use crate::renderer::GpuRenderer;
pub mod frame;
pub mod shapes;
pub mod text;
use crate::renderer::material_id;
use crate::types::*;
use crate::vertex::*;
use cvkg_core::LAYOUT_DIRTY;
use cvkg_core::{ColorTheme, Mesh, Rect, RenderStateSnapshot, Renderer};
use lyon::math::point;
use lyon::tessellation::{BuffersBuilder, StrokeOptions, StrokeTessellator, VertexBuffers};
use std::hash::{Hash, Hasher};
use std::sync::atomic::Ordering;
impl cvkg_core::ElapsedTime for GpuRenderer {
fn delta_time(&self) -> f32 {
self.current_scene.delta_time
}
fn elapsed_time(&self) -> f32 {
self.start_time.elapsed().as_secs_f32()
}
}
impl cvkg_core::RendererErrorHandler for GpuRenderer {
fn on_render_error(&mut self, error: &cvkg_core::CvkgError) {
tracing::error!("[GpuRenderer] {error}");
self.render_error_count += 1;
}
fn on_fatal_error(&mut self, error: &cvkg_core::CvkgError) {
tracing::error!("[GpuRenderer FATAL] {error}");
self.has_fatal_error = true;
}
fn has_error(&self) -> bool {
self.has_fatal_error
}
}
impl cvkg_core::Renderer for GpuRenderer {
fn is_over_budget(&self) -> bool {
self.frame_budget.allow_degradation
&& self.last_frame_start.elapsed().as_secs_f32() * 1000.0 > self.frame_budget.target_ms
}
fn text_scale_factor(&self) -> f32 {
self.current_scale_factor()
}
fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>) {
tracing::info!(
"[Surtr] Pre-warming Mega-Heim with {} assets...",
assets.len()
);
for (name, data) in assets {
self.load_image_to_heim(&name, &data);
}
}
fn fill_rect(&mut self, rect: Rect, color: [f32; 4]) {
self.fill_rect_with_mode(rect, self.apply_opacity(color), 0, None);
}
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4]) {
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
3,
None,
radius,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
}
fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32) {
self.fill_glass_rect_with_intensity(rect, radius, blur_radius, 1.0);
}
fn fill_glass_rect_with_intensity(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
glass_intensity: f32,
) {
self.fill_glass_rect_with_tint(
rect,
radius,
blur_radius,
[1.0, 1.0, 1.0, 0.4],
glass_intensity,
);
}
fn fill_glass_rect_with_tint(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
tint_color: [f32; 4],
glass_intensity: f32,
) {
let gi = glass_intensity.clamp(0.0, 1.0);
let blur_strength = (blur_radius / 25.0).clamp(0.0, 4.0) * gi;
if self.current_z != 0.0 {
self.portal_regions.push_back(rect);
}
let prev_material = self.current_draw_material;
self.current_draw_material = cvkg_core::DrawMaterial::Glass {
blur_radius: blur_strength,
ior_override: 0.0,
glass_intensity: gi,
};
let fill_color = [
tint_color[0],
tint_color[1],
tint_color[2],
tint_color[3] * gi,
];
self.fill_rect_with_full_params(
rect,
fill_color,
7, None,
radius,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
self.current_draw_material = prev_material;
}
fn fill_glass_rect_with_pressure(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
pressure: f32,
) {
let p = pressure.clamp(0.0, 1.0);
self.fill_glass_rect_with_intensity(rect, radius, blur_radius * p, p);
}
fn set_default_background_color(&mut self, color: [f32; 4]) {
self.default_background_color = color;
}
fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4]) {
let prev_material = self.current_draw_material;
self.current_draw_material = cvkg_core::DrawMaterial::Opaque;
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
0,
None,
rect.width.min(rect.height) * 0.22 * (n / 4.0),
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
self.current_draw_material = prev_material;
}
fn stroke_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4], stroke_width: f32) {
let prev_material = self.current_draw_material;
self.current_draw_material = cvkg_core::DrawMaterial::Opaque;
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
material_id::SQUIRCLE_STROKE,
None,
rect.width.min(rect.height) * 0.22 * (n / 4.0),
Rect {
x: stroke_width,
y: 0.0,
width: 0.0,
height: 0.0,
},
);
self.current_draw_material = prev_material;
}
fn draw_focus_ring(
&mut self,
rect: Rect,
radius: f32,
offset: f32,
width: f32,
color: [f32; 4],
) {
let ring_rect = Rect {
x: rect.x - offset,
y: rect.y - offset,
width: rect.width + 2.0 * offset,
height: rect.height + 2.0 * offset,
};
self.stroke_squircle(ring_rect, 4.0, color, width);
}
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4]) {
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
4,
None,
0.0,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
}
fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3]) {
self.fill_rect_with_full_params_and_slice(
rect,
self.apply_opacity(color),
material_id::MESH_3D,
None,
0.0,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
[rotation[0], rotation[1], rotation[2], 0.0],
[0.0, 0.0],
);
}
fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32) {
let logical_w = self.current_width() as f32 / self.current_scale_factor();
let logical_h = self.current_height() as f32 / self.current_scale_factor();
let screen_uv = Rect {
x: rect.x / logical_w,
y: rect.y / logical_h,
width: rect.width / logical_w,
height: rect.height / logical_h,
};
self.fill_rect_with_full_params(rect, [1.0, 1.0, 1.0, opacity], 7, None, blur, screen_uv);
}
fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32) {
let margin = radius;
let glow_rect = Rect {
x: rect.x - margin,
y: rect.y - margin,
width: rect.width + 2.0 * margin,
height: rect.height + 2.0 * margin,
};
let glow_color = [color[0], color[1], color[2], intensity * 0.3];
self.fill_rect_with_full_params(
glow_rect,
self.apply_opacity(glow_color),
material_id::DROP_SHADOW,
None,
8.0,
Rect {
x: margin,
y: radius,
width: 0.0,
height: 0.0,
},
);
}
fn gungnir_soft(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32) {
self.gungnir(rect, color, radius, intensity * 0.5);
}
fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32) {
let margin = radius;
let glow_rect = Rect {
x: rect.x - margin,
y: rect.y - margin,
width: rect.width + 2.0 * margin,
height: rect.height + 2.0 * margin,
};
let uv_rect = Rect {
x: margin,
y: radius,
width: 0.0,
height: 0.0,
};
self.fill_rect_with_full_params(
glow_rect,
self.apply_opacity(color),
material_id::DROP_SHADOW,
None,
8.0,
uv_rect,
);
}
fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32) {
let c = self.apply_opacity(color);
self.fill_rect_with_full_params(
rect,
c,
material_id::SQUIRCLE_STROKE,
None,
0.0, Rect {
x: stroke_width,
y: 0.0,
width: 0.0,
height: 0.0,
},
);
}
fn stroke_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32) {
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
material_id::SQUIRCLE_STROKE,
None,
radius,
Rect {
x: stroke_width,
y: 0.0,
width: 0.0,
height: 0.0,
},
);
}
fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32) {
let cx = rect.x + rect.width / 2.0;
let cy = rect.y + rect.height / 2.0;
let rx = rect.width / 2.0;
let ry = rect.height / 2.0;
let mut builder = lyon::path::Path::builder();
if rx > 0.0 && ry > 0.0 {
let segments = 64;
for i in 0..segments {
let angle = 2.0 * std::f32::consts::PI * (i as f32) / (segments as f32);
let x = cx + rx * angle.cos();
let y = cy + ry * angle.sin();
if i == 0 {
builder.begin(lyon::math::point(x, y));
} else {
builder.line_to(lyon::math::point(x, y));
}
}
builder.close();
}
let path = builder.build();
self.stroke_path(&path, color, stroke_width);
}
fn draw_linear_gradient(
&mut self,
rect: Rect,
start_color: [f32; 4],
end_color: [f32; 4],
angle: f32,
) {
self.fill_rect_with_full_params_and_slice(
rect,
self.apply_opacity(start_color),
15,
None,
0.0,
Rect {
x: angle,
y: 0.0,
width: 1.0,
height: 1.0,
},
end_color,
[0.0, 0.0],
);
}
fn draw_radial_gradient(&mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4]) {
self.fill_rect_with_full_params_and_slice(
rect,
self.apply_opacity(inner_color),
material_id::RADIAL_GRADIENT,
None,
0.0,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
outer_color,
[0.0, 0.0],
);
}
fn draw_linear_gradient_multi(&mut self, rect: Rect, stops: &[[f32; 4]], angle: f32) {
self.draw_gradient_multi(rect, stops, angle, false);
}
fn draw_radial_gradient_multi(&mut self, rect: Rect, stops: &[[f32; 4]]) {
self.draw_gradient_multi(rect, stops, 0.0, true);
}
fn draw_drop_shadow(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
blur: f32,
spread: f32,
) {
let margin = blur + spread;
let inflated = Rect {
x: rect.x - margin,
y: rect.y - margin,
width: rect.width + margin * 2.0,
height: rect.height + margin * 2.0,
};
self.fill_rect_with_full_params_and_slice(
inflated,
self.apply_opacity(color),
material_id::DROP_SHADOW,
None,
radius,
Rect {
x: margin,
y: blur,
width: 0.0,
height: 0.0,
},
[0.0, 0.0, 0.0, 1.0],
[0.0, 0.0],
);
}
fn stroke_dashed_rounded_rect(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
width: f32,
dash: f32,
gap: f32,
) {
self.fill_rect_with_full_params(
rect,
self.apply_opacity(color),
material_id::DASHED_STROKE,
None,
radius,
Rect {
x: width,
y: dash,
width: gap,
height: 0.0,
},
);
}
fn draw_9slice(
&mut self,
image_name: &str,
rect: Rect,
left: f32,
top: f32,
right: f32,
bottom: f32,
) {
let c = self.apply_opacity([1.0, 1.0, 1.0, 1.0]);
let tid = self.get_texture_id(image_name);
self.fill_rect_with_full_params(
rect,
c,
20,
tid,
bottom,
Rect {
x: left,
y: top,
width: right,
height: 0.0,
},
);
}
fn draw_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
color: [f32; 4],
stroke_width: f32,
) {
let dx = x2 - x1;
let dy = y2 - y1;
let len_sq = dx * dx + dy * dy;
if len_sq < 0.000001 {
return;
}
let len = len_sq.sqrt();
let half_w = stroke_width * 0.5;
let nx = -dy / len * half_w;
let ny = dx / len * half_w;
let points = [
[x1 + nx, y1 + ny],
[x2 + nx, y2 + ny],
[x2 - nx, y2 - ny],
[x1 - nx, y1 - ny],
];
self.push_oriented_quad(
points,
color,
1,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
}
fn draw_image(&mut self, image_name: &str, rect: Rect) {
if !self.image_uv_registry.contains(image_name) {
tracing::warn!("[Surtr] draw_image: '{}' not loaded, skipping", image_name);
return;
}
let tid = self
.get_texture_id(image_name)
.or_else(|| self.get_texture_id("__mega_heim"));
let uv_rect = self
.image_uv_registry
.get(image_name)
.copied()
.unwrap_or(Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
});
self.fill_rect_with_full_params(rect, [1.0, 1.0, 1.0, 1.0], 2, tid, 0.0, uv_rect);
}
fn shape_rich_text(
&mut self,
spans: &[cvkg_runic_text::TextSpan],
max_width: Option<f32>,
align: cvkg_runic_text::TextAlign,
overflow: cvkg_runic_text::TextOverflow,
) -> Option<cvkg_runic_text::ShapedText> {
self.shape_rich_text_impl(spans, max_width, align, overflow)
}
fn draw_shaped_text(&mut self, shaped: &cvkg_runic_text::ShapedText, x: f32, y: f32) {
self.draw_shaped_text_impl(shaped, x, y);
}
fn draw_texture(&mut self, texture_id: u32, rect: Rect) {
self.fill_rect_with_full_params_and_slice(
rect,
[1.0, 1.0, 1.0, 1.0],
2,
Some(texture_id),
0.0,
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
[0.0, 0.0, 0.0, 1.0],
[0.0, 0.0],
);
}
fn load_image(&mut self, name: &str, data: &[u8]) {
if self.image_uv_registry.contains(name) {
return;
}
let img_result = image::load_from_memory(data);
let img = match img_result {
Ok(img) => img.to_rgba8(),
Err(e) => {
tracing::error!("Failed to load image {}: {}", name, e);
image::RgbaImage::from_pixel(1, 1, image::Rgba([255, 255, 255, 255]))
}
};
let (width, height) = img.dimensions();
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(&format!("Texture Array Layer: {}", name)),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&img,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * width),
rows_per_image: Some(height),
},
size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let index = if self.texture_registry.len() < 31 {
(self.texture_registry.len() + 1) as u32
} else {
if let Some((old_name, old_index)) = self.texture_registry.pop_lru() {
self.image_uv_registry.pop(&old_name);
old_index
} else {
tracing::warn!("[GPU] texture registry full and no LRU entry to evict");
return;
}
};
if index == 0 || index as usize >= self.texture_views.len() {
tracing::error!(
"[GPU] load_image: invalid texture index {} (registry has {} entries)",
index,
self.texture_registry.len()
);
return;
}
self.texture_views[index as usize] = view;
self.image_uv_registry.put(
name.to_string(),
Rect {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
},
);
self.texture_registry.put(name.to_string(), index);
self.rebuild_texture_array_bind_group();
}
fn push_clip_rect(&mut self, rect: Rect) {
self.clip_stack.push(rect);
}
fn pop_clip_rect(&mut self) {
self.clip_stack.pop();
}
fn current_clip_rect(&self) -> Rect {
self.clip_stack.last().copied().unwrap_or(Rect::new(
0.0,
0.0,
self.current_width() as f32,
self.current_height() as f32,
))
}
fn memoize(&mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer)) {
use crate::types::{DrawCall, MemoEntry};
let should_skip = self
.memo_cache
.get(&id)
.is_some_and(|entry| entry.hash == data_hash);
if should_skip {
if let Some(entry) = self.memo_cache.get(&id) {
let i_offset = self.indices.len() as u32;
let inst_offset = self.instance_data.len() as u32;
self.vertices.extend_from_slice(&entry.vertices);
self.indices.extend_from_slice(&entry.indices);
self.instance_data.extend_from_slice(&entry.instance_data);
for dc in &entry.draw_calls {
let mut replayed = dc.clone();
replayed.index_start += i_offset;
replayed.instance_start += inst_offset;
self.draw_calls.push(replayed);
}
}
} else {
let v_start = self.vertices.len();
let i_start = self.indices.len();
let inst_start = self.instance_data.len();
let dc_start = self.draw_calls.len();
render_fn(self);
let draw_calls: Vec<DrawCall> = self.draw_calls[dc_start..]
.iter()
.map(|dc| {
let mut remapped = dc.clone();
remapped.index_start = remapped.index_start.saturating_sub(i_start as u32);
remapped.instance_start =
remapped.instance_start.saturating_sub(inst_start as u32);
remapped
})
.collect();
let entry = MemoEntry {
hash: data_hash,
frame_gen: self.frame_generation,
vertices: self.vertices[v_start..].to_vec(),
indices: self.indices[i_start..].to_vec(),
instance_data: self.instance_data[inst_start..].to_vec(),
draw_calls,
};
self.memo_cache.insert(id, entry);
}
}
fn snapshot_render_state(&self) -> RenderStateSnapshot {
RenderStateSnapshot {
clip_depth: self.clip_stack.len() as u32,
opacity_depth: self.opacity_stack.len() as u32,
slice_depth: self.slice_stack.len() as u32,
shadow_depth: self.shadow_stack.len() as u32,
transform_depth: self.transform_stack.len() as u32,
vnode_depth: self.vnode_stack.len() as u32,
}
}
fn restore_render_state(&mut self, snap: RenderStateSnapshot) {
while self.clip_stack.len() as u32 > snap.clip_depth {
self.clip_stack.pop();
}
while self.opacity_stack.len() as u32 > snap.opacity_depth {
self.opacity_stack.pop();
}
while self.slice_stack.len() as u32 > snap.slice_depth {
self.slice_stack.pop();
}
while self.shadow_stack.len() as u32 > snap.shadow_depth {
self.shadow_stack.pop();
}
while self.transform_stack.len() as u32 > snap.transform_depth {
self.transform_stack.pop();
}
while self.vnode_stack.len() as u32 > snap.vnode_depth {
self.vnode_stack.pop();
}
}
fn push_opacity(&mut self, opacity: f32) {
let current = self.opacity_stack.last().copied().unwrap_or(1.0);
self.opacity_stack.push(current * opacity);
}
fn pop_opacity(&mut self) {
self.opacity_stack.pop();
}
fn push_shadow(&mut self, radius: f32, color: [f32; 4], offset: [f32; 2]) {
self.shadow_stack.push(ShadowState {
radius,
color,
_offset: offset,
});
}
fn pop_shadow(&mut self) {
self.shadow_stack.pop();
}
fn push_transform(&mut self, translation: [f32; 2], scale: [f32; 2], rotation: f32) {
let c = rotation.cos();
let sn = rotation.sin();
let affine = glam::Mat3::from_cols(
glam::Vec3::new(c * scale[0], sn * scale[0], 0.0),
glam::Vec3::new(-sn * scale[1], c * scale[1], 0.0),
glam::Vec3::new(translation[0], translation[1], 1.0),
);
let parent = self
.transform_stack
.last()
.copied()
.unwrap_or(glam::Mat3::IDENTITY);
self.transform_stack.push(parent * affine);
}
fn push_affine(&mut self, transform: [f32; 6]) {
let affine = glam::Mat3::from_cols(
glam::Vec3::new(transform[0], transform[1], 0.0),
glam::Vec3::new(transform[2], transform[3], 0.0),
glam::Vec3::new(transform[4], transform[5], 1.0),
);
let parent = self
.transform_stack
.last()
.copied()
.unwrap_or(glam::Mat3::IDENTITY);
self.transform_stack.push(parent * affine);
}
fn pop_transform(&mut self) {
self.transform_stack.pop();
}
fn set_theme(&mut self, theme: ColorTheme) {
self.current_theme = theme;
self.queue
.write_buffer(&self.theme_buffer, 0, bytemuck::bytes_of(&theme));
}
fn push_theme(&mut self, theme: ColorTheme) {
let prev = self.current_theme;
self.current_theme = theme;
self.theme_stack.push(prev);
self.queue
.write_buffer(&self.theme_buffer, 0, bytemuck::bytes_of(&theme));
cvkg_core::set_theme_context(cvkg_core::ThemeContext::from_color_theme(&theme));
}
fn pop_theme(&mut self) {
if let Some(parent_theme) = self.theme_stack.pop() {
self.current_theme = parent_theme;
self.queue
.write_buffer(&self.theme_buffer, 0, bytemuck::bytes_of(&parent_theme));
cvkg_core::set_theme_context(cvkg_core::ThemeContext::from_color_theme(&parent_theme));
}
}
fn current_theme(&self) -> ColorTheme {
self.current_theme
}
fn set_rage(&mut self, rage: f32) {
self.current_scene.berzerker_rage = rage;
}
fn set_fireball_pos(&mut self, pos: [f32; 2]) {
self.current_scene.fireball_pos = pos;
}
fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32) {
self.current_scene.shatter_origin = origin;
self.current_scene.shatter_time = self.current_scene.time;
self.current_scene.shatter_force = force;
}
fn set_scene_preset(&mut self, preset: u32) {
self.current_scene.scene_type = preset;
}
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32) {
self.slice_stack.push((angle, offset));
}
fn pop_mjolnir_slice(&mut self) {
self.slice_stack.pop();
}
fn mjolnir_shatter(&mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4]) {
self.shatter_internal(rect, pieces, force, color, 8);
}
fn mjolnir_fluid_shatter(&mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4]) {
self.shatter_internal(rect, pieces, force, color, 11);
}
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4]) {
self.recursive_bolt(from, to, 4, color);
}
fn dispatch_particles(
&mut self,
origin: [f32; 2],
count: u32,
effect_type: &str,
color: [f32; 4],
) {
use crate::types::{GpuParticle, MAX_PARTICLES};
let dt = self.current_scene.delta_time;
let now = std::time::Instant::now();
let (speed_range, life_range, spread_angle) = match effect_type {
"firework" => (100.0..300.0, 1.0..2.5, std::f32::consts::TAU),
"spark" => (50.0..150.0, 0.5..1.5, std::f32::consts::PI),
"rain" => (20.0..80.0, 1.0..3.0, std::f32::consts::FRAC_PI_4),
"data_stream" => (80.0..200.0, 0.8..2.0, std::f32::consts::FRAC_PI_6),
"bubble" => (10.0..40.0, 2.0..4.0, std::f32::consts::TAU),
_ => (30.0..120.0, 1.0..2.0, std::f32::consts::TAU),
};
let count = count.min((MAX_PARTICLES - self.particles.count as usize) as u32);
if count == 0 {
return;
}
let mut rng_state = (now.elapsed().as_nanos() as u64)
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let mut rand_f32 = |range: std::ops::Range<f32>| -> f32 {
rng_state = rng_state
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let t = (rng_state >> 33) as f32 / (1u64 << 31) as f32;
range.start + t * (range.end - range.start)
};
for _ in 0..count {
let angle = rand_f32(0.0..spread_angle);
let speed = rand_f32(speed_range.clone());
let life = rand_f32(life_range.clone());
let vx = angle.cos() * speed;
let vy = angle.sin() * speed;
let particle = GpuParticle {
pos_vel: [origin[0], origin[1], vx, vy],
color_life: [color[0], color[1], color[2], life],
};
self.particles.staging.push(particle);
}
tracing::debug!(
"[Surtr] dispatch_particles: {} {} particles at {:?} (staged, {} total pending)",
count,
effect_type,
origin,
self.particles.staging.len()
);
}
fn draw_hologram(&mut self, rect: Rect, hologram_id: &str, time: f32) {
use std::hash::{Hash, Hasher};
let mut hasher = std::collections::hash_map::DefaultHasher::new();
hologram_id.hash(&mut hasher);
let id_hash = hasher.finish() as u32;
tracing::debug!(
"[Surtr] draw_hologram: {} at {:?} t={} (hologram pipeline)",
hologram_id,
rect,
time
);
self.hologram_instances
.push(crate::renderer::HologramInstance {
rect,
id_hash,
time,
});
self.volumetric_enabled = true;
}
fn upload_data_texture(&mut self, id: &str, data: &[f32], width: u32, height: u32) {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(id),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
bytemuck::cast_slice(data),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * width),
rows_per_image: Some(height),
},
size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureViewArray(&vec![&view; 32]),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.linear_sampler),
},
],
label: Some(id),
});
self.texture_bind_groups.push(bind_group);
let tid = (self.texture_bind_groups.len() - 1) as u32;
self.texture_registry.put(id.to_string(), tid);
}
fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str) {
let tid = self.get_texture_id(texture_id);
self.fill_rect_with_mode(rect, [1.0, 1.0, 1.0, 1.0], 12, tid);
}
fn draw_mesh(&mut self, mesh: &Mesh, color: [f32; 4], transform: glam::Mat4) {
let base_idx = self.vertices.len() as u32;
for i in 0..mesh.vertices.len() {
let pos = transform.transform_point3(glam::Vec3::from(mesh.vertices[i]));
let norm = transform.transform_vector3(glam::Vec3::from(mesh.normals[i]));
self.vertices.push(Vertex {
position: pos.to_array(),
normal: norm.to_array(),
uv: [0.0, 0.0],
color,
material_id: 13, radius: 0.0,
slice: [0.0, 0.0, 0.0, 1.0],
logical: [0.0, 0.0],
size: [0.0, 0.0],
clip: [-f32::INFINITY, -f32::INFINITY, f32::INFINITY, f32::INFINITY],
tex_index: 0,
});
}
for idx in &mesh.indices {
self.indices.push(base_idx + idx);
}
let (translation, scale_transform, rotation, _, _) = self.current_transform();
if self.draw_calls.is_empty() || self.current_texture_id.is_some() {
self.current_texture_id = None;
self.instance_data.push(InstanceData {
translation,
scale: scale_transform,
rotation,
blur_radius: 0.0,
ior_override: 0.0,
glass_intensity: 1.0,
});
self.draw_calls.push(DrawCall {
target_id: None,
panel_id: self.current_panel_id,
texture_id: None,
scissor_rect: self.clip_stack.last().copied(),
index_start: (self.indices.len() as u32) - (mesh.indices.len() as u32),
index_count: mesh.indices.len() as u32,
instance_count: 1,
material: cvkg_core::DrawMaterial::Opaque,
instance_start: (self.instance_data.len() - 1) as u32,
draw_order: 0,
});
} else {
self.draw_calls.last_mut().unwrap().index_count += mesh.indices.len() as u32;
}
}
fn draw_mesh_3d(
&mut self,
mesh: &Mesh,
material: &cvkg_core::Material3D,
transform: &cvkg_core::Transform3D,
) {
let base_idx = self.vertices.len() as u32;
let model_matrix = transform.to_matrix();
let view_depth =
(glam::Vec3::from(self.current_scene.camera_pos) - transform.position).length();
for i in 0..mesh.vertices.len() {
let pos = glam::Vec3::from(mesh.vertices[i]);
let norm = glam::Vec3::from(mesh.normals[i]);
let raw_uv = mesh.tex_coords.get(i).copied().unwrap_or([0.0, 0.0]);
let uv = [
raw_uv[0] * material.uv_scale[0] + material.uv_offset[0],
raw_uv[1] * material.uv_scale[1] + material.uv_offset[1],
];
self.vertices.push(Vertex {
position: [pos.x, pos.y, pos.z],
normal: [norm.x, norm.y, norm.z],
uv,
color: material.base_color,
material_id: 13, radius: 0.0,
slice: [material.metallic, material.roughness, material.opacity, 1.0],
logical: [0.0, 0.0],
size: [0.0, 0.0],
clip: mesh
.tangents
.get(i)
.copied()
.unwrap_or([0.0, 0.0, 1.0, 1.0]),
tex_index: 0,
});
}
for idx in &mesh.indices {
self.indices.push(base_idx + idx);
}
self.instance_data.push(InstanceData {
translation: [0.0, 0.0],
scale: [1.0, 1.0],
rotation: 0.0,
blur_radius: 0.0,
ior_override: 0.0,
glass_intensity: 1.0,
});
let row0 = model_matrix.row(0);
let row1 = model_matrix.row(1);
let row2 = model_matrix.row(2);
let instance_index = self.instance_data_3d.len() as u32;
self.instance_data_3d.push(InstanceData3D {
model_row0: [row0.x, row0.y, row0.z, row0.w],
model_row1: [row1.x, row1.y, row1.z, row1.w],
model_row2: [row2.x, row2.y, row2.z, row2.w],
material_overrides: [material.metallic, material.roughness, 0.0, material.opacity],
uv_scale: material.uv_scale,
uv_offset: material.uv_offset,
});
let gpu_mesh = crate::passes::shadow::GpuMesh3d {
vertex_buffer: self.geometry_buffers.vertex_buffer.clone(),
index_buffer: self.geometry_buffers.index_buffer.clone(),
index_count: mesh.indices.len() as u32,
transform: model_matrix,
view_depth,
instance_index,
};
if material.opacity < 1.0 {
self.pending_transparent_instances_3d.push(gpu_mesh);
} else {
self.pending_mesh_instances_3d.push(gpu_mesh);
}
self.draw_calls.push(DrawCall {
target_id: None,
panel_id: self.current_panel_id,
texture_id: None,
scissor_rect: self.clip_stack.last().copied(),
index_start: (self.indices.len() as u32) - (mesh.indices.len() as u32),
index_count: mesh.indices.len() as u32,
instance_count: 1,
material: cvkg_core::DrawMaterial::Opaque,
instance_start: (self.instance_data.len() - 1) as u32,
draw_order: 0,
});
}
fn set_camera_3d(&mut self, camera: &cvkg_core::Camera3D) {
self.current_scene.proj = camera.projection_matrix();
self.current_scene.view = camera.view_matrix();
self.current_scene.camera_pos = camera.position.into();
}
fn push_transform_3d(&mut self, transform: &cvkg_core::Transform3D) {
let model_matrix = transform.to_matrix();
let parent = self
.transform_stack_3d
.last()
.copied()
.unwrap_or(glam::Mat4::IDENTITY);
self.transform_stack_3d.push(parent * model_matrix);
}
fn pop_transform_3d(&mut self) {
self.transform_stack_3d.pop();
}
fn render_scene_node_3d(
&mut self,
position: [f32; 3],
rotation: [f32; 4],
scale: [f32; 3],
color: [f32; 4],
meshes: &[Mesh],
) {
let transform = cvkg_core::Transform3D {
position: glam::Vec3::from(position),
rotation: glam::Quat::from_xyzw(rotation[0], rotation[1], rotation[2], rotation[3]),
scale: glam::Vec3::from(scale),
};
if meshes.is_empty() {
let h = 0.5f32;
let cube = Mesh {
vertices: vec![
[-h, -h, -h],
[h, -h, -h],
[h, h, -h],
[-h, h, -h],
[-h, -h, h],
[h, -h, h],
[h, h, h],
[-h, h, h],
],
normals: vec![
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
],
indices: vec![
0, 1, 2, 0, 2, 3, 5, 4, 7, 5, 7, 6, 4, 0, 3, 4, 3, 7, 1, 5, 6, 1, 6, 2, 3, 2, 6, 3, 6, 7, 4, 5, 1, 4, 1, 0, ],
tex_coords: vec![[0.0, 0.0]; 8],
tangents: Vec::new(),
};
let mut cube = cube;
cube.tangents = cube.compute_tangents();
let material = cvkg_core::Material3D {
base_color: color,
base_color_texture: None,
normal_map_texture: None,
metallic_roughness_texture: None,
metallic: 0.0,
roughness: 0.5,
emissive: [0.0, 0.0, 0.0],
opacity: color[3],
uv_scale: [1.0, 1.0],
uv_offset: [0.0, 0.0],
};
self.submit_mesh_3d(&cube, &material, &transform);
} else {
let material = cvkg_core::Material3D {
base_color: color,
base_color_texture: None,
normal_map_texture: None,
metallic_roughness_texture: None,
metallic: 0.0,
roughness: 0.5,
emissive: [0.0, 0.0, 0.0],
opacity: color[3],
uv_scale: [1.0, 1.0],
uv_offset: [0.0, 0.0],
};
self.submit_mesh_3d(&meshes[0], &material, &transform);
}
}
fn register_shared_element(&mut self, id: &str, rect: Rect) {
self.shared_elements.put(id.to_string(), rect);
}
fn set_z_index(&mut self, z: f32) {
self.current_z = z;
}
fn set_material(&mut self, material: cvkg_core::DrawMaterial) {
self.current_draw_material = material;
}
fn current_material(&self) -> cvkg_core::DrawMaterial {
self.current_draw_material
}
fn get_z_index(&self) -> f32 {
self.current_z
}
fn request_redraw(&mut self) {
self.redraw_requested = true;
}
fn enter_portal(&mut self, z_index: i32) {
self.portal_theme_stack.push(self.current_theme);
self.current_z = z_index as f32;
}
fn exit_portal(&mut self) {
self.current_z = 0.0;
if let Some(restored_theme) = self.portal_theme_stack.pop() {
self.current_theme = restored_theme;
self.queue
.write_buffer(&self.theme_buffer, 0, bytemuck::bytes_of(&restored_theme));
cvkg_core::set_theme_context(cvkg_core::ThemeContext::from_color_theme(
&restored_theme,
));
}
}
fn push_vnode(&mut self, rect: Rect, name: &'static str) {
self.vnode_stack.push((rect, name));
}
fn pop_vnode(&mut self) {
self.vnode_stack.pop();
}
fn register_handler(
&mut self,
event_type: &str,
handler: std::sync::Arc<dyn Fn(cvkg_core::Event) + Send + Sync>,
) {
self.event_handlers
.entry(event_type.to_string())
.or_insert_with(Vec::new)
.push(handler);
}
fn load_svg(&mut self, name: &str, svg_data: &[u8]) {
GpuRenderer::load_svg(self, name, svg_data);
}
fn draw_svg(&mut self, name: &str, rect: Rect) {
GpuRenderer::draw_svg(self, name, rect, None, 0);
}
fn draw_svg_with_offset(&mut self, name: &str, rect: Rect, animation_time_offset: f32) {
GpuRenderer::draw_svg_with_offset(self, name, rect, None, 0, animation_time_offset);
}
fn draw_svg_with_order(&mut self, name: &str, rect: Rect, draw_order: i32) {
GpuRenderer::draw_svg_with_order(self, name, rect, None, 0, 0.0, draw_order);
}
fn serialize_svg(&mut self, name: &str) -> Result<String, String> {
let tree = self
.svg
.tree_cache
.get(name)
.ok_or_else(|| format!("SVG '{}' not found", name))?;
let config = cvkg_svg_serialize::SerializerConfig::default();
let mut serializer = cvkg_svg_serialize::SvgSerializer::with_config(config);
serializer
.serialize(tree)
.map_err(|e| format!("SVG serialization failed: {}", e))
}
fn apply_svg_filter(
&mut self,
name: &str,
filter_id: &str,
_region: Rect,
) -> Result<String, String> {
let tree = self
.svg
.tree_cache
.get(name)
.ok_or_else(|| format!("SVG '{}' not found", name))?;
let _filter = Self::find_filter(tree, filter_id)
.ok_or_else(|| format!("Filter '{}' not found in SVG '{}'", filter_id, name))?;
let config = cvkg_svg_serialize::SerializerConfig::default();
let mut serializer = cvkg_svg_serialize::SvgSerializer::with_config(config);
serializer
.serialize(tree)
.map_err(|e| format!("SVG filter serialization failed: {}", e))
}
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32) {
self.measure_text_impl(text, size)
}
fn draw_text(
&mut self,
text: &str,
rect: &Rect,
size: f32,
color: [f32; 4],
h_align: cvkg_core::TextHAlign,
v_align: cvkg_core::TextVAlign,
) {
self.draw_text_impl(text, rect, size, color, h_align, v_align);
}
}
impl GpuRenderer {
pub fn clear_event_handlers(&mut self) {
self.event_handlers.clear();
}
pub fn clear_text_cache(&mut self) {
self.clear_text_cache_impl();
}
pub fn get_handlers(
&self,
event_type: &str,
) -> Option<&Vec<std::sync::Arc<dyn Fn(cvkg_core::Event) + Send + Sync>>> {
self.event_handlers.get(event_type)
}
pub(crate) fn current_transform(&self) -> ([f32; 2], [f32; 2], f32, f32, f32) {
let m = self
.transform_stack
.last()
.copied()
.unwrap_or(glam::Mat3::IDENTITY);
let t = [m.z_axis.x, m.z_axis.y];
let a = m.x_axis.x;
let b = m.x_axis.y;
let c = m.y_axis.x;
let d = m.y_axis.y;
let sx = (a * a + b * b).sqrt();
let sy = (c * c + d * d).sqrt();
let rotation = b.atan2(a);
let skew_x = (a * c + b * d) / (sx * sy); (t, [sx, sy], rotation, skew_x, 0.0)
}
pub(crate) fn current_transform_3d(&self) -> glam::Mat4 {
self.transform_stack_3d
.last()
.copied()
.unwrap_or(glam::Mat4::IDENTITY)
}
pub fn stroke_path(&mut self, path: &lyon::path::Path, color: [f32; 4], stroke_width: f32) {
self.stroke_path_impl(path, color, stroke_width);
}
}
#[cfg(test)]
mod transform_3d_tests {
use cvkg_core::Transform3D;
use glam::{Mat4, Quat, Vec3};
#[test]
fn test_transform3d_to_matrix_translation() {
let transform = Transform3D {
position: Vec3::new(10.0, 20.0, 30.0),
..Default::default()
};
let m = transform.to_matrix();
assert!((m.w_axis.x - 10.0).abs() < 0.001);
assert!((m.w_axis.y - 20.0).abs() < 0.001);
assert!((m.w_axis.z - 30.0).abs() < 0.001);
}
#[test]
fn test_transform3d_to_matrix_scale() {
let transform = Transform3D {
scale: Vec3::new(2.0, 3.0, 4.0),
..Default::default()
};
let m = transform.to_matrix();
assert!((m.x_axis.x - 2.0).abs() < 0.001);
assert!((m.y_axis.y - 3.0).abs() < 0.001);
assert!((m.z_axis.z - 4.0).abs() < 0.001);
}
#[test]
fn test_transform3d_hierarchical_multiplication() {
let parent = Transform3D {
position: Vec3::new(10.0, 0.0, 0.0),
..Default::default()
};
let child = Transform3D {
position: Vec3::new(5.0, 0.0, 0.0),
..Default::default()
};
let parent_m = parent.to_matrix();
let child_m = child.to_matrix();
let combined = parent_m * child_m;
assert!((combined.w_axis.x - 15.0).abs() < 0.001);
}
#[test]
fn test_transform3d_rotation() {
let transform = Transform3D {
rotation: Quat::from_rotation_z(std::f32::consts::FRAC_PI_2),
..Default::default()
};
let m = transform.to_matrix();
assert!((m.x_axis.x).abs() < 0.001);
assert!((m.x_axis.y - 1.0).abs() < 0.001);
assert!((m.y_axis.x + 1.0).abs() < 0.001);
assert!((m.y_axis.y).abs() < 0.001);
}
}