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::color::Rgb;
45use roxlap_formats::material::MaterialTable;
46
47use crate::billboard::{self, BillboardCache, DEFAULT_RESOLUTION as BILLBOARD_RESOLUTION};
48use crate::chunks;
49use crate::lod::Lod;
50use crate::occluder::SceneOccluder;
51use crate::{GridId, GridTransform, Scene, CHUNK_SIZE_XY};
52use roxlap_core::{CompositeOccluder, WorldOccluder, WorldShadowCtx};
53use std::collections::HashMap;
54
55/// Sentinel colour stamped into a `render_sky = false` grid's
56/// temporary framebuffer wherever the rasterizer would have drawn
57/// sky. After opticast, [`render_scene_composed`] walks the temp
58/// buffer and resets `temp_zb` to [`f32::INFINITY`] for any pixel
59/// still carrying this value — those pixels then always lose
60/// [`compose_into`]'s min-z test and the underlying grid's sky
61/// (or another grid's hit) wins.
62///
63/// Alpha byte is `0x00`. Voxlap voxel slabs carry an alpha-encoded
64/// shade in `[0x00, 0x80]`, but a `0x00` alpha **with this exact
65/// RGB pattern** is exceedingly unlikely to occur on a real hit
66/// (the lit-voxel path produces alpha ≥ 0x40 in practice). Bit
67/// pattern is also visually distinct (cyan-ish neon) if anything
68/// ever leaks through to the screen, making the bug obvious.
69const SKY_MASK_SENTINEL: u32 = 0x00_DE_AD_BE;
70
71/// CPU fog + per-face shading config for the DDA backend, passed by
72/// value into the scene render entry points (replaces the old
73/// `&mut ScratchPool` parameter the voxlap path threaded fog through).
74///
75/// `max_scan_dist <= 0` disables fog (no distance blend). Otherwise the
76/// DDA renderer linearly ramps a hit's colour toward [`Self::color`]
77/// over `max_scan_dist` voxels. `side_shades` darkens each of the six
78/// voxel faces — `[x-, x+, y-, y+, z-, z+]`.
79#[derive(Debug, Clone, Copy, Default)]
80pub struct CpuFog {
81 /// Low-24-bit RGB fog colour.
82 pub color: u32,
83 /// Distance (voxels) at which fog is fully opaque; `<= 0` ⇒ fog OFF.
84 pub max_scan_dist: i32,
85 /// Per-face brightness reduction `[x-, x+, y-, y+, z-, z+]`.
86 pub side_shades: [i8; 6],
87}
88
89/// Project a world-space [`Camera`] into a grid's local frame:
90/// translate by `-transform.origin`, then apply
91/// `transform.rotation.inverse()` to the position and the
92/// orthonormal basis (`right` / `down` / `forward`).
93///
94/// Identity rotation collapses to pure translation, byte-identical
95/// to the pre-S5 path (`DQuat::IDENTITY * v == v`). For a rotated
96/// grid the rasterizer still sees an axis-aligned chunk grid —
97/// rotation is invisible below this layer per PORTING-SCENE.md § S5.
98///
99/// The basis is rotated as a free vector (no translation
100/// component); position is rotated about the grid origin.
101fn world_camera_to_grid_local(camera: &Camera, transform: &GridTransform) -> Camera {
102 let inv = transform.rotation.inverse();
103 let world_offset = DVec3::from_array(camera.pos) - transform.origin;
104 let local_pos = inv * world_offset;
105 let local_right = inv * DVec3::from_array(camera.right);
106 let local_down = inv * DVec3::from_array(camera.down);
107 let local_forward = inv * DVec3::from_array(camera.forward);
108 Camera {
109 pos: local_pos.to_array(),
110 right: local_right.to_array(),
111 down: local_down.to_array(),
112 forward: local_forward.to_array(),
113 }
114}
115
116/// CPU.1 — transform world-space dynamic lights into a grid's local frame
117/// (the same translate + inverse-rotation as [`world_camera_to_grid_local`]):
118/// point positions are points (origin-relative + inverse-rotated); the sun
119/// direction is a vector (inverse-rotated only). Point lights land in `scratch`
120/// so the returned [`CpuLights`] can borrow them for the grid's render.
121///
122/// PF.7 (C4) — `grid_sphere` is the grid's world-space bounding sphere
123/// `(centre, radius)`: a light whose reach-sphere can't touch it (with
124/// slack for the shadow-bias sample offset) is dropped BEFORE the
125/// transform, so the per-hit light loop never sees it. Conservative ⇒
126/// byte-identical (a dropped light's `point_falloff` would be 0 at every
127/// reachable sample anyway). `None` skips the cull.
128fn grid_local_lights<'a>(
129 world: &CpuLights<'_>,
130 transform: &GridTransform,
131 scratch: &'a mut Vec<CpuPointLight>,
132 grid_sphere: Option<(DVec3, f64)>,
133) -> CpuLights<'a> {
134 scratch.clear();
135 if !world.enabled {
136 return CpuLights::default();
137 }
138 let inv = transform.rotation.inverse();
139 #[allow(clippy::cast_possible_truncation)]
140 let sun_dir = if world.sun {
141 let d = inv
142 * DVec3::new(
143 f64::from(world.sun_dir[0]),
144 f64::from(world.sun_dir[1]),
145 f64::from(world.sun_dir[2]),
146 );
147 [d.x as f32, d.y as f32, d.z as f32]
148 } else {
149 [0.0; 3]
150 };
151 // Shade samples sit on voxel surfaces inside the bounding sphere,
152 // nudged up to `shadow_bias` along the normal — expand by that plus
153 // a unit of float slack.
154 let cull_slack = f64::from(world.shadow_bias) + 1.0;
155 for p in world.points {
156 if let Some((centre, radius)) = grid_sphere {
157 let lp = DVec3::new(
158 f64::from(p.pos[0]),
159 f64::from(p.pos[1]),
160 f64::from(p.pos[2]),
161 );
162 if (lp - centre).length() > f64::from(p.radius) + radius + cull_slack {
163 continue;
164 }
165 }
166 let lp = inv
167 * (DVec3::new(
168 f64::from(p.pos[0]),
169 f64::from(p.pos[1]),
170 f64::from(p.pos[2]),
171 ) - transform.origin);
172 // SL — the cone axis is a vector: inverse-rotate only (no origin).
173 let sd = inv
174 * DVec3::new(
175 f64::from(p.spot_dir[0]),
176 f64::from(p.spot_dir[1]),
177 f64::from(p.spot_dir[2]),
178 );
179 #[allow(clippy::cast_possible_truncation)]
180 scratch.push(CpuPointLight {
181 pos: [lp.x as f32, lp.y as f32, lp.z as f32],
182 color: p.color,
183 intensity: p.intensity,
184 radius: p.radius,
185 casts_shadow: p.casts_shadow,
186 spot_dir: [sd.x as f32, sd.y as f32, sd.z as f32],
187 cos_inner: p.cos_inner,
188 cos_outer: p.cos_outer,
189 });
190 }
191 CpuLights {
192 enabled: true,
193 sun: world.sun,
194 sun_dir,
195 sun_color: world.sun_color,
196 sun_intensity: world.sun_intensity,
197 sun_casts_shadow: world.sun_casts_shadow,
198 points: scratch.as_slice(),
199 ambient: world.ambient,
200 bands: world.bands,
201 shadow_tint: world.shadow_tint,
202 // CPU.2 — shadows: the rig is world-space here; shadow distances are
203 // grid-uniform (no scaling), so they carry through unchanged.
204 shadow_strength: world.shadow_strength,
205 shadow_bias: world.shadow_bias,
206 shadow_max_dist: world.shadow_max_dist,
207 }
208}
209
210/// Outcome of a [`render_scene`] / [`render_scene_composed`] call.
211#[derive(Debug, Clone, Copy, PartialEq, Eq)]
212pub enum RenderOutcome {
213 /// At least one grid produced a render.
214 Rendered {
215 /// Number of grids that were drawn.
216 grids_drawn: usize,
217 },
218 /// No grid rendered — the scene was empty (no populated grids).
219 Empty,
220}
221
222/// Render every grid in `scene` directly into `(fb, zb)` — no
223/// per-grid temp buffer, no compose merge. For multi-grid scenes
224/// this is last-grid-wins (later grids' opticast writes overwrite
225/// earlier grids' pixels indiscriminately, including sky), so it's
226/// only correct for single-grid scenes.
227///
228/// Use this when you have one grid and want the byte-stable
229/// PR.3: pick the cheapest `GridView` constructor that matches the
230/// grid's chunk layout.
231///
232/// Trivial-single-chunk grids (1 chunk at index `(0, 0, 0)`) bypass
233/// the multi-chunk rasterizer path: `GridView::from_single_vxl`
234/// leaves `chunk_grid = None`, so `phase_after_delete_kept_presync`
235/// takes the cheaper single-chunk branch instead of doing
236/// `chunk_at_xyz` + IVec2-equality + `Option::is_some` per
237/// column-step. Markers / pickups / small ships qualify.
238///
239/// Multi-chunk grids (ground, larger ships) fall through to
240/// `from_chunk_grid` with the supplied `ChunkGrid`.
241fn single_chunk_fast_path<'a>(
242 backing: &'a chunks::ChunkXyBacking<'a>,
243 cg: &'a roxlap_core::ChunkGrid<'a>,
244) -> roxlap_core::GridView<'a> {
245 if backing.chunks_x == 1
246 && backing.chunks_y == 1
247 && backing.chunks_z == 1
248 && backing.origin_chunk_xy == [0, 0]
249 && backing.origin_chunk_z == 0
250 {
251 // chunk_xyz_backing populates each `Vec<Option<GridView>>`
252 // slot via `GridView::from_single_vxl`, which leaves
253 // `chunk_grid = None`. Reuse that directly.
254 if let Some(single) = backing.chunks[0] {
255 return single;
256 }
257 }
258 roxlap_core::GridView::from_chunk_grid(cg, CHUNK_SIZE_XY)
259}
260
261/// matches-direct-opticast property — the test suite uses it as a
262/// sanity check that the combined-world stitch + render harness
263/// doesn't drift vs. a raw `opticast` call.
264///
265/// Caller pre-fills `fb` with the desired sky colour and `zb` with
266/// any value (typically `0.0` matching the per-chunk renderer's
267/// convention or `f32::INFINITY` for compose-friendly init); the
268/// rasterizer overwrites both per pixel that gets a hit.
269#[allow(clippy::too_many_arguments)]
270pub fn render_scene(
271 fb: &mut [u32],
272 zb: &mut [f32],
273 pitch_pixels: usize,
274 width: u32,
275 height: u32,
276 fog: CpuFog,
277 scene: &mut Scene,
278 camera: &Camera,
279 settings: &OpticastSettings,
280 sky: Option<&Sky>,
281) -> RenderOutcome {
282 debug_assert_eq!(fb.len(), zb.len());
283 let pixel_count = (width as usize) * (height as usize);
284 debug_assert_eq!(fb.len(), pixel_count);
285
286 let mut grids_drawn = 0usize;
287 for (_id, grid) in scene.grids_mut() {
288 // S4B.2.e: Approach B render path. World → grid-local
289 // camera transform doesn't need a voxel-offset adjustment
290 // anymore — Approach B's chunks live at their signed
291 // (chx, chy) indices and `chunk_at_xy` handles negative-
292 // index lookups natively.
293 //
294 // S5.0: per-grid arbitrary rotation. The local camera is
295 // built by `world_camera_to_grid_local` — translation +
296 // inverse-rotation of the basis. Identity rotation keeps
297 // this byte-identical to the pre-S5 translate-only form.
298 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
299 // before borrowing the grid immutably for `backing`.
300 let dda_mip = grid.ensure_dda_bricks(0);
301 let Some(backing) = grid.chunk_xyz_backing() else {
302 // Empty grid (no populated chz=0 chunks) — skip.
303 continue;
304 };
305 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
306 let cg = roxlap_core::ChunkGrid {
307 chunks: &backing.chunks,
308 origin_chunk_xy: backing.origin_chunk_xy,
309 origin_chunk_z: backing.origin_chunk_z,
310 chunks_x: backing.chunks_x,
311 chunks_y: backing.chunks_y,
312 chunks_z: backing.chunks_z,
313 };
314 let grid_view = single_chunk_fast_path(&backing, &cg);
315 // DDA backend. The direct path doesn't pre-fill, so seed sky
316 // (black) + far depth here — DDA leaves misses untouched.
317 for px in fb.iter_mut() {
318 *px = 0;
319 }
320 for d in zb.iter_mut() {
321 *d = f32::INFINITY;
322 }
323 let fog_on = fog.max_scan_dist > 0;
324 #[allow(clippy::cast_precision_loss)]
325 let env = DdaEnv {
326 sky,
327 fog_color: if fog_on { fog.color } else { 0 },
328 fog_max_dist: if fog_on {
329 fog.max_scan_dist.max(1) as f32
330 } else {
331 0.0
332 },
333 side_shades: fog.side_shades,
334 // The direct (non-composed) path is opaque-only; terrain
335 // materials flow through render_scene_composed_with_materials.
336 materials: None,
337 terrain_materials: &[],
338 // The direct path is unlit (lighting flows through the composed
339 // path); keep it on the baked-byte shade.
340 lights: CpuLights::default(),
341 world_shadow: None,
342 };
343 render_dda_parallel(
344 &local_cam,
345 settings,
346 grid_view,
347 fb,
348 zb,
349 pitch_pixels,
350 &env,
351 &grid.dda_brick_cache,
352 dda_mip,
353 );
354 grids_drawn += 1;
355 }
356 if grids_drawn == 0 {
357 RenderOutcome::Empty
358 } else {
359 RenderOutcome::Rendered { grids_drawn }
360 }
361}
362
363/// Per-pixel "min-z wins" merge of `(temp_fb, temp_zb)` into
364/// `(shared_fb, shared_zb)`.
365///
366/// Voxlap's z-buffer convention: `z` = perpendicular distance from
367/// camera; **smaller `z` = closer to camera**. This helper picks
368/// the closer pixel per slot. Sky pixels emerge with a large `z`
369/// (`scratch.skycast.dist`, set to `gxmax` or `i32::MAX` per
370/// `phase_startsky`) so they always lose to any hit's finite
371/// distance.
372///
373/// `temp_fb` / `temp_zb` are read-only inputs; both must have the
374/// same length as `shared_fb` / `shared_zb` (debug-asserted).
375pub fn compose_into(
376 shared_fb: &mut [u32],
377 shared_zb: &mut [f32],
378 temp_fb: &[u32],
379 temp_zb: &[f32],
380) {
381 debug_assert_eq!(shared_fb.len(), shared_zb.len());
382 debug_assert_eq!(shared_fb.len(), temp_fb.len());
383 debug_assert_eq!(shared_fb.len(), temp_zb.len());
384 for i in 0..shared_fb.len() {
385 if temp_zb[i] < shared_zb[i] {
386 shared_fb[i] = temp_fb[i];
387 shared_zb[i] = temp_zb[i];
388 }
389 }
390}
391
392/// Half-open screen rectangle `[x0, x1) × [y0, y1)` a grid's
393/// projection is confined to — the scissor [`render_scene_composed`]
394/// uses to render and compose each grid only within its screen
395/// footprint instead of over the whole frame.
396#[derive(Clone, Copy, Debug)]
397struct ScreenRect {
398 x0: u32,
399 x1: u32,
400 y0: u32,
401 y1: u32,
402}
403
404impl ScreenRect {
405 fn is_empty(self) -> bool {
406 self.x0 >= self.x1 || self.y0 >= self.y1
407 }
408}
409
410/// Project a world-space bounding sphere `(centre, radius)` to a
411/// conservative screen rectangle under opticast's pinhole — focal `hz`,
412/// principal point `(hx, hy)`, ray for pixel `(px, py)` being
413/// `(px-hx)·right + (py-hy)·down + hz·forward` (camera_math). Returns:
414///
415/// - `Some(rect)` clamped to the viewport when the sphere is safely in
416/// front of the camera. The rect may be **empty** (sphere off to one
417/// side) → the grid can't appear, so the caller skips it entirely.
418/// - `None` when the camera is inside or near the sphere (forward-depth
419/// `z ≤ radius`), where a finite screen bound is unsafe → the caller
420/// must render the grid full-frame.
421///
422/// Conservative on purpose (never clips a pixel the full render would
423/// touch): the projected radius uses the over-estimate `hz·R/(z−R)`
424/// (exact is `hz·R/√(z²−R²)`) and pads by `anginc + 1`, matching the
425/// projection's `anginc` viewport padding.
426fn project_sphere_to_screen(
427 camera: &Camera,
428 centre: DVec3,
429 radius: f64,
430 settings: &OpticastSettings,
431) -> Option<ScreenRect> {
432 let d = centre - DVec3::from_array(camera.pos);
433 let z = d.dot(DVec3::from_array(camera.forward));
434 if z <= radius {
435 return None; // camera inside / in front of the sphere shell
436 }
437 let x = d.dot(DVec3::from_array(camera.right));
438 let y = d.dot(DVec3::from_array(camera.down));
439 let (hx, hy, hz) = (
440 f64::from(settings.hx),
441 f64::from(settings.hy),
442 f64::from(settings.hz),
443 );
444 let sr = hz * radius / (z - radius); // over-estimated screen radius
445 let sx = hx + x / z * hz;
446 let sy = hy + y / z * hz;
447 let pad = f64::from(settings.anginc) + 1.0;
448 let (xres, yres) = (f64::from(settings.xres), f64::from(settings.yres));
449 let clamp = |v: f64, hi: f64| v.clamp(0.0, hi);
450 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
451 Some(ScreenRect {
452 x0: clamp((sx - sr - pad).floor(), xres) as u32,
453 x1: clamp((sx + sr + pad).ceil(), xres) as u32,
454 y0: clamp((sy - sr - pad).floor(), yres) as u32,
455 y1: clamp((sy + sr + pad).ceil(), yres) as u32,
456 })
457}
458
459/// Fill each `rect` row of a `u32` buffer (row stride `pitch`) with
460/// `val` — the scissored analogue of `slice.fill(val)`.
461fn fill_rect_u32(buf: &mut [u32], pitch: usize, rect: ScreenRect, val: u32) {
462 for y in rect.y0..rect.y1 {
463 let row = y as usize * pitch;
464 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
465 }
466}
467
468/// Fill each `rect` row of an `f32` buffer (row stride `pitch`) with `val`.
469fn fill_rect_f32(buf: &mut [f32], pitch: usize, rect: ScreenRect, val: f32) {
470 for y in rect.y0..rect.y1 {
471 let row = y as usize * pitch;
472 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
473 }
474}
475
476/// Min-z compose `temp_*` into `fb`/`zb` over `rect` only — the
477/// scissored analogue of [`compose_into`]. A `temp` pixel wins where its
478/// `z` is strictly smaller than the destination's.
479///
480/// PF.7 (C6) — rayon rows: a memory-bandwidth loop repeated per grid per
481/// frame; rows are disjoint (`par_chunks_mut` of both destinations),
482/// sources read-only. Bit-identical.
483fn compose_rect(
484 fb: &mut [u32],
485 zb: &mut [f32],
486 temp_fb: &[u32],
487 temp_zb: &[f32],
488 pitch: usize,
489 rect: ScreenRect,
490) {
491 use rayon::prelude::*;
492 let (y0, y1) = (rect.y0 as usize, rect.y1 as usize);
493 let (x0, x1) = (rect.x0 as usize, rect.x1 as usize);
494 if y0 >= y1 {
495 return;
496 }
497 // The last row may be short of a full `pitch` when the buffer is
498 // exactly `width*height` — clamp the slice end.
499 let end = (y1 * pitch).min(fb.len());
500 fb[y0 * pitch..end]
501 .par_chunks_mut(pitch)
502 .zip(zb[y0 * pitch..end].par_chunks_mut(pitch))
503 .enumerate()
504 .for_each(|(dy, (frow, zrow))| {
505 let row = (y0 + dy) * pitch;
506 for x in x0..x1 {
507 if temp_zb[row + x] < zrow[x] {
508 zrow[x] = temp_zb[row + x];
509 frow[x] = temp_fb[row + x];
510 }
511 }
512 });
513}
514
515/// PF.7 (C6) — reusable scratch for the composed scene render: the
516/// per-grid temp framebuffer/z-buffer pair (was two full-frame `vec!`
517/// allocations + initialising writes per call — ≈7.4 MB at 720p, ×16
518/// under 4×SSAA), the per-grid light scratch, and the phase-A mip map.
519/// Own one per renderer and pass it to
520/// [`render_scene_composed_with_materials_scratch`]; the buffers grow to
521/// the frame size on first use and are reused verbatim afterwards (every
522/// pixel the render reads is filled per grid first, so no per-frame
523/// clear is needed).
524#[derive(Default)]
525pub struct SceneRenderScratch {
526 temp_fb: Vec<u32>,
527 temp_zb: Vec<f32>,
528 lights: Vec<CpuPointLight>,
529 eff_mips: HashMap<GridId, u32>,
530}
531
532/// Render every grid in `scene` with per-grid temporary buffers +
533/// z-buffer composition. The canonical multi-grid scene render
534/// path.
535///
536/// Algorithm:
537/// 1. Caller pre-fills `fb` with the desired sky colour and `zb`
538/// with [`f32::INFINITY`] (so any rendered pixel wins the
539/// initial composition).
540/// 2. For each grid, allocate a temporary `(temp_fb, temp_zb)` of
541/// the same size, pre-fill them with sky / `INFINITY`, and run
542/// `opticast` into them via a `ScalarRasterizer` over the
543/// temporary buffers AND the grid's combined-world view (S4.0).
544/// 3. Merge the temporary buffers into the shared `(fb, zb)` via
545/// [`compose_into`] — closer pixels (smaller `z`) win.
546///
547/// Pixel correctness across overlapping grids: sky pixels emerge
548/// with `z` = `gxmax` / `i32::MAX` (a very large value), so they
549/// always lose to any hit. Hits compete on actual perpendicular
550/// distance — the closer grid's surface is what gets composited.
551///
552/// `pitch_pixels` is the framebuffer's row stride in pixels (×4 for
553/// bytes). `width` × `height` must equal `fb.len()` /
554/// `zb.len()`. `sky` is the optional textured sky resource the
555/// rasterizer threads through to `phase_startsky`; `None` ⇒ solid
556/// `pool.skycast` fill.
557///
558/// **Heap allocation per call:** two `Vec` allocations per grid (a
559/// temp framebuffer and zbuffer). For repeated frame rendering an
560/// owned scratch struct that pre-allocates these is the obvious
561/// optimisation; deferred until profiling shows it matters.
562#[allow(clippy::too_many_arguments)]
563pub fn render_scene_composed(
564 fb: &mut [u32],
565 zb: &mut [f32],
566 pitch_pixels: usize,
567 width: u32,
568 height: u32,
569 fog: CpuFog,
570 scene: &mut Scene,
571 camera: &Camera,
572 settings: &OpticastSettings,
573 sky_color: u32,
574 sky: Option<&Sky>,
575) -> RenderOutcome {
576 render_scene_composed_scissored(
577 fb,
578 zb,
579 pitch_pixels,
580 width,
581 height,
582 fog,
583 scene,
584 camera,
585 settings,
586 sky_color,
587 sky,
588 true,
589 None,
590 &[],
591 CpuLights::default(),
592 None,
593 &mut SceneRenderScratch::default(),
594 )
595}
596
597/// [`render_scene_composed`] with TV terrain materials: `materials` is the
598/// global palette and `terrain_materials` the colour→material map; together
599/// they make matching-colour terrain voxels translucent (front-to-back
600/// composited). An empty map / `None` palette renders identically to
601/// [`render_scene_composed`].
602#[allow(clippy::too_many_arguments)]
603pub fn render_scene_composed_with_materials(
604 fb: &mut [u32],
605 zb: &mut [f32],
606 pitch_pixels: usize,
607 width: u32,
608 height: u32,
609 fog: CpuFog,
610 scene: &mut Scene,
611 camera: &Camera,
612 settings: &OpticastSettings,
613 sky_color: u32,
614 sky: Option<&Sky>,
615 materials: Option<&MaterialTable>,
616 terrain_materials: &[(Rgb, u8)],
617 lights: CpuLights<'_>,
618 // XS.2 — sprite-cast shadow occluder (so sprites darken terrain). `None` ⇒
619 // grids-only shadows.
620 sprite_occluder: Option<&dyn WorldOccluder>,
621) -> RenderOutcome {
622 render_scene_composed_scissored(
623 fb,
624 zb,
625 pitch_pixels,
626 width,
627 height,
628 fog,
629 scene,
630 camera,
631 settings,
632 sky_color,
633 sky,
634 true,
635 materials,
636 terrain_materials,
637 lights,
638 sprite_occluder,
639 &mut SceneRenderScratch::default(),
640 )
641}
642
643/// [`render_scene_composed_with_materials`] with a caller-owned
644/// [`SceneRenderScratch`] (PF.7) — the per-frame render path: the temp
645/// buffer pair and per-grid scratch are reused across frames instead of
646/// re-allocated per call.
647#[allow(clippy::too_many_arguments)]
648pub fn render_scene_composed_with_materials_scratch(
649 fb: &mut [u32],
650 zb: &mut [f32],
651 pitch_pixels: usize,
652 width: u32,
653 height: u32,
654 fog: CpuFog,
655 scene: &mut Scene,
656 camera: &Camera,
657 settings: &OpticastSettings,
658 sky_color: u32,
659 sky: Option<&Sky>,
660 materials: Option<&MaterialTable>,
661 terrain_materials: &[(Rgb, u8)],
662 lights: CpuLights<'_>,
663 sprite_occluder: Option<&dyn WorldOccluder>,
664 scratch: &mut SceneRenderScratch,
665) -> RenderOutcome {
666 render_scene_composed_scissored(
667 fb,
668 zb,
669 pitch_pixels,
670 width,
671 height,
672 fog,
673 scene,
674 camera,
675 settings,
676 sky_color,
677 sky,
678 true,
679 materials,
680 terrain_materials,
681 lights,
682 sprite_occluder,
683 scratch,
684 )
685}
686
687/// Backing implementation of [`render_scene_composed`] with the
688/// per-grid screen-AABB scissor toggleable. `scissor = true` is the
689/// production path; the regression test renders the same scene with
690/// `false` (full-frame per grid, the pre-scissor behaviour) and asserts
691/// the framebuffer is byte-identical — the scissor must be a pure
692/// speed-up, never change a pixel.
693#[allow(clippy::too_many_arguments, clippy::too_many_lines)]
694fn render_scene_composed_scissored(
695 fb: &mut [u32],
696 zb: &mut [f32],
697 pitch_pixels: usize,
698 width: u32,
699 height: u32,
700 fog: CpuFog,
701 scene: &mut Scene,
702 camera: &Camera,
703 settings: &OpticastSettings,
704 sky_color: u32,
705 sky: Option<&Sky>,
706 scissor: bool,
707 materials: Option<&MaterialTable>,
708 terrain_materials: &[(Rgb, u8)],
709 // CPU.1 — world-space dynamic lights, transformed per grid in the loop.
710 lights: CpuLights<'_>,
711 // XS.2 — world-space occluder for sprite volumes (so sprites cast shadows
712 // onto terrain). Composited with the per-frame grid occluder. `None` ⇒
713 // grids only.
714 sprite_occluder: Option<&dyn WorldOccluder>,
715 // PF.7 — caller-owned reusable buffers (see [`SceneRenderScratch`]).
716 scratch: &mut SceneRenderScratch,
717) -> RenderOutcome {
718 debug_assert_eq!(fb.len(), zb.len());
719 let pixel_count = (width as usize) * (height as usize);
720 debug_assert_eq!(fb.len(), pixel_count);
721
722 let mut grids_drawn = 0usize;
723 // PF.7 (C6) — size (don't clear) the temp pair: every pixel the
724 // render reads inside a grid's rect is `fill_rect_*`-initialised for
725 // that grid first, and `compose_rect` reads only within the rect, so
726 // stale contents outside are never observed. This removes two
727 // full-frame allocations AND their initialising writes per call.
728 let scratch = &mut *scratch;
729 scratch.temp_fb.resize(pixel_count, 0);
730 scratch.temp_zb.resize(pixel_count, f32::INFINITY);
731 let temp_fb = &mut scratch.temp_fb[..pixel_count];
732 let temp_zb = &mut scratch.temp_zb[..pixel_count];
733
734 // XS.1 — phase A (`&mut`): materialise the per-frame caches the render
735 // reads — DDA brick caches (Near/Mid) and Far-tier billboard impostors —
736 // and record each grid's effective DDA mip. Hoisting these out of the
737 // render loop lets phase B run over `&Scene` immutably, so the cross-grid
738 // shadow occluder (which also borrows the scene) can coexist with it.
739 let cam_world = DVec3::from_array(camera.pos);
740 let eff_mips = &mut scratch.eff_mips;
741 eff_mips.clear();
742 for (id, grid) in scene.grids_mut() {
743 let lod = grid.select_lod(cam_world);
744 if lod == Lod::Far {
745 if !grid.chunks.is_empty() && grid.billboards.is_none() {
746 let cache = BillboardCache::build(grid, BILLBOARD_RESOLUTION);
747 grid.billboards = Some(cache);
748 }
749 continue; // Far blits an impostor; no brick cache / mip needed.
750 }
751 let req = match lod {
752 Lod::Mid => grid
753 .lod_thresholds
754 .mid_mip_levels
755 .map_or(0, |n| n.saturating_sub(1)),
756 Lod::Near | Lod::Far => 0,
757 };
758 eff_mips.insert(id, grid.ensure_dda_bricks(req));
759 }
760
761 // Reborrow immutably for phase B + the shadow occluder.
762 let scene: &Scene = scene;
763
764 // XS.1 — cross-grid hard shadows: build the world-space scene occluder
765 // once when shadows are actually active (a caster flagged + non-zero
766 // strength), so the shadow ray at a terrain hit tests every grid, not
767 // just the one it hit. `None` ⇒ the single-grid `SamplerShadow` path.
768 let shadows_on = lights.enabled
769 && lights.shadow_strength > 0.0
770 && (lights.sun_casts_shadow || lights.points.iter().any(|p| p.casts_shadow));
771 let grid_occ = shadows_on
772 .then(|| SceneOccluder::build(scene))
773 .filter(|o| !o.is_empty());
774 // XS.2 — combine the grid occluder with the sprite occluder (sprites cast
775 // onto terrain). `composite_store` backs the borrow when both are present.
776 let composite_store;
777 let active_occluder: Option<&dyn WorldOccluder> = if shadows_on {
778 match (grid_occ.as_ref(), sprite_occluder) {
779 (Some(g), Some(s)) => {
780 composite_store = CompositeOccluder { a: g, b: s };
781 Some(&composite_store)
782 }
783 (Some(g), None) => Some(g),
784 (None, Some(s)) => Some(s),
785 (None, None) => None,
786 }
787 } else {
788 None
789 };
790
791 for (grid_id, grid) in scene.grids() {
792 // S6.0/S6.1: per-grid LOD tier dispatch. The picker keys
793 // off the grid's `lod_thresholds` and the world-space
794 // camera. Default thresholds are `always_near` so every
795 // grid lands on `Lod::Near` and the framebuffer stays
796 // byte-identical to the pre-S6 path.
797 //
798 // S6.1: `Mid` applies the grid's `mid_mip_levels` /
799 // `mid_mip_scan_dist` overrides (if `Some`) on top of the
800 // base settings, biasing the grid into coarser mips. With
801 // both `None`, Mid renders identically to Near (graceful
802 // degrade — callers opt into the Mid plumbing via
803 // `LodThresholds::from_radius_with_mid_mip`).
804 //
805 // S6.3: `Far` skips the opticast path entirely — render
806 // dispatches into the billboard impostor blit (below). The
807 // LOD enum is computed before `chunk_xyz_backing` because
808 // the Far branch needs `&mut grid` for the lazy cache
809 // populate, which conflicts with the `&grid` lifetime
810 // backing's tied to.
811 let lod = grid.select_lod(DVec3::from_array(camera.pos));
812
813 if lod == Lod::Far {
814 // S6.3: Far-tier billboard blit. The impostor cache was built in
815 // phase A (above); this immutable pass only reads it.
816 //
817 // Empty grids have nothing to impostor; skip.
818 if grid.chunks.is_empty() {
819 continue;
820 }
821 // Grid bounds + world-space centre. Rotation preserves
822 // length, so `bounds.radius` is the world-space radius.
823 let bounds = billboard::grid_bounds(grid);
824 let centre_world = grid.transform.origin + grid.transform.rotation * bounds.centre;
825 // Query direction = unit vector from grid centre TO
826 // camera, in grid-local space (snapshots' `view_dir`s
827 // live in that frame).
828 let cam_pos = DVec3::from_array(camera.pos);
829 let centre_to_cam_world = cam_pos - centre_world;
830 let ctc_len = centre_to_cam_world.length();
831 if !ctc_len.is_finite() || ctc_len < 1e-9 {
832 // Camera essentially at grid centre — pick_nearest
833 // is ill-defined. Skip; a future frame at a
834 // resolvable pose will render normally.
835 continue;
836 }
837 let query_dir_world = centre_to_cam_world / ctc_len;
838 let query_dir_local = grid.transform.rotation.inverse() * query_dir_world;
839 // Cache was populated in phase A for non-empty Far grids; if it's
840 // somehow absent, skip (a future frame re-enters Far and builds).
841 let Some(cache) = grid.billboards.as_ref() else {
842 continue;
843 };
844 // pick_nearest only returns None for empty caches; the phase-A
845 // build produced a 26-snapshot cache so this resolves.
846 let Some(snapshot) = cache.pick_nearest(query_dir_local) else {
847 continue;
848 };
849 billboard::billboard_blit_into(
850 fb,
851 zb,
852 pitch_pixels,
853 width,
854 height,
855 snapshot,
856 centre_world,
857 bounds.radius,
858 camera,
859 settings,
860 );
861 grids_drawn += 1;
862 continue;
863 }
864
865 // S4B.2.e: Approach B render path. See `render_scene`'s
866 // body for the camera transform + ChunkGrid construction
867 // commentary; the only difference is this writes to
868 // (temp_fb, temp_zb) and composes via `compose_into`.
869 // S5.0: per-grid rotation flows via the shared helper.
870 //
871 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
872 // before the immutable `backing` borrow. Render mip by LOD tier:
873 // Near = full detail, Mid = coarser (clamped to built mips).
874 // Mid tier: coarsen by the grid's `mid_mip_levels` override
875 // (a level count → uniform DDA mip `n-1`). No override ⇒ mip
876 // 0, i.e. byte-identical to Near (the override is opt-in).
877 // Effective DDA mip: the brick cache was ensured in phase A; reuse the
878 // mip it resolved (Near/Mid grids are recorded; default 0 otherwise).
879 let dda_eff_mip = eff_mips.get(&grid_id).copied().unwrap_or(0);
880 let Some(backing) = grid.chunk_xyz_backing() else {
881 continue;
882 };
883
884 // Out-of-range early-out: skip the per-grid opticast pass
885 // when the grid's bounding sphere is entirely beyond
886 // `max_scan_dist`. Each opticast call walks ~width*height
887 // rays even when no ray reaches a voxel, so far-away marker
888 // pillars / pickups otherwise cost ~9 ms each at the bench
889 // pose. Safe: if the closest point of the sphere is past
890 // max_scan_dist, no ray can possibly reach the grid, so
891 // dropping the opticast pass is byte-identical.
892 //
893 // `grid_bounds` walks `grid.chunks.keys()`; for the ground's
894 // ~1024 chunks it costs ~10 µs amortised against the ~50 ms
895 // it might save by culling 4-of-5 markers in the live demo.
896 let bounds = billboard::grid_bounds(grid);
897 let centre_world = grid.transform.origin + grid.transform.rotation * bounds.centre;
898 let cam_pos = DVec3::from_array(camera.pos);
899 let dist_to_centre = (centre_world - cam_pos).length();
900 if dist_to_centre - bounds.radius > f64::from(settings.max_scan_dist) {
901 continue;
902 }
903
904 // Per-grid screen-space scissor: confine this grid's opticast +
905 // temp reset + compose to the true screen rect its projection
906 // spans, and skip the grid entirely when it projects fully
907 // off-screen on either axis. `project_sphere_to_screen` is
908 // conservative (over-estimates the footprint), so the rendered
909 // pixels stay byte-identical to the full-frame path — only the
910 // work shrinks.
911 //
912 // PF.13 (C7) — the horizontal extent now clips the render too.
913 // The historical full-width-only constraint guarded the deleted
914 // voxlap radar's column-indexed `angstart` (never reset per
915 // grid, so x-clipping read stale entries at extreme poses); the
916 // DDA renderer's pixels are fully independent, so the x band is
917 // as safe as the long-proven y band. Small grids (markers,
918 // pickups, ships) stop paying full-width rows of render + fill
919 // + compose. `None` (camera inside/near the sphere) renders
920 // full-frame; `scissor = false` disables it all for the
921 // byte-identity regression test.
922 let full_rect = ScreenRect {
923 x0: 0,
924 x1: width,
925 y0: 0,
926 y1: height,
927 };
928 let rect = if scissor {
929 match project_sphere_to_screen(camera, centre_world, bounds.radius, settings) {
930 // Off-screen on either axis → the grid can't appear.
931 Some(r) if r.is_empty() => continue,
932 Some(r) => r,
933 None => full_rect,
934 }
935 } else {
936 full_rect
937 };
938
939 // S5.2-followup: per-grid sky opt-out. Grids with
940 // `render_sky = false` (e.g. a rotating ship) must not
941 // contribute sky pixels — the grid-local sky lookup
942 // rotates with the grid and visibly fights the world's
943 // sky during compose. Implementation: stamp a sentinel
944 // colour into temp_fb everywhere the rasterizer would
945 // paint sky, then walk the buffer post-opticast and
946 // mark sentinel pixels as `INFINITY` in temp_zb so
947 // [`compose_into`]'s min-z test always drops them.
948 let owns_sky = grid.render_sky;
949 let local_sky_color = if owns_sky {
950 sky_color
951 } else {
952 SKY_MASK_SENTINEL
953 };
954
955 // Reset temp to sky / INFINITY so each grid starts fresh —
956 // only within the grid's screen rect (opticast writes nothing
957 // outside it, and the rect-limited compose reads nothing there).
958 fill_rect_u32(temp_fb, pitch_pixels, rect, local_sky_color);
959 fill_rect_f32(temp_zb, pitch_pixels, rect, f32::INFINITY);
960
961 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
962 let cg = roxlap_core::ChunkGrid {
963 chunks: &backing.chunks,
964 origin_chunk_xy: backing.origin_chunk_xy,
965 origin_chunk_z: backing.origin_chunk_z,
966 chunks_x: backing.chunks_x,
967 chunks_y: backing.chunks_y,
968 chunks_z: backing.chunks_z,
969 };
970 let grid_view = single_chunk_fast_path(&backing, &cg);
971
972 // Build the per-grid settings by layering three opt-in
973 // overrides on top of the caller's `settings`:
974 //
975 // 1. (S6.1) `lod_thresholds.mid_mip_levels` /
976 // `mid_mip_scan_dist` — applied iff `lod == Mid`.
977 // Biases the grid into coarser mips via the existing
978 // multi-mip path. None ⇒ Mid degrades to Near's
979 // settings (graceful).
980 // 2. (S5.2-followup) `Grid::mip_levels_override` — global
981 // per-grid cap applied at ALL tiers. Preserves the
982 // ship anti-axis-aligned-beam workaround through Mid
983 // tier (so a rotating ship pinned at mip-0 stays at
984 // mip-0 even when distant).
985 //
986 // Layer order: Mid overrides first, then global cap. Both
987 // mip_levels overrides are clamped to `[1, base.mip_levels]`
988 // since the base is the maximum the renderer can use
989 // (chunk's `chunk_mips`-min logic inside scalar_rasterizer
990 // applies further per-chunk).
991 let per_grid_settings;
992 let active_settings = {
993 let base_mip_levels = settings.mip_levels;
994 let base_mip_scan = settings.mip_scan_dist;
995 let lod_mip_levels = match lod {
996 Lod::Mid => grid.lod_thresholds.mid_mip_levels,
997 Lod::Near | Lod::Far => None,
998 };
999 let lod_mip_scan = match lod {
1000 Lod::Mid => grid.lod_thresholds.mid_mip_scan_dist,
1001 Lod::Near | Lod::Far => None,
1002 };
1003 let global_mip_cap = grid.mip_levels_override;
1004 let needs_override =
1005 lod_mip_levels.is_some() || lod_mip_scan.is_some() || global_mip_cap.is_some();
1006 if needs_override {
1007 // Resolve mip_levels: start with base, apply LOD
1008 // override (clamped to base), then apply global cap.
1009 let mut mip_levels =
1010 lod_mip_levels.map_or(base_mip_levels, |n| n.clamp(1, base_mip_levels));
1011 if let Some(cap) = global_mip_cap {
1012 mip_levels = mip_levels.min(cap.clamp(1, base_mip_levels));
1013 }
1014 // Resolve mip_scan_dist: LOD override clamps to
1015 // `min(base, override)` — the override only makes
1016 // transitions kick in CLOSER, never farther. The
1017 // renderer floors at 4 internally so we don't
1018 // bottom-clamp here.
1019 let mip_scan_dist = lod_mip_scan.map_or(base_mip_scan, |d| base_mip_scan.min(d));
1020 per_grid_settings = OpticastSettings {
1021 mip_levels,
1022 mip_scan_dist,
1023 ..*settings
1024 };
1025 &per_grid_settings
1026 } else {
1027 settings
1028 }
1029 };
1030
1031 // PF.13 (C7) — 2D scissor: restrict the render to the grid's
1032 // true screen rect. The y strip is the long-proven path; the x
1033 // band joins it now that the radar-era `angstart` fragility is
1034 // gone (see the rect computation above). Byte-identical to the
1035 // full frame when the rect is `0..width × 0..height`.
1036 let scissored = (*active_settings)
1037 .with_y_range(rect.y0, rect.y1)
1038 .with_x_range(rect.x0, rect.x1);
1039 // DDA backend. temp_fb / temp_zb are already pre-filled with
1040 // sky / INFINITY for this grid's rect, so a miss with no
1041 // textured sky yields the correct solid sky.
1042 //
1043 // Fog is config-driven: on iff the caller set `max_scan_dist > 0`
1044 // in `fog`. Off → no blend, so exact-colour tests and unfogged
1045 // hosts are unaffected. Linear ramp toward the configured fog
1046 // colour over `max_scan_dist`. Sky texture is suppressed for
1047 // `!owns_sky` grids so the textured-sky branch doesn't bypass
1048 // the sentinel.
1049 let fog_on = fog.max_scan_dist > 0;
1050 // CPU.1 — transform the world lights into this grid's local frame
1051 // (the reused point scratch lives for the grid's render below).
1052 // PF.7 — lights that can't reach the grid's bounding sphere are
1053 // culled (`bounds`/`centre_world` computed for the distance cull
1054 // above).
1055 let local_lights = grid_local_lights(
1056 &lights,
1057 &grid.transform,
1058 &mut scratch.lights,
1059 Some((centre_world, bounds.radius)),
1060 );
1061 // XS.1 — cross-grid shadows: hand the shade the scene-wide occluder
1062 // plus this grid's local→world transform, so a grid-local shadow ray
1063 // is lifted to world space and tested against every grid. `cols[i]`
1064 // is the world image of grid-local axis `i` (the rotation's columns).
1065 let world_shadow = active_occluder.map(|occ| {
1066 let r = grid.transform.rotation;
1067 let col = |v: DVec3| {
1068 let w = r * v;
1069 [w.x as f32, w.y as f32, w.z as f32]
1070 };
1071 let o = grid.transform.origin;
1072 WorldShadowCtx {
1073 occluder: occ,
1074 origin: [o.x as f32, o.y as f32, o.z as f32],
1075 cols: [col(DVec3::X), col(DVec3::Y), col(DVec3::Z)],
1076 }
1077 });
1078 #[allow(clippy::cast_precision_loss)]
1079 let env = DdaEnv {
1080 sky: if owns_sky { sky } else { None },
1081 fog_color: if fog_on { fog.color } else { 0 },
1082 fog_max_dist: if fog_on {
1083 fog.max_scan_dist.max(1) as f32
1084 } else {
1085 0.0
1086 },
1087 side_shades: fog.side_shades,
1088 materials,
1089 terrain_materials,
1090 lights: local_lights,
1091 world_shadow,
1092 };
1093 // Effective render mip + brick cache were prepared above
1094 // (DDA.6 uniform per-grid mip, DDA.7 cross-frame cache).
1095 render_dda_parallel(
1096 &local_cam,
1097 &scissored,
1098 grid_view,
1099 temp_fb,
1100 temp_zb,
1101 pitch_pixels,
1102 &env,
1103 &grid.dda_brick_cache,
1104 dda_eff_mip,
1105 );
1106
1107 if !owns_sky {
1108 // Mask sentinel pixels so compose drops them — only within
1109 // the grid's rect (opticast wrote nothing outside it).
1110 for y in rect.y0..rect.y1 {
1111 let row = y as usize * pitch_pixels;
1112 for i in row + rect.x0 as usize..row + rect.x1 as usize {
1113 if temp_fb[i] == SKY_MASK_SENTINEL {
1114 temp_zb[i] = f32::INFINITY;
1115 }
1116 }
1117 }
1118 }
1119
1120 compose_rect(fb, zb, temp_fb, temp_zb, pitch_pixels, rect);
1121 grids_drawn += 1;
1122 }
1123
1124 if grids_drawn == 0 {
1125 RenderOutcome::Empty
1126 } else {
1127 RenderOutcome::Rendered { grids_drawn }
1128 }
1129}
1130
1131#[cfg(test)]
1132#[allow(clippy::float_cmp)]
1133mod tests {
1134 use super::*;
1135 use crate::{GridTransform, Scene, CHUNK_SIZE_XY};
1136 use glam::{DVec3, IVec3};
1137 use roxlap_core::opticast::OpticastSettings;
1138 use roxlap_core::{Camera, Engine};
1139 use roxlap_formats::color::VoxColor;
1140
1141 const XRES: u32 = 320;
1142 const YRES: u32 = 200;
1143
1144 /// Build a single-grid scene at the given world origin with a
1145 /// recognisable shape inside its chunk (0, 0, 0): a 16-voxel
1146 /// box plus a 6-radius sphere. Returns `(scene, grid_id)`.
1147 fn build_one_grid_scene(world_origin: DVec3) -> (Scene, crate::GridId) {
1148 let mut scene = Scene::new();
1149 let id = scene.add_grid(GridTransform::at(world_origin));
1150 let grid = scene.grid_mut(id).unwrap();
1151 // Box covering [40..56]³ in chunk-local coords.
1152 grid.set_rect(
1153 IVec3::new(40, 40, 40),
1154 IVec3::new(55, 55, 55),
1155 Some(VoxColor(0x80_88_88_88)),
1156 );
1157 // Sphere at (80, 80, 80) radius 6.
1158 grid.set_sphere(IVec3::new(80, 80, 80), 6, Some(VoxColor(0x80_22_aa_22)));
1159 (scene, id)
1160 }
1161
1162 fn camera_at(pos: [f64; 3]) -> Camera {
1163 // Look +y axis; voxlap z-down convention. Right-handed:
1164 // right × down == forward.
1165 Camera {
1166 pos,
1167 right: [-1.0, 0.0, 0.0],
1168 down: [0.0, 0.0, 1.0],
1169 forward: [0.0, 1.0, 0.0],
1170 }
1171 }
1172
1173 /// Spin up an engine + framebuffers ready for one `render_scene`
1174 /// pass. `_pool_vsid` is retained for call-site compatibility but
1175 /// the DDA backend needs no pre-sized scratch pool.
1176 fn render_setup(_pool_vsid: u32) -> (Engine, Vec<u32>, Vec<f32>) {
1177 let engine = Engine::new();
1178 let sky = engine.sky_color();
1179 let pixel_count = (XRES as usize) * (YRES as usize);
1180 let framebuffer = vec![sky; pixel_count];
1181 let zbuffer = vec![0.0f32; pixel_count];
1182 (engine, framebuffer, zbuffer)
1183 }
1184
1185 /// Render `scene` via [`render_scene`] (single-grid no-compose
1186 /// path) and return the resulting framebuffer.
1187 fn render_via_scene(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
1188 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1189 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1190 let outcome = render_scene(
1191 &mut fb,
1192 &mut zb,
1193 XRES as usize,
1194 XRES,
1195 YRES,
1196 CpuFog::default(),
1197 scene,
1198 camera,
1199 &settings,
1200 None,
1201 );
1202 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1203 fb
1204 }
1205
1206 /// XS.1 — cross-grid hard shadows: a block in grid **B** casts a sun
1207 /// shadow onto the floor of grid **A**. Renders the two-grid scene with
1208 /// the sun shadow-casting vs not; the shadow only exists if the shadow
1209 /// ray from A's floor crossed into B, so the shadowed render must be
1210 /// strictly (and non-trivially) darker.
1211 #[test]
1212 fn cross_grid_sun_shadow_darkens_other_grid() {
1213 // Grid A: a wide floor at world z∈[60,62]. Grid B (same origin): a
1214 // 10-tall block at x∈[50,60]. Sun grazes from +x and above, so B's
1215 // shadow lands on A's floor at x≈[40,50] — visible to a straight-down
1216 // camera (B itself occludes only x∈[50,60]).
1217 let mut scene = Scene::new();
1218 let a = scene.add_grid(GridTransform::at(DVec3::ZERO));
1219 scene.grid_mut(a).unwrap().set_rect(
1220 IVec3::new(30, 30, 60),
1221 IVec3::new(90, 90, 62),
1222 Some(VoxColor(0x80_88_88_88)),
1223 );
1224 let b = scene.add_grid(GridTransform::at(DVec3::ZERO));
1225 scene.grid_mut(b).unwrap().set_rect(
1226 IVec3::new(50, 50, 40),
1227 IVec3::new(60, 60, 50),
1228 Some(VoxColor(0x80_60_60_60)),
1229 );
1230
1231 // Straight-down camera over the floor (voxlap z-down ⇒ forward +z).
1232 let cam = Camera {
1233 pos: [55.0, 55.0, 6.0],
1234 right: [1.0, 0.0, 0.0],
1235 down: [0.0, 1.0, 0.0],
1236 forward: [0.0, 0.0, 1.0],
1237 };
1238 let inv = 1.0f32 / 2.0f32.sqrt();
1239 let base = CpuLights {
1240 enabled: true,
1241 sun: true,
1242 sun_dir: [inv, 0.0, -inv], // to-sun: +x and up
1243 sun_color: [1.0; 3],
1244 sun_intensity: 1.0,
1245 ambient: [0.3; 3],
1246 shadow_strength: 0.85,
1247 shadow_bias: 1.5,
1248 shadow_max_dist: 128.0,
1249 ..CpuLights::default()
1250 };
1251 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1252 let mut sum_lum = |lights: CpuLights| -> u64 {
1253 let n = (XRES as usize) * (YRES as usize);
1254 let mut fb = vec![0u32; n];
1255 let mut zb = vec![f32::INFINITY; n];
1256 render_scene_composed_scissored(
1257 &mut fb,
1258 &mut zb,
1259 XRES as usize,
1260 XRES,
1261 YRES,
1262 CpuFog::default(),
1263 &mut scene,
1264 &cam,
1265 &settings,
1266 0x0011_2233,
1267 None,
1268 false,
1269 None,
1270 &[],
1271 lights,
1272 None,
1273 &mut SceneRenderScratch::default(),
1274 );
1275 fb.iter()
1276 .map(|&p| u64::from((p & 0xff) + ((p >> 8) & 0xff) + ((p >> 16) & 0xff)))
1277 .sum()
1278 };
1279 let lit = sum_lum(CpuLights {
1280 sun_casts_shadow: false,
1281 ..base
1282 });
1283 let shadowed = sum_lum(CpuLights {
1284 sun_casts_shadow: true,
1285 ..base
1286 });
1287 assert!(
1288 shadowed < lit,
1289 "B's shadow must darken A's floor: shadowed={shadowed} lit={lit}"
1290 );
1291 assert!(
1292 (lit - shadowed) * 200 > lit,
1293 "cross-grid shadow should remove >0.5% of total luminance: lit={lit} shadowed={shadowed}"
1294 );
1295 }
1296
1297 // ---- S5.0: world_camera_to_grid_local helper ----
1298
1299 /// Identity rotation: pos translates by `-origin`; basis is
1300 /// untouched. This is the byte-identical-to-pre-S5 contract.
1301 #[test]
1302 fn world_camera_to_grid_local_identity_rotation_translates_pos_only() {
1303 let camera = Camera {
1304 pos: [110.0, 220.0, 330.0],
1305 right: [1.0, 0.0, 0.0],
1306 down: [0.0, 0.0, 1.0],
1307 forward: [0.0, 1.0, 0.0],
1308 };
1309 let transform = GridTransform::at(DVec3::new(100.0, 200.0, 300.0));
1310 let local = super::world_camera_to_grid_local(&camera, &transform);
1311 // Basis must be bit-for-bit unchanged for the identity case.
1312 assert_eq!(local.right, camera.right);
1313 assert_eq!(local.down, camera.down);
1314 assert_eq!(local.forward, camera.forward);
1315 // Pos translates by `-origin`.
1316 for (got, want) in local.pos.iter().zip([10.0, 20.0, 30.0].iter()) {
1317 assert!((got - want).abs() < 1e-12, "pos got={got} want={want}");
1318 }
1319 }
1320
1321 /// 90° rotation about +Z: grid-local `+x` aligns with world `+y`.
1322 /// World camera at `(0, 10, 0)` looking world `+y` lives in
1323 /// grid-local at `(10, 0, 0)` looking grid-local `+x`.
1324 #[test]
1325 fn world_camera_to_grid_local_90deg_z_rotates_basis_and_pos() {
1326 use glam::DQuat;
1327 let camera = Camera {
1328 pos: [0.0, 10.0, 0.0],
1329 right: [1.0, 0.0, 0.0],
1330 down: [0.0, 0.0, 1.0],
1331 forward: [0.0, 1.0, 0.0],
1332 };
1333 let transform = GridTransform {
1334 origin: DVec3::ZERO,
1335 rotation: DQuat::from_rotation_z(std::f64::consts::FRAC_PI_2),
1336 };
1337 let local = super::world_camera_to_grid_local(&camera, &transform);
1338 // World +y == grid-local +x.
1339 let approx_eq =
1340 |a: [f64; 3], b: [f64; 3]| a.iter().zip(b.iter()).all(|(x, y)| (x - y).abs() < 1e-9);
1341 assert!(
1342 approx_eq(local.pos, [10.0, 0.0, 0.0]),
1343 "pos={:?} expected ~(10, 0, 0)",
1344 local.pos
1345 );
1346 // World +x (right) maps to grid-local -y.
1347 assert!(
1348 approx_eq(local.right, [0.0, -1.0, 0.0]),
1349 "right={:?} expected ~(0, -1, 0)",
1350 local.right
1351 );
1352 // World +z (down) is unchanged — it's the rotation axis.
1353 assert!(
1354 approx_eq(local.down, [0.0, 0.0, 1.0]),
1355 "down={:?} expected ~(0, 0, 1)",
1356 local.down
1357 );
1358 // World +y (forward) maps to grid-local +x.
1359 assert!(
1360 approx_eq(local.forward, [1.0, 0.0, 0.0]),
1361 "forward={:?} expected ~(1, 0, 0)",
1362 local.forward
1363 );
1364 }
1365
1366 /// Basis orthonormality + handedness both survive the
1367 /// inverse-rotation transform. Property: any unit-quaternion
1368 /// conjugation preserves the input basis's orthonormality AND
1369 /// its handedness (rotations are orientation-preserving).
1370 #[test]
1371 fn world_camera_to_grid_local_preserves_basis_orthonormality() {
1372 use glam::DQuat;
1373 // Right-handed voxlap basis (`right × down == forward`):
1374 // looking +y, right = -x makes the cross product land on +y.
1375 let camera = Camera {
1376 pos: [3.0, -5.0, 7.0],
1377 right: [-1.0, 0.0, 0.0],
1378 down: [0.0, 0.0, 1.0],
1379 forward: [0.0, 1.0, 0.0],
1380 };
1381 let transform = GridTransform {
1382 origin: DVec3::new(1.0, 2.0, 3.0),
1383 rotation: DQuat::from_axis_angle(glam::DVec3::new(0.3, 0.8, 0.5).normalize(), 0.7),
1384 };
1385 let local = super::world_camera_to_grid_local(&camera, &transform);
1386 let r = DVec3::from_array(local.right);
1387 let d = DVec3::from_array(local.down);
1388 let f = DVec3::from_array(local.forward);
1389 // Norms ≈ 1.
1390 for v in [r, d, f] {
1391 assert!(
1392 (v.length_squared() - 1.0).abs() < 1e-12,
1393 "basis vec {v:?} not unit length"
1394 );
1395 }
1396 // Orthogonality.
1397 assert!(r.dot(d).abs() < 1e-12, "right·down = {}", r.dot(d));
1398 assert!(r.dot(f).abs() < 1e-12, "right·forward = {}", r.dot(f));
1399 assert!(d.dot(f).abs() < 1e-12, "down·forward = {}", d.dot(f));
1400 // Right-handed: right × down == forward (voxlap convention).
1401 let cross = r.cross(d);
1402 assert!(
1403 (cross - f).length() < 1e-12,
1404 "right×down={cross:?} forward={f:?}"
1405 );
1406 }
1407
1408 // ---- S5.1: rotated-grid render correctness ----
1409
1410 /// Build a single-grid scene at the given transform with a
1411 /// marker box near one corner of chunk (0, 0, 0). Returns the
1412 /// scene and the marker colour. Picking a single chunk + small
1413 /// box keeps the test compact while still exercising the gline
1414 /// + grouscan path through the rotated frame.
1415 fn build_one_grid_marker_scene(transform: GridTransform) -> (Scene, crate::GridId, u32) {
1416 let mut scene = Scene::new();
1417 let id = scene.add_grid(transform);
1418 let grid = scene.grid_mut(id).unwrap();
1419 // Bright marker box at chunk-local (40..56, 40..56, 40..56).
1420 grid.set_rect(
1421 IVec3::new(40, 40, 40),
1422 IVec3::new(55, 55, 55),
1423 Some(VoxColor(0x80_55_aa_22)), // distinctive green
1424 );
1425 (scene, id, 0x80_55_aa_22)
1426 }
1427
1428 /// Pin S5.1's central equivalence: rotating both the grid and the
1429 /// camera by the SAME rotation around the grid's origin must
1430 /// leave the rendered framebuffer unchanged — the grid-local
1431 /// camera pose collapses to the same values in both scenarios.
1432 ///
1433 /// We use `DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0)`, the
1434 /// 180°-around-Z unit quaternion. This rotation acts on vectors
1435 /// as `(x, y, z) → (-x, -y, z)`, which only multiplies f64
1436 /// components by 0 or ±1 — bit-exact under glam's standard quat
1437 /// conjugation formula. Other angles (e.g. 90°) would introduce
1438 /// sub-1e-15 noise from sin/cos, breaking byte-identity at
1439 /// chunk / voxel boundaries.
1440 #[test]
1441 fn s5_1_180deg_z_rotated_grid_byte_identical_to_axis_aligned() {
1442 use glam::DQuat;
1443 // Right-handed voxlap basis (right × down == forward).
1444 let axis_aligned_camera = Camera {
1445 pos: [40.0, -20.0, 50.0],
1446 right: [-1.0, 0.0, 0.0],
1447 down: [0.0, 0.0, 1.0],
1448 forward: [0.0, 1.0, 0.0],
1449 };
1450 // R_z(180°): (x, y, z) → (-x, -y, z).
1451 let rotated_camera = Camera {
1452 pos: [-40.0, 20.0, 50.0],
1453 right: [1.0, 0.0, 0.0],
1454 down: [0.0, 0.0, 1.0],
1455 forward: [0.0, -1.0, 0.0],
1456 };
1457 // Sanity: prove the exact-arithmetic rotation lands on the
1458 // baseline. If glam ever changes its quat*vec formula in a
1459 // way that loses exactness here, the next two assertions
1460 // catch it before the framebuffer comparison.
1461 let q = DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0);
1462 let rot_pos = q * DVec3::from_array(axis_aligned_camera.pos);
1463 let rot_fwd = q * DVec3::from_array(axis_aligned_camera.forward);
1464 assert_eq!(rot_pos.to_array(), rotated_camera.pos);
1465 assert_eq!(rot_fwd.to_array(), rotated_camera.forward);
1466
1467 let (mut scene_a, _, _) = build_one_grid_marker_scene(GridTransform::identity());
1468 let fb_a = render_via_scene(&mut scene_a, &axis_aligned_camera);
1469
1470 let (mut scene_b, _, _) = build_one_grid_marker_scene(GridTransform {
1471 origin: DVec3::ZERO,
1472 rotation: q,
1473 });
1474 let fb_b = render_via_scene(&mut scene_b, &rotated_camera);
1475
1476 assert_eq!(
1477 fb_a, fb_b,
1478 "rotating both grid and camera by R about the grid origin must leave the framebuffer unchanged"
1479 );
1480 }
1481
1482 /// 45° smoke test: rotated grid renders to something non-trivial
1483 /// without panicking. No equivalence assertion (45° quat math is
1484 /// approximate at f64 level; that path is exercised structurally,
1485 /// not bit-exactly). Camera is placed at a fixed world pose where
1486 /// — under the rotation — the marker box stays inside the view
1487 /// frustum.
1488 #[test]
1489 fn s5_1_45deg_z_rotated_grid_renders_marker() {
1490 use glam::DQuat;
1491 let rotation = DQuat::from_rotation_z(std::f64::consts::FRAC_PI_4);
1492 let (mut scene, _, marker) = build_one_grid_marker_scene(GridTransform {
1493 origin: DVec3::ZERO,
1494 rotation,
1495 });
1496
1497 // World position of the marker's centre. Grid-local
1498 // (47.5, 47.5, 47.5) → world `rotation * (47.5, 47.5, 47.5)`.
1499 // R_z(45°): (47.5, 47.5, 47.5) → (0, 67.18, 47.5) (the x/y
1500 // components combine into a single +y vector at √2 * 47.5).
1501 let marker_world = rotation * DVec3::new(47.5, 47.5, 47.5);
1502 // Camera 80 units south of the marker on the world Y axis,
1503 // looking +y at the same z. RH basis.
1504 let camera = Camera {
1505 pos: [marker_world.x, marker_world.y - 80.0, marker_world.z],
1506 right: [-1.0, 0.0, 0.0],
1507 down: [0.0, 0.0, 1.0],
1508 forward: [0.0, 1.0, 0.0],
1509 };
1510
1511 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1512 let fog = CpuFog::default();
1513 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1514 let outcome = render_scene(
1515 &mut fb,
1516 &mut zb,
1517 XRES as usize,
1518 XRES,
1519 YRES,
1520 fog,
1521 &mut scene,
1522 &camera,
1523 &settings,
1524 None,
1525 );
1526 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1527 let marker_count = fb.iter().filter(|&&p| p == marker).count();
1528 assert!(
1529 marker_count > 50,
1530 "45°-rotated marker box should be visible — got {marker_count} marker pixels"
1531 );
1532 }
1533
1534 // ---- S5.2-followup: per-grid render_sky opt-out ----
1535
1536 /// Two-grid scene where grid B sits behind grid A along +y;
1537 /// grid A is opaque only in the centre of the framebuffer, so
1538 /// the camera's view through grid A is mostly "ray miss". When
1539 /// `A.render_sky = false`, the pixels around A's silhouette
1540 /// must remain whatever grid B (or the shared pre-fill)
1541 /// painted — NOT A's grid-local sky colour. This pins the
1542 /// sentinel-mask path: without it, A's sky would write into
1543 /// the composed framebuffer wherever its sky-z happened to win
1544 /// the min-z race with B's sky-z.
1545 #[test]
1546 fn render_sky_false_drops_grid_sky_pixels() {
1547 use crate::{GridId, GridTransform};
1548
1549 // Grid B (far, sky owner) — a wide floor of distinct
1550 // colour spanning chunk-local x/y so most rays land on it.
1551 let mut scene = Scene::new();
1552 let _b_id: GridId = scene.add_grid(GridTransform::at(DVec3::new(0.0, 600.0, 0.0)));
1553 // Find grid B's id (HashMap iteration; we only just added
1554 // one grid, so its id is whichever the iterator yields).
1555 let b_id = scene.grids().next().unwrap().0;
1556 scene.grid_mut(b_id).unwrap().set_rect(
1557 IVec3::new(0, 0, 100),
1558 IVec3::new(127, 127, 110),
1559 Some(VoxColor(0x80_22_88_22)), // green floor
1560 );
1561
1562 // Grid A (near, sky disabled) — a SMALL marker box that
1563 // covers only a fraction of the screen. Most pixels of A's
1564 // local render are sky.
1565 let a_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1566 scene.grid_mut(a_id).unwrap().set_rect(
1567 IVec3::new(60, 60, 60),
1568 IVec3::new(67, 67, 67),
1569 Some(VoxColor(0x80_aa_22_22)), // red cube
1570 );
1571 scene.grid_mut(a_id).unwrap().render_sky = false;
1572
1573 let unique_sky: u32 = 0xFF_AB_CD_EF;
1574 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1575 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1576 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1577 let camera = camera_at([64.0, 0.0, 100.0]);
1578 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1579 let outcome = render_scene_composed(
1580 &mut fb,
1581 &mut zb,
1582 XRES as usize,
1583 XRES,
1584 YRES,
1585 fog,
1586 &mut scene,
1587 &camera,
1588 &settings,
1589 unique_sky,
1590 None,
1591 );
1592 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1593
1594 // The sentinel must never appear in the composed output —
1595 // every sentinel pixel must have been masked out before
1596 // compose. If any leak through, the test catches it.
1597 let leaked = fb
1598 .iter()
1599 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1600 .count();
1601 assert_eq!(
1602 leaked, 0,
1603 "SKY_MASK_SENTINEL leaked into composed framebuffer ({leaked} pixels)"
1604 );
1605 // Grid A's hit (red cube) must still render — render_sky=false
1606 // only affects sky pixels, not hits.
1607 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_22_22).count();
1608 assert!(
1609 red_count > 0,
1610 "red cube from sky-disabled grid A is missing — render_sky=false should only mask sky"
1611 );
1612 // Grid B's floor must be visible past grid A's silhouette
1613 // (the sky-disabled grid doesn't hide B's render).
1614 let green_count = fb.iter().filter(|&&p| p == 0x80_22_88_22).count();
1615 assert!(
1616 green_count > 0,
1617 "grid B's floor invisible — grid A's masked sky may have overwritten it"
1618 );
1619 }
1620
1621 /// Identity-rotation, single-grid scene with `render_sky = false`
1622 /// must produce a sentinel-free framebuffer. Sanity test for the
1623 /// trivial 1-grid case (no second grid to compose against).
1624 #[test]
1625 fn render_sky_false_single_grid_no_sentinel_leak() {
1626 let (mut scene, id, _) = build_one_grid_marker_scene(GridTransform::identity());
1627 scene.grid_mut(id).unwrap().render_sky = false;
1628 let unique_sky: u32 = 0xFF_12_34_56;
1629 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1630 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1631 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1632 let camera = camera_at([64.0, 0.0, 64.0]);
1633 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1634 let outcome = render_scene_composed(
1635 &mut fb,
1636 &mut zb,
1637 XRES as usize,
1638 XRES,
1639 YRES,
1640 fog,
1641 &mut scene,
1642 &camera,
1643 &settings,
1644 unique_sky,
1645 None,
1646 );
1647 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1648 let leaked = fb
1649 .iter()
1650 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1651 .count();
1652 assert_eq!(leaked, 0, "SKY_MASK_SENTINEL leaked ({leaked} pixels)");
1653 // Pixels that would have been the grid's sky now show
1654 // through to the pre-fill (unique_sky).
1655 let prefill_count = fb.iter().filter(|&&p| p == unique_sky).count();
1656 assert!(
1657 prefill_count > 0,
1658 "no pre-fill pixels survived — render_sky=false should leave non-hit pixels untouched"
1659 );
1660 }
1661
1662 // DDA.9: `render_scene_at_origin_matches_direct_opticast` and
1663 // `render_scene_translated_grid_matches_grid_local_opticast` were
1664 // removed — they asserted the scene render byte-matches voxlap
1665 // `opticast`, which no longer holds now that the scene's CPU backend
1666 // is the DDA renderer (different, intentionally non-bit-exact). The
1667 // grid-local camera transform they also exercised is covered by the
1668 // `stacked_*` / two-grid composition tests below.
1669
1670 #[test]
1671 fn empty_scene_returns_empty_outcome() {
1672 let mut scene = Scene::new();
1673 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1674 let fog = CpuFog::default();
1675 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1676 let outcome = render_scene(
1677 &mut fb,
1678 &mut zb,
1679 XRES as usize,
1680 XRES,
1681 YRES,
1682 fog,
1683 &mut scene,
1684 &camera_at([0.0, 0.0, 0.0]),
1685 &settings,
1686 None,
1687 );
1688 assert_eq!(outcome, RenderOutcome::Empty);
1689 }
1690
1691 // ---- S3.1 / S4.0: render_scene_composed + 2-grid composition ----
1692
1693 /// Build a 2-grid scene with two distinguishable boxes placed
1694 /// side-by-side in world space along the camera's right axis.
1695 /// Each grid holds one chunk (`(0, 0, 0)`) containing a single
1696 /// 16-voxel box with a uniquely-coloured surface so the
1697 /// composited framebuffer is partitionable by colour.
1698 fn build_two_grid_side_by_side() -> (Scene, u32, u32) {
1699 let mut scene = Scene::new();
1700 // Grid 0 at world (0, 200, 0): box centred chunk-local (64, 64, 100).
1701 let g0 = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1702 scene.grid_mut(g0).unwrap().set_rect(
1703 IVec3::new(56, 56, 92),
1704 IVec3::new(71, 71, 107),
1705 Some(VoxColor(0x80_88_22_22)), // dark red
1706 );
1707 // Grid 1 at world (200, 200, 0): box centred chunk-local (64, 64, 100).
1708 let _g1 = scene.add_grid(GridTransform::at(DVec3::new(200.0, 200.0, 0.0)));
1709 // Borrow-checker dance: re-borrow grid 1 mutably.
1710 let g1_id = scene
1711 .grids()
1712 .filter(|(id, _)| *id != g0)
1713 .map(|(id, _)| id)
1714 .next()
1715 .unwrap();
1716 scene.grid_mut(g1_id).unwrap().set_rect(
1717 IVec3::new(56, 56, 92),
1718 IVec3::new(71, 71, 107),
1719 Some(VoxColor(0x80_22_22_88)), // dark blue
1720 );
1721 (scene, 0x80_88_22_22, 0x80_22_22_88)
1722 }
1723
1724 /// Engine + default (off) fog config + sky colour for the
1725 /// composed-render tests. `_pool_vsid` retained for call-site
1726 /// compatibility; the DDA backend needs no scratch pool.
1727 fn make_composed_pool(_pool_vsid: u32) -> (Engine, CpuFog, u32) {
1728 let engine = Engine::new();
1729 let sky_color = engine.sky_color();
1730 (engine, CpuFog::default(), sky_color)
1731 }
1732
1733 fn pixel_count(width: u32, height: u32) -> usize {
1734 (width as usize) * (height as usize)
1735 }
1736
1737 #[test]
1738 fn compose_into_takes_smaller_z() {
1739 let mut shared_fb = vec![0xff_ff_ff_ff_u32; 4];
1740 let mut shared_zb = vec![10.0f32; 4];
1741 let temp_fb = [0xaa_aa_aa_aa, 0x11_22_33_44, 0x55_66_77_88, 0xde_ad_be_ef];
1742 let temp_zb = [5.0f32, 20.0, 10.0, f32::INFINITY];
1743 compose_into(&mut shared_fb, &mut shared_zb, &temp_fb, &temp_zb);
1744 // i=0: 5 < 10 → take temp.
1745 assert_eq!(shared_fb[0], 0xaa_aa_aa_aa);
1746 assert_eq!(shared_zb[0], 5.0);
1747 // i=1: 20 > 10 → keep shared.
1748 assert_eq!(shared_fb[1], 0xff_ff_ff_ff);
1749 assert_eq!(shared_zb[1], 10.0);
1750 // i=2: 10 == 10 → keep shared (`<` not `<=`).
1751 assert_eq!(shared_fb[2], 0xff_ff_ff_ff);
1752 // i=3: INFINITY > 10 → keep shared.
1753 assert_eq!(shared_fb[3], 0xff_ff_ff_ff);
1754 }
1755
1756 #[test]
1757 fn render_scene_composed_two_grids_both_visible() {
1758 // Camera positioned to see both grids' boxes. Grid 0's box
1759 // at world (~64, ~264, ~100); grid 1's box at world
1760 // (~264, ~264, ~100). Camera at world (160, 100, 100)
1761 // looking +y centres both in view.
1762 let (mut scene, red, blue) = build_two_grid_side_by_side();
1763 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1764 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1765 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1766
1767 let camera = camera_at([160.0, 100.0, 100.0]);
1768 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1769 let outcome = render_scene_composed(
1770 &mut fb,
1771 &mut zb,
1772 XRES as usize,
1773 XRES,
1774 YRES,
1775 fog,
1776 &mut scene,
1777 &camera,
1778 &settings,
1779 sky_color,
1780 None,
1781 );
1782 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1783
1784 // Both colours should appear somewhere in the framebuffer.
1785 let red_count = fb.iter().filter(|&&p| p == red).count();
1786 let blue_count = fb.iter().filter(|&&p| p == blue).count();
1787 assert!(
1788 red_count > 0,
1789 "no red pixels: grid 0 (red box) not visible after compose"
1790 );
1791 assert!(
1792 blue_count > 0,
1793 "no blue pixels: grid 1 (blue box) not visible after compose"
1794 );
1795 }
1796
1797 /// The per-grid screen scissor (vertical band + lateral/vertical
1798 /// off-screen cull + rect-limited memory passes) must be a pure
1799 /// speed-up: rendering a multi-grid scene with it on
1800 /// (`render_scene_composed`) must produce a **byte-identical**
1801 /// framebuffer to rendering each grid full-frame
1802 /// (`scissor = false`). Includes a third grid placed off the left
1803 /// edge but within scan distance, so the lateral cull (scissor on)
1804 /// vs a sky-only full render (scissor off) must still agree pixel
1805 /// for pixel.
1806 #[test]
1807 fn scissor_render_is_byte_identical_to_full_frame() {
1808 let (mut scene, red, blue) = build_two_grid_side_by_side();
1809 // Third grid far to the +x side at the camera's depth: within
1810 // max_scan_dist (so the distance cull doesn't fire) but its box
1811 // projects off the left screen edge → screen-culled with the
1812 // scissor, sky-only when rendered full-frame.
1813 let g2 = scene.add_grid(GridTransform::at(DVec3::new(700.0, 130.0, 0.0)));
1814 let g2_id = scene
1815 .grids()
1816 .map(|(id, _)| id)
1817 .max_by_key(|id| id.raw())
1818 .unwrap();
1819 let _ = g2;
1820 scene.grid_mut(g2_id).unwrap().set_rect(
1821 IVec3::new(56, 56, 92),
1822 IVec3::new(71, 71, 107),
1823 Some(VoxColor(0x80_22_88_22)), // green — must never appear (off-screen)
1824 );
1825
1826 let camera = camera_at([160.0, 100.0, 100.0]);
1827 let render = |scene: &mut Scene, scissor: bool| -> Vec<u32> {
1828 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1829 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1830 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1831 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1832 render_scene_composed_scissored(
1833 &mut fb,
1834 &mut zb,
1835 XRES as usize,
1836 XRES,
1837 YRES,
1838 fog,
1839 scene,
1840 &camera,
1841 &settings,
1842 sky_color,
1843 None,
1844 scissor,
1845 None,
1846 &[],
1847 CpuLights::default(),
1848 None,
1849 &mut SceneRenderScratch::default(),
1850 );
1851 fb
1852 };
1853
1854 let scissored = render(&mut scene, true);
1855 let full = render(&mut scene, false);
1856 assert_eq!(
1857 scissored, full,
1858 "the screen scissor changed the framebuffer — it must be a pure speed-up",
1859 );
1860 // Sanity: the scene actually drew content (not a vacuous all-sky
1861 // match), and the off-screen green grid never appears.
1862 assert!(scissored.iter().any(|&p| p == red || p == blue));
1863 assert!(
1864 !scissored.contains(&0x80_22_88_22),
1865 "off-screen grid leaked pixels",
1866 );
1867 }
1868
1869 #[test]
1870 fn render_scene_composed_grid_a_in_front_of_grid_b() {
1871 // Two grids stacked along +y so grid A (closer) occludes
1872 // grid B (farther). After composition only grid A's colour
1873 // should appear on the overlap.
1874 let mut scene = Scene::new();
1875 let g_a = scene.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
1876 scene.grid_mut(g_a).unwrap().set_rect(
1877 IVec3::new(56, 56, 92),
1878 IVec3::new(71, 71, 107),
1879 Some(VoxColor(0x80_aa_00_00)), // red
1880 );
1881 let _g_b = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1882 let g_b_id = scene
1883 .grids()
1884 .filter(|(id, _)| *id != g_a)
1885 .map(|(id, _)| id)
1886 .next()
1887 .unwrap();
1888 scene.grid_mut(g_b_id).unwrap().set_rect(
1889 IVec3::new(56, 56, 92),
1890 IVec3::new(71, 71, 107),
1891 Some(VoxColor(0x80_00_00_aa)), // blue
1892 );
1893
1894 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1895 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
1896 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1897
1898 // Camera at (64, -10, 100) looking +y — both boxes line up
1899 // along the camera's forward axis.
1900 let camera = camera_at([64.0, -10.0, 100.0]);
1901 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1902 let outcome = render_scene_composed(
1903 &mut fb,
1904 &mut zb,
1905 XRES as usize,
1906 XRES,
1907 YRES,
1908 fog,
1909 &mut scene,
1910 &camera,
1911 &settings,
1912 sky_color,
1913 None,
1914 );
1915 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1916
1917 // Red (closer grid) should be visible. Blue (farther grid)
1918 // may peek around the edges but the central pixels should
1919 // be red where both boxes project.
1920 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_00_00).count();
1921 assert!(
1922 red_count > 0,
1923 "expected red pixels (closer box should win z-test)"
1924 );
1925
1926 // Reverse the registration order (force grid B drawn first)
1927 // and verify that's irrelevant — composition is commutative.
1928 let mut scene2 = Scene::new();
1929 let g_b2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1930 scene2.grid_mut(g_b2).unwrap().set_rect(
1931 IVec3::new(56, 56, 92),
1932 IVec3::new(71, 71, 107),
1933 Some(VoxColor(0x80_00_00_aa)),
1934 );
1935 let g_a2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
1936 scene2.grid_mut(g_a2).unwrap().set_rect(
1937 IVec3::new(56, 56, 92),
1938 IVec3::new(71, 71, 107),
1939 Some(VoxColor(0x80_aa_00_00)),
1940 );
1941
1942 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
1943 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1944 let outcome2 = render_scene_composed(
1945 &mut fb2,
1946 &mut zb2,
1947 XRES as usize,
1948 XRES,
1949 YRES,
1950 fog,
1951 &mut scene2,
1952 &camera,
1953 &settings,
1954 sky_color,
1955 None,
1956 );
1957 assert_eq!(outcome2, RenderOutcome::Rendered { grids_drawn: 2 });
1958 assert_eq!(
1959 fb, fb2,
1960 "composition should be order-independent — same scene in different add order should produce identical output"
1961 );
1962 }
1963
1964 // ---- S6.1: Mid-tier mip overrides ----
1965
1966 /// Build a multi-mip-friendly grid: solid floor spanning the
1967 /// whole chunk at z=100..254 + `generate_mips(3)`. This is the
1968 /// same setup `vxl_generate_mips_on_set_voxel_chunk_renders`
1969 /// uses and is known to render at `mip_levels = 3,
1970 /// mip_scan_dist = 32`.
1971 ///
1972 /// Returns `(scene, grid_id)`. The Mid test sets the camera
1973 /// inside the chunk so chunk-local rays reach the floor at
1974 /// short distances; that lets the Mid override use
1975 /// `mip_scan_dist = 16` without busting the ray budget
1976 /// (`mip_scan_dist * 2^(mip_levels-1) = 16 * 4 = 64` covers the
1977 /// distance from camera to floor).
1978 fn build_mip_visible_grid(world_origin: DVec3) -> (Scene, crate::GridId) {
1979 let mut scene = Scene::new();
1980 let id = scene.add_grid(GridTransform::at(world_origin));
1981 let grid = scene.grid_mut(id).unwrap();
1982 // Solid floor across the entire chunk at z=100..254.
1983 grid.set_rect(
1984 IVec3::new(0, 0, 100),
1985 IVec3::new(127, 127, 254),
1986 Some(VoxColor(0x80_88_88_88)),
1987 );
1988 // Build the per-chunk mip ladder so `gmipnum` can grow past 1.
1989 grid.chunk_mut(IVec3::ZERO).unwrap().generate_mips(3);
1990 (scene, id)
1991 }
1992
1993 /// Render `scene` via composed path with `mip_levels = 3,
1994 /// mip_scan_dist = 32` — same values the working
1995 /// `vxl_generate_mips_on_set_voxel_chunk_renders` test uses.
1996 /// Returns the framebuffer.
1997 fn render_with_multi_mip(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
1998 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
1999 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2000 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2001 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2002 settings.mip_levels = 3;
2003 settings.mip_scan_dist = 32;
2004 let outcome = render_scene_composed(
2005 &mut fb,
2006 &mut zb,
2007 XRES as usize,
2008 XRES,
2009 YRES,
2010 fog,
2011 scene,
2012 camera,
2013 &settings,
2014 sky_color,
2015 None,
2016 );
2017 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2018 fb
2019 }
2020
2021 // DDA.9: `s6_1_mid_overrides_produce_different_framebuffer_than_near`
2022 // was removed. It encoded voxlap's mip-*transition* semantics
2023 // (mid_mip_levels=Some(1) caps in-grid mip transitions, differing
2024 // from Near's mip0→1→2 distance ramp). The DDA renderer uses a
2025 // *uniform* per-grid mip (no in-grid transition), so Some(1) → mip 0
2026 // = identical to Near. DDA mip coarsening is covered by
2027 // `roxlap_core::dda` `mip_render_is_coarse_but_complete`; the LOD-Mid
2028 // wiring by `s6_1_mid_without_overrides_byte_identical_to_near`.
2029
2030 /// Mid tier with `mid_mip_levels = None` AND
2031 /// `mid_mip_scan_dist = None` must produce a byte-identical
2032 /// framebuffer to Near. This is the graceful-degrade contract
2033 /// — callers can opt into the Mid plumbing without committing
2034 /// to a mip override and stay byte-stable.
2035 #[test]
2036 fn s6_1_mid_without_overrides_byte_identical_to_near() {
2037 let camera = camera_at([64.0, 0.0, 64.0]);
2038
2039 // Scene A: default thresholds → Near.
2040 let (mut scene_a, _) = build_mip_visible_grid(DVec3::ZERO);
2041 let fb_near = render_with_multi_mip(&mut scene_a, &camera);
2042
2043 // Scene B: thresholds force Mid but no mip overrides set.
2044 let (mut scene_b, b_id) = build_mip_visible_grid(DVec3::ZERO);
2045 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2046 r_near: 0.0,
2047 r_mid: f64::INFINITY,
2048 mid_mip_levels: None,
2049 mid_mip_scan_dist: None,
2050 };
2051 let lod = scene_b
2052 .grid(b_id)
2053 .unwrap()
2054 .select_lod(DVec3::from_array(camera.pos));
2055 assert_eq!(lod, Lod::Mid);
2056 let fb_mid = render_with_multi_mip(&mut scene_b, &camera);
2057
2058 // Byte-identical: Mid with no overrides degrades cleanly.
2059 assert_eq!(
2060 fb_near, fb_mid,
2061 "Mid with both overrides=None must byte-match Near"
2062 );
2063 }
2064
2065 // DDA.9: `s6_1_global_mip_cap_survives_mid_tier` was removed. It
2066 // pinned voxlap's `mip_levels_override` global cap composing with the
2067 // Mid override — the ship anti-axis-aligned-beam workaround. The DDA
2068 // renderer has no axis-aligned mip beam (honest per-cell traversal),
2069 // so the workaround / global cap is obsolete and the DDA path doesn't
2070 // consult `mip_levels_override`.
2071
2072 // ---- S6.3: Far-tier billboard blit ----
2073
2074 /// Force Far tier via `r_near = 0, r_mid = 0`: any non-zero
2075 /// camera-to-grid distance lands on `Lod::Far`. Renders a small
2076 /// grid at world (0, 200, 0) with default-radius thresholds
2077 /// turned all-Far. The composed framebuffer must contain
2078 /// non-sky pixels from the impostor blit.
2079 #[test]
2080 fn s6_3_far_tier_blits_non_sky_pixels() {
2081 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2082 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2083 r_near: 0.0,
2084 r_mid: 0.0,
2085 mid_mip_levels: None,
2086 mid_mip_scan_dist: None,
2087 };
2088
2089 let camera = camera_at([64.0, 0.0, 100.0]);
2090 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2091 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2092 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2093 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2094 let outcome = render_scene_composed(
2095 &mut fb,
2096 &mut zb,
2097 XRES as usize,
2098 XRES,
2099 YRES,
2100 fog,
2101 &mut scene,
2102 &camera,
2103 &settings,
2104 sky_color,
2105 None,
2106 );
2107 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2108
2109 // Sanity: picker actually picked Far.
2110 let lod = scene
2111 .grid(id)
2112 .unwrap()
2113 .select_lod(DVec3::from_array(camera.pos));
2114 assert_eq!(lod, Lod::Far);
2115
2116 // Impostor must paint at least some non-sky pixels.
2117 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2118 assert!(
2119 non_sky > 0,
2120 "Far-tier render produced no non-sky pixels — billboard blit not firing"
2121 );
2122 }
2123
2124 /// Lazy populate: cache starts `None`, becomes `Some` after the
2125 /// first Far render.
2126 #[test]
2127 fn s6_3_far_render_lazily_populates_cache() {
2128 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2129 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2130 r_near: 0.0,
2131 r_mid: 0.0,
2132 mid_mip_levels: None,
2133 mid_mip_scan_dist: None,
2134 };
2135 assert!(scene.grid(id).unwrap().billboards.is_none());
2136
2137 let camera = camera_at([64.0, 0.0, 100.0]);
2138 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2139 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2140 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2141 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2142 let _ = render_scene_composed(
2143 &mut fb,
2144 &mut zb,
2145 XRES as usize,
2146 XRES,
2147 YRES,
2148 fog,
2149 &mut scene,
2150 &camera,
2151 &settings,
2152 sky_color,
2153 None,
2154 );
2155 let cache = scene
2156 .grid(id)
2157 .unwrap()
2158 .billboards
2159 .as_ref()
2160 .expect("Far render should have populated billboards");
2161 assert_eq!(cache.len(), 26);
2162 }
2163
2164 /// Edit invalidates the cache; a subsequent Far render rebuilds.
2165 #[test]
2166 fn s6_3_edit_invalidates_then_far_render_rebuilds() {
2167 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2168 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2169 r_near: 0.0,
2170 r_mid: 0.0,
2171 mid_mip_levels: None,
2172 mid_mip_scan_dist: None,
2173 };
2174 let camera = camera_at([64.0, 0.0, 100.0]);
2175 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2176 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2177
2178 // First Far render → cache built.
2179 let mut fb1 = vec![sky_color; pixel_count(XRES, YRES)];
2180 let mut zb1 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2181 let _ = render_scene_composed(
2182 &mut fb1,
2183 &mut zb1,
2184 XRES as usize,
2185 XRES,
2186 YRES,
2187 fog,
2188 &mut scene,
2189 &camera,
2190 &settings,
2191 sky_color,
2192 None,
2193 );
2194 assert!(scene.grid(id).unwrap().billboards.is_some());
2195
2196 // Edit invalidates.
2197 scene
2198 .grid_mut(id)
2199 .unwrap()
2200 .set_voxel(IVec3::new(70, 70, 70), Some(VoxColor(0x80_aa_aa_22)));
2201 assert!(scene.grid(id).unwrap().billboards.is_none());
2202
2203 // Second Far render rebuilds.
2204 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
2205 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2206 let _ = render_scene_composed(
2207 &mut fb2,
2208 &mut zb2,
2209 XRES as usize,
2210 XRES,
2211 YRES,
2212 fog,
2213 &mut scene,
2214 &camera,
2215 &settings,
2216 sky_color,
2217 None,
2218 );
2219 assert!(scene.grid(id).unwrap().billboards.is_some());
2220 }
2221
2222 /// Hybrid scene: one Near grid + one Far grid. Both must render
2223 /// visibly; the Far grid via blit, the Near grid via opticast.
2224 /// Sanity check that the two paths cohabit one
2225 /// `render_scene_composed` call.
2226 #[test]
2227 fn s6_3_near_and_far_grids_in_same_scene() {
2228 let mut scene = Scene::new();
2229 // Grid A: stays Near (default thresholds). Solid box at
2230 // world (-30..-20, 190..210, 50..70).
2231 let a_id = scene.add_grid(GridTransform::at(DVec3::new(-100.0, 200.0, 0.0)));
2232 scene.grid_mut(a_id).unwrap().set_rect(
2233 IVec3::new(70, 0, 50),
2234 IVec3::new(85, 15, 70),
2235 Some(VoxColor(0x80_22_88_22)), // green
2236 );
2237 // Grid B: forced Far. Box at world (~100, 200, 100).
2238 let b_id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2239 scene.grid_mut(b_id).unwrap().set_rect(
2240 IVec3::new(0, 0, 80),
2241 IVec3::new(20, 20, 110),
2242 Some(VoxColor(0x80_aa_22_22)), // red
2243 );
2244 scene.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2245 r_near: 0.0,
2246 r_mid: 0.0,
2247 mid_mip_levels: None,
2248 mid_mip_scan_dist: None,
2249 };
2250
2251 let camera = camera_at([0.0, 0.0, 80.0]);
2252 // Confirm A is Near, B is Far for this pose.
2253 assert_eq!(
2254 scene
2255 .grid(a_id)
2256 .unwrap()
2257 .select_lod(DVec3::from_array(camera.pos)),
2258 Lod::Near
2259 );
2260 assert_eq!(
2261 scene
2262 .grid(b_id)
2263 .unwrap()
2264 .select_lod(DVec3::from_array(camera.pos)),
2265 Lod::Far
2266 );
2267
2268 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2269 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2270 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2271 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2272 let outcome = render_scene_composed(
2273 &mut fb,
2274 &mut zb,
2275 XRES as usize,
2276 XRES,
2277 YRES,
2278 fog,
2279 &mut scene,
2280 &camera,
2281 &settings,
2282 sky_color,
2283 None,
2284 );
2285 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2286
2287 // Each grid should contribute visible pixels.
2288 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2289 assert!(
2290 non_sky > 20,
2291 "hybrid scene produced too few non-sky pixels ({non_sky}); one tier may have failed"
2292 );
2293 }
2294
2295 /// Empty grid at Far tier: skipped silently (no panic, no
2296 /// allocation), `billboards` stays `None`.
2297 #[test]
2298 fn s6_3_empty_grid_at_far_is_skipped() {
2299 let mut scene = Scene::new();
2300 let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2301 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2302 r_near: 0.0,
2303 r_mid: 0.0,
2304 mid_mip_levels: None,
2305 mid_mip_scan_dist: None,
2306 };
2307
2308 let camera = camera_at([0.0, 0.0, 100.0]);
2309 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2310 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2311 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2312 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2313 let outcome = render_scene_composed(
2314 &mut fb,
2315 &mut zb,
2316 XRES as usize,
2317 XRES,
2318 YRES,
2319 fog,
2320 &mut scene,
2321 &camera,
2322 &settings,
2323 sky_color,
2324 None,
2325 );
2326 // No grids contributed.
2327 assert_eq!(outcome, RenderOutcome::Empty);
2328 // Cache must NOT have been built for an empty grid.
2329 assert!(scene.grid(id).unwrap().billboards.is_none());
2330 // Framebuffer unchanged.
2331 assert!(fb.iter().all(|&p| p == sky_color));
2332 }
2333
2334 // ---- S6.0: LOD picker wired but every tier falls through to Near ----
2335
2336 /// Threshold-invariance: a grid rendered with the S6 derived
2337 /// thresholds (`from_radius` of the actual bounding sphere) must
2338 /// produce a framebuffer byte-identical to the same grid with
2339 /// default `always_near` thresholds, because S6.0 takes the
2340 /// `Near` arm of the match for all three tiers. This is the
2341 /// regression test for the S6.0 contract.
2342 #[test]
2343 fn render_scene_composed_lod_threshold_invariance() {
2344 // Scene A: default thresholds (always_near).
2345 let (mut scene_a, _a_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2346 let cam = camera_at([64.0, 0.0, 100.0]);
2347 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2348 let mut fb_a = vec![sky_color; pixel_count(XRES, YRES)];
2349 let mut zb_a = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2350 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2351 let outcome_a = render_scene_composed(
2352 &mut fb_a,
2353 &mut zb_a,
2354 XRES as usize,
2355 XRES,
2356 YRES,
2357 fog,
2358 &mut scene_a,
2359 &cam,
2360 &settings,
2361 sky_color,
2362 None,
2363 );
2364 assert_eq!(outcome_a, RenderOutcome::Rendered { grids_drawn: 1 });
2365
2366 // Scene B: thresholds derived from the grid's bounding
2367 // radius. At this camera distance the grid lands on Mid or
2368 // Far; if S6.0 ever stops falling through to Near, this test
2369 // catches the divergence.
2370 let (mut scene_b, b_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2371 let radius = scene_b.grid(b_id).unwrap().bounding_radius();
2372 assert!(
2373 radius > 0.0,
2374 "bounding_radius should be > 0 for a populated grid"
2375 );
2376 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds::from_radius(radius);
2377 // Sanity: the camera is far enough that the picker no longer
2378 // returns Near (otherwise the invariance test would be vacuous).
2379 let lod = scene_b
2380 .grid(b_id)
2381 .unwrap()
2382 .select_lod(DVec3::from_array(cam.pos));
2383 assert_ne!(
2384 lod,
2385 Lod::Near,
2386 "camera should land in Mid or Far for derived thresholds — got {lod:?}",
2387 );
2388
2389 let mut fb_b = vec![sky_color; pixel_count(XRES, YRES)];
2390 let mut zb_b = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2391 let outcome_b = render_scene_composed(
2392 &mut fb_b,
2393 &mut zb_b,
2394 XRES as usize,
2395 XRES,
2396 YRES,
2397 fog,
2398 &mut scene_b,
2399 &cam,
2400 &settings,
2401 sky_color,
2402 None,
2403 );
2404 assert_eq!(outcome_b, RenderOutcome::Rendered { grids_drawn: 1 });
2405
2406 // Byte-identity is the S6.0 contract — Mid/Far still take
2407 // the Near arm.
2408 assert_eq!(
2409 fb_a, fb_b,
2410 "S6.0 framebuffer must be byte-identical regardless of LOD thresholds"
2411 );
2412 }
2413
2414 #[test]
2415 fn render_scene_composed_empty_scene_returns_empty() {
2416 let mut scene = Scene::new();
2417 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2418 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2419 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2420 let camera = camera_at([0.0, 0.0, 0.0]);
2421 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2422 let outcome = render_scene_composed(
2423 &mut fb,
2424 &mut zb,
2425 XRES as usize,
2426 XRES,
2427 YRES,
2428 fog,
2429 &mut scene,
2430 &camera,
2431 &settings,
2432 sky_color,
2433 None,
2434 );
2435 assert_eq!(outcome, RenderOutcome::Empty);
2436 // fb should be unchanged (still all sky).
2437 assert!(fb.iter().all(|&p| p == sky_color));
2438 }
2439
2440 /// FNV-1a 64-bit hash. Same offset/prime as the
2441 /// `roxlap-oracle::fnv1a64` helper used by the wasm-render
2442 /// goldens; pinning a render hash here is the same flavour of
2443 /// regression catch.
2444 fn fnv1a64(data: &[u8]) -> u64 {
2445 let mut h: u64 = 0xcbf2_9ce4_8422_2325;
2446 for &b in data {
2447 h ^= u64::from(b);
2448 h = h.wrapping_mul(0x0000_0100_0000_01b3);
2449 }
2450 h
2451 }
2452
2453 // ---- S4.0 cross-chunk smoke test ----
2454
2455 /// Two-chunk-wide grid: a recognisable shape spans the chunk
2456 /// boundary at `virtual_x = 128`. The render must not have a
2457 /// horizontal seam line at the boundary.
2458 #[test]
2459 fn render_scene_two_chunk_x_grid_no_seam() {
2460 let mut scene = Scene::new();
2461 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2462 let g = scene.grid_mut(id).unwrap();
2463 // 100-voxel-tall stripe spanning x=[120..136] across the
2464 // x=128 chunk seam at z=200, y=[60..68]. After bake-free
2465 // render, every column in the stripe paints the same colour
2466 // at the same z; a seam at x=128 would show as missing
2467 // pixels in the column at virtual_x=128 / 129 / ...
2468 g.set_rect(
2469 IVec3::new(120, 60, 200),
2470 IVec3::new(136, 67, 215),
2471 Some(VoxColor(0x80_aa_55_22)),
2472 );
2473 // Sanity: ensure both chunks were materialised.
2474 assert_eq!(g.chunk_count(), 2);
2475
2476 // Render with a camera positioned to look at the stripe
2477 // straight on. Stripe at world (120..136, 260..268, 200..215).
2478 // Camera at (128, 100, 207) looking +y centres on it.
2479 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2480 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2481 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2482 let camera = camera_at([128.0, 100.0, 207.0]);
2483 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2484 let outcome = render_scene_composed(
2485 &mut fb,
2486 &mut zb,
2487 XRES as usize,
2488 XRES,
2489 YRES,
2490 fog,
2491 &mut scene,
2492 &camera,
2493 &settings,
2494 sky_color,
2495 None,
2496 );
2497 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2498
2499 // Stripe colour should appear in roughly the centre of the
2500 // framebuffer. A chunk-edge seam would manifest as a thin
2501 // sky-coloured vertical line splitting the stripe in two.
2502 let stripe = 0x80_aa_55_22;
2503 let stripe_count = fb.iter().filter(|&&p| p == stripe).count();
2504 assert!(
2505 stripe_count > 200,
2506 "stripe rendered too few pixels ({stripe_count}) — chunks may not be stitching"
2507 );
2508
2509 // Walk the centre row left-to-right looking for a sky-pixel
2510 // gap inside a stripe run. A gap 1+ pixels wide flags a
2511 // chunk-edge seam.
2512 let centre_y = (YRES / 2) as usize;
2513 let row_start = centre_y * (XRES as usize);
2514 let row = &fb[row_start..row_start + (XRES as usize)];
2515 let mut in_stripe = false;
2516 let mut seam_gaps = 0usize;
2517 for &px in row {
2518 if px == stripe {
2519 in_stripe = true;
2520 } else if in_stripe && px == sky_color {
2521 // Stripe ended; if we re-enter it on this row that's
2522 // a seam.
2523 if row.iter().skip_while(|&&p| p != px).any(|&p| p == stripe) {
2524 // Look ahead for any further stripe pixel.
2525 seam_gaps += 1;
2526 }
2527 in_stripe = false;
2528 }
2529 }
2530 // We allow seam_gaps to count the legitimate "stripe ended,
2531 // didn't restart" transition once; more than that means
2532 // multiple disjoint runs on the row → seam.
2533 assert!(
2534 seam_gaps <= 1,
2535 "centre row has {seam_gaps} disjoint stripe runs — expected 1 (chunk-edge seam suspected)"
2536 );
2537 }
2538
2539 // DDA.9: the voxlap-era mip regression tests here
2540 // (`vxl_generate_mips_on_set_voxel_chunk_renders` + the byte-exact
2541 // 2-chunk opticast pin) were removed — they drove voxlap `opticast` +
2542 // `ScalarRasterizer` directly, a path no longer reachable from this
2543 // consumer crate. The DDA mip ladder + multi-mip render is covered by
2544 // `render_with_mips_present_still_renders_mip0` and the
2545 // `stacked_*_multi_mip` tests below.
2546
2547 /// Mip-0 preservation when mips are generated on the combined
2548 /// view but `mip_levels = 1` in the rasterizer's settings.
2549 /// Confirms `generate_mips` only APPENDS data — mip-0
2550 /// prefix is unchanged.
2551 #[test]
2552 fn render_with_mips_present_still_renders_mip0() {
2553 let mut scene = Scene::new();
2554 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2555 scene.grid_mut(id).unwrap().set_rect(
2556 IVec3::new(40, 40, 40),
2557 IVec3::new(55, 55, 55),
2558 Some(VoxColor(0x80_88_88_88)),
2559 );
2560 // S4B.4.a: force mip-1..mip-2 generation on the single
2561 // chunk directly (the Grid's combined-view cache API was
2562 // removed). The chunk's own Vxl::generate_mips builds its
2563 // own mip tables and the renderer happens to render through
2564 // them via Approach B's chunk_at_xy lookup.
2565 {
2566 let grid = scene.grid_mut(id).unwrap();
2567 let chunk = grid.chunks.get_mut(&IVec3::ZERO).unwrap();
2568 chunk.generate_mips(3);
2569 }
2570
2571 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2572 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2573 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2574 let camera = camera_at([64.0, 0.0, 64.0]);
2575 // mip_scan_dist huge → renderer never transitions past mip-0
2576 // so this test pins mip-0 correctness only.
2577 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2578 settings.mip_scan_dist = 100_000;
2579 let outcome = render_scene_composed(
2580 &mut fb,
2581 &mut zb,
2582 XRES as usize,
2583 XRES,
2584 YRES,
2585 fog,
2586 &mut scene,
2587 &camera,
2588 &settings,
2589 sky_color,
2590 None,
2591 );
2592 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2593 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2594 assert!(
2595 non_sky > 0,
2596 "render of single-grid scene with mips present rendered all-sky: mip-0 may be corrupted by generate_mips"
2597 );
2598 }
2599
2600 #[test]
2601 fn render_scene_two_chunk_x_grid_hash_is_stable() {
2602 // Frozen 2026-05-10 at S4.0 landing on x86_64.
2603 // DDA.9: re-frozen to the DDA renderer's output (was the
2604 // voxlap-opticast golden 0x215e_d66d_7359_4725).
2605 const GOLDEN: u64 = 0x492e_c4bb_718f_d7e5;
2606 // Same scene shape as `render_scene_two_chunk_x_grid_no_seam`
2607 // — kept distinct so the hash assertion doesn't share its
2608 // setup with the structural seam check.
2609 let mut scene = Scene::new();
2610 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2611 scene.grid_mut(id).unwrap().set_rect(
2612 IVec3::new(120, 60, 200),
2613 IVec3::new(136, 67, 215),
2614 Some(VoxColor(0x80_aa_55_22)),
2615 );
2616 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2617 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2618 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2619 let camera = camera_at([128.0, 100.0, 207.0]);
2620 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2621 let outcome = render_scene_composed(
2622 &mut fb,
2623 &mut zb,
2624 XRES as usize,
2625 XRES,
2626 YRES,
2627 fog,
2628 &mut scene,
2629 &camera,
2630 &settings,
2631 sky_color,
2632 None,
2633 );
2634 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2635
2636 let bytes: Vec<u8> = fb.iter().flat_map(|p| p.to_ne_bytes()).collect();
2637 let hash = fnv1a64(&bytes);
2638 if GOLDEN == SENTINEL {
2639 // First-run capture mode — print the hash so the
2640 // developer can paste it into GOLDEN above.
2641 eprintln!("render_scene_two_chunk_x_grid_hash_is_stable: capture hash = 0x{hash:016x}");
2642 panic!("GOLDEN is the SENTINEL placeholder — paste 0x{hash:016x} into GOLDEN above");
2643 }
2644 assert_eq!(
2645 hash, GOLDEN,
2646 "2-chunk render hash drifted: expected 0x{GOLDEN:016x}, got 0x{hash:016x}"
2647 );
2648 }
2649
2650 /// Sentinel for first-run hash capture in
2651 /// [`render_scene_two_chunk_x_grid_hash_is_stable`]. Replace
2652 /// `GOLDEN`'s definition with the printed value once captured.
2653 const SENTINEL: u64 = 0xDEAD_BEEF_DEAD_BEEF;
2654
2655 /// S4B.6.c: stacked-grid scaffold — camera in chz=1 (= world
2656 /// z=256..511) of a 2-chunk-tall grid should render its own
2657 /// chunk's terrain. Verifies cf seed + slab-byte reads + chunk-
2658 /// XY swaps all use world-z consistently.
2659 ///
2660 /// Cross-chunk look-down (= camera in chz=0 sees terrain in
2661 /// chz=1) needs cf z range extension at air-gap-lookup time;
2662 /// that's a follow-up to S4B.6.c.
2663 #[test]
2664 fn stacked_two_chunk_z_camera_in_chz1_sees_own_chunk_floor() {
2665 let mut scene = Scene::new();
2666 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2667 let g = scene.grid_mut(id).unwrap();
2668 // chz=0: all-air (materialised so chunk_xyz_backing enumerates).
2669 g.ensure_chunk(IVec3::new(0, 0, 0));
2670 // chz=1: floor at local z=50 (= world z=306).
2671 g.set_rect(
2672 IVec3::new(60, 60, 306),
2673 IVec3::new(72, 72, 310),
2674 Some(VoxColor(0x80_33_66_99)),
2675 );
2676 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2677
2678 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2679 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2680 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2681 // Camera at world (66, 66, 280) — directly above the
2682 // floor at world z=306. Look STRAIGHT DOWN (z increases =
2683 // down in voxlap z-down).
2684 let camera = Camera {
2685 pos: [66.0, 66.0, 280.0],
2686 right: [1.0, 0.0, 0.0],
2687 down: [0.0, 1.0, 0.0],
2688 forward: [0.0, 0.0, 1.0],
2689 };
2690 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2691 let outcome = render_scene_composed(
2692 &mut fb,
2693 &mut zb,
2694 XRES as usize,
2695 XRES,
2696 YRES,
2697 fog,
2698 &mut scene,
2699 &camera,
2700 &settings,
2701 sky_color,
2702 None,
2703 );
2704 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2705 let floor_count = fb.iter().filter(|&&p| p == 0x80_33_66_99).count();
2706 assert!(
2707 floor_count > 100,
2708 "camera at chz=1 with floor in same chunk should see it — got {floor_count} floor pixels"
2709 );
2710 }
2711
2712 /// S4B.6.e: cross-chunk look-down. Camera in chz=0's all-air
2713 /// chunk should see chz=1's floor below it. This was deferred
2714 /// from S4B.6.c because the cf seed's z range capped at the
2715 /// camera-chunk's bedrock (world z=255); S4B.6.e extends the
2716 /// air-gap walk in `camera_chunk_air_gap` to step into the
2717 /// next chunk down when the camera's column is all-air-bedrock,
2718 /// and the rasterizer routes state.column / slab_buf to the
2719 /// chunk holding the real floor via `seed_chunk_z`.
2720 #[test]
2721 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor() {
2722 let mut scene = Scene::new();
2723 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2724 let g = scene.grid_mut(id).unwrap();
2725 // chz=0: all-air. Materialised so chunk_xyz_backing
2726 // enumerates it.
2727 g.ensure_chunk(IVec3::new(0, 0, 0));
2728 // chz=1: floor at world z=306..310 (= local z=50..54).
2729 g.set_rect(
2730 IVec3::new(60, 60, 306),
2731 IVec3::new(72, 72, 310),
2732 Some(VoxColor(0x80_77_aa_44)),
2733 );
2734 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2735
2736 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2737 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2738 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2739 // Camera at world (66, 66, 100) — in chz=0's all-air
2740 // chunk. Look STRAIGHT DOWN (z+) toward chz=1's floor at
2741 // world z=306.
2742 let camera = Camera {
2743 pos: [66.0, 66.0, 100.0],
2744 right: [1.0, 0.0, 0.0],
2745 down: [0.0, 1.0, 0.0],
2746 forward: [0.0, 0.0, 1.0],
2747 };
2748 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2749 let outcome = render_scene_composed(
2750 &mut fb,
2751 &mut zb,
2752 XRES as usize,
2753 XRES,
2754 YRES,
2755 fog,
2756 &mut scene,
2757 &camera,
2758 &settings,
2759 sky_color,
2760 None,
2761 );
2762 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2763 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
2764 assert!(
2765 floor_count > 50,
2766 "camera in chz=0 air-gap should see chz=1 floor via cross-chunk look-down — got {floor_count} floor pixels"
2767 );
2768 }
2769
2770 /// S4B.6.l KNOWN LIMITATION → RESOLVED by VC.5 (2026-05-31).
2771 /// Camera at chz=0 with all-air-bedrock at the camera's own
2772 /// XY column (seed_chz=1 via cross-chunk look-down). A DIFFERENT
2773 /// XY column has chz=0 content (= a distant mountain entirely
2774 /// inside chz=0). Pre-VC.5 the chunk-XY swap read chz=1 chunks
2775 /// across the DDA, so the chz=0 mountain was invisible. VC.5's
2776 /// multi-chz column-step install stitches every chz layer at the
2777 /// new XY column; the chz=0 mountain renders correctly.
2778 ///
2779 /// VC.0 pin (2026-05-31): re-enabled (was `#[ignore]`'d). VC.5
2780 /// flipped it from failing (mountain_chz0 = 0) to passing.
2781 #[test]
2782 fn stacked_chz0_distant_mountain_visible_from_chz0_camera() {
2783 let mut scene = Scene::new();
2784 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2785 let g = scene.grid_mut(id).unwrap();
2786 // chz=0 mountain at a column DISTANT from the camera —
2787 // entirely in chz=0 (world z=100..200), so chz=1 at the
2788 // same XY is all-air-bedrock.
2789 g.set_rect(
2790 IVec3::new(100, 100, 100),
2791 IVec3::new(124, 124, 200),
2792 Some(VoxColor(0x80_aa_55_22)), // distinct brown
2793 );
2794 // chz=1 hills filling the floor at world z=336..360 across
2795 // the chunk EXCEPT a hole around the mountain XY (so the
2796 // mountain doesn't sit on a green tower).
2797 g.set_rect(
2798 IVec3::new(0, 0, 336),
2799 IVec3::new(128, 128, 360),
2800 Some(VoxColor(0x80_22_88_44)),
2801 );
2802 g.set_rect(IVec3::new(100, 100, 336), IVec3::new(124, 124, 360), None);
2803 // Materialise chz=0 + chz=1 (chz=0 has the mountain; chz=1
2804 // has the hills).
2805 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
2806 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2807
2808 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2809 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2810 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2811 // Camera at (40, 40, 60) — chz=0 air, FAR from the mountain
2812 // XY (100..124, 100..124). Yaw=π/4 (look toward +x+y =
2813 // mountain direction), pitch=0.72 rad (≈ 41° down) so the
2814 // ray bisecting the screen aims at the chz=0 mountain centre
2815 // ≈ (112, 112, 150).
2816 let camera = Camera::from_yaw_pitch([40.0, 40.0, 60.0], std::f64::consts::FRAC_PI_4, 0.72);
2817 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2818 let outcome = render_scene_composed(
2819 &mut fb,
2820 &mut zb,
2821 XRES as usize,
2822 XRES,
2823 YRES,
2824 fog,
2825 &mut scene,
2826 &camera,
2827 &settings,
2828 sky_color,
2829 None,
2830 );
2831 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2832 let mountain_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
2833 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
2834 eprintln!("chz0-distant-mountain: mountain_chz0={mountain_count} hill_chz1={hill_count}");
2835 // chz=1 hills are reachable via seed-time cross-chunk
2836 // look-down.
2837 assert!(
2838 hill_count > 50,
2839 "expected chz=1 hills via cross-chunk look-down — got {hill_count}"
2840 );
2841 // The proper-fix assertion: chz=0 distant mountain SHOULD be
2842 // visible. Currently fails — pins the limitation.
2843 assert!(
2844 mountain_count > 50,
2845 "expected chz=0 distant mountain visible — got {mountain_count} (S4B.6.l limitation)"
2846 );
2847 }
2848
2849 /// S4B.6.h: mid-render chunk-Z handoff. Camera column has
2850 /// content in chz=0 (= a mountain at the camera's XY) so
2851 /// seed-time cross-chunk look-down does NOT fire — seed_chz=0.
2852 /// As rays DDA across the scene, they visit XY columns where
2853 /// chz=0 is all-air-bedrock. Mid-render handoff should swap
2854 /// state to chz=1's column at those XY positions and reveal
2855 /// hill content sitting under the camera's chz=0 layer.
2856 ///
2857 /// This is the "tall mountains breaching chunk-Z boundary"
2858 /// case the demo aims for.
2859 #[test]
2860 fn mid_render_handoff_reveals_chz1_hills_under_mountain_camera() {
2861 let mut scene = Scene::new();
2862 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2863 let g = scene.grid_mut(id).unwrap();
2864 // chz=0: a small "mountain peak" at the camera's XY.
2865 // Mountain at world z=150..200 — solid block.
2866 g.set_rect(
2867 IVec3::new(60, 60, 150),
2868 IVec3::new(72, 72, 200),
2869 Some(VoxColor(0x80_88_44_22)), // brown mountain
2870 );
2871 // chz=1: hills at world z=336..360 across the WHOLE chunk
2872 // (so DDA rays hit them when chz=0 is air).
2873 g.set_rect(
2874 IVec3::new(0, 0, 336),
2875 IVec3::new(128, 128, 360),
2876 Some(VoxColor(0x80_22_88_44)), // green hills
2877 );
2878 // Carve a hole in chz=1's hill at the mountain's footprint
2879 // so the mountain doesn't appear to "float" on green.
2880 g.set_rect(IVec3::new(60, 60, 336), IVec3::new(72, 72, 360), None);
2881 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
2882 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2883
2884 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2885 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2886 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2887 // Camera at world (66, 66, 100) — directly above the
2888 // mountain peak (at z=150). Camera column has the
2889 // mountain in chz=0. Look straight down.
2890 let camera = Camera {
2891 pos: [66.0, 66.0, 100.0],
2892 right: [1.0, 0.0, 0.0],
2893 down: [0.0, 1.0, 0.0],
2894 forward: [0.0, 0.0, 1.0],
2895 };
2896 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2897 let outcome = render_scene_composed(
2898 &mut fb,
2899 &mut zb,
2900 XRES as usize,
2901 XRES,
2902 YRES,
2903 fog,
2904 &mut scene,
2905 &camera,
2906 &settings,
2907 sky_color,
2908 None,
2909 );
2910 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2911 let mountain_count = fb.iter().filter(|&&p| p == 0x80_88_44_22).count();
2912 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
2913 // Verify the hills render at approximately the correct
2914 // world-z by sampling the z-buffer at hill pixels. Camera
2915 // at z=100 looking straight down; hills at world z=336.
2916 // Expected depth = 236 for directly-below pixels. If
2917 // state.z1 stays stuck at the mountain peak's z=150 the
2918 // hills would render with depth ≈ 50 → orders of magnitude
2919 // off.
2920 let mut hill_depths: Vec<f32> = fb
2921 .iter()
2922 .zip(zb.iter())
2923 .filter_map(|(&p, &d)| if p == 0x80_22_88_44 { Some(d) } else { None })
2924 .collect();
2925 hill_depths.sort_by(|a, b| a.partial_cmp(b).unwrap());
2926 let median_hill_depth = hill_depths[hill_depths.len() / 2];
2927 eprintln!(
2928 "mid-render handoff: mountain={mountain_count} hill={hill_count} median_hill_depth={median_hill_depth:.1}"
2929 );
2930 assert!(
2931 mountain_count > 50,
2932 "should see mountain peak via chz=0 — got {mountain_count} mountain pixels"
2933 );
2934 assert!(
2935 hill_count > 50,
2936 "should see chz=1 hills via mid-render handoff — got {hill_count} hill pixels"
2937 );
2938 assert!(
2939 (median_hill_depth - 236.0).abs() < 80.0,
2940 "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"
2941 );
2942 }
2943
2944 /// S4B.6.g: cross-chunk look-down under multi-mip. Same scene
2945 /// as `stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor` but
2946 /// with `mip_levels=2, mip_scan_dist=16` so the rasterizer
2947 /// transitions to mip-1 well within the chz=1 terrain. Locks in
2948 /// the slab_z_at mip-N offset fix (= `chunk_world_z_base >>
2949 /// gmipcnt`). Pre-fix produced a green / brown "wall in a circle
2950 /// around the camera" because mip-1 rendered the floor at
2951 /// world-z ≈ 178 instead of 306.
2952 #[test]
2953 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor_multi_mip() {
2954 let mut scene = Scene::new();
2955 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
2956 let g = scene.grid_mut(id).unwrap();
2957 g.ensure_chunk(IVec3::new(0, 0, 0));
2958 g.set_rect(
2959 IVec3::new(60, 60, 306),
2960 IVec3::new(72, 72, 310),
2961 Some(VoxColor(0x80_77_aa_44)),
2962 );
2963 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
2964
2965 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2966 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2967 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2968 let camera = Camera {
2969 pos: [66.0, 66.0, 100.0],
2970 right: [1.0, 0.0, 0.0],
2971 down: [0.0, 1.0, 0.0],
2972 forward: [0.0, 0.0, 1.0],
2973 };
2974 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2975 settings.mip_levels = 2;
2976 settings.mip_scan_dist = 16;
2977 let outcome = render_scene_composed(
2978 &mut fb,
2979 &mut zb,
2980 XRES as usize,
2981 XRES,
2982 YRES,
2983 fog,
2984 &mut scene,
2985 &camera,
2986 &settings,
2987 sky_color,
2988 None,
2989 );
2990 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2991 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
2992 assert!(
2993 floor_count > 50,
2994 "multi-mip cross-chunk look-down should still see chz=1 floor — got {floor_count} floor pixels"
2995 );
2996 }
2997
2998 /// S4B.6.d: 3-chunk-tall stack stresses the widened gylookup
2999 /// (`(chunks_z * 512) >> mip + 4` per mip). Pre-S4B.6.d, gylookup
3000 /// was hardcoded at `(512 >> mip) + 4`, which would OOB or alias
3001 /// for any z > 511. This test renders a floor at world z=562
3002 /// (= chz=2, local z=50) with the camera at world z=540, looking
3003 /// straight down. Multi-mip is on so we exercise the mip slide
3004 /// path in `phase_remiporend` that scales `advance` by chunks_z.
3005 #[test]
3006 fn stacked_three_chunk_z_camera_in_chz2_sees_own_chunk_floor_multi_mip() {
3007 let mut scene = Scene::new();
3008 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3009 let g = scene.grid_mut(id).unwrap();
3010 // Materialise chz=0 + chz=1 so chunk_xyz_backing enumerates
3011 // the full stack.
3012 g.ensure_chunk(IVec3::new(0, 0, 0));
3013 g.ensure_chunk(IVec3::new(0, 0, 1));
3014 // chz=2: floor at world z=562..566 (= local z=50..54).
3015 g.set_rect(
3016 IVec3::new(60, 60, 562),
3017 IVec3::new(72, 72, 566),
3018 Some(VoxColor(0x80_aa_55_22)),
3019 );
3020 assert!(g.chunk(IVec3::new(0, 0, 2)).is_some());
3021
3022 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3023 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3024 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3025 let camera = Camera {
3026 pos: [66.0, 66.0, 540.0],
3027 right: [1.0, 0.0, 0.0],
3028 down: [0.0, 1.0, 0.0],
3029 forward: [0.0, 0.0, 1.0],
3030 };
3031 // Multi-mip on to exercise the gylookup-slide path.
3032 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3033 settings.mip_levels = 2;
3034 settings.mip_scan_dist = 16;
3035 let outcome = render_scene_composed(
3036 &mut fb,
3037 &mut zb,
3038 XRES as usize,
3039 XRES,
3040 YRES,
3041 fog,
3042 &mut scene,
3043 &camera,
3044 &settings,
3045 sky_color,
3046 None,
3047 );
3048 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3049 let floor_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
3050 assert!(
3051 floor_count > 100,
3052 "camera at chz=2 with floor in same chunk should see it — got {floor_count} floor pixels"
3053 );
3054 }
3055
3056 // ---- S7.4: render integration with streaming ----
3057
3058 /// Floor-stamping generator for S7.4 render tests. Produces a
3059 /// 10-voxel-thick floor at the bottom of every chunk it
3060 /// generates (chunk-local `z = 230..239`, all xy). Visible as
3061 /// a green stripe along the bottom of the framebuffer when
3062 /// the camera looks +y across populated chunks.
3063 #[derive(Debug)]
3064 struct FloorGenerator;
3065
3066 impl crate::ChunkGenerator for FloorGenerator {
3067 fn generate(&self, _chunk_idx: IVec3) -> roxlap_formats::vxl::Vxl {
3068 // Lean on `Grid::ensure_chunk` for the empty-chunk
3069 // builder, then carve a floor via `set_rect`. Detach
3070 // the chunk from the temporary grid and return it.
3071 let mut tmp = crate::Grid::new(GridTransform::identity());
3072 tmp.ensure_chunk(IVec3::ZERO);
3073 let mut vxl = tmp.chunks.remove(&IVec3::ZERO).unwrap();
3074 #[allow(clippy::cast_possible_wrap)]
3075 roxlap_formats::edit::set_rect(
3076 &mut vxl,
3077 glam::IVec3::new(0, 0, 230).into(),
3078 glam::IVec3::new((CHUNK_SIZE_XY - 1) as i32, (CHUNK_SIZE_XY - 1) as i32, 239)
3079 .into(),
3080 Some(VoxColor(0x80_22_aa_22)),
3081 );
3082 vxl
3083 }
3084 }
3085
3086 #[test]
3087 fn render_scene_composed_unpumped_streaming_grid_renders_all_sky() {
3088 // S7.4(a): a grid with a generator + active stream radius
3089 // but no pump_streaming call has zero chunks. The render
3090 // walks the grid (chunk_xyz_backing returns None for an
3091 // empty chunk map → grid is skipped), framebuffer stays
3092 // sky.
3093 use std::sync::Arc;
3094 let mut scene = Scene::new();
3095 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3096 let g = scene.grid_mut(id).unwrap();
3097 g.set_generator(Some(Arc::new(FloorGenerator)));
3098 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3099 assert!(g.chunks.is_empty(), "no pump yet → no chunks");
3100
3101 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3102 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3103 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3104 // Camera at (64, -100, 200) looking +y so it would see
3105 // chunks ahead once they exist.
3106 let camera = camera_at([64.0, -100.0, 200.0]);
3107 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3108 let _ = render_scene_composed(
3109 &mut fb,
3110 &mut zb,
3111 XRES as usize,
3112 XRES,
3113 YRES,
3114 fog,
3115 &mut scene,
3116 &camera,
3117 &settings,
3118 sky_color,
3119 None,
3120 );
3121 // Empty grid path skips opticast → framebuffer untouched.
3122 assert!(
3123 fb.iter().all(|&p| p == sky_color),
3124 "unpumped streaming grid must render as all sky"
3125 );
3126 }
3127
3128 #[test]
3129 fn render_scene_composed_picks_up_streamed_chunks_after_sync_pump() {
3130 // S7.4(a): once the streaming pump installs chunks, the
3131 // next render shows them. Using pump_streaming_sync for
3132 // deterministic timing — pump_streaming (async) lands
3133 // the same way modulo a frame of latency.
3134 use std::sync::Arc;
3135 let mut scene = Scene::new();
3136 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3137 let g = scene.grid_mut(id).unwrap();
3138 g.set_generator(Some(Arc::new(FloorGenerator)));
3139 // Cover chunks ahead of the camera (y=0, y=128, y=256).
3140 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3141
3142 // Render BEFORE pump: zero floor pixels.
3143 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3144 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3145 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3146 let camera = camera_at([64.0, -100.0, 200.0]);
3147 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3148 let _ = render_scene_composed(
3149 &mut fb,
3150 &mut zb,
3151 XRES as usize,
3152 XRES,
3153 YRES,
3154 fog,
3155 &mut scene,
3156 &camera,
3157 &settings,
3158 sky_color,
3159 None,
3160 );
3161 let pre_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3162 assert_eq!(pre_floor, 0, "pre-pump frame has no streamed chunks");
3163
3164 // Pump synchronously — `world_pos` matches the camera so
3165 // chunks ahead of it (within r_active = 300) stream in.
3166 scene.pump_streaming_sync(DVec3::new(64.0, -100.0, 200.0));
3167 let g = scene.grid(id).unwrap();
3168 assert!(
3169 !g.chunks.is_empty(),
3170 "pump should have streamed at least one chunk"
3171 );
3172
3173 // Render AFTER pump: the floor should now be visible. Reset
3174 // the framebuffer to sky first.
3175 fb.iter_mut().for_each(|p| *p = sky_color);
3176 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3177 let outcome = render_scene_composed(
3178 &mut fb,
3179 &mut zb,
3180 XRES as usize,
3181 XRES,
3182 YRES,
3183 fog,
3184 &mut scene,
3185 &camera,
3186 &settings,
3187 sky_color,
3188 None,
3189 );
3190 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3191 let post_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3192 assert!(
3193 post_floor > 100,
3194 "post-pump frame should show the streamed floor — got {post_floor} green pixels"
3195 );
3196 }
3197
3198 #[test]
3199 fn render_scene_composed_partial_streaming_renders_pending_chunks_as_air() {
3200 // S7.4(a): mixed state — some r_active chunks are
3201 // materialised, others are still pending (not in
3202 // `chunks`). The render must treat pending chunks as
3203 // implicit-air. Verified by stamping one chunk via the
3204 // generator + skipping the others, then confirming the
3205 // framebuffer has fewer floor pixels than the
3206 // fully-pumped baseline.
3207 use std::sync::Arc;
3208 let mut scene = Scene::new();
3209 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3210 let g = scene.grid_mut(id).unwrap();
3211 g.set_generator(Some(Arc::new(FloorGenerator)));
3212 // r_active must be set so the later pump_streaming_sync
3213 // sanity-check actually streams more chunks in.
3214 g.stream_radius = crate::StreamRadius::new(400.0, 800.0);
3215
3216 // Materialise ONLY chunk (0, 0, 0) manually via the
3217 // sync helper — leave (0, 1, 0), (0, 2, 0) absent.
3218 let installed = g.ensure_chunk_generated(IVec3::ZERO);
3219 assert!(installed, "manual install of one chunk");
3220 assert_eq!(g.chunks.len(), 1);
3221 // Make sure (0, 1, 0), (0, 2, 0) are NOT present.
3222 assert!(g.chunk(IVec3::new(0, 1, 0)).is_none());
3223 assert!(g.chunk(IVec3::new(0, 2, 0)).is_none());
3224
3225 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3226 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3227 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3228 // Camera inside chunk (0, 0, 0); looking +y means the
3229 // floor of (0, 0, 0) gets rendered until the ray walks
3230 // off the chunk into implicit-air space at y=128. No
3231 // floor pixels past that distance.
3232 let camera = camera_at([64.0, 32.0, 200.0]);
3233 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3234 let _ = render_scene_composed(
3235 &mut fb,
3236 &mut zb,
3237 XRES as usize,
3238 XRES,
3239 YRES,
3240 fog,
3241 &mut scene,
3242 &camera,
3243 &settings,
3244 sky_color,
3245 None,
3246 );
3247 let floor_pixels = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3248 // Visible floor inside chunk (0,0,0); pending neighbours
3249 // contribute nothing. The number isn't pinned exactly —
3250 // it just needs to be non-zero (we have content) and
3251 // less than what a fully-streamed scene would produce.
3252 assert!(
3253 floor_pixels > 0,
3254 "should see at least some floor from the loaded chunk"
3255 );
3256 // Sanity: stream the missing chunks; verify the floor
3257 // pixel count goes up.
3258 scene.pump_streaming_sync(DVec3::new(64.0, 32.0, 200.0));
3259 assert!(scene.grid(id).unwrap().chunk_count() >= 2);
3260 fb.iter_mut().for_each(|p| *p = sky_color);
3261 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3262 let _ = render_scene_composed(
3263 &mut fb,
3264 &mut zb,
3265 XRES as usize,
3266 XRES,
3267 YRES,
3268 fog,
3269 &mut scene,
3270 &camera,
3271 &settings,
3272 sky_color,
3273 None,
3274 );
3275 let floor_pixels_full = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3276 assert!(
3277 floor_pixels_full > floor_pixels,
3278 "fully-streamed scene should show more floor than partial: \
3279 partial={floor_pixels} full={floor_pixels_full}"
3280 );
3281 }
3282}