cvkg-core 0.1.20

Cyber Viking Kvasir Graph (CVKG) - High-fidelity agentic UI framework
Documentation
//! # Material System and Shader Composition
//!
//! Defines the material registry and shader composition pipeline logic.
//! Materials allow components to request specific visual properties (Bifrost, Gungnir, etc.)
//! which the renderer can then batch and optimize based on the active RenderTier.

use crate::RenderTier;
use std::collections::HashMap;
use std::sync::{Arc, Mutex, OnceLock};

/// Description of a visual material and its hardware requirements.
#[derive(Debug, Clone)]
pub struct Material {
    pub name: String,
    /// Minimum rendering tier required for this material to render at full fidelity.
    pub min_tier: RenderTier,
    /// Identifier for the shader effect (e.g., "bifrost", "gungnir_neon").
    pub shader_id: String,
    /// Custom parameters for the material.
    pub params: HashMap<String, f32>,
}

/// Global registry for materials available to the framework.
pub struct MaterialRegistry {
    materials: HashMap<String, Material>,
}

static REGISTRY: OnceLock<Arc<Mutex<MaterialRegistry>>> = OnceLock::new();

impl Default for MaterialRegistry {
    fn default() -> Self {
        Self::new()
    }
}

impl MaterialRegistry {
    pub fn new() -> Self {
        let mut registry = Self {
            materials: HashMap::new(),
        };
        registry.register_defaults();
        registry
    }

    /// Retrieve the global material registry instance.
    pub fn global() -> Arc<Mutex<Self>> {
        REGISTRY
            .get_or_init(|| Arc::new(Mutex::new(Self::new())))
            .clone()
    }

    fn register_defaults(&mut self) {
        self.register(Material {
            name: "bifrost_standard".to_string(),
            min_tier: RenderTier::Tier1GPU,
            shader_id: "bifrost".to_string(),
            params: [("blur".to_string(), 20.0)].into(),
        });
        self.register(Material {
            name: "gungnir_neon".to_string(),
            min_tier: RenderTier::Tier2GPU,
            shader_id: "gungnir".to_string(),
            params: [("glow".to_string(), 10.0)].into(),
        });
    }

    pub fn register(&mut self, material: Material) {
        self.materials.insert(material.name.clone(), material);
    }

    pub fn get(&self, name: &str) -> Option<&Material> {
        self.materials.get(name)
    }
}