pub struct NativeRenderer { /* private fields */ }Expand description
Native renderer backend implementing the Renderer trait. It wraps a shared SurtrRenderer for high-performance GPU drawing.
Implementations§
Trait Implementations§
Source§impl ElapsedTime for NativeRenderer
impl ElapsedTime for NativeRenderer
Source§fn delta_time(&self) -> f32
fn delta_time(&self) -> f32
Returns the time elapsed since the last frame in seconds.
Source§fn elapsed_time(&self) -> f32
fn elapsed_time(&self) -> f32
Returns the cumulative time since the renderer started in seconds.
Source§impl Renderer for NativeRenderer
impl Renderer for NativeRenderer
Source§fn capture_png(&mut self) -> Vec<u8> ⓘ
fn capture_png(&mut self) -> Vec<u8> ⓘ
Captures the current frame as a PNG-encoded byte buffer via GPU readback. Captures the current frame as a PNG-encoded byte buffer via GPU readback.
FIX #4: capture_frame() returns a Future that borrows the SurtrRenderer, so the MutexGuard must remain alive until block_on completes — the guard cannot be dropped before the future is driven to completion. The lock is held for the duration of the GPU readback. This is acceptable because capture_png is an infrequent, explicit user-triggered operation (not called on the hot render path), so blocking other render calls for the readback duration is not a practical concern.
fn fill_rect(&mut self, rect: Rect, color: [f32; 4])
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4])
Source§fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
Fill an ellipse/circle that fits inside
rect.fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32, )
Source§fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
Stroke an ellipse/circle that fits inside
rect.Source§fn draw_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
color: [f32; 4],
stroke_width: f32,
)
fn draw_line( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32, )
Draw a straight line from (x1,y1) to (x2,y2).
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
Measure the width and height of the specified text.
Source§fn draw_linear_gradient(
&mut self,
rect: Rect,
start_color: [f32; 4],
end_color: [f32; 4],
angle: f32,
)
fn draw_linear_gradient( &mut self, rect: Rect, start_color: [f32; 4], end_color: [f32; 4], angle: f32, )
Draw a linear gradient between two colors at the specified angle.
Source§fn draw_radial_gradient(
&mut self,
rect: Rect,
inner_color: [f32; 4],
outer_color: [f32; 4],
)
fn draw_radial_gradient( &mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4], )
Draw a radial gradient between two colors.
Source§fn draw_texture(&mut self, texture_id: u32, rect: Rect)
fn draw_texture(&mut self, texture_id: u32, rect: Rect)
Draw a texture (GPU-side) at the specified rect.
Source§fn draw_image(&mut self, image_name: &str, rect: Rect)
fn draw_image(&mut self, image_name: &str, rect: Rect)
Draw an image asset by name or path.
Source§fn load_image(&mut self, name: &str, data: &[u8])
fn load_image(&mut self, name: &str, data: &[u8])
Load an image asset from memory.
Source§fn push_clip_rect(&mut self, rect: Rect)
fn push_clip_rect(&mut self, rect: Rect)
Push a clip rectangle. All subsequent drawing is clipped to
rect.
Implementations that do not support clipping may ignore this call.Source§fn pop_clip_rect(&mut self)
fn pop_clip_rect(&mut self)
Pop the most recently pushed clip rectangle.
Source§fn push_opacity(&mut self, opacity: f32)
fn push_opacity(&mut self, opacity: f32)
Set a global opacity multiplier applied to all subsequent draw calls
until
pop_opacity is called. opacity is in [0.0, 1.0].Source§fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
Draw a high-fidelity 3D cube inside the given rectangle using specialized shader logic.
rotation is [pitch, yaw, roll] in radians.Source§fn pop_opacity(&mut self)
fn pop_opacity(&mut self)
Restore the previous opacity level.
Source§fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32)
fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32)
Apply a Bifrost (Frosted Glass) effect to the specified rect.
Source§fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
Push a Mjolnir Slice (geometric clipping).
fn pop_mjolnir_slice(&mut self)
Source§fn mjolnir_shatter(
&mut self,
rect: Rect,
pieces: u32,
force: f32,
color: [f32; 4],
)
fn mjolnir_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
fn mjolnir_fluid_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
Source§fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
Draw a Mjolnir Bolt (lightning strike) between two points.
Source§fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
Apply a Gungnir (Neon Glow) effect to the specified rect.
Source§fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
Apply a ManiGlow (Lunar Illuminator) effect.
Source§fn register_handler(
&mut self,
event_type: &str,
handler: Arc<dyn Fn(Event) + Send + Sync>,
)
fn register_handler( &mut self, event_type: &str, handler: Arc<dyn Fn(Event) + Send + Sync>, )
Register an event handler for the current VDOM node.
Source§fn push_vnode(&mut self, rect: Rect, name: &'static str)
fn push_vnode(&mut self, rect: Rect, name: &'static str)
Push a Virtual DOM node onto the stack for hierarchy tracking.
Source§fn set_z_index(&mut self, z: f32)
fn set_z_index(&mut self, z: f32)
Set the current Z-index for depth sorting.
Higher values appear closer to the viewer.
Source§fn get_z_index(&self) -> f32
fn get_z_index(&self) -> f32
Get the current Z-index.
Register a shared element for Bifrost Bridge transitions.
Source§fn get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Get real-time performance telemetry.
Source§fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
Pre-warm the renderer with assets. Implementations can use this
to populate texture atlases or warm up shader caches.
Source§fn push_transform(
&mut self,
translation: [f32; 2],
scale: [f32; 2],
rotation: f32,
)
fn push_transform( &mut self, translation: [f32; 2], scale: [f32; 2], rotation: f32, )
Push a 2D transform (translation, scale, rotation) onto the stack.
This transform should be applied to all subsequent draw calls until popped.
Transform-only animations use this to avoid re-triggering the layout engine.
Source§fn pop_transform(&mut self)
fn pop_transform(&mut self)
Pop the last 2D transform from the stack.
fn set_berserker_mode(&mut self, state: BerserkerMode)
fn set_rage(&mut self, rage: f32)
Source§fn memoize(
&mut self,
id: u64,
data_hash: u64,
render_fn: &dyn Fn(&mut dyn Renderer),
)
fn memoize( &mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer), )
Execute a render function with memoization.
If the renderer supports caching and the
id + data_hash match a previous run,
it may replay cached commands instead of executing the function.Source§fn request_redraw(&mut self)
fn request_redraw(&mut self)
Requests that the renderer redraws as soon as possible.
Used for continuous animations.
Source§fn is_over_budget(&self) -> bool
fn is_over_budget(&self) -> bool
Returns true if the current frame is over the time budget.
This can be used to skip expensive visual effects.
Source§fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
Fill a polygon defined by a set of vertices.
Source§fn stroke_polygon(
&mut self,
_vertices: &[[f32; 2]],
_color: [f32; 4],
_stroke_width: f32,
)
fn stroke_polygon( &mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32, )
Stroke a polygon defined by a set of vertices.
fn shape_rich_text( &mut self, _spans: &[TextSpan], _max_width: Option<f32>, _align: TextAlign, _overflow: TextOverflow, ) -> Option<ShapedText>
fn draw_shaped_text(&mut self, _text: &ShapedText, _x: f32, _y: f32)
Source§fn get_pointer_position(&self) -> [f32; 2]
fn get_pointer_position(&self) -> [f32; 2]
Get the current pointer (mouse/touch) position.
Source§fn upload_data_texture(
&mut self,
_id: &str,
_data: &[f32],
_width: u32,
_height: u32,
)
fn upload_data_texture( &mut self, _id: &str, _data: &[f32], _width: u32, _height: u32, )
Upload raw float data as a GPU texture for heatmap rendering.
Source§fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str)
fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str)
Draw a heatmap using a previously uploaded data texture.
Source§fn draw_drop_shadow(
&mut self,
_rect: Rect,
_radius: f32,
_color: [f32; 4],
_blur: f32,
_spread: f32,
)
fn draw_drop_shadow( &mut self, _rect: Rect, _radius: f32, _color: [f32; 4], _blur: f32, _spread: f32, )
Draw a high-fidelity drop shadow for a rounded rectangle.
Source§fn stroke_dashed_rounded_rect(
&mut self,
_rect: Rect,
_radius: f32,
_color: [f32; 4],
_width: f32,
_dash: f32,
_gap: f32,
)
fn stroke_dashed_rounded_rect( &mut self, _rect: Rect, _radius: f32, _color: [f32; 4], _width: f32, _dash: f32, _gap: f32, )
Draw a dashed border for a rounded rectangle.
Source§fn draw_9slice(
&mut self,
_image_name: &str,
_rect: Rect,
_left: f32,
_top: f32,
_right: f32,
_bottom: f32,
)
fn draw_9slice( &mut self, _image_name: &str, _rect: Rect, _left: f32, _top: f32, _right: f32, _bottom: f32, )
Draw a 9-slice / patch scaled image.
Source§fn current_clip_rect(&self) -> Rect
fn current_clip_rect(&self) -> Rect
Get the current clip rectangle in screen coordinates.
Returns a rect covering the entire screen if no clip is active.
fn set_theme(&mut self, _theme: ColorTheme)
fn trigger_shatter_event(&mut self, _origin: [f32; 2], _force: f32)
Source§fn set_scene(&mut self, _scene: &str)
fn set_scene(&mut self, _scene: &str)
Set the desktop scene preset (Aurora, Void, Nebula, Glitch, Yggdrasil).
fn set_scene_preset(&mut self, _preset: u32)
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
Source§fn set_key(&mut self, _key: &str)
fn set_key(&mut self, _key: &str)
Set a unique key for the current VDOM node to ensure stable identity during diffing.
Source§fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2])
fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2])
Push a shadow state to the stack. All following draw calls will have this shadow.
Source§fn pop_shadow(&mut self)
fn pop_shadow(&mut self)
Pop the last shadow state from the stack.
Source§fn serialize_svg(&mut self, _name: &str) -> Result<String, String>
fn serialize_svg(&mut self, _name: &str) -> Result<String, String>
Serialize a pre-loaded SVG model back to SVG XML markup.
Returns the serialized SVG string, or an error if the model is not loaded
or serialization is not supported by this renderer.
Source§fn apply_svg_filter(
&mut self,
_name: &str,
_filter_id: &str,
_region: Rect,
) -> Result<String, String>
fn apply_svg_filter( &mut self, _name: &str, _filter_id: &str, _region: Rect, ) -> Result<String, String>
Apply an SVG filter to a pre-loaded SVG model by filter element ID.
The filter is evaluated and the result composited back into the SVG.
Returns the filtered SVG as XML, or an error if not supported.
Source§fn push_affine(&mut self, _transform: [f32; 6])
fn push_affine(&mut self, _transform: [f32; 6])
Push a raw 2D affine transform matrix [a, b, c, d, e, f] corresponding to
[m11, m12, m21, m22, tx, ty].
Source§fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
Return the resolved layout bounds for a specific node ID if it exists.
Source§fn set_debug_layout(&mut self, _enabled: bool)
fn set_debug_layout(&mut self, _enabled: bool)
Enable or disable the layout debug overlay (bounds, padding, margin).
Source§fn get_debug_layout(&self) -> bool
fn get_debug_layout(&self) -> bool
Check if the layout debug overlay is currently enabled.
Source§fn set_material(&mut self, _material: DrawMaterial)
fn set_material(&mut self, _material: DrawMaterial)
Set the active material for subsequent draw calls.
Controls which pass a draw call is routed to in the multi-pass pipeline.
Source§fn current_material(&self) -> DrawMaterial
fn current_material(&self) -> DrawMaterial
Return the currently active material (defaults to Opaque).
Source§fn mimir_intent(&self) -> [f32; 2]
fn mimir_intent(&self) -> [f32; 2]
Compute the user’s velocity/intent vector.
Source§fn magnetic_warp(
&self,
pointer: [f32; 2],
anchor_rect: Rect,
strength: f32,
) -> [f32; 2]
fn magnetic_warp( &self, pointer: [f32; 2], anchor_rect: Rect, strength: f32, ) -> [f32; 2]
Calculate magnetic coordinate warp towards an anchor.
Source§fn mani_glow_intensity(
&self,
pointer: [f32; 2],
bounds: Rect,
radius: f32,
) -> f32
fn mani_glow_intensity( &self, pointer: [f32; 2], bounds: Rect, radius: f32, ) -> f32
Calculate kinematic glow intensity based on proximity.
Source§fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
Calculate dynamic element attention (scaling/morphing) statelessly per frame.
Source§fn set_sdf_shape(&mut self, _shape: SdfShape)
fn set_sdf_shape(&mut self, _shape: SdfShape)
Sets the precise Vili SDF Shape boundary for hit-testing.
Auto Trait Implementations§
impl Freeze for NativeRenderer
impl !RefUnwindSafe for NativeRenderer
impl Send for NativeRenderer
impl Sync for NativeRenderer
impl Unpin for NativeRenderer
impl UnsafeUnpin for NativeRenderer
impl !UnwindSafe for NativeRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more