feat(render): support per-frame camera updates
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@@ -314,6 +314,32 @@ impl VulkanSmokeRenderer {
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self.swapchain_recreate_count
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}
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/// Returns the camera that will be uploaded for the next recorded frame.
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#[must_use]
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pub const fn camera(&self) -> super::VulkanStaticCamera {
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self.camera
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}
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/// Replaces the camera for subsequent frames without recreating GPU resources.
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///
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/// # Errors
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///
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/// Returns [`VulkanSmokeRendererError::InvalidStaticCamera`] when a matrix
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/// element is non-finite. The caller must update only between
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/// [`Self::draw_frame`] calls on the renderer-owning thread.
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pub fn set_camera(
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&mut self,
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camera: super::VulkanStaticCamera,
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) -> Result<(), VulkanSmokeRendererError> {
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if !camera.is_finite() {
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return Err(VulkanSmokeRendererError::InvalidStaticCamera {
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context: "non-finite clip_from_world matrix",
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});
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}
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self.camera = camera;
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Ok(())
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}
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/// Explicitly idles and tears down the renderer while the native window is still alive.
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///
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/// # Errors
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@@ -72,9 +72,23 @@ impl VulkanStaticCamera {
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) -> Option<Self> {
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let view = transform.try_direct3d7_view_row_major()?;
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let projection = projection.try_direct3d7_projection_row_major()?;
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Some(Self {
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clip_from_world: multiply_row_major(view, projection),
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})
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Self::from_row_major_view_projection(view, projection)
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}
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/// Builds a camera from finite row-major view and projection matrices.
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///
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/// This is the runtime-facing form of the contract. It is intentionally
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/// independent of the D3D7 recovery path so a future native camera
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/// controller can submit its per-frame matrices without recreating Vulkan
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/// resources.
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#[must_use]
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pub fn from_row_major_view_projection(view: [f32; 16], projection: [f32; 16]) -> Option<Self> {
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view.iter()
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.chain(projection.iter())
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.all(|value| value.is_finite())
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.then_some(Self {
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clip_from_world: multiply_row_major(view, projection),
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})
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}
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/// Returns whether every matrix element is finite.
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@@ -343,6 +357,22 @@ mod static_mesh_tests {
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assert_eq!(camera.clip_from_world[7], 0.65_f32.sin());
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}
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#[test]
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fn static_camera_accepts_finite_runtime_matrices_and_rejects_nan() {
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let identity = VulkanStaticCamera::default().clip_from_world;
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assert_eq!(
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VulkanStaticCamera::from_row_major_view_projection(identity, identity),
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Some(VulkanStaticCamera::default())
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);
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let mut invalid = identity;
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invalid[5] = f32::NAN;
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assert_eq!(
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VulkanStaticCamera::from_row_major_view_projection(invalid, identity),
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None
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);
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}
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#[test]
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fn static_mesh_rejects_bad_triangle_topology_and_indices() {
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let no_vertices = VulkanStaticMesh {
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@@ -1242,6 +1242,11 @@ impl ApplicationHandler for SmokeApp {
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event_loop.exit();
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return;
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};
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if let Err(error) = renderer.set_camera(VulkanStaticCamera::default()) {
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self.error = Some(error.to_string());
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event_loop.exit();
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return;
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}
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match renderer.draw_frame() {
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Ok(VulkanSmokeFrameOutcome::Presented) => {
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self.frames_presented = self.frames_presented.saturating_add(1);
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@@ -1437,6 +1437,15 @@ on its XY diagnostic projection until a runtime supplies a real legacy camera;
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selecting source-world coordinates with identity camera would be a misleading
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empty/off-screen viewer rather than a compatibility result.
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`VulkanSmokeRenderer::set_camera` now accepts a new finite camera between frame
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submissions and uses it for the next command buffer without rebuilding the
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swapchain, buffers, descriptors or pipelines. `VulkanStaticCamera` also accepts
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generic finite row-major view/projection pairs, so the final game camera
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controller need not be coupled to the D3D7 recovery type. The native Windows
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smoke executes that update before each of 300 validation-clean frames. This is
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the renderer-side cadence contract only; it does not yet supply a gameplay
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camera controller or claim camera movement parity.
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A fresh no-input launch of the canonical `iron_3d.exe` did create a responsive
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window titled `Parkan. Железная Стратегия`. A read-only probe then requested
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`PROCESS_QUERY_INFORMATION | PROCESS_VM_READ` and attempted to read the known
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