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//! Node implementations for the graph evaluator. One file per op.
//!
//! Ops are grouped into category submodules:
//!
//! - [`raster`] — raster utility ops (`solid`, `circle`, `noise`,
//! `blur`, `blend`, `warp`, `displace`, `hsl`, …) plus the
//! `Sprite`-consuming `place` and `tiling` placement ops
//! - [`source`] — feature / sprite sources, either bound by the host
//! (MVT, GeoJSON, …) or synthesized (`features`, `literal-geometry`,
//! `tile-bounds`, `point-grid`, `image`)
//! - [`paint`] — paint features onto a canvas (`fill-solid`,
//! `fill-dabs`, `line`, `stamp`, `brush-file`)
//! - [`brush`] — `() -> Brush` sources: load a brush asset
//! (`brush-file`) or synthesize one (`brush-solid`)
//! - [`geometry`] — `Features -> Features` transforms (`centroid`,
//! `boundary`, `simplify`, `convex-hull`, `buffer`, `hatch`,
//! `dash`, `wave`)
//!
//! The `Sprite` port kind carries a raster at the asset's native
//! dimensions (rather than canvas-sized) — used by `image` →
//! `place` / `tiling` / `stamp` flows where a non-canvas-sized image
//! is the natural payload. See [`ezu_graph::PortKind::Sprite`].
//!
//! Each op file ends in `ezu_graph::submit_node!(...Factory)` which
//! registers it with the global inventory. [`default_registry`] simply
//! collects everything that's been submitted — adding a new op means
//! creating a file and submitting it; no edits here required.
//!
//! The `features` node resolves tile-scoped layers through the
//! unified [`AssetLoader`](ezu_graph::AssetLoader) under reserved
//! `tile.<layer>` names — like sampling a shader uniform. The host
//! (e.g. the `tokyo` example) decodes its MVT/GeoJSON input into
//! [`ezu_features::FeatureLayer`] and binds each layer before rendering.
//!
//! Shared helpers (parameter parsing, color conversion, Canvas
//! plumbing, payload downcasting) live in [`common`].
use NodeRegistry;
pub use ;
/// Build a registry of every built-in op, collected from
/// `ezu_graph::submit_node!` submissions across the linked crates.