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 // SC — un-rotate into the grid frame, then divide the origin AND the
104 // pinhole basis by the grid's world units per voxel so the whole
105 // world ray `pos + t·(px·right + py·down + hz·forward)` maps into
106 // voxel space; opticast then marches integer voxels and its depth
107 // comes back in VOXEL units (the caller scales it back to world by
108 // `voxel_world_size` before compositing). `vws == 1.0` is the pre-SC
109 // path, bit-for-bit.
110 let vws = transform.voxel_world_size;
111 let world_offset = DVec3::from_array(camera.pos) - transform.origin;
112 let local_pos = (inv * world_offset) / vws;
113 let local_right = (inv * DVec3::from_array(camera.right)) / vws;
114 let local_down = (inv * DVec3::from_array(camera.down)) / vws;
115 let local_forward = (inv * DVec3::from_array(camera.forward)) / vws;
116 Camera {
117 pos: local_pos.to_array(),
118 right: local_right.to_array(),
119 down: local_down.to_array(),
120 forward: local_forward.to_array(),
121 }
122}
123
124/// SC — scale a rendered grid's depth buffer back to WORLD units so the
125/// cross-grid min-z compose ([`compose_into`] / [`compose_rect`]) stays
126/// world-comparable across grids of different scale.
127///
128/// The factor is **`voxel_world_size²`**, not `vws`. opticast writes
129/// `depth = t · (dir·forward)` (`dda.rs`, perpendicular depth). With a
130/// `world_camera_to_grid_local` camera whose whole pinhole basis is
131/// divided by `vws`, the ray parameter `t` stays the world value, but
132/// `dir·forward` shrinks by `vws²` (both `dir` and `forward` are
133/// `/vws`) — so the written depth is `world / vws²`. Multiplying by
134/// `vws²` recovers world. `INFINITY` (a miss / sky sentinel) stays
135/// `INFINITY`. Only the grid's screen rect is touched. No-op — and
136/// skipped entirely — at `vws == 1.0`.
137fn scale_depth_rect(zb: &mut [f32], pitch_pixels: usize, rect: ScreenRect, voxel_world_size: f64) {
138 if (voxel_world_size - 1.0).abs() <= f64::EPSILON {
139 return;
140 }
141 #[allow(clippy::cast_possible_truncation)]
142 let vws2 = (voxel_world_size * voxel_world_size) as f32;
143 for y in rect.y0..rect.y1 {
144 let row = y as usize * pitch_pixels;
145 for d in &mut zb[row + rect.x0 as usize..row + rect.x1 as usize] {
146 // INFINITY · vws² == INFINITY (vws > 0), so misses stay misses.
147 *d *= vws2;
148 }
149 }
150}
151
152/// SC — the world→grid-local camera divides the whole pinhole basis by
153/// `vws` (see [`world_camera_to_grid_local`]), so opticast writes
154/// `depth = world / vws²` (see [`scale_depth_rect`]). Any WORLD distance
155/// opticast compares against that depth must be divided by `vws²` so the
156/// comparison fires at the intended world range.
157///
158/// This governs the two ray-*terminating* thresholds — the scan cutoff
159/// (`max_scan_dist`, `depth > max_dist`) and the opaque-fog distance
160/// (`fog_max_dist`, `depth >= fog_max_dist`). Both stop the ray, so
161/// leaving them unscaled is **geometry-affecting**, not merely cosmetic: a
162/// fine grid (`vws < 1`) would have its visible terrain clipped to
163/// `range · vws²` — only 6 % of the intended distance at `vws = 0.25`.
164///
165/// (`mip_scan_dist` is a *scene-LOD-picker* input, not compared against the
166/// depth buffer inside the ray, so it is not scaled here. It is also dead
167/// config for the DDA backend — vws-aware projected-size LOD is an optional
168/// future perf optimization, not a scale bug; see the SC.3 status.)
169///
170/// Identity — and byte-identical — at `vws == 1.0`.
171fn scale_world_dist_f32(world_dist: f32, voxel_world_size: f64) -> f32 {
172 if (voxel_world_size - 1.0).abs() <= f64::EPSILON {
173 return world_dist;
174 }
175 #[allow(clippy::cast_possible_truncation)]
176 let scaled = (f64::from(world_dist) / (voxel_world_size * voxel_world_size)) as f32;
177 scaled
178}
179
180/// SC — [`scale_world_dist_f32`] for the integer `max_scan_dist` handed to
181/// opticast. Rounds and clamps to `[1, i32::MAX]`. Identity at
182/// `vws == 1.0` (byte-identical). The world-space grid distance cull uses
183/// the *unscaled* `settings.max_scan_dist`, so only the copy passed to the
184/// ray is rescaled here.
185fn scale_scan_dist_i32(max_scan_dist: i32, voxel_world_size: f64) -> i32 {
186 if (voxel_world_size - 1.0).abs() <= f64::EPSILON {
187 return max_scan_dist;
188 }
189 #[allow(clippy::cast_possible_truncation)]
190 let scaled = (f64::from(max_scan_dist) / (voxel_world_size * voxel_world_size))
191 .round()
192 .clamp(1.0, f64::from(i32::MAX)) as i32;
193 scaled
194}
195
196/// SC.3 — a grid's bounding sphere in **world** space. [`billboard::grid_bounds`]
197/// returns grid-local (voxel) units, so the world sphere scales the centre
198/// AND radius by `voxel_world_size` (the centre is then rotated + translated
199/// into world). Used by the per-frame distance cull, screen-rect projection,
200/// billboard blit, and light-reach cull — all world-space. Identity — and
201/// byte-identical — at `vws == 1.0`.
202fn grid_world_bounds(grid: &crate::Grid) -> (DVec3, f64) {
203 let b = billboard::grid_bounds(grid);
204 let vws = grid.transform.voxel_world_size;
205 let centre = grid.transform.origin + grid.transform.rotation * (b.centre * vws);
206 (centre, b.radius * vws)
207}
208
209/// CPU.1 — transform world-space dynamic lights into a grid's local frame
210/// (the same translate + inverse-rotation as [`world_camera_to_grid_local`]):
211/// point positions are points (origin-relative + inverse-rotated); the sun
212/// direction is a vector (inverse-rotated only). Point lights land in `scratch`
213/// so the returned [`CpuLights`] can borrow them for the grid's render.
214///
215/// PF.7 (C4) — `grid_sphere` is the grid's world-space bounding sphere
216/// `(centre, radius)`: a light whose reach-sphere can't touch it (with
217/// slack for the shadow-bias sample offset) is dropped BEFORE the
218/// transform, so the per-hit light loop never sees it. Conservative ⇒
219/// byte-identical (a dropped light's `point_falloff` would be 0 at every
220/// reachable sample anyway). `None` skips the cull.
221fn grid_local_lights<'a>(
222 world: &CpuLights<'_>,
223 transform: &GridTransform,
224 scratch: &'a mut Vec<CpuPointLight>,
225 grid_sphere: Option<(DVec3, f64)>,
226) -> CpuLights<'a> {
227 scratch.clear();
228 if !world.enabled {
229 return CpuLights::default();
230 }
231 let inv = transform.rotation.inverse();
232 let vws = transform.voxel_world_size;
233 #[allow(clippy::cast_possible_truncation)]
234 let sun_dir = if world.sun {
235 let d = inv
236 * DVec3::new(
237 f64::from(world.sun_dir[0]),
238 f64::from(world.sun_dir[1]),
239 f64::from(world.sun_dir[2]),
240 );
241 [d.x as f32, d.y as f32, d.z as f32]
242 } else {
243 [0.0; 3]
244 };
245 // Shade samples sit on voxel surfaces inside the bounding sphere,
246 // nudged up to `shadow_bias` along the normal — expand by that plus
247 // a unit of float slack.
248 let cull_slack = f64::from(world.shadow_bias) + 1.0;
249 for p in world.points {
250 if let Some((centre, radius)) = grid_sphere {
251 let lp = DVec3::new(
252 f64::from(p.pos[0]),
253 f64::from(p.pos[1]),
254 f64::from(p.pos[2]),
255 );
256 if (lp - centre).length() > f64::from(p.radius) + radius + cull_slack {
257 continue;
258 }
259 }
260 // SC — the shade evaluates falloff in the grid's VOXEL frame, so
261 // the light's POSITION divides by `voxel_world_size` (a point)
262 // and its RADIUS too (a world distance → voxel distance), so the
263 // reach sphere stays the same world size. The cone axis is a
264 // direction — scale-invariant (uniform scale), rotate only.
265 let lp = (inv
266 * (DVec3::new(
267 f64::from(p.pos[0]),
268 f64::from(p.pos[1]),
269 f64::from(p.pos[2]),
270 ) - transform.origin))
271 / vws;
272 // SL — the cone axis is a vector: inverse-rotate only (no origin).
273 let sd = inv
274 * DVec3::new(
275 f64::from(p.spot_dir[0]),
276 f64::from(p.spot_dir[1]),
277 f64::from(p.spot_dir[2]),
278 );
279 #[allow(clippy::cast_possible_truncation)]
280 scratch.push(CpuPointLight {
281 pos: [lp.x as f32, lp.y as f32, lp.z as f32],
282 color: p.color,
283 intensity: p.intensity,
284 #[allow(clippy::cast_possible_truncation)]
285 radius: (f64::from(p.radius) / vws) as f32,
286 casts_shadow: p.casts_shadow,
287 spot_dir: [sd.x as f32, sd.y as f32, sd.z as f32],
288 cos_inner: p.cos_inner,
289 cos_outer: p.cos_outer,
290 });
291 }
292 CpuLights {
293 enabled: true,
294 sun: world.sun,
295 sun_dir,
296 sun_color: world.sun_color,
297 sun_intensity: world.sun_intensity,
298 sun_casts_shadow: world.sun_casts_shadow,
299 points: scratch.as_slice(),
300 ambient: world.ambient,
301 bands: world.bands,
302 shadow_tint: world.shadow_tint,
303 shadow_strength: world.shadow_strength,
304 shadow_bias: world.shadow_bias,
305 // SC.2 — `shadow_max_dist` is a WORLD distance (uniform across grids):
306 // the sun shadow ray works in this grid's VOXEL frame, so divide by
307 // vws to a voxel cap. `WorldShadow`'s ×vws lift (or a single-grid
308 // `SamplerShadow`'s voxel march) then reaches `shadow_max_dist` world
309 // units on every grid — a fine grid (vws<1) gets full world shadow
310 // reach instead of `shadow_max_dist·vws`. Point-light shadows are
311 // unaffected (they march to the light's actual `dist`, not this cap).
312 // Byte-identical at vws == 1.0.
313 #[allow(clippy::cast_possible_truncation)]
314 shadow_max_dist: (f64::from(world.shadow_max_dist) / vws) as f32,
315 }
316}
317
318/// Outcome of a [`render_scene`] / [`render_scene_composed`] call.
319#[derive(Debug, Clone, Copy, PartialEq, Eq)]
320pub enum RenderOutcome {
321 /// At least one grid produced a render.
322 Rendered {
323 /// Number of grids that were drawn.
324 grids_drawn: usize,
325 },
326 /// No grid rendered — the scene was empty (no populated grids).
327 Empty,
328}
329
330/// Render every grid in `scene` directly into `(fb, zb)` — no
331/// per-grid temp buffer, no compose merge. For multi-grid scenes
332/// this is last-grid-wins (later grids' opticast writes overwrite
333/// earlier grids' pixels indiscriminately, including sky), so it's
334/// only correct for single-grid scenes.
335///
336/// Use this when you have one grid and want the byte-stable
337/// PR.3: pick the cheapest `GridView` constructor that matches the
338/// grid's chunk layout.
339///
340/// Trivial-single-chunk grids (1 chunk at index `(0, 0, 0)`) bypass
341/// the multi-chunk rasterizer path: `GridView::from_single_vxl`
342/// leaves `chunk_grid = None`, so `phase_after_delete_kept_presync`
343/// takes the cheaper single-chunk branch instead of doing
344/// `chunk_at_xyz` + IVec2-equality + `Option::is_some` per
345/// column-step. Markers / pickups / small ships qualify.
346///
347/// Multi-chunk grids (ground, larger ships) fall through to
348/// `from_chunk_grid` with the supplied `ChunkGrid`.
349fn single_chunk_fast_path<'a>(
350 backing: &'a chunks::ChunkXyBacking<'a>,
351 cg: &'a roxlap_core::ChunkGrid<'a>,
352) -> roxlap_core::GridView<'a> {
353 if backing.chunks_x == 1
354 && backing.chunks_y == 1
355 && backing.chunks_z == 1
356 && backing.origin_chunk_xy == [0, 0]
357 && backing.origin_chunk_z == 0
358 {
359 // chunk_xyz_backing populates each `Vec<Option<GridView>>`
360 // slot via `GridView::from_single_vxl`, which leaves
361 // `chunk_grid = None`. Reuse that directly.
362 if let Some(single) = backing.chunks[0] {
363 return single;
364 }
365 }
366 roxlap_core::GridView::from_chunk_grid(cg, CHUNK_SIZE_XY)
367}
368
369/// matches-direct-opticast property — the test suite uses it as a
370/// sanity check that the combined-world stitch + render harness
371/// doesn't drift vs. a raw `opticast` call.
372///
373/// Caller pre-fills `fb` with the desired sky colour and `zb` with
374/// any value (typically `0.0` matching the per-chunk renderer's
375/// convention or `f32::INFINITY` for compose-friendly init); the
376/// rasterizer overwrites both per pixel that gets a hit.
377#[allow(clippy::too_many_arguments)]
378pub fn render_scene(
379 fb: &mut [u32],
380 zb: &mut [f32],
381 pitch_pixels: usize,
382 width: u32,
383 height: u32,
384 fog: CpuFog,
385 scene: &mut Scene,
386 camera: &Camera,
387 settings: &OpticastSettings,
388 sky: Option<&Sky>,
389) -> RenderOutcome {
390 debug_assert_eq!(fb.len(), zb.len());
391 let pixel_count = (width as usize) * (height as usize);
392 debug_assert_eq!(fb.len(), pixel_count);
393
394 let mut grids_drawn = 0usize;
395 for (_id, grid) in scene.grids_mut() {
396 // S4B.2.e: Approach B render path. World → grid-local
397 // camera transform doesn't need a voxel-offset adjustment
398 // anymore — Approach B's chunks live at their signed
399 // (chx, chy) indices and `chunk_at_xy` handles negative-
400 // index lookups natively.
401 //
402 // S5.0: per-grid arbitrary rotation. The local camera is
403 // built by `world_camera_to_grid_local` — translation +
404 // inverse-rotation of the basis. Identity rotation keeps
405 // this byte-identical to the pre-S5 translate-only form.
406 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
407 // before borrowing the grid immutably for `backing`.
408 let dda_mip = grid.ensure_dda_bricks(0);
409 let Some(backing) = grid.chunk_xyz_backing() else {
410 // Empty grid (no populated chz=0 chunks) — skip.
411 continue;
412 };
413 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
414 let cg = roxlap_core::ChunkGrid {
415 chunks: &backing.chunks,
416 origin_chunk_xy: backing.origin_chunk_xy,
417 origin_chunk_z: backing.origin_chunk_z,
418 chunks_x: backing.chunks_x,
419 chunks_y: backing.chunks_y,
420 chunks_z: backing.chunks_z,
421 };
422 let grid_view = single_chunk_fast_path(&backing, &cg);
423 // DDA backend. The direct path doesn't pre-fill, so seed sky
424 // (black) + far depth here — DDA leaves misses untouched.
425 for px in fb.iter_mut() {
426 *px = 0;
427 }
428 for d in zb.iter_mut() {
429 *d = f32::INFINITY;
430 }
431 let fog_on = fog.max_scan_dist > 0;
432 // SC — opticast writes WORLD/vws² depth under a scaled basis, so the
433 // ray-terminating world thresholds (scan cutoff + opaque fog) are
434 // divided by vws² to fire at the intended world range. Identity at
435 // vws == 1.0 (byte-identical). See `scale_world_dist_f32`.
436 let vws = grid.transform.voxel_world_size;
437 #[allow(clippy::cast_precision_loss)]
438 let env = DdaEnv {
439 sky,
440 fog_color: if fog_on { fog.color } else { 0 },
441 fog_max_dist: if fog_on {
442 scale_world_dist_f32(fog.max_scan_dist.max(1) as f32, vws)
443 } else {
444 0.0
445 },
446 side_shades: fog.side_shades,
447 // The direct (non-composed) path is opaque-only; terrain
448 // materials flow through render_scene_composed_with_materials.
449 materials: None,
450 terrain_materials: &[],
451 // The direct path is unlit (lighting flows through the composed
452 // path); keep it on the baked-byte shade.
453 lights: CpuLights::default(),
454 world_shadow: None,
455 };
456 // Scan-cutoff copy (identity at vws == 1.0 → same &settings).
457 let grid_settings;
458 let ray_settings = if (vws - 1.0).abs() <= f64::EPSILON {
459 settings
460 } else {
461 grid_settings = OpticastSettings {
462 max_scan_dist: scale_scan_dist_i32(settings.max_scan_dist, vws),
463 ..*settings
464 };
465 &grid_settings
466 };
467 render_dda_parallel(
468 &local_cam,
469 ray_settings,
470 grid_view,
471 fb,
472 zb,
473 pitch_pixels,
474 &env,
475 &grid.dda_brick_cache,
476 dda_mip,
477 );
478 // SC — opticast wrote VOXEL-unit depth (the camera is voxel-frame);
479 // scale it back to WORLD so the buffer is world-consistent (this
480 // path clears + renders per grid, so only this grid's pixels are
481 // present). No-op at vws == 1.0. INFINITY misses stay misses.
482 if (vws - 1.0).abs() > f64::EPSILON {
483 // world = written · vws² (see `scale_depth_rect`).
484 #[allow(clippy::cast_possible_truncation)]
485 let vws2 = (vws * vws) as f32;
486 for d in zb.iter_mut() {
487 *d *= vws2;
488 }
489 }
490 grids_drawn += 1;
491 }
492 if grids_drawn == 0 {
493 RenderOutcome::Empty
494 } else {
495 RenderOutcome::Rendered { grids_drawn }
496 }
497}
498
499/// Per-pixel "min-z wins" merge of `(temp_fb, temp_zb)` into
500/// `(shared_fb, shared_zb)`.
501///
502/// Voxlap's z-buffer convention: `z` = perpendicular distance from
503/// camera; **smaller `z` = closer to camera**. This helper picks
504/// the closer pixel per slot. Sky pixels emerge with a large `z`
505/// (`scratch.skycast.dist`, set to `gxmax` or `i32::MAX` per
506/// `phase_startsky`) so they always lose to any hit's finite
507/// distance.
508///
509/// `temp_fb` / `temp_zb` are read-only inputs; both must have the
510/// same length as `shared_fb` / `shared_zb` (debug-asserted).
511pub fn compose_into(
512 shared_fb: &mut [u32],
513 shared_zb: &mut [f32],
514 temp_fb: &[u32],
515 temp_zb: &[f32],
516) {
517 debug_assert_eq!(shared_fb.len(), shared_zb.len());
518 debug_assert_eq!(shared_fb.len(), temp_fb.len());
519 debug_assert_eq!(shared_fb.len(), temp_zb.len());
520 for i in 0..shared_fb.len() {
521 if temp_zb[i] < shared_zb[i] {
522 shared_fb[i] = temp_fb[i];
523 shared_zb[i] = temp_zb[i];
524 }
525 }
526}
527
528/// Half-open screen rectangle `[x0, x1) × [y0, y1)` a grid's
529/// projection is confined to — the scissor [`render_scene_composed`]
530/// uses to render and compose each grid only within its screen
531/// footprint instead of over the whole frame.
532#[derive(Clone, Copy, Debug)]
533struct ScreenRect {
534 x0: u32,
535 x1: u32,
536 y0: u32,
537 y1: u32,
538}
539
540impl ScreenRect {
541 fn is_empty(self) -> bool {
542 self.x0 >= self.x1 || self.y0 >= self.y1
543 }
544}
545
546/// Project a world-space bounding sphere `(centre, radius)` to a
547/// conservative screen rectangle under opticast's pinhole — focal `hz`,
548/// principal point `(hx, hy)`, ray for pixel `(px, py)` being
549/// `(px-hx)·right + (py-hy)·down + hz·forward` (camera_math). Returns:
550///
551/// - `Some(rect)` clamped to the viewport when the sphere is safely in
552/// front of the camera. The rect may be **empty** (sphere off to one
553/// side) → the grid can't appear, so the caller skips it entirely.
554/// - `None` when the camera is inside or near the sphere (forward-depth
555/// `z ≤ radius`), where a finite screen bound is unsafe → the caller
556/// must render the grid full-frame.
557///
558/// Conservative on purpose (never clips a pixel the full render would
559/// touch): the projected radius uses the over-estimate `hz·R/(z−R)`
560/// (exact is `hz·R/√(z²−R²)`) and pads by `anginc + 1`, matching the
561/// projection's `anginc` viewport padding.
562fn project_sphere_to_screen(
563 camera: &Camera,
564 centre: DVec3,
565 radius: f64,
566 settings: &OpticastSettings,
567) -> Option<ScreenRect> {
568 let d = centre - DVec3::from_array(camera.pos);
569 let z = d.dot(DVec3::from_array(camera.forward));
570 if z <= radius {
571 return None; // camera inside / in front of the sphere shell
572 }
573 let x = d.dot(DVec3::from_array(camera.right));
574 let y = d.dot(DVec3::from_array(camera.down));
575 let (hx, hy, hz) = (
576 f64::from(settings.hx),
577 f64::from(settings.hy),
578 f64::from(settings.hz),
579 );
580 let sr = hz * radius / (z - radius); // over-estimated screen radius
581 let sx = hx + x / z * hz;
582 let sy = hy + y / z * hz;
583 let pad = f64::from(settings.anginc) + 1.0;
584 let (xres, yres) = (f64::from(settings.xres), f64::from(settings.yres));
585 let clamp = |v: f64, hi: f64| v.clamp(0.0, hi);
586 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
587 Some(ScreenRect {
588 x0: clamp((sx - sr - pad).floor(), xres) as u32,
589 x1: clamp((sx + sr + pad).ceil(), xres) as u32,
590 y0: clamp((sy - sr - pad).floor(), yres) as u32,
591 y1: clamp((sy + sr + pad).ceil(), yres) as u32,
592 })
593}
594
595/// Fill each `rect` row of a `u32` buffer (row stride `pitch`) with
596/// `val` — the scissored analogue of `slice.fill(val)`.
597fn fill_rect_u32(buf: &mut [u32], pitch: usize, rect: ScreenRect, val: u32) {
598 for y in rect.y0..rect.y1 {
599 let row = y as usize * pitch;
600 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
601 }
602}
603
604/// Fill each `rect` row of an `f32` buffer (row stride `pitch`) with `val`.
605fn fill_rect_f32(buf: &mut [f32], pitch: usize, rect: ScreenRect, val: f32) {
606 for y in rect.y0..rect.y1 {
607 let row = y as usize * pitch;
608 buf[row + rect.x0 as usize..row + rect.x1 as usize].fill(val);
609 }
610}
611
612/// Min-z compose `temp_*` into `fb`/`zb` over `rect` only — the
613/// scissored analogue of [`compose_into`]. A `temp` pixel wins where its
614/// `z` is strictly smaller than the destination's.
615///
616/// PF.7 (C6) — rayon rows: a memory-bandwidth loop repeated per grid per
617/// frame; rows are disjoint (`par_chunks_mut` of both destinations),
618/// sources read-only. Bit-identical.
619fn compose_rect(
620 fb: &mut [u32],
621 zb: &mut [f32],
622 temp_fb: &[u32],
623 temp_zb: &[f32],
624 pitch: usize,
625 rect: ScreenRect,
626) {
627 use rayon::prelude::*;
628 let (y0, y1) = (rect.y0 as usize, rect.y1 as usize);
629 let (x0, x1) = (rect.x0 as usize, rect.x1 as usize);
630 if y0 >= y1 {
631 return;
632 }
633 // The last row may be short of a full `pitch` when the buffer is
634 // exactly `width*height` — clamp the slice end.
635 let end = (y1 * pitch).min(fb.len());
636 fb[y0 * pitch..end]
637 .par_chunks_mut(pitch)
638 .zip(zb[y0 * pitch..end].par_chunks_mut(pitch))
639 .enumerate()
640 .for_each(|(dy, (frow, zrow))| {
641 let row = (y0 + dy) * pitch;
642 for x in x0..x1 {
643 if temp_zb[row + x] < zrow[x] {
644 zrow[x] = temp_zb[row + x];
645 frow[x] = temp_fb[row + x];
646 }
647 }
648 });
649}
650
651/// PF.7 (C6) — reusable scratch for the composed scene render: the
652/// per-grid temp framebuffer/z-buffer pair (was two full-frame `vec!`
653/// allocations + initialising writes per call — ≈7.4 MB at 720p, ×16
654/// under 4×SSAA), the per-grid light scratch, and the phase-A mip map.
655/// Own one per renderer and pass it to
656/// [`render_scene_composed_with_materials_scratch`]; the buffers grow to
657/// the frame size on first use and are reused verbatim afterwards (every
658/// pixel the render reads is filled per grid first, so no per-frame
659/// clear is needed).
660#[derive(Default)]
661pub struct SceneRenderScratch {
662 temp_fb: Vec<u32>,
663 temp_zb: Vec<f32>,
664 lights: Vec<CpuPointLight>,
665 eff_mips: HashMap<GridId, u32>,
666}
667
668/// Render every grid in `scene` with per-grid temporary buffers +
669/// z-buffer composition. The canonical multi-grid scene render
670/// path.
671///
672/// Algorithm:
673/// 1. Caller pre-fills `fb` with the desired sky colour and `zb`
674/// with [`f32::INFINITY`] (so any rendered pixel wins the
675/// initial composition).
676/// 2. For each grid, allocate a temporary `(temp_fb, temp_zb)` of
677/// the same size, pre-fill them with sky / `INFINITY`, and run
678/// `opticast` into them via a `ScalarRasterizer` over the
679/// temporary buffers AND the grid's combined-world view (S4.0).
680/// 3. Merge the temporary buffers into the shared `(fb, zb)` via
681/// [`compose_into`] — closer pixels (smaller `z`) win.
682///
683/// Pixel correctness across overlapping grids: sky pixels emerge
684/// with `z` = `gxmax` / `i32::MAX` (a very large value), so they
685/// always lose to any hit. Hits compete on actual perpendicular
686/// distance — the closer grid's surface is what gets composited.
687///
688/// `pitch_pixels` is the framebuffer's row stride in pixels (×4 for
689/// bytes). `width` × `height` must equal `fb.len()` /
690/// `zb.len()`. `sky` is the optional textured sky resource the
691/// rasterizer threads through to `phase_startsky`; `None` ⇒ solid
692/// `pool.skycast` fill.
693///
694/// **Heap allocation per call:** two `Vec` allocations per grid (a
695/// temp framebuffer and zbuffer). For repeated frame rendering an
696/// owned scratch struct that pre-allocates these is the obvious
697/// optimisation; deferred until profiling shows it matters.
698#[allow(clippy::too_many_arguments)]
699pub fn render_scene_composed(
700 fb: &mut [u32],
701 zb: &mut [f32],
702 pitch_pixels: usize,
703 width: u32,
704 height: u32,
705 fog: CpuFog,
706 scene: &mut Scene,
707 camera: &Camera,
708 settings: &OpticastSettings,
709 sky_color: u32,
710 sky: Option<&Sky>,
711) -> RenderOutcome {
712 render_scene_composed_scissored(
713 fb,
714 zb,
715 pitch_pixels,
716 width,
717 height,
718 fog,
719 scene,
720 camera,
721 settings,
722 sky_color,
723 sky,
724 true,
725 None,
726 &[],
727 CpuLights::default(),
728 None,
729 &mut SceneRenderScratch::default(),
730 )
731}
732
733/// [`render_scene_composed`] with TV terrain materials: `materials` is the
734/// global palette and `terrain_materials` the colour→material map; together
735/// they make matching-colour terrain voxels translucent (front-to-back
736/// composited). An empty map / `None` palette renders identically to
737/// [`render_scene_composed`].
738#[allow(clippy::too_many_arguments)]
739pub fn render_scene_composed_with_materials(
740 fb: &mut [u32],
741 zb: &mut [f32],
742 pitch_pixels: usize,
743 width: u32,
744 height: u32,
745 fog: CpuFog,
746 scene: &mut Scene,
747 camera: &Camera,
748 settings: &OpticastSettings,
749 sky_color: u32,
750 sky: Option<&Sky>,
751 materials: Option<&MaterialTable>,
752 terrain_materials: &[(Rgb, u8)],
753 lights: CpuLights<'_>,
754 // XS.2 — sprite-cast shadow occluder (so sprites darken terrain). `None` ⇒
755 // grids-only shadows.
756 sprite_occluder: Option<&dyn WorldOccluder>,
757) -> RenderOutcome {
758 render_scene_composed_scissored(
759 fb,
760 zb,
761 pitch_pixels,
762 width,
763 height,
764 fog,
765 scene,
766 camera,
767 settings,
768 sky_color,
769 sky,
770 true,
771 materials,
772 terrain_materials,
773 lights,
774 sprite_occluder,
775 &mut SceneRenderScratch::default(),
776 )
777}
778
779/// [`render_scene_composed_with_materials`] with a caller-owned
780/// [`SceneRenderScratch`] (PF.7) — the per-frame render path: the temp
781/// buffer pair and per-grid scratch are reused across frames instead of
782/// re-allocated per call.
783#[allow(clippy::too_many_arguments)]
784pub fn render_scene_composed_with_materials_scratch(
785 fb: &mut [u32],
786 zb: &mut [f32],
787 pitch_pixels: usize,
788 width: u32,
789 height: u32,
790 fog: CpuFog,
791 scene: &mut Scene,
792 camera: &Camera,
793 settings: &OpticastSettings,
794 sky_color: u32,
795 sky: Option<&Sky>,
796 materials: Option<&MaterialTable>,
797 terrain_materials: &[(Rgb, u8)],
798 lights: CpuLights<'_>,
799 sprite_occluder: Option<&dyn WorldOccluder>,
800 scratch: &mut SceneRenderScratch,
801) -> RenderOutcome {
802 render_scene_composed_scissored(
803 fb,
804 zb,
805 pitch_pixels,
806 width,
807 height,
808 fog,
809 scene,
810 camera,
811 settings,
812 sky_color,
813 sky,
814 true,
815 materials,
816 terrain_materials,
817 lights,
818 sprite_occluder,
819 scratch,
820 )
821}
822
823/// Backing implementation of [`render_scene_composed`] with the
824/// per-grid screen-AABB scissor toggleable. `scissor = true` is the
825/// production path; the regression test renders the same scene with
826/// `false` (full-frame per grid, the pre-scissor behaviour) and asserts
827/// the framebuffer is byte-identical — the scissor must be a pure
828/// speed-up, never change a pixel.
829#[allow(clippy::too_many_arguments, clippy::too_many_lines)]
830fn render_scene_composed_scissored(
831 fb: &mut [u32],
832 zb: &mut [f32],
833 pitch_pixels: usize,
834 width: u32,
835 height: u32,
836 fog: CpuFog,
837 scene: &mut Scene,
838 camera: &Camera,
839 settings: &OpticastSettings,
840 sky_color: u32,
841 sky: Option<&Sky>,
842 scissor: bool,
843 materials: Option<&MaterialTable>,
844 terrain_materials: &[(Rgb, u8)],
845 // CPU.1 — world-space dynamic lights, transformed per grid in the loop.
846 lights: CpuLights<'_>,
847 // XS.2 — world-space occluder for sprite volumes (so sprites cast shadows
848 // onto terrain). Composited with the per-frame grid occluder. `None` ⇒
849 // grids only.
850 sprite_occluder: Option<&dyn WorldOccluder>,
851 // PF.7 — caller-owned reusable buffers (see [`SceneRenderScratch`]).
852 scratch: &mut SceneRenderScratch,
853) -> RenderOutcome {
854 debug_assert_eq!(fb.len(), zb.len());
855 let pixel_count = (width as usize) * (height as usize);
856 debug_assert_eq!(fb.len(), pixel_count);
857
858 let mut grids_drawn = 0usize;
859 // PF.7 (C6) — size (don't clear) the temp pair: every pixel the
860 // render reads inside a grid's rect is `fill_rect_*`-initialised for
861 // that grid first, and `compose_rect` reads only within the rect, so
862 // stale contents outside are never observed. This removes two
863 // full-frame allocations AND their initialising writes per call.
864 let scratch = &mut *scratch;
865 scratch.temp_fb.resize(pixel_count, 0);
866 scratch.temp_zb.resize(pixel_count, f32::INFINITY);
867 let temp_fb = &mut scratch.temp_fb[..pixel_count];
868 let temp_zb = &mut scratch.temp_zb[..pixel_count];
869
870 // XS.1 — phase A (`&mut`): materialise the per-frame caches the render
871 // reads — DDA brick caches (Near/Mid) and Far-tier billboard impostors —
872 // and record each grid's effective DDA mip. Hoisting these out of the
873 // render loop lets phase B run over `&Scene` immutably, so the cross-grid
874 // shadow occluder (which also borrows the scene) can coexist with it.
875 let cam_world = DVec3::from_array(camera.pos);
876 let eff_mips = &mut scratch.eff_mips;
877 eff_mips.clear();
878 for (id, grid) in scene.grids_mut() {
879 let lod = grid.select_lod(cam_world);
880 if lod == Lod::Far {
881 if !grid.chunks.is_empty() && grid.billboards.is_none() {
882 let cache = BillboardCache::build(grid, BILLBOARD_RESOLUTION);
883 grid.billboards = Some(cache);
884 }
885 continue; // Far blits an impostor; no brick cache / mip needed.
886 }
887 let req = match lod {
888 Lod::Mid => grid
889 .lod_thresholds
890 .mid_mip_levels
891 .map_or(0, |n| n.saturating_sub(1)),
892 Lod::Near | Lod::Far => 0,
893 };
894 eff_mips.insert(id, grid.ensure_dda_bricks(req));
895 }
896
897 // Reborrow immutably for phase B + the shadow occluder.
898 let scene: &Scene = scene;
899
900 // XS.1 — cross-grid hard shadows: build the world-space scene occluder
901 // once when shadows are actually active (a caster flagged + non-zero
902 // strength), so the shadow ray at a terrain hit tests every grid, not
903 // just the one it hit. `None` ⇒ the single-grid `SamplerShadow` path.
904 let shadows_on = lights.enabled
905 && lights.shadow_strength > 0.0
906 && (lights.sun_casts_shadow || lights.points.iter().any(|p| p.casts_shadow));
907 let grid_occ = shadows_on
908 .then(|| SceneOccluder::build(scene))
909 .filter(|o| !o.is_empty());
910 // XS.2 — combine the grid occluder with the sprite occluder (sprites cast
911 // onto terrain). `composite_store` backs the borrow when both are present.
912 let composite_store;
913 let active_occluder: Option<&dyn WorldOccluder> = if shadows_on {
914 match (grid_occ.as_ref(), sprite_occluder) {
915 (Some(g), Some(s)) => {
916 composite_store = CompositeOccluder { a: g, b: s };
917 Some(&composite_store)
918 }
919 (Some(g), None) => Some(g),
920 (None, Some(s)) => Some(s),
921 (None, None) => None,
922 }
923 } else {
924 None
925 };
926
927 for (grid_id, grid) in scene.grids() {
928 // S6.0/S6.1: per-grid LOD tier dispatch. The picker keys
929 // off the grid's `lod_thresholds` and the world-space
930 // camera. Default thresholds are `always_near` so every
931 // grid lands on `Lod::Near` and the framebuffer stays
932 // byte-identical to the pre-S6 path.
933 //
934 // S6.1: `Mid` applies the grid's `mid_mip_levels` /
935 // `mid_mip_scan_dist` overrides (if `Some`) on top of the
936 // base settings, biasing the grid into coarser mips. With
937 // both `None`, Mid renders identically to Near (graceful
938 // degrade — callers opt into the Mid plumbing via
939 // `LodThresholds::from_radius_with_mid_mip`).
940 //
941 // S6.3: `Far` skips the opticast path entirely — render
942 // dispatches into the billboard impostor blit (below). The
943 // LOD enum is computed before `chunk_xyz_backing` because
944 // the Far branch needs `&mut grid` for the lazy cache
945 // populate, which conflicts with the `&grid` lifetime
946 // backing's tied to.
947 let lod = grid.select_lod(DVec3::from_array(camera.pos));
948
949 if lod == Lod::Far {
950 // S6.3: Far-tier billboard blit. The impostor cache was built in
951 // phase A (above); this immutable pass only reads it.
952 //
953 // Empty grids have nothing to impostor; skip.
954 if grid.chunks.is_empty() {
955 continue;
956 }
957 // Grid bounds → world-space centre + radius (SC.3 folds in vws).
958 let (centre_world, world_radius) = grid_world_bounds(grid);
959 // Query direction = unit vector from grid centre TO
960 // camera, in grid-local space (snapshots' `view_dir`s
961 // live in that frame).
962 let cam_pos = DVec3::from_array(camera.pos);
963 let centre_to_cam_world = cam_pos - centre_world;
964 let ctc_len = centre_to_cam_world.length();
965 if !ctc_len.is_finite() || ctc_len < 1e-9 {
966 // Camera essentially at grid centre — pick_nearest
967 // is ill-defined. Skip; a future frame at a
968 // resolvable pose will render normally.
969 continue;
970 }
971 let query_dir_world = centre_to_cam_world / ctc_len;
972 let query_dir_local = grid.transform.rotation.inverse() * query_dir_world;
973 // Cache was populated in phase A for non-empty Far grids; if it's
974 // somehow absent, skip (a future frame re-enters Far and builds).
975 let Some(cache) = grid.billboards.as_ref() else {
976 continue;
977 };
978 // pick_nearest only returns None for empty caches; the phase-A
979 // build produced a 26-snapshot cache so this resolves.
980 let Some(snapshot) = cache.pick_nearest(query_dir_local) else {
981 continue;
982 };
983 billboard::billboard_blit_into(
984 fb,
985 zb,
986 pitch_pixels,
987 width,
988 height,
989 snapshot,
990 centre_world,
991 world_radius,
992 camera,
993 settings,
994 );
995 grids_drawn += 1;
996 continue;
997 }
998
999 // S4B.2.e: Approach B render path. See `render_scene`'s
1000 // body for the camera transform + ChunkGrid construction
1001 // commentary; the only difference is this writes to
1002 // (temp_fb, temp_zb) and composes via `compose_into`.
1003 // S5.0: per-grid rotation flows via the shared helper.
1004 //
1005 // DDA.7: refresh the cross-frame brick cache (needs `&mut grid`)
1006 // before the immutable `backing` borrow. Render mip by LOD tier:
1007 // Near = full detail, Mid = coarser (clamped to built mips).
1008 // Mid tier: coarsen by the grid's `mid_mip_levels` override
1009 // (a level count → uniform DDA mip `n-1`). No override ⇒ mip
1010 // 0, i.e. byte-identical to Near (the override is opt-in).
1011 // Effective DDA mip: the brick cache was ensured in phase A; reuse the
1012 // mip it resolved (Near/Mid grids are recorded; default 0 otherwise).
1013 let dda_eff_mip = eff_mips.get(&grid_id).copied().unwrap_or(0);
1014 let Some(backing) = grid.chunk_xyz_backing() else {
1015 continue;
1016 };
1017
1018 // Out-of-range early-out: skip the per-grid opticast pass
1019 // when the grid's bounding sphere is entirely beyond
1020 // `max_scan_dist`. Each opticast call walks ~width*height
1021 // rays even when no ray reaches a voxel, so far-away marker
1022 // pillars / pickups otherwise cost ~9 ms each at the bench
1023 // pose. Safe: if the closest point of the sphere is past
1024 // max_scan_dist, no ray can possibly reach the grid, so
1025 // dropping the opticast pass is byte-identical.
1026 //
1027 // `grid_bounds` walks `grid.chunks.keys()`; for the ground's
1028 // ~1024 chunks it costs ~10 µs amortised against the ~50 ms
1029 // it might save by culling 4-of-5 markers in the live demo.
1030 let (centre_world, world_radius) = grid_world_bounds(grid);
1031 let cam_pos = DVec3::from_array(camera.pos);
1032 let dist_to_centre = (centre_world - cam_pos).length();
1033 if dist_to_centre - world_radius > f64::from(settings.max_scan_dist) {
1034 continue;
1035 }
1036
1037 // Per-grid screen-space scissor: confine this grid's opticast +
1038 // temp reset + compose to the true screen rect its projection
1039 // spans, and skip the grid entirely when it projects fully
1040 // off-screen on either axis. `project_sphere_to_screen` is
1041 // conservative (over-estimates the footprint), so the rendered
1042 // pixels stay byte-identical to the full-frame path — only the
1043 // work shrinks.
1044 //
1045 // PF.13 (C7) — the horizontal extent now clips the render too.
1046 // The historical full-width-only constraint guarded the deleted
1047 // voxlap radar's column-indexed `angstart` (never reset per
1048 // grid, so x-clipping read stale entries at extreme poses); the
1049 // DDA renderer's pixels are fully independent, so the x band is
1050 // as safe as the long-proven y band. Small grids (markers,
1051 // pickups, ships) stop paying full-width rows of render + fill
1052 // + compose. `None` (camera inside/near the sphere) renders
1053 // full-frame; `scissor = false` disables it all for the
1054 // byte-identity regression test.
1055 let full_rect = ScreenRect {
1056 x0: 0,
1057 x1: width,
1058 y0: 0,
1059 y1: height,
1060 };
1061 let rect = if scissor {
1062 match project_sphere_to_screen(camera, centre_world, world_radius, settings) {
1063 // Off-screen on either axis → the grid can't appear.
1064 Some(r) if r.is_empty() => continue,
1065 Some(r) => r,
1066 None => full_rect,
1067 }
1068 } else {
1069 full_rect
1070 };
1071
1072 // S5.2-followup: per-grid sky opt-out. Grids with
1073 // `render_sky = false` (e.g. a rotating ship) must not
1074 // contribute sky pixels — the grid-local sky lookup
1075 // rotates with the grid and visibly fights the world's
1076 // sky during compose. Implementation: stamp a sentinel
1077 // colour into temp_fb everywhere the rasterizer would
1078 // paint sky, then walk the buffer post-opticast and
1079 // mark sentinel pixels as `INFINITY` in temp_zb so
1080 // [`compose_into`]'s min-z test always drops them.
1081 let owns_sky = grid.render_sky;
1082 let local_sky_color = if owns_sky {
1083 sky_color
1084 } else {
1085 SKY_MASK_SENTINEL
1086 };
1087
1088 // Reset temp to sky / INFINITY so each grid starts fresh —
1089 // only within the grid's screen rect (opticast writes nothing
1090 // outside it, and the rect-limited compose reads nothing there).
1091 fill_rect_u32(temp_fb, pitch_pixels, rect, local_sky_color);
1092 fill_rect_f32(temp_zb, pitch_pixels, rect, f32::INFINITY);
1093
1094 let local_cam = world_camera_to_grid_local(camera, &grid.transform);
1095 let cg = roxlap_core::ChunkGrid {
1096 chunks: &backing.chunks,
1097 origin_chunk_xy: backing.origin_chunk_xy,
1098 origin_chunk_z: backing.origin_chunk_z,
1099 chunks_x: backing.chunks_x,
1100 chunks_y: backing.chunks_y,
1101 chunks_z: backing.chunks_z,
1102 };
1103 let grid_view = single_chunk_fast_path(&backing, &cg);
1104
1105 // Build the per-grid settings by layering three opt-in
1106 // overrides on top of the caller's `settings`:
1107 //
1108 // 1. (S6.1) `lod_thresholds.mid_mip_levels` /
1109 // `mid_mip_scan_dist` — applied iff `lod == Mid`.
1110 // Biases the grid into coarser mips via the existing
1111 // multi-mip path. None ⇒ Mid degrades to Near's
1112 // settings (graceful).
1113 // 2. (S5.2-followup) `Grid::mip_levels_override` — global
1114 // per-grid cap applied at ALL tiers. Preserves the
1115 // ship anti-axis-aligned-beam workaround through Mid
1116 // tier (so a rotating ship pinned at mip-0 stays at
1117 // mip-0 even when distant).
1118 //
1119 // Layer order: Mid overrides first, then global cap. Both
1120 // mip_levels overrides are clamped to `[1, base.mip_levels]`
1121 // since the base is the maximum the renderer can use
1122 // (chunk's `chunk_mips`-min logic inside scalar_rasterizer
1123 // applies further per-chunk).
1124 let per_grid_settings;
1125 let active_settings = {
1126 let base_mip_levels = settings.mip_levels;
1127 let base_mip_scan = settings.mip_scan_dist;
1128 let lod_mip_levels = match lod {
1129 Lod::Mid => grid.lod_thresholds.mid_mip_levels,
1130 Lod::Near | Lod::Far => None,
1131 };
1132 let lod_mip_scan = match lod {
1133 Lod::Mid => grid.lod_thresholds.mid_mip_scan_dist,
1134 Lod::Near | Lod::Far => None,
1135 };
1136 let global_mip_cap = grid.mip_levels_override;
1137 let needs_override =
1138 lod_mip_levels.is_some() || lod_mip_scan.is_some() || global_mip_cap.is_some();
1139 if needs_override {
1140 // Resolve mip_levels: start with base, apply LOD
1141 // override (clamped to base), then apply global cap.
1142 let mut mip_levels =
1143 lod_mip_levels.map_or(base_mip_levels, |n| n.clamp(1, base_mip_levels));
1144 if let Some(cap) = global_mip_cap {
1145 mip_levels = mip_levels.min(cap.clamp(1, base_mip_levels));
1146 }
1147 // Resolve mip_scan_dist: LOD override clamps to
1148 // `min(base, override)` — the override only makes
1149 // transitions kick in CLOSER, never farther. The
1150 // renderer floors at 4 internally so we don't
1151 // bottom-clamp here.
1152 let mip_scan_dist = lod_mip_scan.map_or(base_mip_scan, |d| base_mip_scan.min(d));
1153 per_grid_settings = OpticastSettings {
1154 mip_levels,
1155 mip_scan_dist,
1156 ..*settings
1157 };
1158 &per_grid_settings
1159 } else {
1160 settings
1161 }
1162 };
1163
1164 // PF.13 (C7) — 2D scissor: restrict the render to the grid's
1165 // true screen rect. The y strip is the long-proven path; the x
1166 // band joins it now that the radar-era `angstart` fragility is
1167 // gone (see the rect computation above). Byte-identical to the
1168 // full frame when the rect is `0..width × 0..height`.
1169 // SC — the scan cutoff (`max_scan_dist`) is a WORLD distance the ray
1170 // compares against its WORLD/vws² depth, so it is divided by vws² for
1171 // the ray to reach the intended world range (a fine grid would
1172 // otherwise be clipped short). Identity at vws == 1.0 (byte-identical).
1173 // The world-space distance cull above uses the *unscaled* setting.
1174 let vws = grid.transform.voxel_world_size;
1175 let mut scissored = (*active_settings)
1176 .with_y_range(rect.y0, rect.y1)
1177 .with_x_range(rect.x0, rect.x1);
1178 scissored.max_scan_dist = scale_scan_dist_i32(scissored.max_scan_dist, vws);
1179 // DDA backend. temp_fb / temp_zb are already pre-filled with
1180 // sky / INFINITY for this grid's rect, so a miss with no
1181 // textured sky yields the correct solid sky.
1182 //
1183 // Fog is config-driven: on iff the caller set `max_scan_dist > 0`
1184 // in `fog`. Off → no blend, so exact-colour tests and unfogged
1185 // hosts are unaffected. Linear ramp toward the configured fog
1186 // colour over `max_scan_dist`. Sky texture is suppressed for
1187 // `!owns_sky` grids so the textured-sky branch doesn't bypass
1188 // the sentinel.
1189 let fog_on = fog.max_scan_dist > 0;
1190 // CPU.1 — transform the world lights into this grid's local frame
1191 // (the reused point scratch lives for the grid's render below).
1192 // PF.7 — lights that can't reach the grid's bounding sphere are
1193 // culled (`bounds`/`centre_world` computed for the distance cull
1194 // above).
1195 let local_lights = grid_local_lights(
1196 &lights,
1197 &grid.transform,
1198 &mut scratch.lights,
1199 Some((centre_world, world_radius)),
1200 );
1201 // XS.1 — cross-grid shadows: hand the shade the scene-wide occluder
1202 // plus this grid's local→world transform, so a grid-local shadow ray
1203 // is lifted to world space and tested against every grid. `cols[i]`
1204 // is the world image of grid-local axis `i` (the rotation's columns).
1205 let world_shadow = active_occluder.map(|occ| {
1206 let r = grid.transform.rotation;
1207 let col = |v: DVec3| {
1208 let w = r * v;
1209 [w.x as f32, w.y as f32, w.z as f32]
1210 };
1211 let o = grid.transform.origin;
1212 #[allow(clippy::cast_possible_truncation)]
1213 WorldShadowCtx {
1214 occluder: occ,
1215 // SC.2 — keep the grid world origin at full f64 precision.
1216 origin: [o.x, o.y, o.z],
1217 cols: [col(DVec3::X), col(DVec3::Y), col(DVec3::Z)],
1218 // SC.2 — caster vws: the shade's grid-local voxel ray scales
1219 // to world by this before the scene-wide occlusion test.
1220 voxel_world_size: grid.transform.voxel_world_size as f32,
1221 }
1222 });
1223 #[allow(clippy::cast_precision_loss)]
1224 let env = DdaEnv {
1225 sky: if owns_sky { sky } else { None },
1226 fog_color: if fog_on { fog.color } else { 0 },
1227 // SC — opaque-fog distance also terminates the ray, so it is
1228 // divided by vws² alongside the scan cutoff (identity at vws==1.0).
1229 fog_max_dist: if fog_on {
1230 scale_world_dist_f32(fog.max_scan_dist.max(1) as f32, vws)
1231 } else {
1232 0.0
1233 },
1234 side_shades: fog.side_shades,
1235 materials,
1236 terrain_materials,
1237 lights: local_lights,
1238 world_shadow,
1239 };
1240 // Effective render mip + brick cache were prepared above
1241 // (DDA.6 uniform per-grid mip, DDA.7 cross-frame cache).
1242 render_dda_parallel(
1243 &local_cam,
1244 &scissored,
1245 grid_view,
1246 temp_fb,
1247 temp_zb,
1248 pitch_pixels,
1249 &env,
1250 &grid.dda_brick_cache,
1251 dda_eff_mip,
1252 );
1253 // SC — voxel-unit depth → world, so the cross-grid min-z compose
1254 // below is world-comparable across grids of different scale.
1255 // No-op at vws == 1.0 (byte-identical).
1256 scale_depth_rect(temp_zb, pitch_pixels, rect, grid.transform.voxel_world_size);
1257
1258 if !owns_sky {
1259 // Mask sentinel pixels so compose drops them — only within
1260 // the grid's rect (opticast wrote nothing outside it).
1261 for y in rect.y0..rect.y1 {
1262 let row = y as usize * pitch_pixels;
1263 for i in row + rect.x0 as usize..row + rect.x1 as usize {
1264 if temp_fb[i] == SKY_MASK_SENTINEL {
1265 temp_zb[i] = f32::INFINITY;
1266 }
1267 }
1268 }
1269 }
1270
1271 compose_rect(fb, zb, temp_fb, temp_zb, pitch_pixels, rect);
1272 grids_drawn += 1;
1273 }
1274
1275 if grids_drawn == 0 {
1276 RenderOutcome::Empty
1277 } else {
1278 RenderOutcome::Rendered { grids_drawn }
1279 }
1280}
1281
1282#[cfg(test)]
1283#[allow(clippy::float_cmp)]
1284mod tests {
1285 use super::*;
1286 use crate::{GridTransform, Scene, CHUNK_SIZE_XY};
1287 use glam::{DVec3, IVec3};
1288 use roxlap_core::opticast::OpticastSettings;
1289 use roxlap_core::{Camera, Engine};
1290 use roxlap_formats::color::VoxColor;
1291
1292 const XRES: u32 = 320;
1293 const YRES: u32 = 200;
1294
1295 /// Build a single-grid scene at the given world origin with a
1296 /// recognisable shape inside its chunk (0, 0, 0): a 16-voxel
1297 /// box plus a 6-radius sphere. Returns `(scene, grid_id)`.
1298 fn build_one_grid_scene(world_origin: DVec3) -> (Scene, crate::GridId) {
1299 let mut scene = Scene::new();
1300 let id = scene.add_grid(GridTransform::at(world_origin));
1301 let grid = scene.grid_mut(id).unwrap();
1302 // Box covering [40..56]³ in chunk-local coords.
1303 grid.set_rect(
1304 IVec3::new(40, 40, 40),
1305 IVec3::new(55, 55, 55),
1306 Some(VoxColor(0x80_88_88_88)),
1307 );
1308 // Sphere at (80, 80, 80) radius 6.
1309 grid.set_sphere(IVec3::new(80, 80, 80), 6, Some(VoxColor(0x80_22_aa_22)));
1310 (scene, id)
1311 }
1312
1313 fn camera_at(pos: [f64; 3]) -> Camera {
1314 // Look +y axis; voxlap z-down convention. Right-handed:
1315 // right × down == forward.
1316 Camera {
1317 pos,
1318 right: [-1.0, 0.0, 0.0],
1319 down: [0.0, 0.0, 1.0],
1320 forward: [0.0, 1.0, 0.0],
1321 }
1322 }
1323
1324 /// Spin up an engine + framebuffers ready for one `render_scene`
1325 /// pass. `_pool_vsid` is retained for call-site compatibility but
1326 /// the DDA backend needs no pre-sized scratch pool.
1327 fn render_setup(_pool_vsid: u32) -> (Engine, Vec<u32>, Vec<f32>) {
1328 let engine = Engine::new();
1329 let sky = engine.sky_color();
1330 let pixel_count = (XRES as usize) * (YRES as usize);
1331 let framebuffer = vec![sky; pixel_count];
1332 let zbuffer = vec![0.0f32; pixel_count];
1333 (engine, framebuffer, zbuffer)
1334 }
1335
1336 /// Render `scene` via [`render_scene`] (single-grid no-compose
1337 /// path) and return the resulting framebuffer.
1338 fn render_via_scene(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
1339 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1340 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1341 let outcome = render_scene(
1342 &mut fb,
1343 &mut zb,
1344 XRES as usize,
1345 XRES,
1346 YRES,
1347 CpuFog::default(),
1348 scene,
1349 camera,
1350 &settings,
1351 None,
1352 );
1353 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1354 fb
1355 }
1356
1357 /// XS.1 — cross-grid hard shadows: a block in grid **B** casts a sun
1358 /// shadow onto the floor of grid **A**. Renders the two-grid scene with
1359 /// the sun shadow-casting vs not; the shadow only exists if the shadow
1360 /// ray from A's floor crossed into B, so the shadowed render must be
1361 /// strictly (and non-trivially) darker.
1362 #[test]
1363 fn cross_grid_sun_shadow_darkens_other_grid() {
1364 // Grid A: a wide floor at world z∈[60,62]. Grid B (same origin): a
1365 // 10-tall block at x∈[50,60]. Sun grazes from +x and above, so B's
1366 // shadow lands on A's floor at x≈[40,50] — visible to a straight-down
1367 // camera (B itself occludes only x∈[50,60]).
1368 let mut scene = Scene::new();
1369 let a = scene.add_grid(GridTransform::at(DVec3::ZERO));
1370 scene.grid_mut(a).unwrap().set_rect(
1371 IVec3::new(30, 30, 60),
1372 IVec3::new(90, 90, 62),
1373 Some(VoxColor(0x80_88_88_88)),
1374 );
1375 let b = scene.add_grid(GridTransform::at(DVec3::ZERO));
1376 scene.grid_mut(b).unwrap().set_rect(
1377 IVec3::new(50, 50, 40),
1378 IVec3::new(60, 60, 50),
1379 Some(VoxColor(0x80_60_60_60)),
1380 );
1381
1382 // Straight-down camera over the floor (voxlap z-down ⇒ forward +z).
1383 let cam = Camera {
1384 pos: [55.0, 55.0, 6.0],
1385 right: [1.0, 0.0, 0.0],
1386 down: [0.0, 1.0, 0.0],
1387 forward: [0.0, 0.0, 1.0],
1388 };
1389 let inv = 1.0f32 / 2.0f32.sqrt();
1390 let base = CpuLights {
1391 enabled: true,
1392 sun: true,
1393 sun_dir: [inv, 0.0, -inv], // to-sun: +x and up
1394 sun_color: [1.0; 3],
1395 sun_intensity: 1.0,
1396 ambient: [0.3; 3],
1397 shadow_strength: 0.85,
1398 shadow_bias: 1.5,
1399 shadow_max_dist: 128.0,
1400 ..CpuLights::default()
1401 };
1402 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1403 let mut sum_lum = |lights: CpuLights| -> u64 {
1404 let n = (XRES as usize) * (YRES as usize);
1405 let mut fb = vec![0u32; n];
1406 let mut zb = vec![f32::INFINITY; n];
1407 render_scene_composed_scissored(
1408 &mut fb,
1409 &mut zb,
1410 XRES as usize,
1411 XRES,
1412 YRES,
1413 CpuFog::default(),
1414 &mut scene,
1415 &cam,
1416 &settings,
1417 0x0011_2233,
1418 None,
1419 false,
1420 None,
1421 &[],
1422 lights,
1423 None,
1424 &mut SceneRenderScratch::default(),
1425 );
1426 fb.iter()
1427 .map(|&p| u64::from((p & 0xff) + ((p >> 8) & 0xff) + ((p >> 16) & 0xff)))
1428 .sum()
1429 };
1430 let lit = sum_lum(CpuLights {
1431 sun_casts_shadow: false,
1432 ..base
1433 });
1434 let shadowed = sum_lum(CpuLights {
1435 sun_casts_shadow: true,
1436 ..base
1437 });
1438 assert!(
1439 shadowed < lit,
1440 "B's shadow must darken A's floor: shadowed={shadowed} lit={lit}"
1441 );
1442 assert!(
1443 (lit - shadowed) * 200 > lit,
1444 "cross-grid shadow should remove >0.5% of total luminance: lit={lit} shadowed={shadowed}"
1445 );
1446 }
1447
1448 #[test]
1449 fn sc2_sun_shadow_cap_is_world_uniform() {
1450 // SC.2 finding #1 — `shadow_max_dist` is a WORLD distance. The sun
1451 // shadow ray marches the grid's VOXEL frame, so the per-grid cap is
1452 // `shadow_max_dist / vws`: a fine grid (vws<1) then reaches MORE
1453 // voxels (= the same world distance), a coarse grid fewer. Without
1454 // this a global cap gives `shadow_max_dist·vws` world reach — a
1455 // flying vws=0.25 grid would only see occluders within 1/4 the range.
1456 let world = CpuLights {
1457 enabled: true,
1458 sun: true,
1459 shadow_max_dist: 40.0,
1460 ..CpuLights::default()
1461 };
1462 let mut scratch = Vec::new();
1463 // vws == 1.0: unchanged (byte-identical to pre-SC).
1464 let unit = grid_local_lights(&world, &GridTransform::identity(), &mut scratch, None);
1465 assert!((unit.shadow_max_dist - 40.0).abs() < 1e-3);
1466 // vws == 0.5 (fine grid): the voxel cap doubles → same 40 world units.
1467 let fine = grid_local_lights(
1468 &world,
1469 &GridTransform::at_scale(DVec3::ZERO, 0.5),
1470 &mut scratch,
1471 None,
1472 );
1473 assert!(
1474 (fine.shadow_max_dist - 80.0).abs() < 1e-3,
1475 "vws=0.5 sun cap must be 40/0.5 = 80 voxels (40 world): got {}",
1476 fine.shadow_max_dist
1477 );
1478 // vws == 4.0 (coarse grid): the voxel cap quarters → same 40 world.
1479 let coarse = grid_local_lights(
1480 &world,
1481 &GridTransform::at_scale(DVec3::ZERO, 4.0),
1482 &mut scratch,
1483 None,
1484 );
1485 assert!(
1486 (coarse.shadow_max_dist - 10.0).abs() < 1e-3,
1487 "vws=4.0 sun cap must be 40/4 = 10 voxels (40 world): got {}",
1488 coarse.shadow_max_dist
1489 );
1490 }
1491
1492 #[test]
1493 fn sc2_scaled_grid_casts_world_correct_shadow() {
1494 // SC.2 — a SCALED occluder grid must drop its shadow at the same WORLD
1495 // place as the equivalent unscaled block. Grid B at vws 2.0 with a
1496 // block at local [25,25,20]..[29,29,24] fills world [50,60)×[50,60)×
1497 // [40,50) — the identical world box the unscaled [50,50,40]..[59,59,49]
1498 // block fills. Its shadow on A's unscaled floor must MATCH the
1499 // unscaled reference, not merely darken. Without the occluder-side
1500 // /vws the world shadow ray (x≈55) would miss B's voxel AABB
1501 // (x∈[25,30]) entirely → zero shadow (scaled_delta ≈ 0 fails).
1502 let cam = Camera {
1503 pos: [55.0, 55.0, 6.0],
1504 right: [1.0, 0.0, 0.0],
1505 down: [0.0, 1.0, 0.0],
1506 forward: [0.0, 0.0, 1.0],
1507 };
1508 let inv = 1.0f32 / 2.0f32.sqrt();
1509 let base = CpuLights {
1510 enabled: true,
1511 sun: true,
1512 sun_dir: [inv, 0.0, -inv], // to-sun: +x and up
1513 sun_color: [1.0; 3],
1514 sun_intensity: 1.0,
1515 ambient: [0.3; 3],
1516 shadow_strength: 0.85,
1517 shadow_bias: 1.5,
1518 shadow_max_dist: 128.0,
1519 ..CpuLights::default()
1520 };
1521 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1522
1523 // Render A (unscaled floor) + B (block at `b_vws`), return luminance.
1524 let render_lum = |b_vws: f64, b_lo: IVec3, b_hi: IVec3, casts: bool| -> u64 {
1525 let mut scene = Scene::new();
1526 let a = scene.add_grid(GridTransform::at(DVec3::ZERO));
1527 scene.grid_mut(a).unwrap().set_rect(
1528 IVec3::new(30, 30, 60),
1529 IVec3::new(90, 90, 62),
1530 Some(VoxColor(0x80_88_88_88)),
1531 );
1532 let b = scene.add_grid(GridTransform::at_scale(DVec3::ZERO, b_vws));
1533 scene
1534 .grid_mut(b)
1535 .unwrap()
1536 .set_rect(b_lo, b_hi, Some(VoxColor(0x80_60_60_60)));
1537 let n = (XRES as usize) * (YRES as usize);
1538 let mut fb = vec![0u32; n];
1539 let mut zb = vec![f32::INFINITY; n];
1540 render_scene_composed_scissored(
1541 &mut fb,
1542 &mut zb,
1543 XRES as usize,
1544 XRES,
1545 YRES,
1546 CpuFog::default(),
1547 &mut scene,
1548 &cam,
1549 &settings,
1550 0x0011_2233,
1551 None,
1552 false,
1553 None,
1554 &[],
1555 CpuLights {
1556 sun_casts_shadow: casts,
1557 ..base
1558 },
1559 None,
1560 &mut SceneRenderScratch::default(),
1561 );
1562 fb.iter()
1563 .map(|&p| u64::from((p & 0xff) + ((p >> 8) & 0xff) + ((p >> 16) & 0xff)))
1564 .sum()
1565 };
1566
1567 let unscaled_lo = IVec3::new(50, 50, 40);
1568 let unscaled_hi = IVec3::new(59, 59, 49);
1569 let scaled_lo = IVec3::new(25, 25, 20);
1570 let scaled_hi = IVec3::new(29, 29, 24);
1571 let lit = render_lum(1.0, unscaled_lo, unscaled_hi, false);
1572 let ref_shadow = render_lum(1.0, unscaled_lo, unscaled_hi, true);
1573 let scaled_shadow = render_lum(2.0, scaled_lo, scaled_hi, true);
1574
1575 assert!(ref_shadow < lit, "sanity: the unscaled block must shadow A");
1576 assert!(
1577 scaled_shadow < lit,
1578 "the scaled occluder must cast a shadow — a missing occluder-side \
1579 /vws makes the world ray miss its voxel AABB: scaled={scaled_shadow} lit={lit}"
1580 );
1581 // World-correctness: the scaled block fills the identical world box, so
1582 // its shadow footprint tracks the unscaled reference (only voxel edge
1583 // quantization differs). A mis-scaled ray would land elsewhere / miss.
1584 let ref_delta = lit - ref_shadow;
1585 let scaled_delta = lit - scaled_shadow;
1586 assert!(
1587 scaled_delta * 10 > ref_delta * 7 && scaled_delta * 7 < ref_delta * 10,
1588 "scaled shadow must match the unscaled world shadow within ~30% \
1589 (world-placement check): ref_delta={ref_delta} scaled_delta={scaled_delta}"
1590 );
1591 }
1592
1593 // ---- S5.0: world_camera_to_grid_local helper ----
1594
1595 /// Identity rotation: pos translates by `-origin`; basis is
1596 /// untouched. This is the byte-identical-to-pre-S5 contract.
1597 #[test]
1598 fn world_camera_to_grid_local_identity_rotation_translates_pos_only() {
1599 let camera = Camera {
1600 pos: [110.0, 220.0, 330.0],
1601 right: [1.0, 0.0, 0.0],
1602 down: [0.0, 0.0, 1.0],
1603 forward: [0.0, 1.0, 0.0],
1604 };
1605 let transform = GridTransform::at(DVec3::new(100.0, 200.0, 300.0));
1606 let local = super::world_camera_to_grid_local(&camera, &transform);
1607 // Basis must be bit-for-bit unchanged for the identity case.
1608 assert_eq!(local.right, camera.right);
1609 assert_eq!(local.down, camera.down);
1610 assert_eq!(local.forward, camera.forward);
1611 // Pos translates by `-origin`.
1612 for (got, want) in local.pos.iter().zip([10.0, 20.0, 30.0].iter()) {
1613 assert!((got - want).abs() < 1e-12, "pos got={got} want={want}");
1614 }
1615 }
1616
1617 /// 90° rotation about +Z: grid-local `+x` aligns with world `+y`.
1618 /// World camera at `(0, 10, 0)` looking world `+y` lives in
1619 /// grid-local at `(10, 0, 0)` looking grid-local `+x`.
1620 #[test]
1621 fn world_camera_to_grid_local_90deg_z_rotates_basis_and_pos() {
1622 use glam::DQuat;
1623 let camera = Camera {
1624 pos: [0.0, 10.0, 0.0],
1625 right: [1.0, 0.0, 0.0],
1626 down: [0.0, 0.0, 1.0],
1627 forward: [0.0, 1.0, 0.0],
1628 };
1629 let transform = GridTransform {
1630 origin: DVec3::ZERO,
1631 rotation: DQuat::from_rotation_z(std::f64::consts::FRAC_PI_2),
1632 voxel_world_size: 1.0,
1633 };
1634 let local = super::world_camera_to_grid_local(&camera, &transform);
1635 // World +y == grid-local +x.
1636 let approx_eq =
1637 |a: [f64; 3], b: [f64; 3]| a.iter().zip(b.iter()).all(|(x, y)| (x - y).abs() < 1e-9);
1638 assert!(
1639 approx_eq(local.pos, [10.0, 0.0, 0.0]),
1640 "pos={:?} expected ~(10, 0, 0)",
1641 local.pos
1642 );
1643 // World +x (right) maps to grid-local -y.
1644 assert!(
1645 approx_eq(local.right, [0.0, -1.0, 0.0]),
1646 "right={:?} expected ~(0, -1, 0)",
1647 local.right
1648 );
1649 // World +z (down) is unchanged — it's the rotation axis.
1650 assert!(
1651 approx_eq(local.down, [0.0, 0.0, 1.0]),
1652 "down={:?} expected ~(0, 0, 1)",
1653 local.down
1654 );
1655 // World +y (forward) maps to grid-local +x.
1656 assert!(
1657 approx_eq(local.forward, [1.0, 0.0, 0.0]),
1658 "forward={:?} expected ~(1, 0, 0)",
1659 local.forward
1660 );
1661 }
1662
1663 /// Basis orthonormality + handedness both survive the
1664 /// inverse-rotation transform. Property: any unit-quaternion
1665 /// conjugation preserves the input basis's orthonormality AND
1666 /// its handedness (rotations are orientation-preserving).
1667 #[test]
1668 fn world_camera_to_grid_local_preserves_basis_orthonormality() {
1669 use glam::DQuat;
1670 // Right-handed voxlap basis (`right × down == forward`):
1671 // looking +y, right = -x makes the cross product land on +y.
1672 let camera = Camera {
1673 pos: [3.0, -5.0, 7.0],
1674 right: [-1.0, 0.0, 0.0],
1675 down: [0.0, 0.0, 1.0],
1676 forward: [0.0, 1.0, 0.0],
1677 };
1678 let transform = GridTransform {
1679 origin: DVec3::new(1.0, 2.0, 3.0),
1680 rotation: DQuat::from_axis_angle(glam::DVec3::new(0.3, 0.8, 0.5).normalize(), 0.7),
1681 voxel_world_size: 1.0,
1682 };
1683 let local = super::world_camera_to_grid_local(&camera, &transform);
1684 let r = DVec3::from_array(local.right);
1685 let d = DVec3::from_array(local.down);
1686 let f = DVec3::from_array(local.forward);
1687 // Norms ≈ 1.
1688 for v in [r, d, f] {
1689 assert!(
1690 (v.length_squared() - 1.0).abs() < 1e-12,
1691 "basis vec {v:?} not unit length"
1692 );
1693 }
1694 // Orthogonality.
1695 assert!(r.dot(d).abs() < 1e-12, "right·down = {}", r.dot(d));
1696 assert!(r.dot(f).abs() < 1e-12, "right·forward = {}", r.dot(f));
1697 assert!(d.dot(f).abs() < 1e-12, "down·forward = {}", d.dot(f));
1698 // Right-handed: right × down == forward (voxlap convention).
1699 let cross = r.cross(d);
1700 assert!(
1701 (cross - f).length() < 1e-12,
1702 "right×down={cross:?} forward={f:?}"
1703 );
1704 }
1705
1706 // ---- S5.1: rotated-grid render correctness ----
1707
1708 /// Build a single-grid scene at the given transform with a
1709 /// marker box near one corner of chunk (0, 0, 0). Returns the
1710 /// scene and the marker colour. Picking a single chunk + small
1711 /// box keeps the test compact while still exercising the gline
1712 /// + grouscan path through the rotated frame.
1713 fn build_one_grid_marker_scene(transform: GridTransform) -> (Scene, crate::GridId, u32) {
1714 let mut scene = Scene::new();
1715 let id = scene.add_grid(transform);
1716 let grid = scene.grid_mut(id).unwrap();
1717 // Bright marker box at chunk-local (40..56, 40..56, 40..56).
1718 grid.set_rect(
1719 IVec3::new(40, 40, 40),
1720 IVec3::new(55, 55, 55),
1721 Some(VoxColor(0x80_55_aa_22)), // distinctive green
1722 );
1723 (scene, id, 0x80_55_aa_22)
1724 }
1725
1726 /// Pin S5.1's central equivalence: rotating both the grid and the
1727 /// camera by the SAME rotation around the grid's origin must
1728 /// leave the rendered framebuffer unchanged — the grid-local
1729 /// camera pose collapses to the same values in both scenarios.
1730 ///
1731 /// We use `DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0)`, the
1732 /// 180°-around-Z unit quaternion. This rotation acts on vectors
1733 /// as `(x, y, z) → (-x, -y, z)`, which only multiplies f64
1734 /// components by 0 or ±1 — bit-exact under glam's standard quat
1735 /// conjugation formula. Other angles (e.g. 90°) would introduce
1736 /// sub-1e-15 noise from sin/cos, breaking byte-identity at
1737 /// chunk / voxel boundaries.
1738 #[test]
1739 fn s5_1_180deg_z_rotated_grid_byte_identical_to_axis_aligned() {
1740 use glam::DQuat;
1741 // Right-handed voxlap basis (right × down == forward).
1742 let axis_aligned_camera = Camera {
1743 pos: [40.0, -20.0, 50.0],
1744 right: [-1.0, 0.0, 0.0],
1745 down: [0.0, 0.0, 1.0],
1746 forward: [0.0, 1.0, 0.0],
1747 };
1748 // R_z(180°): (x, y, z) → (-x, -y, z).
1749 let rotated_camera = Camera {
1750 pos: [-40.0, 20.0, 50.0],
1751 right: [1.0, 0.0, 0.0],
1752 down: [0.0, 0.0, 1.0],
1753 forward: [0.0, -1.0, 0.0],
1754 };
1755 // Sanity: prove the exact-arithmetic rotation lands on the
1756 // baseline. If glam ever changes its quat*vec formula in a
1757 // way that loses exactness here, the next two assertions
1758 // catch it before the framebuffer comparison.
1759 let q = DQuat::from_xyzw(0.0, 0.0, 1.0, 0.0);
1760 let rot_pos = q * DVec3::from_array(axis_aligned_camera.pos);
1761 let rot_fwd = q * DVec3::from_array(axis_aligned_camera.forward);
1762 assert_eq!(rot_pos.to_array(), rotated_camera.pos);
1763 assert_eq!(rot_fwd.to_array(), rotated_camera.forward);
1764
1765 let (mut scene_a, _, _) = build_one_grid_marker_scene(GridTransform::identity());
1766 let fb_a = render_via_scene(&mut scene_a, &axis_aligned_camera);
1767
1768 let (mut scene_b, _, _) = build_one_grid_marker_scene(GridTransform {
1769 origin: DVec3::ZERO,
1770 rotation: q,
1771 voxel_world_size: 1.0,
1772 });
1773 let fb_b = render_via_scene(&mut scene_b, &rotated_camera);
1774
1775 assert_eq!(
1776 fb_a, fb_b,
1777 "rotating both grid and camera by R about the grid origin must leave the framebuffer unchanged"
1778 );
1779 }
1780
1781 /// 45° smoke test: rotated grid renders to something non-trivial
1782 /// without panicking. No equivalence assertion (45° quat math is
1783 /// approximate at f64 level; that path is exercised structurally,
1784 /// not bit-exactly). Camera is placed at a fixed world pose where
1785 /// — under the rotation — the marker box stays inside the view
1786 /// frustum.
1787 #[test]
1788 fn s5_1_45deg_z_rotated_grid_renders_marker() {
1789 use glam::DQuat;
1790 let rotation = DQuat::from_rotation_z(std::f64::consts::FRAC_PI_4);
1791 let (mut scene, _, marker) = build_one_grid_marker_scene(GridTransform {
1792 origin: DVec3::ZERO,
1793 rotation,
1794 voxel_world_size: 1.0,
1795 });
1796
1797 // World position of the marker's centre. Grid-local
1798 // (47.5, 47.5, 47.5) → world `rotation * (47.5, 47.5, 47.5)`.
1799 // R_z(45°): (47.5, 47.5, 47.5) → (0, 67.18, 47.5) (the x/y
1800 // components combine into a single +y vector at √2 * 47.5).
1801 let marker_world = rotation * DVec3::new(47.5, 47.5, 47.5);
1802 // Camera 80 units south of the marker on the world Y axis,
1803 // looking +y at the same z. RH basis.
1804 let camera = Camera {
1805 pos: [marker_world.x, marker_world.y - 80.0, marker_world.z],
1806 right: [-1.0, 0.0, 0.0],
1807 down: [0.0, 0.0, 1.0],
1808 forward: [0.0, 1.0, 0.0],
1809 };
1810
1811 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1812 let fog = CpuFog::default();
1813 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1814 let outcome = render_scene(
1815 &mut fb,
1816 &mut zb,
1817 XRES as usize,
1818 XRES,
1819 YRES,
1820 fog,
1821 &mut scene,
1822 &camera,
1823 &settings,
1824 None,
1825 );
1826 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1827 let marker_count = fb.iter().filter(|&&p| p == marker).count();
1828 assert!(
1829 marker_count > 50,
1830 "45°-rotated marker box should be visible — got {marker_count} marker pixels"
1831 );
1832 }
1833
1834 // ---- S5.2-followup: per-grid render_sky opt-out ----
1835
1836 /// Two-grid scene where grid B sits behind grid A along +y;
1837 /// grid A is opaque only in the centre of the framebuffer, so
1838 /// the camera's view through grid A is mostly "ray miss". When
1839 /// `A.render_sky = false`, the pixels around A's silhouette
1840 /// must remain whatever grid B (or the shared pre-fill)
1841 /// painted — NOT A's grid-local sky colour. This pins the
1842 /// sentinel-mask path: without it, A's sky would write into
1843 /// the composed framebuffer wherever its sky-z happened to win
1844 /// the min-z race with B's sky-z.
1845 #[test]
1846 fn render_sky_false_drops_grid_sky_pixels() {
1847 use crate::{GridId, GridTransform};
1848
1849 // Grid B (far, sky owner) — a wide floor of distinct
1850 // colour spanning chunk-local x/y so most rays land on it.
1851 let mut scene = Scene::new();
1852 let _b_id: GridId = scene.add_grid(GridTransform::at(DVec3::new(0.0, 600.0, 0.0)));
1853 // Find grid B's id (HashMap iteration; we only just added
1854 // one grid, so its id is whichever the iterator yields).
1855 let b_id = scene.grids().next().unwrap().0;
1856 scene.grid_mut(b_id).unwrap().set_rect(
1857 IVec3::new(0, 0, 100),
1858 IVec3::new(127, 127, 110),
1859 Some(VoxColor(0x80_22_88_22)), // green floor
1860 );
1861
1862 // Grid A (near, sky disabled) — a SMALL marker box that
1863 // covers only a fraction of the screen. Most pixels of A's
1864 // local render are sky.
1865 let a_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
1866 scene.grid_mut(a_id).unwrap().set_rect(
1867 IVec3::new(60, 60, 60),
1868 IVec3::new(67, 67, 67),
1869 Some(VoxColor(0x80_aa_22_22)), // red cube
1870 );
1871 scene.grid_mut(a_id).unwrap().render_sky = false;
1872
1873 let unique_sky: u32 = 0xFF_AB_CD_EF;
1874 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1875 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1876 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1877 let camera = camera_at([64.0, 0.0, 100.0]);
1878 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1879 let outcome = render_scene_composed(
1880 &mut fb,
1881 &mut zb,
1882 XRES as usize,
1883 XRES,
1884 YRES,
1885 fog,
1886 &mut scene,
1887 &camera,
1888 &settings,
1889 unique_sky,
1890 None,
1891 );
1892 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
1893
1894 // The sentinel must never appear in the composed output —
1895 // every sentinel pixel must have been masked out before
1896 // compose. If any leak through, the test catches it.
1897 let leaked = fb
1898 .iter()
1899 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1900 .count();
1901 assert_eq!(
1902 leaked, 0,
1903 "SKY_MASK_SENTINEL leaked into composed framebuffer ({leaked} pixels)"
1904 );
1905 // Grid A's hit (red cube) must still render — render_sky=false
1906 // only affects sky pixels, not hits.
1907 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_22_22).count();
1908 assert!(
1909 red_count > 0,
1910 "red cube from sky-disabled grid A is missing — render_sky=false should only mask sky"
1911 );
1912 // Grid B's floor must be visible past grid A's silhouette
1913 // (the sky-disabled grid doesn't hide B's render).
1914 let green_count = fb.iter().filter(|&&p| p == 0x80_22_88_22).count();
1915 assert!(
1916 green_count > 0,
1917 "grid B's floor invisible — grid A's masked sky may have overwritten it"
1918 );
1919 }
1920
1921 /// Identity-rotation, single-grid scene with `render_sky = false`
1922 /// must produce a sentinel-free framebuffer. Sanity test for the
1923 /// trivial 1-grid case (no second grid to compose against).
1924 #[test]
1925 fn render_sky_false_single_grid_no_sentinel_leak() {
1926 let (mut scene, id, _) = build_one_grid_marker_scene(GridTransform::identity());
1927 scene.grid_mut(id).unwrap().render_sky = false;
1928 let unique_sky: u32 = 0xFF_12_34_56;
1929 let (_engine, fog, _) = make_composed_pool(CHUNK_SIZE_XY);
1930 let mut fb = vec![unique_sky; pixel_count(XRES, YRES)];
1931 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
1932 let camera = camera_at([64.0, 0.0, 64.0]);
1933 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1934 let outcome = render_scene_composed(
1935 &mut fb,
1936 &mut zb,
1937 XRES as usize,
1938 XRES,
1939 YRES,
1940 fog,
1941 &mut scene,
1942 &camera,
1943 &settings,
1944 unique_sky,
1945 None,
1946 );
1947 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
1948 let leaked = fb
1949 .iter()
1950 .filter(|&&p| p == super::SKY_MASK_SENTINEL)
1951 .count();
1952 assert_eq!(leaked, 0, "SKY_MASK_SENTINEL leaked ({leaked} pixels)");
1953 // Pixels that would have been the grid's sky now show
1954 // through to the pre-fill (unique_sky).
1955 let prefill_count = fb.iter().filter(|&&p| p == unique_sky).count();
1956 assert!(
1957 prefill_count > 0,
1958 "no pre-fill pixels survived — render_sky=false should leave non-hit pixels untouched"
1959 );
1960 }
1961
1962 // DDA.9: `render_scene_at_origin_matches_direct_opticast` and
1963 // `render_scene_translated_grid_matches_grid_local_opticast` were
1964 // removed — they asserted the scene render byte-matches voxlap
1965 // `opticast`, which no longer holds now that the scene's CPU backend
1966 // is the DDA renderer (different, intentionally non-bit-exact). The
1967 // grid-local camera transform they also exercised is covered by the
1968 // `stacked_*` / two-grid composition tests below.
1969
1970 #[test]
1971 fn empty_scene_returns_empty_outcome() {
1972 let mut scene = Scene::new();
1973 let (_engine, mut fb, mut zb) = render_setup(CHUNK_SIZE_XY);
1974 let fog = CpuFog::default();
1975 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
1976 let outcome = render_scene(
1977 &mut fb,
1978 &mut zb,
1979 XRES as usize,
1980 XRES,
1981 YRES,
1982 fog,
1983 &mut scene,
1984 &camera_at([0.0, 0.0, 0.0]),
1985 &settings,
1986 None,
1987 );
1988 assert_eq!(outcome, RenderOutcome::Empty);
1989 }
1990
1991 // ---- S3.1 / S4.0: render_scene_composed + 2-grid composition ----
1992
1993 /// Build a 2-grid scene with two distinguishable boxes placed
1994 /// side-by-side in world space along the camera's right axis.
1995 /// Each grid holds one chunk (`(0, 0, 0)`) containing a single
1996 /// 16-voxel box with a uniquely-coloured surface so the
1997 /// composited framebuffer is partitionable by colour.
1998 fn build_two_grid_side_by_side() -> (Scene, u32, u32) {
1999 let mut scene = Scene::new();
2000 // Grid 0 at world (0, 200, 0): box centred chunk-local (64, 64, 100).
2001 let g0 = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2002 scene.grid_mut(g0).unwrap().set_rect(
2003 IVec3::new(56, 56, 92),
2004 IVec3::new(71, 71, 107),
2005 Some(VoxColor(0x80_88_22_22)), // dark red
2006 );
2007 // Grid 1 at world (200, 200, 0): box centred chunk-local (64, 64, 100).
2008 let _g1 = scene.add_grid(GridTransform::at(DVec3::new(200.0, 200.0, 0.0)));
2009 // Borrow-checker dance: re-borrow grid 1 mutably.
2010 let g1_id = scene
2011 .grids()
2012 .filter(|(id, _)| *id != g0)
2013 .map(|(id, _)| id)
2014 .next()
2015 .unwrap();
2016 scene.grid_mut(g1_id).unwrap().set_rect(
2017 IVec3::new(56, 56, 92),
2018 IVec3::new(71, 71, 107),
2019 Some(VoxColor(0x80_22_22_88)), // dark blue
2020 );
2021 (scene, 0x80_88_22_22, 0x80_22_22_88)
2022 }
2023
2024 /// Engine + default (off) fog config + sky colour for the
2025 /// composed-render tests. `_pool_vsid` retained for call-site
2026 /// compatibility; the DDA backend needs no scratch pool.
2027 fn make_composed_pool(_pool_vsid: u32) -> (Engine, CpuFog, u32) {
2028 let engine = Engine::new();
2029 let sky_color = engine.sky_color();
2030 (engine, CpuFog::default(), sky_color)
2031 }
2032
2033 fn pixel_count(width: u32, height: u32) -> usize {
2034 (width as usize) * (height as usize)
2035 }
2036
2037 #[test]
2038 fn compose_into_takes_smaller_z() {
2039 let mut shared_fb = vec![0xff_ff_ff_ff_u32; 4];
2040 let mut shared_zb = vec![10.0f32; 4];
2041 let temp_fb = [0xaa_aa_aa_aa, 0x11_22_33_44, 0x55_66_77_88, 0xde_ad_be_ef];
2042 let temp_zb = [5.0f32, 20.0, 10.0, f32::INFINITY];
2043 compose_into(&mut shared_fb, &mut shared_zb, &temp_fb, &temp_zb);
2044 // i=0: 5 < 10 → take temp.
2045 assert_eq!(shared_fb[0], 0xaa_aa_aa_aa);
2046 assert_eq!(shared_zb[0], 5.0);
2047 // i=1: 20 > 10 → keep shared.
2048 assert_eq!(shared_fb[1], 0xff_ff_ff_ff);
2049 assert_eq!(shared_zb[1], 10.0);
2050 // i=2: 10 == 10 → keep shared (`<` not `<=`).
2051 assert_eq!(shared_fb[2], 0xff_ff_ff_ff);
2052 // i=3: INFINITY > 10 → keep shared.
2053 assert_eq!(shared_fb[3], 0xff_ff_ff_ff);
2054 }
2055
2056 #[test]
2057 fn render_scene_composed_two_grids_both_visible() {
2058 // Camera positioned to see both grids' boxes. Grid 0's box
2059 // at world (~64, ~264, ~100); grid 1's box at world
2060 // (~264, ~264, ~100). Camera at world (160, 100, 100)
2061 // looking +y centres both in view.
2062 let (mut scene, red, blue) = build_two_grid_side_by_side();
2063 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2064 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2065 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2066
2067 let camera = camera_at([160.0, 100.0, 100.0]);
2068 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2069 let outcome = render_scene_composed(
2070 &mut fb,
2071 &mut zb,
2072 XRES as usize,
2073 XRES,
2074 YRES,
2075 fog,
2076 &mut scene,
2077 &camera,
2078 &settings,
2079 sky_color,
2080 None,
2081 );
2082 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2083
2084 // Both colours should appear somewhere in the framebuffer.
2085 let red_count = fb.iter().filter(|&&p| p == red).count();
2086 let blue_count = fb.iter().filter(|&&p| p == blue).count();
2087 assert!(
2088 red_count > 0,
2089 "no red pixels: grid 0 (red box) not visible after compose"
2090 );
2091 assert!(
2092 blue_count > 0,
2093 "no blue pixels: grid 1 (blue box) not visible after compose"
2094 );
2095 }
2096
2097 /// The per-grid screen scissor (vertical band + lateral/vertical
2098 /// off-screen cull + rect-limited memory passes) must be a pure
2099 /// speed-up: rendering a multi-grid scene with it on
2100 /// (`render_scene_composed`) must produce a **byte-identical**
2101 /// framebuffer to rendering each grid full-frame
2102 /// (`scissor = false`). Includes a third grid placed off the left
2103 /// edge but within scan distance, so the lateral cull (scissor on)
2104 /// vs a sky-only full render (scissor off) must still agree pixel
2105 /// for pixel.
2106 #[test]
2107 fn scissor_render_is_byte_identical_to_full_frame() {
2108 let (mut scene, red, blue) = build_two_grid_side_by_side();
2109 // Third grid far to the +x side at the camera's depth: within
2110 // max_scan_dist (so the distance cull doesn't fire) but its box
2111 // projects off the left screen edge → screen-culled with the
2112 // scissor, sky-only when rendered full-frame.
2113 let g2 = scene.add_grid(GridTransform::at(DVec3::new(700.0, 130.0, 0.0)));
2114 let g2_id = scene
2115 .grids()
2116 .map(|(id, _)| id)
2117 .max_by_key(|id| id.raw())
2118 .unwrap();
2119 let _ = g2;
2120 scene.grid_mut(g2_id).unwrap().set_rect(
2121 IVec3::new(56, 56, 92),
2122 IVec3::new(71, 71, 107),
2123 Some(VoxColor(0x80_22_88_22)), // green — must never appear (off-screen)
2124 );
2125
2126 let camera = camera_at([160.0, 100.0, 100.0]);
2127 let render = |scene: &mut Scene, scissor: bool| -> Vec<u32> {
2128 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2129 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2130 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2131 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2132 render_scene_composed_scissored(
2133 &mut fb,
2134 &mut zb,
2135 XRES as usize,
2136 XRES,
2137 YRES,
2138 fog,
2139 scene,
2140 &camera,
2141 &settings,
2142 sky_color,
2143 None,
2144 scissor,
2145 None,
2146 &[],
2147 CpuLights::default(),
2148 None,
2149 &mut SceneRenderScratch::default(),
2150 );
2151 fb
2152 };
2153
2154 let scissored = render(&mut scene, true);
2155 let full = render(&mut scene, false);
2156 assert_eq!(
2157 scissored, full,
2158 "the screen scissor changed the framebuffer — it must be a pure speed-up",
2159 );
2160 // Sanity: the scene actually drew content (not a vacuous all-sky
2161 // match), and the off-screen green grid never appears.
2162 assert!(scissored.iter().any(|&p| p == red || p == blue));
2163 assert!(
2164 !scissored.contains(&0x80_22_88_22),
2165 "off-screen grid leaked pixels",
2166 );
2167 }
2168
2169 #[test]
2170 fn render_scene_composed_grid_a_in_front_of_grid_b() {
2171 // Two grids stacked along +y so grid A (closer) occludes
2172 // grid B (farther). After composition only grid A's colour
2173 // should appear on the overlap.
2174 let mut scene = Scene::new();
2175 let g_a = scene.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
2176 scene.grid_mut(g_a).unwrap().set_rect(
2177 IVec3::new(56, 56, 92),
2178 IVec3::new(71, 71, 107),
2179 Some(VoxColor(0x80_aa_00_00)), // red
2180 );
2181 let _g_b = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2182 let g_b_id = scene
2183 .grids()
2184 .filter(|(id, _)| *id != g_a)
2185 .map(|(id, _)| id)
2186 .next()
2187 .unwrap();
2188 scene.grid_mut(g_b_id).unwrap().set_rect(
2189 IVec3::new(56, 56, 92),
2190 IVec3::new(71, 71, 107),
2191 Some(VoxColor(0x80_00_00_aa)), // blue
2192 );
2193
2194 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2195 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2196 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2197
2198 // Camera at (64, -10, 100) looking +y — both boxes line up
2199 // along the camera's forward axis.
2200 let camera = camera_at([64.0, -10.0, 100.0]);
2201 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2202 let outcome = render_scene_composed(
2203 &mut fb,
2204 &mut zb,
2205 XRES as usize,
2206 XRES,
2207 YRES,
2208 fog,
2209 &mut scene,
2210 &camera,
2211 &settings,
2212 sky_color,
2213 None,
2214 );
2215 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2216
2217 // Red (closer grid) should be visible. Blue (farther grid)
2218 // may peek around the edges but the central pixels should
2219 // be red where both boxes project.
2220 let red_count = fb.iter().filter(|&&p| p == 0x80_aa_00_00).count();
2221 assert!(
2222 red_count > 0,
2223 "expected red pixels (closer box should win z-test)"
2224 );
2225
2226 // Reverse the registration order (force grid B drawn first)
2227 // and verify that's irrelevant — composition is commutative.
2228 let mut scene2 = Scene::new();
2229 let g_b2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2230 scene2.grid_mut(g_b2).unwrap().set_rect(
2231 IVec3::new(56, 56, 92),
2232 IVec3::new(71, 71, 107),
2233 Some(VoxColor(0x80_00_00_aa)),
2234 );
2235 let g_a2 = scene2.add_grid(GridTransform::at(DVec3::new(0.0, 50.0, 0.0)));
2236 scene2.grid_mut(g_a2).unwrap().set_rect(
2237 IVec3::new(56, 56, 92),
2238 IVec3::new(71, 71, 107),
2239 Some(VoxColor(0x80_aa_00_00)),
2240 );
2241
2242 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
2243 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2244 let outcome2 = render_scene_composed(
2245 &mut fb2,
2246 &mut zb2,
2247 XRES as usize,
2248 XRES,
2249 YRES,
2250 fog,
2251 &mut scene2,
2252 &camera,
2253 &settings,
2254 sky_color,
2255 None,
2256 );
2257 assert_eq!(outcome2, RenderOutcome::Rendered { grids_drawn: 2 });
2258 assert_eq!(
2259 fb, fb2,
2260 "composition should be order-independent — same scene in different add order should produce identical output"
2261 );
2262 }
2263
2264 #[test]
2265 fn sc1_scaled_grid_composites_by_world_depth() {
2266 // SC.1 — two grids at the same origin, boxes on the SAME world
2267 // column but different scale, so the raw-written and world depth
2268 // metrics DISAGREE. Camera at y=-10; perpendicular world depth to a
2269 // box's near face is `world_y_near + 10`:
2270 // - grid B (vws 1.0): box world y-near = 92 → written depth 102
2271 // (vws==1 so raw == world).
2272 // - grid A (vws 2.0): box world y-near = 104 → world depth 114, but
2273 // opticast writes `world / vws² = 114 / 4 ≈ 28.5` (the scaled
2274 // basis shrinks `dir·forward` by vws²). `scale_depth_rect` then
2275 // multiplies by vws² = 4 → 114.
2276 // Correct (world depth): A (114) is FARTHER than B (102) → the
2277 // world-nearer BLUE box wins.
2278 // Broken (no `scale_depth_rect`): A's raw 28.5 < B's 102 → RED wins.
2279 // (This test only pins the ORDER; `sc1_scaled_grid_depth_is_world`
2280 // pins the exact vws² factor by asserting the world depth value.)
2281 let red = 0x80_aa_00_00;
2282 let blue = 0x80_00_00_aa;
2283 let mut scene = Scene::new();
2284 // Grid B, unscaled, nearer in world.
2285 let b = scene.add_grid(GridTransform::at(DVec3::ZERO));
2286 scene.grid_mut(b).unwrap().set_rect(
2287 IVec3::new(56, 92, 92),
2288 IVec3::new(71, 107, 107),
2289 Some(VoxColor(blue)),
2290 );
2291 // Grid A, vws 2.0, farther in world (local coords = world / 2).
2292 let a = scene.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
2293 scene.grid_mut(a).unwrap().set_rect(
2294 IVec3::new(28, 52, 50),
2295 IVec3::new(35, 57, 57),
2296 Some(VoxColor(red)),
2297 );
2298
2299 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2300 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2301 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2302 let camera = camera_at([64.0, -10.0, 100.0]); // looks +y
2303 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2304 let outcome = render_scene_composed(
2305 &mut fb,
2306 &mut zb,
2307 XRES as usize,
2308 XRES,
2309 YRES,
2310 fog,
2311 &mut scene,
2312 &camera,
2313 &settings,
2314 sky_color,
2315 None,
2316 );
2317 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2318
2319 let centre = (YRES / 2) as usize * XRES as usize + (XRES / 2) as usize;
2320 assert_eq!(
2321 fb[centre], blue,
2322 "the world-nearer unscaled grid must win the depth test; RED here \
2323 means the scaled grid's depth wasn't converted to world units"
2324 );
2325 }
2326
2327 #[test]
2328 fn sc1_scaled_grid_depth_is_world() {
2329 // SC.1 — render ONLY a scaled grid (vws 2.0) and assert the composited
2330 // depth buffer holds the WORLD perpendicular depth, pinning the vws²
2331 // factor exactly (the ordering test above only bounds it below).
2332 //
2333 // Box A local y 52..57 → world y-near = 52·2 = 104. Camera at y=-10
2334 // looks +y, centre ray horizontal, so the world perpendicular depth is
2335 // 104 - (-10) = 114. opticast writes world/vws² = 114/4 ≈ 28.5;
2336 // `scale_depth_rect` (×vws²) recovers 114. Wrong factors miss badly:
2337 // no scale → 28.5, ×vws → 57, ×vws³ → 228. Only ×vws² lands on 114.
2338 let red = 0x80_aa_00_00;
2339 let mut scene = Scene::new();
2340 let a = scene.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
2341 // Local box centred on the camera column (world x 56..70 → centre 63,
2342 // world z 100..114 → centre 107) so the centre ray hits the interior.
2343 scene.grid_mut(a).unwrap().set_rect(
2344 IVec3::new(28, 52, 50),
2345 IVec3::new(35, 57, 57),
2346 Some(VoxColor(red)),
2347 );
2348
2349 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2350 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2351 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2352 let camera = camera_at([63.0, -10.0, 107.0]); // looks +y, hits box A
2353 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2354 let outcome = render_scene_composed(
2355 &mut fb,
2356 &mut zb,
2357 XRES as usize,
2358 XRES,
2359 YRES,
2360 fog,
2361 &mut scene,
2362 &camera,
2363 &settings,
2364 sky_color,
2365 None,
2366 );
2367 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2368
2369 let centre = (YRES / 2) as usize * XRES as usize + (XRES / 2) as usize;
2370 assert_eq!(fb[centre], red, "centre ray should hit the scaled box");
2371 let depth = zb[centre];
2372 assert!(
2373 (depth - 114.0).abs() <= 3.0,
2374 "expected WORLD perpendicular depth ≈ 114 (pins the vws² factor); \
2375 got {depth} — 28.5 means no scale, 57 means ×vws, 228 means ×vws³"
2376 );
2377 }
2378
2379 #[test]
2380 fn sc3_fine_grid_renders_beyond_unscaled_range() {
2381 // SC.1/SC.3 finding — the ray-terminating scan cutoff is a WORLD
2382 // distance divided by vws² (opticast writes depth = world/vws²). This
2383 // is the ONE vws<1 test that exercises the clip the fix removes: a
2384 // fine grid (vws=0.5) with geometry PAST `max_scan_dist·vws²` but
2385 // within `max_scan_dist` world. Without the /vws² scale the ray stops
2386 // at `max_scan_dist·vws²` (25 world here) and the box (world y≈50) is
2387 // clipped to sky; with it the ray reaches 100 world and the box draws.
2388 let red = 0x80_aa_00_00;
2389 let mut scene = Scene::new();
2390 // vws=0.5: local (·) → world (·)/2. Box near face local y=100 →
2391 // world y=50; local x/z 28..36 → world 14..18 (centre 16).
2392 let g = scene.add_grid(GridTransform::at_scale(DVec3::ZERO, 0.5));
2393 scene.grid_mut(g).unwrap().set_rect(
2394 IVec3::new(28, 100, 28),
2395 IVec3::new(36, 110, 36),
2396 Some(VoxColor(red)),
2397 );
2398
2399 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2400 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2401 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2402 // Camera in world coords, looking +y at the box.
2403 let camera = camera_at([16.0, 0.0, 16.0]);
2404 // max_scan_dist = 100 WORLD. Unscaled reach at vws=0.5 would be
2405 // 100·0.25 = 25 world (box at 50 clipped); scaled reach is 100.
2406 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2407 settings.max_scan_dist = 100;
2408 let outcome = render_scene_composed(
2409 &mut fb,
2410 &mut zb,
2411 XRES as usize,
2412 XRES,
2413 YRES,
2414 fog,
2415 &mut scene,
2416 &camera,
2417 &settings,
2418 sky_color,
2419 None,
2420 );
2421 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2422 let centre = (YRES / 2) as usize * XRES as usize + (XRES / 2) as usize;
2423 assert_eq!(
2424 fb[centre], red,
2425 "fine grid's box at world y≈50 (> max_scan_dist·vws²=25) must \
2426 render; sky here means the scan cutoff wasn't scaled by vws²"
2427 );
2428 }
2429
2430 // ---- S6.1: Mid-tier mip overrides ----
2431
2432 /// Build a multi-mip-friendly grid: solid floor spanning the
2433 /// whole chunk at z=100..254 + `generate_mips(3)`. This is the
2434 /// same setup `vxl_generate_mips_on_set_voxel_chunk_renders`
2435 /// uses and is known to render at `mip_levels = 3,
2436 /// mip_scan_dist = 32`.
2437 ///
2438 /// Returns `(scene, grid_id)`. The Mid test sets the camera
2439 /// inside the chunk so chunk-local rays reach the floor at
2440 /// short distances; that lets the Mid override use
2441 /// `mip_scan_dist = 16` without busting the ray budget
2442 /// (`mip_scan_dist * 2^(mip_levels-1) = 16 * 4 = 64` covers the
2443 /// distance from camera to floor).
2444 fn build_mip_visible_grid(world_origin: DVec3) -> (Scene, crate::GridId) {
2445 let mut scene = Scene::new();
2446 let id = scene.add_grid(GridTransform::at(world_origin));
2447 let grid = scene.grid_mut(id).unwrap();
2448 // Solid floor across the entire chunk at z=100..254.
2449 grid.set_rect(
2450 IVec3::new(0, 0, 100),
2451 IVec3::new(127, 127, 254),
2452 Some(VoxColor(0x80_88_88_88)),
2453 );
2454 // Build the per-chunk mip ladder so `gmipnum` can grow past 1.
2455 grid.chunk_mut(IVec3::ZERO).unwrap().generate_mips(3);
2456 (scene, id)
2457 }
2458
2459 /// Render `scene` via composed path with `mip_levels = 3,
2460 /// mip_scan_dist = 32` — same values the working
2461 /// `vxl_generate_mips_on_set_voxel_chunk_renders` test uses.
2462 /// Returns the framebuffer.
2463 fn render_with_multi_mip(scene: &mut Scene, camera: &Camera) -> Vec<u32> {
2464 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2465 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2466 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2467 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2468 settings.mip_levels = 3;
2469 settings.mip_scan_dist = 32;
2470 let outcome = render_scene_composed(
2471 &mut fb,
2472 &mut zb,
2473 XRES as usize,
2474 XRES,
2475 YRES,
2476 fog,
2477 scene,
2478 camera,
2479 &settings,
2480 sky_color,
2481 None,
2482 );
2483 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2484 fb
2485 }
2486
2487 // DDA.9: `s6_1_mid_overrides_produce_different_framebuffer_than_near`
2488 // was removed. It encoded voxlap's mip-*transition* semantics
2489 // (mid_mip_levels=Some(1) caps in-grid mip transitions, differing
2490 // from Near's mip0→1→2 distance ramp). The DDA renderer uses a
2491 // *uniform* per-grid mip (no in-grid transition), so Some(1) → mip 0
2492 // = identical to Near. DDA mip coarsening is covered by
2493 // `roxlap_core::dda` `mip_render_is_coarse_but_complete`; the LOD-Mid
2494 // wiring by `s6_1_mid_without_overrides_byte_identical_to_near`.
2495
2496 /// Mid tier with `mid_mip_levels = None` AND
2497 /// `mid_mip_scan_dist = None` must produce a byte-identical
2498 /// framebuffer to Near. This is the graceful-degrade contract
2499 /// — callers can opt into the Mid plumbing without committing
2500 /// to a mip override and stay byte-stable.
2501 #[test]
2502 fn s6_1_mid_without_overrides_byte_identical_to_near() {
2503 let camera = camera_at([64.0, 0.0, 64.0]);
2504
2505 // Scene A: default thresholds → Near.
2506 let (mut scene_a, _) = build_mip_visible_grid(DVec3::ZERO);
2507 let fb_near = render_with_multi_mip(&mut scene_a, &camera);
2508
2509 // Scene B: thresholds force Mid but no mip overrides set.
2510 let (mut scene_b, b_id) = build_mip_visible_grid(DVec3::ZERO);
2511 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2512 r_near: 0.0,
2513 r_mid: f64::INFINITY,
2514 mid_mip_levels: None,
2515 mid_mip_scan_dist: None,
2516 };
2517 let lod = scene_b
2518 .grid(b_id)
2519 .unwrap()
2520 .select_lod(DVec3::from_array(camera.pos));
2521 assert_eq!(lod, Lod::Mid);
2522 let fb_mid = render_with_multi_mip(&mut scene_b, &camera);
2523
2524 // Byte-identical: Mid with no overrides degrades cleanly.
2525 assert_eq!(
2526 fb_near, fb_mid,
2527 "Mid with both overrides=None must byte-match Near"
2528 );
2529 }
2530
2531 // DDA.9: `s6_1_global_mip_cap_survives_mid_tier` was removed. It
2532 // pinned voxlap's `mip_levels_override` global cap composing with the
2533 // Mid override — the ship anti-axis-aligned-beam workaround. The DDA
2534 // renderer has no axis-aligned mip beam (honest per-cell traversal),
2535 // so the workaround / global cap is obsolete and the DDA path doesn't
2536 // consult `mip_levels_override`.
2537
2538 // ---- S6.3: Far-tier billboard blit ----
2539
2540 /// Force Far tier via `r_near = 0, r_mid = 0`: any non-zero
2541 /// camera-to-grid distance lands on `Lod::Far`. Renders a small
2542 /// grid at world (0, 200, 0) with default-radius thresholds
2543 /// turned all-Far. The composed framebuffer must contain
2544 /// non-sky pixels from the impostor blit.
2545 #[test]
2546 fn s6_3_far_tier_blits_non_sky_pixels() {
2547 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2548 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2549 r_near: 0.0,
2550 r_mid: 0.0,
2551 mid_mip_levels: None,
2552 mid_mip_scan_dist: None,
2553 };
2554
2555 let camera = camera_at([64.0, 0.0, 100.0]);
2556 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2557 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2558 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2559 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2560 let outcome = render_scene_composed(
2561 &mut fb,
2562 &mut zb,
2563 XRES as usize,
2564 XRES,
2565 YRES,
2566 fog,
2567 &mut scene,
2568 &camera,
2569 &settings,
2570 sky_color,
2571 None,
2572 );
2573 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2574
2575 // Sanity: picker actually picked Far.
2576 let lod = scene
2577 .grid(id)
2578 .unwrap()
2579 .select_lod(DVec3::from_array(camera.pos));
2580 assert_eq!(lod, Lod::Far);
2581
2582 // Impostor must paint at least some non-sky pixels.
2583 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2584 assert!(
2585 non_sky > 0,
2586 "Far-tier render produced no non-sky pixels — billboard blit not firing"
2587 );
2588 }
2589
2590 /// Lazy populate: cache starts `None`, becomes `Some` after the
2591 /// first Far render.
2592 #[test]
2593 fn s6_3_far_render_lazily_populates_cache() {
2594 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2595 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2596 r_near: 0.0,
2597 r_mid: 0.0,
2598 mid_mip_levels: None,
2599 mid_mip_scan_dist: None,
2600 };
2601 assert!(scene.grid(id).unwrap().billboards.is_none());
2602
2603 let camera = camera_at([64.0, 0.0, 100.0]);
2604 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2605 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2606 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2607 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2608 let _ = render_scene_composed(
2609 &mut fb,
2610 &mut zb,
2611 XRES as usize,
2612 XRES,
2613 YRES,
2614 fog,
2615 &mut scene,
2616 &camera,
2617 &settings,
2618 sky_color,
2619 None,
2620 );
2621 let cache = scene
2622 .grid(id)
2623 .unwrap()
2624 .billboards
2625 .as_ref()
2626 .expect("Far render should have populated billboards");
2627 assert_eq!(cache.len(), 26);
2628 }
2629
2630 /// Edit invalidates the cache; a subsequent Far render rebuilds.
2631 #[test]
2632 fn s6_3_edit_invalidates_then_far_render_rebuilds() {
2633 let (mut scene, id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2634 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2635 r_near: 0.0,
2636 r_mid: 0.0,
2637 mid_mip_levels: None,
2638 mid_mip_scan_dist: None,
2639 };
2640 let camera = camera_at([64.0, 0.0, 100.0]);
2641 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2642 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2643
2644 // First Far render → cache built.
2645 let mut fb1 = vec![sky_color; pixel_count(XRES, YRES)];
2646 let mut zb1 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2647 let _ = render_scene_composed(
2648 &mut fb1,
2649 &mut zb1,
2650 XRES as usize,
2651 XRES,
2652 YRES,
2653 fog,
2654 &mut scene,
2655 &camera,
2656 &settings,
2657 sky_color,
2658 None,
2659 );
2660 assert!(scene.grid(id).unwrap().billboards.is_some());
2661
2662 // Edit invalidates.
2663 scene
2664 .grid_mut(id)
2665 .unwrap()
2666 .set_voxel(IVec3::new(70, 70, 70), Some(VoxColor(0x80_aa_aa_22)));
2667 assert!(scene.grid(id).unwrap().billboards.is_none());
2668
2669 // Second Far render rebuilds.
2670 let mut fb2 = vec![sky_color; pixel_count(XRES, YRES)];
2671 let mut zb2 = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2672 let _ = render_scene_composed(
2673 &mut fb2,
2674 &mut zb2,
2675 XRES as usize,
2676 XRES,
2677 YRES,
2678 fog,
2679 &mut scene,
2680 &camera,
2681 &settings,
2682 sky_color,
2683 None,
2684 );
2685 assert!(scene.grid(id).unwrap().billboards.is_some());
2686 }
2687
2688 /// Hybrid scene: one Near grid + one Far grid. Both must render
2689 /// visibly; the Far grid via blit, the Near grid via opticast.
2690 /// Sanity check that the two paths cohabit one
2691 /// `render_scene_composed` call.
2692 #[test]
2693 fn s6_3_near_and_far_grids_in_same_scene() {
2694 let mut scene = Scene::new();
2695 // Grid A: stays Near (default thresholds). Solid box at
2696 // world (-30..-20, 190..210, 50..70).
2697 let a_id = scene.add_grid(GridTransform::at(DVec3::new(-100.0, 200.0, 0.0)));
2698 scene.grid_mut(a_id).unwrap().set_rect(
2699 IVec3::new(70, 0, 50),
2700 IVec3::new(85, 15, 70),
2701 Some(VoxColor(0x80_22_88_22)), // green
2702 );
2703 // Grid B: forced Far. Box at world (~100, 200, 100).
2704 let b_id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2705 scene.grid_mut(b_id).unwrap().set_rect(
2706 IVec3::new(0, 0, 80),
2707 IVec3::new(20, 20, 110),
2708 Some(VoxColor(0x80_aa_22_22)), // red
2709 );
2710 scene.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds {
2711 r_near: 0.0,
2712 r_mid: 0.0,
2713 mid_mip_levels: None,
2714 mid_mip_scan_dist: None,
2715 };
2716
2717 let camera = camera_at([0.0, 0.0, 80.0]);
2718 // Confirm A is Near, B is Far for this pose.
2719 assert_eq!(
2720 scene
2721 .grid(a_id)
2722 .unwrap()
2723 .select_lod(DVec3::from_array(camera.pos)),
2724 Lod::Near
2725 );
2726 assert_eq!(
2727 scene
2728 .grid(b_id)
2729 .unwrap()
2730 .select_lod(DVec3::from_array(camera.pos)),
2731 Lod::Far
2732 );
2733
2734 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2735 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2736 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2737 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2738 let outcome = render_scene_composed(
2739 &mut fb,
2740 &mut zb,
2741 XRES as usize,
2742 XRES,
2743 YRES,
2744 fog,
2745 &mut scene,
2746 &camera,
2747 &settings,
2748 sky_color,
2749 None,
2750 );
2751 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 2 });
2752
2753 // Each grid should contribute visible pixels.
2754 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
2755 assert!(
2756 non_sky > 20,
2757 "hybrid scene produced too few non-sky pixels ({non_sky}); one tier may have failed"
2758 );
2759 }
2760
2761 /// Empty grid at Far tier: skipped silently (no panic, no
2762 /// allocation), `billboards` stays `None`.
2763 #[test]
2764 fn s6_3_empty_grid_at_far_is_skipped() {
2765 let mut scene = Scene::new();
2766 let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 200.0, 0.0)));
2767 scene.grid_mut(id).unwrap().lod_thresholds = crate::LodThresholds {
2768 r_near: 0.0,
2769 r_mid: 0.0,
2770 mid_mip_levels: None,
2771 mid_mip_scan_dist: None,
2772 };
2773
2774 let camera = camera_at([0.0, 0.0, 100.0]);
2775 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2776 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2777 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2778 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2779 let outcome = render_scene_composed(
2780 &mut fb,
2781 &mut zb,
2782 XRES as usize,
2783 XRES,
2784 YRES,
2785 fog,
2786 &mut scene,
2787 &camera,
2788 &settings,
2789 sky_color,
2790 None,
2791 );
2792 // No grids contributed.
2793 assert_eq!(outcome, RenderOutcome::Empty);
2794 // Cache must NOT have been built for an empty grid.
2795 assert!(scene.grid(id).unwrap().billboards.is_none());
2796 // Framebuffer unchanged.
2797 assert!(fb.iter().all(|&p| p == sky_color));
2798 }
2799
2800 // ---- S6.0: LOD picker wired but every tier falls through to Near ----
2801
2802 /// Threshold-invariance: a grid rendered with the S6 derived
2803 /// thresholds (`from_radius` of the actual bounding sphere) must
2804 /// produce a framebuffer byte-identical to the same grid with
2805 /// default `always_near` thresholds, because S6.0 takes the
2806 /// `Near` arm of the match for all three tiers. This is the
2807 /// regression test for the S6.0 contract.
2808 #[test]
2809 fn render_scene_composed_lod_threshold_invariance() {
2810 // Scene A: default thresholds (always_near).
2811 let (mut scene_a, _a_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2812 let cam = camera_at([64.0, 0.0, 100.0]);
2813 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2814 let mut fb_a = vec![sky_color; pixel_count(XRES, YRES)];
2815 let mut zb_a = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2816 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2817 let outcome_a = render_scene_composed(
2818 &mut fb_a,
2819 &mut zb_a,
2820 XRES as usize,
2821 XRES,
2822 YRES,
2823 fog,
2824 &mut scene_a,
2825 &cam,
2826 &settings,
2827 sky_color,
2828 None,
2829 );
2830 assert_eq!(outcome_a, RenderOutcome::Rendered { grids_drawn: 1 });
2831
2832 // Scene B: thresholds derived from the grid's bounding
2833 // radius. At this camera distance the grid lands on Mid or
2834 // Far; if S6.0 ever stops falling through to Near, this test
2835 // catches the divergence.
2836 let (mut scene_b, b_id) = build_one_grid_scene(DVec3::new(0.0, 200.0, 0.0));
2837 let radius = scene_b.grid(b_id).unwrap().bounding_radius();
2838 assert!(
2839 radius > 0.0,
2840 "bounding_radius should be > 0 for a populated grid"
2841 );
2842 scene_b.grid_mut(b_id).unwrap().lod_thresholds = crate::LodThresholds::from_radius(radius);
2843 // Sanity: the camera is far enough that the picker no longer
2844 // returns Near (otherwise the invariance test would be vacuous).
2845 let lod = scene_b
2846 .grid(b_id)
2847 .unwrap()
2848 .select_lod(DVec3::from_array(cam.pos));
2849 assert_ne!(
2850 lod,
2851 Lod::Near,
2852 "camera should land in Mid or Far for derived thresholds — got {lod:?}",
2853 );
2854
2855 let mut fb_b = vec![sky_color; pixel_count(XRES, YRES)];
2856 let mut zb_b = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2857 let outcome_b = render_scene_composed(
2858 &mut fb_b,
2859 &mut zb_b,
2860 XRES as usize,
2861 XRES,
2862 YRES,
2863 fog,
2864 &mut scene_b,
2865 &cam,
2866 &settings,
2867 sky_color,
2868 None,
2869 );
2870 assert_eq!(outcome_b, RenderOutcome::Rendered { grids_drawn: 1 });
2871
2872 // Byte-identity is the S6.0 contract — Mid/Far still take
2873 // the Near arm.
2874 assert_eq!(
2875 fb_a, fb_b,
2876 "S6.0 framebuffer must be byte-identical regardless of LOD thresholds"
2877 );
2878 }
2879
2880 #[test]
2881 fn render_scene_composed_empty_scene_returns_empty() {
2882 let mut scene = Scene::new();
2883 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
2884 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2885 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2886 let camera = camera_at([0.0, 0.0, 0.0]);
2887 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2888 let outcome = render_scene_composed(
2889 &mut fb,
2890 &mut zb,
2891 XRES as usize,
2892 XRES,
2893 YRES,
2894 fog,
2895 &mut scene,
2896 &camera,
2897 &settings,
2898 sky_color,
2899 None,
2900 );
2901 assert_eq!(outcome, RenderOutcome::Empty);
2902 // fb should be unchanged (still all sky).
2903 assert!(fb.iter().all(|&p| p == sky_color));
2904 }
2905
2906 /// FNV-1a 64-bit hash. Same offset/prime as the
2907 /// `roxlap-oracle::fnv1a64` helper used by the wasm-render
2908 /// goldens; pinning a render hash here is the same flavour of
2909 /// regression catch.
2910 fn fnv1a64(data: &[u8]) -> u64 {
2911 let mut h: u64 = 0xcbf2_9ce4_8422_2325;
2912 for &b in data {
2913 h ^= u64::from(b);
2914 h = h.wrapping_mul(0x0000_0100_0000_01b3);
2915 }
2916 h
2917 }
2918
2919 // ---- S4.0 cross-chunk smoke test ----
2920
2921 /// Two-chunk-wide grid: a recognisable shape spans the chunk
2922 /// boundary at `virtual_x = 128`. The render must not have a
2923 /// horizontal seam line at the boundary.
2924 #[test]
2925 fn render_scene_two_chunk_x_grid_no_seam() {
2926 let mut scene = Scene::new();
2927 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
2928 let g = scene.grid_mut(id).unwrap();
2929 // 100-voxel-tall stripe spanning x=[120..136] across the
2930 // x=128 chunk seam at z=200, y=[60..68]. After bake-free
2931 // render, every column in the stripe paints the same colour
2932 // at the same z; a seam at x=128 would show as missing
2933 // pixels in the column at virtual_x=128 / 129 / ...
2934 g.set_rect(
2935 IVec3::new(120, 60, 200),
2936 IVec3::new(136, 67, 215),
2937 Some(VoxColor(0x80_aa_55_22)),
2938 );
2939 // Sanity: ensure both chunks were materialised.
2940 assert_eq!(g.chunk_count(), 2);
2941
2942 // Render with a camera positioned to look at the stripe
2943 // straight on. Stripe at world (120..136, 260..268, 200..215).
2944 // Camera at (128, 100, 207) looking +y centres on it.
2945 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
2946 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
2947 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
2948 let camera = camera_at([128.0, 100.0, 207.0]);
2949 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
2950 let outcome = render_scene_composed(
2951 &mut fb,
2952 &mut zb,
2953 XRES as usize,
2954 XRES,
2955 YRES,
2956 fog,
2957 &mut scene,
2958 &camera,
2959 &settings,
2960 sky_color,
2961 None,
2962 );
2963 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
2964
2965 // Stripe colour should appear in roughly the centre of the
2966 // framebuffer. A chunk-edge seam would manifest as a thin
2967 // sky-coloured vertical line splitting the stripe in two.
2968 let stripe = 0x80_aa_55_22;
2969 let stripe_count = fb.iter().filter(|&&p| p == stripe).count();
2970 assert!(
2971 stripe_count > 200,
2972 "stripe rendered too few pixels ({stripe_count}) — chunks may not be stitching"
2973 );
2974
2975 // Walk the centre row left-to-right looking for a sky-pixel
2976 // gap inside a stripe run. A gap 1+ pixels wide flags a
2977 // chunk-edge seam.
2978 let centre_y = (YRES / 2) as usize;
2979 let row_start = centre_y * (XRES as usize);
2980 let row = &fb[row_start..row_start + (XRES as usize)];
2981 let mut in_stripe = false;
2982 let mut seam_gaps = 0usize;
2983 for &px in row {
2984 if px == stripe {
2985 in_stripe = true;
2986 } else if in_stripe && px == sky_color {
2987 // Stripe ended; if we re-enter it on this row that's
2988 // a seam.
2989 if row.iter().skip_while(|&&p| p != px).any(|&p| p == stripe) {
2990 // Look ahead for any further stripe pixel.
2991 seam_gaps += 1;
2992 }
2993 in_stripe = false;
2994 }
2995 }
2996 // We allow seam_gaps to count the legitimate "stripe ended,
2997 // didn't restart" transition once; more than that means
2998 // multiple disjoint runs on the row → seam.
2999 assert!(
3000 seam_gaps <= 1,
3001 "centre row has {seam_gaps} disjoint stripe runs — expected 1 (chunk-edge seam suspected)"
3002 );
3003 }
3004
3005 // DDA.9: the voxlap-era mip regression tests here
3006 // (`vxl_generate_mips_on_set_voxel_chunk_renders` + the byte-exact
3007 // 2-chunk opticast pin) were removed — they drove voxlap `opticast` +
3008 // `ScalarRasterizer` directly, a path no longer reachable from this
3009 // consumer crate. The DDA mip ladder + multi-mip render is covered by
3010 // `render_with_mips_present_still_renders_mip0` and the
3011 // `stacked_*_multi_mip` tests below.
3012
3013 /// Mip-0 preservation when mips are generated on the combined
3014 /// view but `mip_levels = 1` in the rasterizer's settings.
3015 /// Confirms `generate_mips` only APPENDS data — mip-0
3016 /// prefix is unchanged.
3017 #[test]
3018 fn render_with_mips_present_still_renders_mip0() {
3019 let mut scene = Scene::new();
3020 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3021 scene.grid_mut(id).unwrap().set_rect(
3022 IVec3::new(40, 40, 40),
3023 IVec3::new(55, 55, 55),
3024 Some(VoxColor(0x80_88_88_88)),
3025 );
3026 // S4B.4.a: force mip-1..mip-2 generation on the single
3027 // chunk directly (the Grid's combined-view cache API was
3028 // removed). The chunk's own Vxl::generate_mips builds its
3029 // own mip tables and the renderer happens to render through
3030 // them via Approach B's chunk_at_xy lookup.
3031 {
3032 let grid = scene.grid_mut(id).unwrap();
3033 let chunk = grid.chunks.get_mut(&IVec3::ZERO).unwrap();
3034 chunk.generate_mips(3);
3035 }
3036
3037 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3038 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3039 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3040 let camera = camera_at([64.0, 0.0, 64.0]);
3041 // mip_scan_dist huge → renderer never transitions past mip-0
3042 // so this test pins mip-0 correctness only.
3043 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3044 settings.mip_scan_dist = 100_000;
3045 let outcome = render_scene_composed(
3046 &mut fb,
3047 &mut zb,
3048 XRES as usize,
3049 XRES,
3050 YRES,
3051 fog,
3052 &mut scene,
3053 &camera,
3054 &settings,
3055 sky_color,
3056 None,
3057 );
3058 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3059 let non_sky = fb.iter().filter(|&&p| p != sky_color).count();
3060 assert!(
3061 non_sky > 0,
3062 "render of single-grid scene with mips present rendered all-sky: mip-0 may be corrupted by generate_mips"
3063 );
3064 }
3065
3066 #[test]
3067 fn render_scene_two_chunk_x_grid_hash_is_stable() {
3068 // Frozen 2026-05-10 at S4.0 landing on x86_64.
3069 // DDA.9: re-frozen to the DDA renderer's output (was the
3070 // voxlap-opticast golden 0x215e_d66d_7359_4725).
3071 const GOLDEN: u64 = 0x492e_c4bb_718f_d7e5;
3072 // Same scene shape as `render_scene_two_chunk_x_grid_no_seam`
3073 // — kept distinct so the hash assertion doesn't share its
3074 // setup with the structural seam check.
3075 let mut scene = Scene::new();
3076 let id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 200.0, 0.0)));
3077 scene.grid_mut(id).unwrap().set_rect(
3078 IVec3::new(120, 60, 200),
3079 IVec3::new(136, 67, 215),
3080 Some(VoxColor(0x80_aa_55_22)),
3081 );
3082 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3083 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3084 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3085 let camera = camera_at([128.0, 100.0, 207.0]);
3086 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3087 let outcome = render_scene_composed(
3088 &mut fb,
3089 &mut zb,
3090 XRES as usize,
3091 XRES,
3092 YRES,
3093 fog,
3094 &mut scene,
3095 &camera,
3096 &settings,
3097 sky_color,
3098 None,
3099 );
3100 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3101
3102 let bytes: Vec<u8> = fb.iter().flat_map(|p| p.to_ne_bytes()).collect();
3103 let hash = fnv1a64(&bytes);
3104 if GOLDEN == SENTINEL {
3105 // First-run capture mode — print the hash so the
3106 // developer can paste it into GOLDEN above.
3107 eprintln!("render_scene_two_chunk_x_grid_hash_is_stable: capture hash = 0x{hash:016x}");
3108 panic!("GOLDEN is the SENTINEL placeholder — paste 0x{hash:016x} into GOLDEN above");
3109 }
3110 assert_eq!(
3111 hash, GOLDEN,
3112 "2-chunk render hash drifted: expected 0x{GOLDEN:016x}, got 0x{hash:016x}"
3113 );
3114 }
3115
3116 /// Sentinel for first-run hash capture in
3117 /// [`render_scene_two_chunk_x_grid_hash_is_stable`]. Replace
3118 /// `GOLDEN`'s definition with the printed value once captured.
3119 const SENTINEL: u64 = 0xDEAD_BEEF_DEAD_BEEF;
3120
3121 /// S4B.6.c: stacked-grid scaffold — camera in chz=1 (= world
3122 /// z=256..511) of a 2-chunk-tall grid should render its own
3123 /// chunk's terrain. Verifies cf seed + slab-byte reads + chunk-
3124 /// XY swaps all use world-z consistently.
3125 ///
3126 /// Cross-chunk look-down (= camera in chz=0 sees terrain in
3127 /// chz=1) needs cf z range extension at air-gap-lookup time;
3128 /// that's a follow-up to S4B.6.c.
3129 #[test]
3130 fn stacked_two_chunk_z_camera_in_chz1_sees_own_chunk_floor() {
3131 let mut scene = Scene::new();
3132 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3133 let g = scene.grid_mut(id).unwrap();
3134 // chz=0: all-air (materialised so chunk_xyz_backing enumerates).
3135 g.ensure_chunk(IVec3::new(0, 0, 0));
3136 // chz=1: floor at local z=50 (= world z=306).
3137 g.set_rect(
3138 IVec3::new(60, 60, 306),
3139 IVec3::new(72, 72, 310),
3140 Some(VoxColor(0x80_33_66_99)),
3141 );
3142 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
3143
3144 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3145 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3146 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3147 // Camera at world (66, 66, 280) — directly above the
3148 // floor at world z=306. Look STRAIGHT DOWN (z increases =
3149 // down in voxlap z-down).
3150 let camera = Camera {
3151 pos: [66.0, 66.0, 280.0],
3152 right: [1.0, 0.0, 0.0],
3153 down: [0.0, 1.0, 0.0],
3154 forward: [0.0, 0.0, 1.0],
3155 };
3156 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3157 let outcome = render_scene_composed(
3158 &mut fb,
3159 &mut zb,
3160 XRES as usize,
3161 XRES,
3162 YRES,
3163 fog,
3164 &mut scene,
3165 &camera,
3166 &settings,
3167 sky_color,
3168 None,
3169 );
3170 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3171 let floor_count = fb.iter().filter(|&&p| p == 0x80_33_66_99).count();
3172 assert!(
3173 floor_count > 100,
3174 "camera at chz=1 with floor in same chunk should see it — got {floor_count} floor pixels"
3175 );
3176 }
3177
3178 /// S4B.6.e: cross-chunk look-down. Camera in chz=0's all-air
3179 /// chunk should see chz=1's floor below it. This was deferred
3180 /// from S4B.6.c because the cf seed's z range capped at the
3181 /// camera-chunk's bedrock (world z=255); S4B.6.e extends the
3182 /// air-gap walk in `camera_chunk_air_gap` to step into the
3183 /// next chunk down when the camera's column is all-air-bedrock,
3184 /// and the rasterizer routes state.column / slab_buf to the
3185 /// chunk holding the real floor via `seed_chunk_z`.
3186 #[test]
3187 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor() {
3188 let mut scene = Scene::new();
3189 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3190 let g = scene.grid_mut(id).unwrap();
3191 // chz=0: all-air. Materialised so chunk_xyz_backing
3192 // enumerates it.
3193 g.ensure_chunk(IVec3::new(0, 0, 0));
3194 // chz=1: floor at world z=306..310 (= local z=50..54).
3195 g.set_rect(
3196 IVec3::new(60, 60, 306),
3197 IVec3::new(72, 72, 310),
3198 Some(VoxColor(0x80_77_aa_44)),
3199 );
3200 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
3201
3202 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3203 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3204 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3205 // Camera at world (66, 66, 100) — in chz=0's all-air
3206 // chunk. Look STRAIGHT DOWN (z+) toward chz=1's floor at
3207 // world z=306.
3208 let camera = Camera {
3209 pos: [66.0, 66.0, 100.0],
3210 right: [1.0, 0.0, 0.0],
3211 down: [0.0, 1.0, 0.0],
3212 forward: [0.0, 0.0, 1.0],
3213 };
3214 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3215 let outcome = render_scene_composed(
3216 &mut fb,
3217 &mut zb,
3218 XRES as usize,
3219 XRES,
3220 YRES,
3221 fog,
3222 &mut scene,
3223 &camera,
3224 &settings,
3225 sky_color,
3226 None,
3227 );
3228 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3229 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
3230 assert!(
3231 floor_count > 50,
3232 "camera in chz=0 air-gap should see chz=1 floor via cross-chunk look-down — got {floor_count} floor pixels"
3233 );
3234 }
3235
3236 /// S4B.6.l KNOWN LIMITATION → RESOLVED by VC.5 (2026-05-31).
3237 /// Camera at chz=0 with all-air-bedrock at the camera's own
3238 /// XY column (seed_chz=1 via cross-chunk look-down). A DIFFERENT
3239 /// XY column has chz=0 content (= a distant mountain entirely
3240 /// inside chz=0). Pre-VC.5 the chunk-XY swap read chz=1 chunks
3241 /// across the DDA, so the chz=0 mountain was invisible. VC.5's
3242 /// multi-chz column-step install stitches every chz layer at the
3243 /// new XY column; the chz=0 mountain renders correctly.
3244 ///
3245 /// VC.0 pin (2026-05-31): re-enabled (was `#[ignore]`'d). VC.5
3246 /// flipped it from failing (mountain_chz0 = 0) to passing.
3247 #[test]
3248 fn stacked_chz0_distant_mountain_visible_from_chz0_camera() {
3249 let mut scene = Scene::new();
3250 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3251 let g = scene.grid_mut(id).unwrap();
3252 // chz=0 mountain at a column DISTANT from the camera —
3253 // entirely in chz=0 (world z=100..200), so chz=1 at the
3254 // same XY is all-air-bedrock.
3255 g.set_rect(
3256 IVec3::new(100, 100, 100),
3257 IVec3::new(124, 124, 200),
3258 Some(VoxColor(0x80_aa_55_22)), // distinct brown
3259 );
3260 // chz=1 hills filling the floor at world z=336..360 across
3261 // the chunk EXCEPT a hole around the mountain XY (so the
3262 // mountain doesn't sit on a green tower).
3263 g.set_rect(
3264 IVec3::new(0, 0, 336),
3265 IVec3::new(128, 128, 360),
3266 Some(VoxColor(0x80_22_88_44)),
3267 );
3268 g.set_rect(IVec3::new(100, 100, 336), IVec3::new(124, 124, 360), None);
3269 // Materialise chz=0 + chz=1 (chz=0 has the mountain; chz=1
3270 // has the hills).
3271 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
3272 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
3273
3274 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3275 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3276 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3277 // Camera at (40, 40, 60) — chz=0 air, FAR from the mountain
3278 // XY (100..124, 100..124). Yaw=π/4 (look toward +x+y =
3279 // mountain direction), pitch=0.72 rad (≈ 41° down) so the
3280 // ray bisecting the screen aims at the chz=0 mountain centre
3281 // ≈ (112, 112, 150).
3282 let camera = Camera::from_yaw_pitch([40.0, 40.0, 60.0], std::f64::consts::FRAC_PI_4, 0.72);
3283 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3284 let outcome = render_scene_composed(
3285 &mut fb,
3286 &mut zb,
3287 XRES as usize,
3288 XRES,
3289 YRES,
3290 fog,
3291 &mut scene,
3292 &camera,
3293 &settings,
3294 sky_color,
3295 None,
3296 );
3297 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3298 let mountain_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
3299 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
3300 eprintln!("chz0-distant-mountain: mountain_chz0={mountain_count} hill_chz1={hill_count}");
3301 // chz=1 hills are reachable via seed-time cross-chunk
3302 // look-down.
3303 assert!(
3304 hill_count > 50,
3305 "expected chz=1 hills via cross-chunk look-down — got {hill_count}"
3306 );
3307 // The proper-fix assertion: chz=0 distant mountain SHOULD be
3308 // visible. Currently fails — pins the limitation.
3309 assert!(
3310 mountain_count > 50,
3311 "expected chz=0 distant mountain visible — got {mountain_count} (S4B.6.l limitation)"
3312 );
3313 }
3314
3315 /// S4B.6.h: mid-render chunk-Z handoff. Camera column has
3316 /// content in chz=0 (= a mountain at the camera's XY) so
3317 /// seed-time cross-chunk look-down does NOT fire — seed_chz=0.
3318 /// As rays DDA across the scene, they visit XY columns where
3319 /// chz=0 is all-air-bedrock. Mid-render handoff should swap
3320 /// state to chz=1's column at those XY positions and reveal
3321 /// hill content sitting under the camera's chz=0 layer.
3322 ///
3323 /// This is the "tall mountains breaching chunk-Z boundary"
3324 /// case the demo aims for.
3325 #[test]
3326 fn mid_render_handoff_reveals_chz1_hills_under_mountain_camera() {
3327 let mut scene = Scene::new();
3328 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3329 let g = scene.grid_mut(id).unwrap();
3330 // chz=0: a small "mountain peak" at the camera's XY.
3331 // Mountain at world z=150..200 — solid block.
3332 g.set_rect(
3333 IVec3::new(60, 60, 150),
3334 IVec3::new(72, 72, 200),
3335 Some(VoxColor(0x80_88_44_22)), // brown mountain
3336 );
3337 // chz=1: hills at world z=336..360 across the WHOLE chunk
3338 // (so DDA rays hit them when chz=0 is air).
3339 g.set_rect(
3340 IVec3::new(0, 0, 336),
3341 IVec3::new(128, 128, 360),
3342 Some(VoxColor(0x80_22_88_44)), // green hills
3343 );
3344 // Carve a hole in chz=1's hill at the mountain's footprint
3345 // so the mountain doesn't appear to "float" on green.
3346 g.set_rect(IVec3::new(60, 60, 336), IVec3::new(72, 72, 360), None);
3347 assert!(g.chunk(IVec3::new(0, 0, 0)).is_some());
3348 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
3349
3350 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3351 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3352 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3353 // Camera at world (66, 66, 100) — directly above the
3354 // mountain peak (at z=150). Camera column has the
3355 // mountain in chz=0. Look straight down.
3356 let camera = Camera {
3357 pos: [66.0, 66.0, 100.0],
3358 right: [1.0, 0.0, 0.0],
3359 down: [0.0, 1.0, 0.0],
3360 forward: [0.0, 0.0, 1.0],
3361 };
3362 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3363 let outcome = render_scene_composed(
3364 &mut fb,
3365 &mut zb,
3366 XRES as usize,
3367 XRES,
3368 YRES,
3369 fog,
3370 &mut scene,
3371 &camera,
3372 &settings,
3373 sky_color,
3374 None,
3375 );
3376 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3377 let mountain_count = fb.iter().filter(|&&p| p == 0x80_88_44_22).count();
3378 let hill_count = fb.iter().filter(|&&p| p == 0x80_22_88_44).count();
3379 // Verify the hills render at approximately the correct
3380 // world-z by sampling the z-buffer at hill pixels. Camera
3381 // at z=100 looking straight down; hills at world z=336.
3382 // Expected depth = 236 for directly-below pixels. If
3383 // state.z1 stays stuck at the mountain peak's z=150 the
3384 // hills would render with depth ≈ 50 → orders of magnitude
3385 // off.
3386 let mut hill_depths: Vec<f32> = fb
3387 .iter()
3388 .zip(zb.iter())
3389 .filter_map(|(&p, &d)| if p == 0x80_22_88_44 { Some(d) } else { None })
3390 .collect();
3391 hill_depths.sort_by(|a, b| a.partial_cmp(b).unwrap());
3392 let median_hill_depth = hill_depths[hill_depths.len() / 2];
3393 eprintln!(
3394 "mid-render handoff: mountain={mountain_count} hill={hill_count} median_hill_depth={median_hill_depth:.1}"
3395 );
3396 assert!(
3397 mountain_count > 50,
3398 "should see mountain peak via chz=0 — got {mountain_count} mountain pixels"
3399 );
3400 assert!(
3401 hill_count > 50,
3402 "should see chz=1 hills via mid-render handoff — got {hill_count} hill pixels"
3403 );
3404 assert!(
3405 (median_hill_depth - 236.0).abs() < 80.0,
3406 "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"
3407 );
3408 }
3409
3410 /// S4B.6.g: cross-chunk look-down under multi-mip. Same scene
3411 /// as `stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor` but
3412 /// with `mip_levels=2, mip_scan_dist=16` so the rasterizer
3413 /// transitions to mip-1 well within the chz=1 terrain. Locks in
3414 /// the slab_z_at mip-N offset fix (= `chunk_world_z_base >>
3415 /// gmipcnt`). Pre-fix produced a green / brown "wall in a circle
3416 /// around the camera" because mip-1 rendered the floor at
3417 /// world-z ≈ 178 instead of 306.
3418 #[test]
3419 fn stacked_two_chunk_z_camera_in_chz0_sees_chz1_floor_multi_mip() {
3420 let mut scene = Scene::new();
3421 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3422 let g = scene.grid_mut(id).unwrap();
3423 g.ensure_chunk(IVec3::new(0, 0, 0));
3424 g.set_rect(
3425 IVec3::new(60, 60, 306),
3426 IVec3::new(72, 72, 310),
3427 Some(VoxColor(0x80_77_aa_44)),
3428 );
3429 assert!(g.chunk(IVec3::new(0, 0, 1)).is_some());
3430
3431 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3432 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3433 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3434 let camera = Camera {
3435 pos: [66.0, 66.0, 100.0],
3436 right: [1.0, 0.0, 0.0],
3437 down: [0.0, 1.0, 0.0],
3438 forward: [0.0, 0.0, 1.0],
3439 };
3440 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3441 settings.mip_levels = 2;
3442 settings.mip_scan_dist = 16;
3443 let outcome = render_scene_composed(
3444 &mut fb,
3445 &mut zb,
3446 XRES as usize,
3447 XRES,
3448 YRES,
3449 fog,
3450 &mut scene,
3451 &camera,
3452 &settings,
3453 sky_color,
3454 None,
3455 );
3456 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3457 let floor_count = fb.iter().filter(|&&p| p == 0x80_77_aa_44).count();
3458 assert!(
3459 floor_count > 50,
3460 "multi-mip cross-chunk look-down should still see chz=1 floor — got {floor_count} floor pixels"
3461 );
3462 }
3463
3464 /// S4B.6.d: 3-chunk-tall stack stresses the widened gylookup
3465 /// (`(chunks_z * 512) >> mip + 4` per mip). Pre-S4B.6.d, gylookup
3466 /// was hardcoded at `(512 >> mip) + 4`, which would OOB or alias
3467 /// for any z > 511. This test renders a floor at world z=562
3468 /// (= chz=2, local z=50) with the camera at world z=540, looking
3469 /// straight down. Multi-mip is on so we exercise the mip slide
3470 /// path in `phase_remiporend` that scales `advance` by chunks_z.
3471 #[test]
3472 fn stacked_three_chunk_z_camera_in_chz2_sees_own_chunk_floor_multi_mip() {
3473 let mut scene = Scene::new();
3474 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3475 let g = scene.grid_mut(id).unwrap();
3476 // Materialise chz=0 + chz=1 so chunk_xyz_backing enumerates
3477 // the full stack.
3478 g.ensure_chunk(IVec3::new(0, 0, 0));
3479 g.ensure_chunk(IVec3::new(0, 0, 1));
3480 // chz=2: floor at world z=562..566 (= local z=50..54).
3481 g.set_rect(
3482 IVec3::new(60, 60, 562),
3483 IVec3::new(72, 72, 566),
3484 Some(VoxColor(0x80_aa_55_22)),
3485 );
3486 assert!(g.chunk(IVec3::new(0, 0, 2)).is_some());
3487
3488 let (_engine, fog, sky_color) = make_composed_pool(2 * CHUNK_SIZE_XY);
3489 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3490 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3491 let camera = Camera {
3492 pos: [66.0, 66.0, 540.0],
3493 right: [1.0, 0.0, 0.0],
3494 down: [0.0, 1.0, 0.0],
3495 forward: [0.0, 0.0, 1.0],
3496 };
3497 // Multi-mip on to exercise the gylookup-slide path.
3498 let mut settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3499 settings.mip_levels = 2;
3500 settings.mip_scan_dist = 16;
3501 let outcome = render_scene_composed(
3502 &mut fb,
3503 &mut zb,
3504 XRES as usize,
3505 XRES,
3506 YRES,
3507 fog,
3508 &mut scene,
3509 &camera,
3510 &settings,
3511 sky_color,
3512 None,
3513 );
3514 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3515 let floor_count = fb.iter().filter(|&&p| p == 0x80_aa_55_22).count();
3516 assert!(
3517 floor_count > 100,
3518 "camera at chz=2 with floor in same chunk should see it — got {floor_count} floor pixels"
3519 );
3520 }
3521
3522 // ---- S7.4: render integration with streaming ----
3523
3524 /// Floor-stamping generator for S7.4 render tests. Produces a
3525 /// 10-voxel-thick floor at the bottom of every chunk it
3526 /// generates (chunk-local `z = 230..239`, all xy). Visible as
3527 /// a green stripe along the bottom of the framebuffer when
3528 /// the camera looks +y across populated chunks.
3529 #[derive(Debug)]
3530 struct FloorGenerator;
3531
3532 impl crate::ChunkGenerator for FloorGenerator {
3533 fn generate(&self, _chunk_idx: IVec3) -> roxlap_formats::vxl::Vxl {
3534 // Lean on `Grid::ensure_chunk` for the empty-chunk
3535 // builder, then carve a floor via `set_rect`. Detach
3536 // the chunk from the temporary grid and return it.
3537 let mut tmp = crate::Grid::new(GridTransform::identity());
3538 tmp.ensure_chunk(IVec3::ZERO);
3539 let mut vxl = tmp.chunks.remove(&IVec3::ZERO).unwrap();
3540 #[allow(clippy::cast_possible_wrap)]
3541 roxlap_formats::edit::set_rect(
3542 &mut vxl,
3543 glam::IVec3::new(0, 0, 230).into(),
3544 glam::IVec3::new((CHUNK_SIZE_XY - 1) as i32, (CHUNK_SIZE_XY - 1) as i32, 239)
3545 .into(),
3546 Some(VoxColor(0x80_22_aa_22)),
3547 );
3548 vxl
3549 }
3550 }
3551
3552 #[test]
3553 fn render_scene_composed_unpumped_streaming_grid_renders_all_sky() {
3554 // S7.4(a): a grid with a generator + active stream radius
3555 // but no pump_streaming call has zero chunks. The render
3556 // walks the grid (chunk_xyz_backing returns None for an
3557 // empty chunk map → grid is skipped), framebuffer stays
3558 // sky.
3559 use std::sync::Arc;
3560 let mut scene = Scene::new();
3561 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3562 let g = scene.grid_mut(id).unwrap();
3563 g.set_generator(Some(Arc::new(FloorGenerator)));
3564 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3565 assert!(g.chunks.is_empty(), "no pump yet → no chunks");
3566
3567 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3568 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3569 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3570 // Camera at (64, -100, 200) looking +y so it would see
3571 // chunks ahead once they exist.
3572 let camera = camera_at([64.0, -100.0, 200.0]);
3573 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3574 let _ = render_scene_composed(
3575 &mut fb,
3576 &mut zb,
3577 XRES as usize,
3578 XRES,
3579 YRES,
3580 fog,
3581 &mut scene,
3582 &camera,
3583 &settings,
3584 sky_color,
3585 None,
3586 );
3587 // Empty grid path skips opticast → framebuffer untouched.
3588 assert!(
3589 fb.iter().all(|&p| p == sky_color),
3590 "unpumped streaming grid must render as all sky"
3591 );
3592 }
3593
3594 #[test]
3595 fn render_scene_composed_picks_up_streamed_chunks_after_sync_pump() {
3596 // S7.4(a): once the streaming pump installs chunks, the
3597 // next render shows them. Using pump_streaming_sync for
3598 // deterministic timing — pump_streaming (async) lands
3599 // the same way modulo a frame of latency.
3600 use std::sync::Arc;
3601 let mut scene = Scene::new();
3602 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3603 let g = scene.grid_mut(id).unwrap();
3604 g.set_generator(Some(Arc::new(FloorGenerator)));
3605 // Cover chunks ahead of the camera (y=0, y=128, y=256).
3606 g.stream_radius = crate::StreamRadius::new(300.0, 600.0);
3607
3608 // Render BEFORE pump: zero floor pixels.
3609 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3610 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3611 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3612 let camera = camera_at([64.0, -100.0, 200.0]);
3613 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3614 let _ = render_scene_composed(
3615 &mut fb,
3616 &mut zb,
3617 XRES as usize,
3618 XRES,
3619 YRES,
3620 fog,
3621 &mut scene,
3622 &camera,
3623 &settings,
3624 sky_color,
3625 None,
3626 );
3627 let pre_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3628 assert_eq!(pre_floor, 0, "pre-pump frame has no streamed chunks");
3629
3630 // Pump synchronously — `world_pos` matches the camera so
3631 // chunks ahead of it (within r_active = 300) stream in.
3632 scene.pump_streaming_sync(DVec3::new(64.0, -100.0, 200.0));
3633 let g = scene.grid(id).unwrap();
3634 assert!(
3635 !g.chunks.is_empty(),
3636 "pump should have streamed at least one chunk"
3637 );
3638
3639 // Render AFTER pump: the floor should now be visible. Reset
3640 // the framebuffer to sky first.
3641 fb.iter_mut().for_each(|p| *p = sky_color);
3642 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3643 let outcome = render_scene_composed(
3644 &mut fb,
3645 &mut zb,
3646 XRES as usize,
3647 XRES,
3648 YRES,
3649 fog,
3650 &mut scene,
3651 &camera,
3652 &settings,
3653 sky_color,
3654 None,
3655 );
3656 assert_eq!(outcome, RenderOutcome::Rendered { grids_drawn: 1 });
3657 let post_floor = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3658 assert!(
3659 post_floor > 100,
3660 "post-pump frame should show the streamed floor — got {post_floor} green pixels"
3661 );
3662 }
3663
3664 #[test]
3665 fn render_scene_composed_partial_streaming_renders_pending_chunks_as_air() {
3666 // S7.4(a): mixed state — some r_active chunks are
3667 // materialised, others are still pending (not in
3668 // `chunks`). The render must treat pending chunks as
3669 // implicit-air. Verified by stamping one chunk via the
3670 // generator + skipping the others, then confirming the
3671 // framebuffer has fewer floor pixels than the
3672 // fully-pumped baseline.
3673 use std::sync::Arc;
3674 let mut scene = Scene::new();
3675 let id = scene.add_grid(GridTransform::at(DVec3::ZERO));
3676 let g = scene.grid_mut(id).unwrap();
3677 g.set_generator(Some(Arc::new(FloorGenerator)));
3678 // r_active must be set so the later pump_streaming_sync
3679 // sanity-check actually streams more chunks in.
3680 g.stream_radius = crate::StreamRadius::new(400.0, 800.0);
3681
3682 // Materialise ONLY chunk (0, 0, 0) manually via the
3683 // sync helper — leave (0, 1, 0), (0, 2, 0) absent.
3684 let installed = g.ensure_chunk_generated(IVec3::ZERO);
3685 assert!(installed, "manual install of one chunk");
3686 assert_eq!(g.chunks.len(), 1);
3687 // Make sure (0, 1, 0), (0, 2, 0) are NOT present.
3688 assert!(g.chunk(IVec3::new(0, 1, 0)).is_none());
3689 assert!(g.chunk(IVec3::new(0, 2, 0)).is_none());
3690
3691 let (_engine, fog, sky_color) = make_composed_pool(CHUNK_SIZE_XY);
3692 let mut fb = vec![sky_color; pixel_count(XRES, YRES)];
3693 let mut zb = vec![f32::INFINITY; pixel_count(XRES, YRES)];
3694 // Camera inside chunk (0, 0, 0); looking +y means the
3695 // floor of (0, 0, 0) gets rendered until the ray walks
3696 // off the chunk into implicit-air space at y=128. No
3697 // floor pixels past that distance.
3698 let camera = camera_at([64.0, 32.0, 200.0]);
3699 let settings = OpticastSettings::for_oracle_framebuffer(XRES, YRES);
3700 let _ = render_scene_composed(
3701 &mut fb,
3702 &mut zb,
3703 XRES as usize,
3704 XRES,
3705 YRES,
3706 fog,
3707 &mut scene,
3708 &camera,
3709 &settings,
3710 sky_color,
3711 None,
3712 );
3713 let floor_pixels = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3714 // Visible floor inside chunk (0,0,0); pending neighbours
3715 // contribute nothing. The number isn't pinned exactly —
3716 // it just needs to be non-zero (we have content) and
3717 // less than what a fully-streamed scene would produce.
3718 assert!(
3719 floor_pixels > 0,
3720 "should see at least some floor from the loaded chunk"
3721 );
3722 // Sanity: stream the missing chunks; verify the floor
3723 // pixel count goes up.
3724 scene.pump_streaming_sync(DVec3::new(64.0, 32.0, 200.0));
3725 assert!(scene.grid(id).unwrap().chunk_count() >= 2);
3726 fb.iter_mut().for_each(|p| *p = sky_color);
3727 zb.iter_mut().for_each(|z| *z = f32::INFINITY);
3728 let _ = render_scene_composed(
3729 &mut fb,
3730 &mut zb,
3731 XRES as usize,
3732 XRES,
3733 YRES,
3734 fog,
3735 &mut scene,
3736 &camera,
3737 &settings,
3738 sky_color,
3739 None,
3740 );
3741 let floor_pixels_full = fb.iter().filter(|&&p| p == 0x80_22_aa_22).count();
3742 assert!(
3743 floor_pixels_full > floor_pixels,
3744 "fully-streamed scene should show more floor than partial: \
3745 partial={floor_pixels} full={floor_pixels_full}"
3746 );
3747 }
3748}