regression tests here
2538 // (`vxl_generate_mips_on_set_voxel_chunk_renders` + the byte-exact
2539 // 2-chunk opticast pin) were removed — they drove voxlap `opticast` +
2540 // `ScalarRasterizer` directly, a path no longer reachable from this
2541 // consumer crate. The DDA mip ladder + multi-mip render is covered by
2542 // `render_with_mips_present_still_renders_mip0` and the
2543 // `stacked_*_multi_mip` tests below.
2544
2545 /// Mip-0 preservation when mips are generated on the combined
2546 /// view but `mip_levels = 1` in the rasterizer's settings.
2547 /// Confirms `generate_mips` only APPENDS data — mip-0
2548 /// prefix is unchanged.
2549 #[test]
2550 fn render_with_mips_present_still_renders_mip0() {
2551 let mut scene = Scene::new();
2552 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2553 scene.grid_mut(id).unwrap().set_rect(
2554 IVec3::new(40, 40, 40),
2555 IVec3::new(55, 55, 55),
2556 Some(0x80_88_88_88),
2557 );
2558 // S4B.4.a: force mip-1..mip-2 generation on the single
2559 // chunk directly (the Grid's combined-view cache API was
2560 // removed). The chunk's own Vxl::generate_mips builds its
2561 // own mip tables and the renderer happens to render through
2562 // them via Approach B's chunk_at_xy lookup.
2563 {
2564 let grid = scene.grid_mut(id).unwrap();
2565 let chunk = grid.chunks.get_mut(&IVec3::ZERO).unwrap();
2566 chunk.generate_mips(3);
2567 }
2568
2569 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2570 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2571 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2572 let camera = camera_at([64.0, 0.0, 64.0]);
2573 // mip_scan_dist huge → renderer never transitions past mip-0
2574 // so this test pins mip-0 correctness only.
2575 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2576 settings.mip_scan_dist = 100_000;
2577 let outcome = render_scene_composed(
2578 &mut fb,
2579 &mut zb,
2580 XRES as usize,
2581 XRES,
2582 YRES,
2583 fog,
2584 &mut scene,
2585 &camera,
2586 &settings,
2587 sky_color,
2588 None,
2589 );
2590 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2591 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2592 assert!(
2593 non_sky > 0,
2594 "render of single-grid scene with mips present rendered all-sky: mip-0 may be corrupted by generate_mips"
2595 );
2596 }
2597
2598 #[test]
2599 fn render_scene_two_chunk_x_grid_hash_is_stable() {
2600 // Frozen 2026-05-10 at S4.0 landing on x86_64.
2601 // DDA.9: re-frozen to the DDA renderer's output (was the
2602 // voxlap-opticast golden 0x215e_d66d_7359_4725).
2603 const GOLDEN: u64 = 0x492e_c4bb_718f_d7e5;
2604 // Same scene shape as `render_scene_two_chunk_x_grid_no_seam`
2605 // — kept distinct so the hash assertion doesn't share its
2606 // setup with the structural seam check.
2607 let mut scene = Scene::new();
2608 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2609 scene.grid_mut(id).unwrap().set_rect(
2610 IVec3::new(120, 60, 200),
2611 IVec3::new(136, 67, 215),
2612 Some(0x80_aa_55_22),
2613 );
2614 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2615 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2616 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2617 let camera = camera_at([128.0, 100.0, 207.0]);
2618 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2619 let outcome = render_scene_composed(
2620 &mut fb,
2621 &mut zb,
2622 XRES as usize,
2623 XRES,
2624 YRES,
2625 fog,
2626 &mut scene,
2627 &camera,
2628 &settings,
2629 sky_color,
2630 None,
2631 );
2632 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2633
2634 let bytes: Vec<u8> = fb.iter().flat_map(|p| p.to_ne_bytes()).collect();
2635 let hash = fnv1a64(&bytes);
2636 if GOLDEN == SENTINEL {
2637 // First-run capture mode — print the hash so the
2638 // developer can paste it into GOLDEN above.
2639 eprintln!("render_scene_two_chunk_x_grid_hash_is_stable: capture hash = 0x{hash:016x}");
2640 panic!("GOLDEN is the SENTINEL placeholder — paste 0x{hash:016x} into GOLDEN above");
2641 }
2642 assert_eq!(
2643 hash, GOLDEN,
2644 "2-chunk render hash drifted: expected 0x{GOLDEN:016x}, got 0x{hash:016x}"
2645 );
2646 }
2647
2648 /// Sentinel for first-run hash capture in
2649 /// [`render_scene_two_chunk_x_grid_hash_is_stable`]. Replace
2650 /// `GOLDEN`'s definition with the printed value once captured.
2651 const SENTINEL: u64 = 0xDEAD_BEEF_DEAD_BEEF;
2652
2653 /// S4B.6.c: stacked-grid scaffold — camera in chz=1 (= world
2654 /// z=256..511) of a 2-chunk-tall grid should render its own
2655 /// chunk's terrain. Verifies cf seed + slab-byte reads + chunk-
2656 /// XY swaps all use world-z consistently.
2657 ///
2658 /// Cross-chunk look-down (= camera in chz=0 sees terrain in
2659 /// chz=1) needs cf z range extension at air-gap-lookup time;
2660 /// that's a follow-up to S4B.6.c.
2661 #[test]
2662 fn stacked_two_chunk_z_camera_in_chz1_sees_own_chunk_floor() {
2663 let mut scene = Scene::new();
2664 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2665 let g = scene.grid_mut(id).unwrap();
2666 // chz=0: all-air (materialised so chunk_xyz_backing enumerates).
2667 g.ensure_chunk(IVec3::new(0, 0, 0));
2668 // chz=1: floor at local z=50 (= world z=306).
2669 g.set_rect(
2670 IVec3::new(60, 60, 306),
2671 IVec3::new(72, 72, 310),
2672 Some(0x80_33_66_99),
2673 );
2674 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2675
2676 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2677 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2678 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2679 // Camera at world (66, 66, 280) — directly above the
2680 // floor at world z=306. Look STRAIGHT DOWN (z increases =
2681 // down in voxlap z-down).
2682 let camera = Camera {
2683 pos: [66.0, 66.0, 280.0],
2684 right: [1.0, 0.0, 0.0],
2685 down: [0.0, 1.0, 0.0],
2686 forward: [0.0, 0.0, 1.0],
2687 };
2688 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2689 let outcome = render_scene_composed(
2690 &mut fb,
2691 &mut zb,
2692 XRES as usize,
2693 XRES,
2694 YRES,
2695 fog,
2696 &mut scene,
2697 &camera,
2698 &settings,
2699 sky_color,
2700 None,
2701 );
2702 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2703 let floor_count = fb.iter().filter(|&&p| p == 0x80_33_66_99).count();
2704 assert!(
2705 floor_count > 100,
2706 "camera at chz=1 with floor in same chunk should see it — got {floor_count} floor pixels"
2707 );
2708 }
2709
2710 /// S4B.6.e: cross-chunk look-down. Camera in chz=0's all-air
2711 /// chunk should see chz=1's floor below it. This was deferred
2712 /// from S4B.6.c because the cf seed's z range capped at the
2713 /// camera-chunk's bedrock (world z=255); S4B.6.e extends the
2714 /// air-gap walk in `camera_chunk_air_gap` to step into the
2715 /// next chunk down when the camera's column is all-air-bedrock,
2716 /// and the rasterizer routes state.column / slab_buf to the
2717 /// chunk holding the real floor via `seed_chunk_z`.
2718 #[test]
2719 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor() {
2720 let mut scene = Scene::new();
2721 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2722 let g = scene.grid_mut(id).unwrap();
2723 // chz=0: all-air. Materialised so chunk_xyz_backing
2724 // enumerates it.
2725 g.ensure_chunk(IVec3::new(0, 0, 0));
2726 // chz=1: floor at world z=306..310 (= local z=50..54).
2727 g.set_rect(
2728 IVec3::new(60, 60, 306),
2729 IVec3::new(72, 72, 310),
2730 Some(0x80_77_aa_44),
2731 );
2732 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2733
2734 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2735 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2736 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2737 // Camera at world (66, 66, 100) — in chz=0's all-air
2738 // chunk. Look STRAIGHT DOWN (z+) toward chz=1's floor at
2739 // world z=306.
2740 let camera = Camera {
2741 pos: [66.0, 66.0, 100.0],
2742 right: [1.0, 0.0, 0.0],
2743 down: [0.0, 1.0, 0.0],
2744 forward: [0.0, 0.0, 1.0],
2745 };
2746 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2747 let outcome = render_scene_composed(
2748 &mut fb,
2749 &mut zb,
2750 XRES as usize,
2751 XRES,
2752 YRES,
2753 fog,
2754 &mut scene,
2755 &camera,
2756 &settings,
2757 sky_color,
2758 None,
2759 );
2760 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2761 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
2762 assert!(
2763 floor_count > 50,
2764 "camera in chz=0 air-gap should see chz=1 floor via cross-chunk look-down — got {floor_count} floor pixels"
2765 );
2766 }
2767
2768 /// S4B.6.l KNOWN LIMITATION → RESOLVED by VC.5 (2026-05-31).
2769 /// Camera at chz=0 with all-air-bedrock at the camera's own
2770 /// XY column (seed_chz=1 via cross-chunk look-down). A DIFFERENT
2771 /// XY column has chz=0 content (= a distant mountain entirely
2772 /// inside chz=0). Pre-VC.5 the chunk-XY swap read chz=1 chunks
2773 /// across the DDA, so the chz=0 mountain was invisible. VC.5's
2774 /// multi-chz column-step install stitches every chz layer at the
2775 /// new XY column; the chz=0 mountain renders correctly.
2776 ///
2777 /// VC.0 pin (2026-05-31): re-enabled (was `#[ignore]`'d). VC.5
2778 /// flipped it from failing (mountain_chz0 = 0) to passing.
2779 #[test]
2780 fn stacked_chz0_distant_mountain_visible_from_chz0_camera() {
2781 let mut scene = Scene::new();
2782 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2783 let g = scene.grid_mut(id).unwrap();
2784 // chz=0 mountain at a column DISTANT from the camera —
2785 // entirely in chz=0 (world z=100..200), so chz=1 at the
2786 // same XY is all-air-bedrock.
2787 g.set_rect(
2788 IVec3::new(100, 100, 100),
2789 IVec3::new(124, 124, 200),
2790 Some(0x80_aa_55_22), // distinct brown
2791 );
2792 // chz=1 hills filling the floor at world z=336..360 across
2793 // the chunk EXCEPT a hole around the mountain XY (so the
2794 // mountain doesn't sit on a green tower).
2795 g.set_rect(
2796 IVec3::new(0, 0, 336),
2797 IVec3::new(128, 128, 360),
2798 Some(0x80_22_88_44),
2799 );
2800 g.set_rect(IVec3::new(100, 100, 336), IVec3::new(124, 124, 360), None);
2801 // Materialise chz=0 + chz=1 (chz=0 has the mountain; chz=1
2802 // has the hills).
2803 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
2804 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2805
2806 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2807 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2808 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2809 // Camera at (40, 40, 60) — chz=0 air, FAR from the mountain
2810 // XY (100..124, 100..124). Yaw=π/4 (look toward +x+y =
2811 // mountain direction), pitch=0.72 rad (≈ 41° down) so the
2812 // ray bisecting the screen aims at the chz=0 mountain centre
2813 // ≈ (112, 112, 150).
2814 let camera = Camera::from_yaw_pitch([40.0, 40.0, 60.0], std::f64::consts::FRAC_PI_4, 0.72);
2815 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2816 let outcome = render_scene_composed(
2817 &mut fb,
2818 &mut zb,
2819 XRES as usize,
2820 XRES,
2821 YRES,
2822 fog,
2823 &mut scene,
2824 &camera,
2825 &settings,
2826 sky_color,
2827 None,
2828 );
2829 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2830 let mountain_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
2831 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
2832 eprintln!("chz0-distant-mountain: mountain_chz0={mountain_count} hill_chz1={hill_count}");
2833 // chz=1 hills are reachable via seed-time cross-chunk
2834 // look-down.
2835 assert!(
2836 hill_count > 50,
2837 "expected chz=1 hills via cross-chunk look-down — got {hill_count}"
2838 );
2839 // The proper-fix assertion: chz=0 distant mountain SHOULD be
2840 // visible. Currently fails — pins the limitation.
2841 assert!(
2842 mountain_count > 50,
2843 "expected chz=0 distant mountain visible — got {mountain_count} (S4B.6.l limitation)"
2844 );
2845 }
2846
2847 /// S4B.6.h: mid-render chunk-Z handoff. Camera column has
2848 /// content in chz=0 (= a mountain at the camera's XY) so
2849 /// seed-time cross-chunk look-down does NOT fire — seed_chz=0.
2850 /// As rays DDA across the scene, they visit XY columns where
2851 /// chz=0 is all-air-bedrock. Mid-render handoff should swap
2852 /// state to chz=1's column at those XY positions and reveal
2853 /// hill content sitting under the camera's chz=0 layer.
2854 ///
2855 /// This is the "tall mountains breaching chunk-Z boundary"
2856 /// case the demo aims for.
2857 #[test]
2858 fn mid_render_handoff_reveals_chz1_hills_under_mountain_camera() {
2859 let mut scene = Scene::new();
2860 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2861 let g = scene.grid_mut(id).unwrap();
2862 // chz=0: a small "mountain peak" at the camera's XY.
2863 // Mountain at world z=150..200 — solid block.
2864 g.set_rect(
2865 IVec3::new(60, 60, 150),
2866 IVec3::new(72, 72, 200),
2867 Some(0x80_88_44_22), // brown mountain
2868 );
2869 // chz=1: hills at world z=336..360 across the WHOLE chunk
2870 // (so DDA rays hit them when chz=0 is air).
2871 g.set_rect(
2872 IVec3::new(0, 0, 336),
2873 IVec3::new(128, 128, 360),
2874 Some(0x80_22_88_44), // green hills
2875 );
2876 // Carve a hole in chz=1's hill at the mountain's footprint
2877 // so the mountain doesn't appear to "float" on green.
2878 g.set_rect(IVec3::new(60, 60, 336), IVec3::new(72, 72, 360), None);
2879 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
2880 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2881
2882 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2883 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2884 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2885 // Camera at world (66, 66, 100) — directly above the
2886 // mountain peak (at z=150). Camera column has the
2887 // mountain in chz=0. Look straight down.
2888 let camera = Camera {
2889 pos: [66.0, 66.0, 100.0],
2890 right: [1.0, 0.0, 0.0],
2891 down: [0.0, 1.0, 0.0],
2892 forward: [0.0, 0.0, 1.0],
2893 };
2894 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2895 let outcome = render_scene_composed(
2896 &mut fb,
2897 &mut zb,
2898 XRES as usize,
2899 XRES,
2900 YRES,
2901 fog,
2902 &mut scene,
2903 &camera,
2904 &settings,
2905 sky_color,
2906 None,
2907 );
2908 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2909 let mountain_count = fb.iter().filter(|&&p| p == 0x80_88_44_22).count();
2910 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
2911 // Verify the hills render at approximately the correct
2912 // world-z by sampling the z-buffer at hill pixels. Camera
2913 // at z=100 looking straight down; hills at world z=336.
2914 // Expected depth = 236 for directly-below pixels. If
2915 // state.z1 stays stuck at the mountain peak's z=150 the
2916 // hills would render with depth ≈ 50 → orders of magnitude
2917 // off.
2918 let mut hill_depths: Vec<f32> = fb
2919 .iter()
2920 .zip(zb.iter())
2921 .filter_map(|(&p, &d)| if p == 0x80_22_88_44 { Some(d) } else { None })
2922 .collect();
2923 hill_depths.sort_by(|a, b| a.partial_cmp(b).unwrap());
2924 let median_hill_depth = hill_depths[hill_depths.len() / 2];
2925 eprintln!(
2926 "mid-render handoff: mountain={mountain_count} hill={hill_count} median_hill_depth={median_hill_depth:.1}"
2927 );
2928 assert!(
2929 mountain_count > 50,
2930 "should see mountain peak via chz=0 — got {mountain_count} mountain pixels"
2931 );
2932 assert!(
2933 hill_count > 50,
2934 "should see chz=1 hills via mid-render handoff — got {hill_count} hill pixels"
2935 );
2936 assert!(
2937 (median_hill_depth - 236.0).abs() < 80.0,
2938 "hill median depth should be ≈236 (camera→z=336); got {median_hill_depth:.1} — state.z1 may be stale at the mountain peak's z"
2939 );
2940 }
2941
2942 /// S4B.6.g: cross-chunk look-down under multi-mip. Same scene
2943 /// as `stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor` but
2944 /// with `mip_levels=2, mip_scan_dist=16` so the rasterizer
2945 /// transitions to mip-1 well within the chz=1 terrain. Locks in
2946 /// the slab_z_at mip-N offset fix (= `chunk_world_z_base >>
2947 /// gmipcnt`). Pre-fix produced a green / brown "wall in a circle
2948 /// around the camera" because mip-1 rendered the floor at
2949 /// world-z ≈ 178 instead of 306.
2950 #[test]
2951 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor_multi_mip() {
2952 let mut scene = Scene::new();
2953 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2954 let g = scene.grid_mut(id).unwrap();
2955 g.ensure_chunk(IVec3::new(0, 0, 0));
2956 g.set_rect(
2957 IVec3::new(60, 60, 306),
2958 IVec3::new(72, 72, 310),
2959 Some(0x80_77_aa_44),
2960 );
2961 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2962
2963 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2964 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2965 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2966 let camera = Camera {
2967 pos: [66.0, 66.0, 100.0],
2968 right: [1.0, 0.0, 0.0],
2969 down: [0.0, 1.0, 0.0],
2970 forward: [0.0, 0.0, 1.0],
2971 };
2972 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2973 settings.mip_levels = 2;
2974 settings.mip_scan_dist = 16;
2975 let outcome = render_scene_composed(
2976 &mut fb,
2977 &mut zb,
2978 XRES as usize,
2979 XRES,
2980 YRES,
2981 fog,
2982 &mut scene,
2983 &camera,
2984 &settings,
2985 sky_color,
2986 None,
2987 );
2988 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2989 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
2990 assert!(
2991 floor_count > 50,
2992 "multi-mip cross-chunk look-down should still see chz=1 floor — got {floor_count} floor pixels"
2993 );
2994 }
2995
2996 /// S4B.6.d: 3-chunk-tall stack stresses the widened gylookup
2997 /// (`(chunks_z * 512) >> mip + 4` per mip). Pre-S4B.6.d, gylookup
2998 /// was hardcoded at `(512 >> mip) + 4`, which would OOB or alias
2999 /// for any z > 511. This test renders a floor at world z=562
3000 /// (= chz=2, local z=50) with the camera at world z=540, looking
3001 /// straight down. Multi-mip is on so we exercise the mip slide
3002 /// path in `phase_remiporend` that scales `advance` by chunks_z.
3003 #[test]
3004 fn stacked_three_chunk_z_camera_in_chz2_sees_own_chunk_floor_multi_mip() {
3005 let mut scene = Scene::new();
3006 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3007 let g = scene.grid_mut(id).unwrap();
3008 // Materialise chz=0 + chz=1 so chunk_xyz_backing enumerates
3009 // the full stack.
3010 g.ensure_chunk(IVec3::new(0, 0, 0));
3011 g.ensure_chunk(IVec3::new(0, 0, 1));
3012 // chz=2: floor at world z=562..566 (= local z=50..54).
3013 g.set_rect(
3014 IVec3::new(60, 60, 562),
3015 IVec3::new(72, 72, 566),
3016 Some(0x80_aa_55_22),
3017 );
3018 assert!(g.chunk(IVec3::new(0, 0, 2)).is_some());
3019
3020 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3021 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3022 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3023 let camera = Camera {
3024 pos: [66.0, 66.0, 540.0],
3025 right: [1.0, 0.0, 0.0],
3026 down: [0.0, 1.0, 0.0],
3027 forward: [0.0, 0.0, 1.0],
3028 };
3029 // Multi-mip on to exercise the gylookup-slide path.
3030 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3031 settings.mip_levels = 2;
3032 settings.mip_scan_dist = 16;
3033 let outcome = render_scene_composed(
3034 &mut fb,
3035 &mut zb,
3036 XRES as usize,
3037 XRES,
3038 YRES,
3039 fog,
3040 &mut scene,
3041 &camera,
3042 &settings,
3043 sky_color,
3044 None,
3045 );
3046 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3047 let floor_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
3048 assert!(
3049 floor_count > 100,
3050 "camera at chz=2 with floor in same chunk should see it — got {floor_count} floor pixels"
3051 );
3052 }
3053
3054 // ---- S7.4: render integration with streaming ----
3055
3056 /// Floor-stamping generator for S7.4 render tests. Produces a
3057 /// 10-voxel-thick floor at the bottom of every chunk it
3058 /// generates (chunk-local `z = 230..239`, all xy). Visible as
3059 /// a green stripe along the bottom of the framebuffer when
3060 /// the camera looks +y across populated chunks.
3061 #[derive(Debug)]
3062 struct FloorGenerator;
3063
3064 impl crate::ChunkGenerator for FloorGenerator {
3065 fn generate(&self, _chunk_idx: IVec3) -> roxlap_formats::vxl::Vxl {
3066 // Lean on `Grid::ensure_chunk` for the empty-chunk
3067 // builder, then carve a floor via `set_rect`. Detach
3068 // the chunk from the temporary grid and return it.
3069 let mut tmp = crate::Grid::new(GridTransform::identity());
3070 tmp.ensure_chunk(IVec3::ZERO);
3071 let mut vxl = tmp.chunks.remove(&IVec3::ZERO).unwrap();
3072 #[allow(clippy::cast_possible_wrap)]
3073 roxlap_formats::edit::set_rect(
3074 &mut vxl,
3075 glam::IVec3::new(0, 0, 230).into(),
3076 glam::IVec3::new((CHUNK_SIZE_XY - 1) as i32, (CHUNK_SIZE_XY - 1) as i32, 239)
3077 .into(),
3078 Some(0x80_22_aa_22),
3079 );
3080 vxl
3081 }
3082 }
3083
3084 #[test]
3085 fn render_scene_composed_unpumped_streaming_grid_renders_all_sky() {
3086 // S7.4(a): a grid with a generator + active stream radius
3087 // but no pump_streaming call has zero chunks. The render
3088 // walks the grid (chunk_xyz_backing returns None for an
3089 // empty chunk map → grid is skipped), framebuffer stays
3090 // sky.
3091 use std::sync::Arc;
3092 let mut scene = Scene::new();
3093 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3094 let g = scene.grid_mut(id).unwrap();
3095 g.set_generator(Some(Arc::new(FloorGenerator)));
3096 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3097 assert!(g.chunks.is_empty(), "no pump yet → no chunks");
3098
3099 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3100 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3101 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3102 // Camera at (64, -100, 200) looking +y so it would see
3103 // chunks ahead once they exist.
3104 let camera = camera_at([64.0, -100.0, 200.0]);
3105 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3106 let _ = render_scene_composed(
3107 &mut fb,
3108 &mut zb,
3109 XRES as usize,
3110 XRES,
3111 YRES,
3112 fog,
3113 &mut scene,
3114 &camera,
3115 &settings,
3116 sky_color,
3117 None,
3118 );
3119 // Empty grid path skips opticast → framebuffer untouched.
3120 assert!(
3121 fb.iter().all(|&p| p == sky_color),
3122 "unpumped streaming grid must render as all sky"
3123 );
3124 }
3125
3126 #[test]
3127 fn render_scene_composed_picks_up_streamed_chunks_after_sync_pump() {
3128 // S7.4(a): once the streaming pump installs chunks, the
3129 // next render shows them. Using pump_streaming_sync for
3130 // deterministic timing — pump_streaming (async) lands
3131 // the same way modulo a frame of latency.
3132 use std::sync::Arc;
3133 let mut scene = Scene::new();
3134 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3135 let g = scene.grid_mut(id).unwrap();
3136 g.set_generator(Some(Arc::new(FloorGenerator)));
3137 // Cover chunks ahead of the camera (y=0, y=128, y=256).
3138 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3139
3140 // Render BEFORE pump: zero floor pixels.
3141 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3142 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3143 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3144 let camera = camera_at([64.0, -100.0, 200.0]);
3145 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3146 let _ = render_scene_composed(
3147 &mut fb,
3148 &mut zb,
3149 XRES as usize,
3150 XRES,
3151 YRES,
3152 fog,
3153 &mut scene,
3154 &camera,
3155 &settings,
3156 sky_color,
3157 None,
3158 );
3159 let pre_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3160 assert_eq!(pre_floor, 0, "pre-pump frame has no streamed chunks");
3161
3162 // Pump synchronously — `world_pos` matches the camera so
3163 // chunks ahead of it (within r_active = 300) stream in.
3164 scene.pump_streaming_sync(DVec3::new(64.0, -100.0, 200.0));
3165 let g = scene.grid(id).unwrap();
3166 assert!(
3167 !g.chunks.is_empty(),
3168 "pump should have streamed at least one chunk"
3169 );
3170
3171 // Render AFTER pump: the floor should now be visible. Reset
3172 // the framebuffer to sky first.
3173 fb.iter_mut().for_each(|p| *p = sky_color);
3174 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3175 let outcome = render_scene_composed(
3176 &mut fb,
3177 &mut zb,
3178 XRES as usize,
3179 XRES,
3180 YRES,
3181 fog,
3182 &mut scene,
3183 &camera,
3184 &settings,
3185 sky_color,
3186 None,
3187 );
3188 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3189 let post_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3190 assert!(
3191 post_floor > 100,
3192 "post-pump frame should show the streamed floor — got {post_floor} green pixels"
3193 );
3194 }
3195
3196 #[test]
3197 fn render_scene_composed_partial_streaming_renders_pending_chunks_as_air() {
3198 // S7.4(a): mixed state — some r_active chunks are
3199 // materialised, others are still pending (not in
3200 // `chunks`). The render must treat pending chunks as
3201 // implicit-air. Verified by stamping one chunk via the
3202 // generator + skipping the others, then confirming the
3203 // framebuffer has fewer floor pixels than the
3204 // fully-pumped baseline.
3205 use std::sync::Arc;
3206 let mut scene = Scene::new();
3207 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3208 let g = scene.grid_mut(id).unwrap();
3209 g.set_generator(Some(Arc::new(FloorGenerator)));
3210 // r_active must be set so the later pump_streaming_sync
3211 // sanity-check actually streams more chunks in.
3212 g.stream_radius = crate::StreamRadius::new(400.0, 800.0);
3213
3214 // Materialise ONLY chunk (0, 0, 0) manually via the
3215 // sync helper — leave (0, 1, 0), (0, 2, 0) absent.
3216 let installed = g.ensure_chunk_generated(IVec3::ZERO);
3217 assert!(installed, "manual install of one chunk");
3218 assert_eq!(g.chunks.len(), 1);
3219 // Make sure (0, 1, 0), (0, 2, 0) are NOT present.
3220 assert!(g.chunk(IVec3::new(0, 1, 0)).is_none());
3221 assert!(g.chunk(IVec3::new(0, 2, 0)).is_none());
3222
3223 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3224 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3225 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3226 // Camera inside chunk (0, 0, 0); looking +y means the
3227 // floor of (0, 0, 0) gets rendered until the ray walks
3228 // off the chunk into implicit-air space at y=128. No
3229 // floor pixels past that distance.
3230 let camera = camera_at([64.0, 32.0, 200.0]);
3231 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3232 let _ = render_scene_composed(
3233 &mut fb,
3234 &mut zb,
3235 XRES as usize,
3236 XRES,
3237 YRES,
3238 fog,
3239 &mut scene,
3240 &camera,
3241 &settings,
3242 sky_color,
3243 None,
3244 );
3245 let floor_pixels = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3246 // Visible floor inside chunk (0,0,0); pending neighbours
3247 // contribute nothing. The number isn't pinned exactly —
3248 // it just needs to be non-zero (we have content) and
3249 // less than what a fully-streamed scene would produce.
3250 assert!(
3251 floor_pixels > 0,
3252 "should see at least some floor from the loaded chunk"
3253 );
3254 // Sanity: stream the missing chunks; verify the floor
3255 // pixel count goes up.
3256 scene.pump_streaming_sync(DVec3::new(64.0, 32.0, 200.0));
3257 assert!(scene.grid(id).unwrap().chunk_count() >= 2);
3258 fb.iter_mut().for_each(|p| *p = sky_color);
3259 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3260 let _ = render_scene_composed(
3261 &mut fb,
3262 &mut zb,
3263 XRES as usize,
3264 XRES,
3265 YRES,
3266 fog,
3267 &mut scene,
3268 &camera,
3269 &settings,
3270 sky_color,
3271 None,
3272 );
3273 let floor_pixels_full = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3274 assert!(
3275 floor_pixels_full > floor_pixels,
3276 "fully-streamed scene should show more floor than partial: \
3277 partial={floor_pixels} full={floor_pixels_full}"
3278 );
3279 }
3280}