runmat-plot 0.3.2

GPU-accelerated and static plotting for RunMat with WGPU and Plotters
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//! Unified plot rendering pipeline for both interactive GUI and static export
//!
//! This module provides the core rendering logic that is shared between
//! interactive plotting windows and static file exports, ensuring consistent
//! high-quality output across all use cases.

use crate::core::renderer::Vertex;
use crate::core::{Camera, ClipPolicy, DepthMode, Scene, WgpuRenderer};
use crate::plots::figure::LegendEntry;
use crate::plots::surface::ColorMap;
use crate::plots::Figure;
use glam::{Mat4, Vec3, Vec4};
use runmat_time::Instant;
use std::cell::RefCell;
use std::collections::HashMap;
use std::sync::Arc;

#[derive(Clone, Debug)]
struct CachedSceneBuffers {
    vertex_signature: (usize, usize),
    vertex_buffer: Arc<wgpu::Buffer>,
    index_signature: Option<(usize, usize)>,
    index_buffer: Option<Arc<wgpu::Buffer>>,
}

/// Unified plot renderer that handles both interactive and static rendering
pub struct PlotRenderer {
    /// WGPU renderer for GPU-accelerated rendering
    pub wgpu_renderer: WgpuRenderer,

    /// Current scene being rendered
    pub scene: Scene,

    /// Current theme configuration  
    pub theme: crate::styling::PlotThemeConfig,

    /// Cached rendering state
    data_bounds: Option<(f64, f64, f64, f64)>,
    needs_update: bool,

    // Cached figure metadata for overlay
    figure_title: Option<String>,
    figure_x_label: Option<String>,
    figure_y_label: Option<String>,
    figure_show_grid: bool,
    figure_show_legend: bool,
    figure_show_box: bool,
    figure_x_limits: Option<(f64, f64)>,
    figure_y_limits: Option<(f64, f64)>,
    legend_entries: Vec<LegendEntry>,
    figure_x_log: bool,
    figure_y_log: bool,
    figure_axis_equal: bool,
    figure_colormap: ColorMap,
    figure_colorbar_enabled: bool,
    // Categorical axis cache
    figure_categorical_is_x: Option<bool>,
    figure_categorical_labels: Option<Vec<String>>,
    /// Per-axes cameras (for subplots and single-axes figures).
    axes_cameras: Vec<Camera>,
    /// Keep a clone of the last figure set for export/UX operations
    pub(crate) last_figure: Option<crate::plots::Figure>,

    /// Last surface extent (in pixels) that was used to build viewport-dependent geometry.
    /// Used so we can rebuild the scene after the canvas is resized (common on wasm).
    last_scene_viewport_px: Option<(u32, u32)>,

    /// If false, do not auto-fit camera when the figure updates (user has interacted).
    camera_auto_fit: bool,
    /// Cached flag: whether the current figure contains 3D plots (surf/scatter3).
    figure_has_3d: bool,
    /// Per-node GPU buffer cache for stable interactive redraws.
    scene_buffer_cache: RefCell<HashMap<u64, CachedSceneBuffers>>,
}

/// Configuration for plot rendering
#[derive(Debug, Clone)]
pub struct PlotRenderConfig {
    /// Output dimensions
    pub width: u32,
    pub height: u32,

    /// Background color
    pub background_color: Vec4,

    /// Whether to draw grid
    pub show_grid: bool,

    /// Whether to draw axes
    pub show_axes: bool,

    /// Whether to draw title
    pub show_title: bool,

    /// Anti-aliasing samples
    pub msaa_samples: u32,

    /// Depth mode for 3D rendering (standard vs reversed-Z).
    pub depth_mode: DepthMode,

    /// Clip plane policy for 3D rendering.
    pub clip_policy: ClipPolicy,

    /// Theme to use
    pub theme: crate::styling::PlotThemeConfig,
}

impl Default for PlotRenderConfig {
    fn default() -> Self {
        Self {
            width: 800,
            height: 600,
            background_color: Vec4::new(0.08, 0.09, 0.11, 1.0), // Dark theme background
            show_grid: true,
            show_axes: true,
            show_title: true,
            msaa_samples: 4,
            depth_mode: DepthMode::default(),
            clip_policy: ClipPolicy::default(),
            theme: crate::styling::PlotThemeConfig::default(),
        }
    }
}

/// Target surface information for rendering with optional MSAA resolve.
pub struct RenderTarget<'a> {
    pub view: &'a wgpu::TextureView,
    pub resolve_target: Option<&'a wgpu::TextureView>,
}

/// Result of rendering operation
#[derive(Debug)]
pub struct RenderResult {
    /// Whether rendering was successful
    pub success: bool,

    /// Rendered data bounds
    pub data_bounds: Option<(f64, f64, f64, f64)>,

    /// Performance metrics
    pub vertex_count: usize,
    pub triangle_count: usize,
    pub render_time_ms: f64,
}

impl PlotRenderer {
    /// Notify the renderer that the underlying surface configuration has changed (e.g. resize).
    /// On wasm the canvas is often created at a tiny size and resized shortly after; some
    /// CPU-generated geometry (like thick 2D lines) depends on viewport pixels, so we rebuild
    /// the scene when the surface extent changes.
    pub fn on_surface_config_updated(&mut self) {
        let current = (
            self.wgpu_renderer.surface_config.width.max(1),
            self.wgpu_renderer.surface_config.height.max(1),
        );
        if self.last_scene_viewport_px == Some(current) {
            return;
        }
        let Some(figure) = self.last_figure.clone() else {
            self.last_scene_viewport_px = Some(current);
            return;
        };
        // Rebuild scene using the updated surface extent.
        self.set_figure(figure);
    }

    fn prepare_buffers_for_render_data(
        &self,
        node_id: u64,
        render_data: &crate::core::RenderData,
    ) -> Option<(Arc<wgpu::Buffer>, Option<Arc<wgpu::Buffer>>)> {
        let mut cache = self.scene_buffer_cache.borrow_mut();
        let vertex_signature = (
            render_data.vertices.as_ptr() as usize,
            render_data.vertices.len(),
        );
        let index_signature = render_data
            .indices
            .as_ref()
            .map(|indices| (indices.as_ptr() as usize, indices.len()));

        if let Some(cached) = cache.get(&node_id) {
            if cached.vertex_signature == vertex_signature
                && cached.index_signature == index_signature
            {
                return Some((cached.vertex_buffer.clone(), cached.index_buffer.clone()));
            }
        }

        let vertex_buffer = self
            .wgpu_renderer
            .vertex_buffer_from_sources(render_data.gpu_vertices.as_ref(), &render_data.vertices)?;
        let index_buffer = render_data
            .indices
            .as_ref()
            .map(|indices| Arc::new(self.wgpu_renderer.create_index_buffer(indices)));

        cache.insert(
            node_id,
            CachedSceneBuffers {
                vertex_signature,
                vertex_buffer: vertex_buffer.clone(),
                index_signature,
                index_buffer: index_buffer.clone(),
            },
        );

        Some((vertex_buffer, index_buffer))
    }

    fn gpu_indirect_args(render_data: &crate::core::RenderData) -> Option<(&wgpu::Buffer, u64)> {
        render_data
            .gpu_vertices
            .as_ref()
            .and_then(|buf| buf.indirect.as_ref())
            .map(|indirect| (indirect.args.as_ref(), indirect.offset))
    }

    /// Create a new plot renderer
    pub async fn new(
        device: Arc<wgpu::Device>,
        queue: Arc<wgpu::Queue>,
        surface_config: wgpu::SurfaceConfiguration,
    ) -> Result<Self, Box<dyn std::error::Error>> {
        let wgpu_renderer = WgpuRenderer::new(device, queue, surface_config).await;
        let scene = Scene::new();
        let theme = crate::styling::PlotThemeConfig::default();

        Ok(Self {
            wgpu_renderer,
            scene,
            theme,
            data_bounds: None,
            needs_update: true,
            figure_title: None,
            figure_x_label: None,
            figure_y_label: None,
            figure_show_grid: true,
            figure_show_legend: true,
            figure_show_box: true,
            figure_x_limits: None,
            figure_y_limits: None,
            legend_entries: Vec::new(),
            figure_x_log: false,
            figure_y_log: false,
            figure_axis_equal: false,
            figure_colormap: ColorMap::Parula,
            figure_colorbar_enabled: false,
            figure_categorical_is_x: None,
            figure_categorical_labels: None,
            axes_cameras: vec![Self::create_default_camera()],
            last_figure: None,
            last_scene_viewport_px: None,
            camera_auto_fit: true,
            figure_has_3d: false,
            scene_buffer_cache: RefCell::new(HashMap::new()),
        })
    }

    /// Mark that the user has interacted with the camera (disable auto-fit-on-update).
    pub fn note_camera_interaction(&mut self) {
        if self.camera_auto_fit {
            log::debug!(target: "runmat_plot", "camera_auto_fit disabled (user interaction)");
        }
        self.camera_auto_fit = false;
    }

    /// Set the figure to render
    pub fn set_figure(&mut self, figure: Figure) {
        // Clear existing scene
        self.scene.clear();
        self.scene_buffer_cache.borrow_mut().clear();

        // Convert figure to scene nodes
        let prev_has_3d = self.figure_has_3d;
        let stats = figure.statistics();
        let next_has_3d = stats
            .plot_type_counts
            .contains_key(&crate::plots::figure::PlotType::Surface)
            || stats
                .plot_type_counts
                .contains_key(&crate::plots::figure::PlotType::Scatter3);
        self.figure_has_3d = next_has_3d;

        // If the plot "mode" changed (2D <-> 3D), reset auto-fit so the new mode gets a sensible
        // initial camera. Otherwise, switching from a previously-interacted 2D plot could leave us
        // stuck in an orthographic camera for a 3D surface.
        if prev_has_3d != next_has_3d {
            self.camera_auto_fit = true;
        }
        // Also, if we are about to render a 3D plot but the current camera is still orthographic,
        // force a one-time auto-fit to bootstrap the perspective camera.
        if next_has_3d
            && matches!(
                self.camera().projection,
                crate::core::camera::ProjectionType::Orthographic { .. }
            )
        {
            self.camera_auto_fit = true;
        }

        self.cache_figure_meta(&figure);
        self.last_figure = Some(figure.clone());
        // Initialize axes cameras for subplot grid
        let (rows, cols) = figure.axes_grid();
        let num_axes = rows.max(1) * cols.max(1);
        // Ensure per-axes cameras exist and match the plot mode (2D vs 3D).
        // Subplot rendering prefers `axes_cameras`, so these must be initialized correctly.
        if self.axes_cameras.len() != num_axes || prev_has_3d != next_has_3d {
            if next_has_3d {
                self.axes_cameras = (0..num_axes).map(|_| Camera::new()).collect();
            } else {
                self.axes_cameras = (0..num_axes)
                    .map(|_| Self::create_default_camera())
                    .collect();
            }
        }

        self.add_figure_to_scene(figure);

        // Mark for update
        self.needs_update = true;

        // Recompute bounds and fit camera immediately (only once per initial dataset).
        if self.camera_auto_fit && self.fit_camera_to_data() {
            // Freeze the initial fit (CAD-like): don't re-fit as data updates (e.g. animations)
            // unless the user explicitly asks (Fit Extents / Reset View) or we change plot mode.
            self.camera_auto_fit = false;
        }
    }

    /// Add a figure to the current scene
    fn add_figure_to_scene(&mut self, mut figure: Figure) {
        use crate::core::SceneNode;

        // Convert figure to render data first, then create scene nodes
        let viewport_px = (
            self.wgpu_renderer.surface_config.width.max(1),
            self.wgpu_renderer.surface_config.height.max(1),
        );
        self.last_scene_viewport_px = Some(viewport_px);
        let gpu = crate::core::GpuPackContext {
            device: &self.wgpu_renderer.device,
            queue: &self.wgpu_renderer.queue,
        };
        let render_data_list =
            figure.render_data_with_viewport_and_gpu(Some(viewport_px), Some(&gpu));
        let axes_map: Vec<usize> = figure.plot_axes_indices().to_vec();
        let (rows, cols) = figure.axes_grid();

        for (node_id_counter, render_data) in render_data_list.into_iter().enumerate() {
            let axes_index = axes_map
                .get(node_id_counter)
                .copied()
                .unwrap_or(0)
                .min(rows * cols - 1);
            // Create scene node for this plot element
            let node = SceneNode {
                id: node_id_counter as u64,
                name: format!("Plot {node_id_counter} @axes {axes_index}"),
                transform: Mat4::IDENTITY,
                visible: true,
                cast_shadows: false,
                receive_shadows: false,
                axes_index,
                parent: None,
                children: Vec::new(),
                render_data: Some(render_data),
                bounds: crate::core::BoundingBox::default(),
                lod_levels: Vec::new(),
                current_lod: 0,
            };

            let nid = self.scene.add_node(node);
            // Tag node with axes index via a no-op mechanism for now (could extend SceneNode in future)
            let _ = nid;
            let _ = axes_index;
            let _ = rows;
            let _ = cols;
        }
    }

    /// Cache figure metadata for overlay consumption
    fn cache_figure_meta(&mut self, figure: &Figure) {
        self.figure_title = figure.title.clone();
        self.figure_x_label = figure.x_label.clone();
        self.figure_y_label = figure.y_label.clone();
        self.figure_show_grid = figure.grid_enabled;
        self.figure_show_legend = figure.legend_enabled;
        self.figure_show_box = figure.box_enabled;
        self.figure_x_limits = figure.x_limits;
        self.figure_y_limits = figure.y_limits;
        self.legend_entries = figure.legend_entries();
        self.figure_x_log = figure.x_log;
        self.figure_y_log = figure.y_log;
        self.figure_axis_equal = figure.axis_equal;
        self.figure_colormap = figure.colormap;
        self.figure_colorbar_enabled = figure.colorbar_enabled;
        // Cache categorical labels for overlay
        if let Some((is_x, labels)) = figure.categorical_axis_labels() {
            self.figure_categorical_is_x = Some(is_x);
            self.figure_categorical_labels = Some(labels);
        } else {
            self.figure_categorical_is_x = None;
            self.figure_categorical_labels = None;
        }
    }

    /// Calculate data bounds from scene
    pub fn calculate_data_bounds(&mut self) -> Option<(f64, f64, f64, f64)> {
        let mut min_x = f64::INFINITY;
        let mut max_x = f64::NEG_INFINITY;
        let mut min_y = f64::INFINITY;
        let mut max_y = f64::NEG_INFINITY;

        for node in self.scene.get_visible_nodes() {
            if let Some(render_data) = &node.render_data {
                if let Some(bounds) = render_data.bounds.as_ref() {
                    min_x = min_x.min(bounds.min.x as f64);
                    max_x = max_x.max(bounds.max.x as f64);
                    min_y = min_y.min(bounds.min.y as f64);
                    max_y = max_y.max(bounds.max.y as f64);
                    continue;
                }
                for vertex in &render_data.vertices {
                    let x = vertex.position[0] as f64;
                    let y = vertex.position[1] as f64;
                    min_x = min_x.min(x);
                    max_x = max_x.max(x);
                    min_y = min_y.min(y);
                    max_y = max_y.max(y);
                }
            }
        }

        if min_x != f64::INFINITY && max_x != f64::NEG_INFINITY {
            // Add 10% margin around data for better visualization
            let x_range = (max_x - min_x).max(0.1);
            let y_range = (max_y - min_y).max(0.1);
            let x_margin = x_range * 0.1;
            let y_margin = y_range * 0.1;

            let bounds = (
                min_x - x_margin,
                max_x + x_margin,
                min_y - y_margin,
                max_y + y_margin,
            );

            // println!("Calculated data bounds: {:?}", bounds); // Too noisy
            self.data_bounds = Some(bounds);
            Some(bounds)
        } else {
            self.data_bounds = None;
            None
        }
    }

    /// Fit camera to show all data.
    ///
    /// Returns `true` if a fit was applied (i.e. bounds existed).
    pub fn fit_camera_to_data(&mut self) -> bool {
        if self.figure_has_3d {
            let Some(fig) = self.last_figure.as_mut() else {
                return false;
            };
            let bounds = fig.bounds();
            let min = bounds.min;
            let max = bounds.max;
            // Seed a non-axis-aligned view direction (MATLAB-like az/el) before fitting.
            let center = (min + max) * 0.5;
            let mut cam = Camera::new();
            cam.target = center;
            // Z-up default (CAD-like). This must match `Camera::new()`; otherwise auto-fit
            // will override the user's expected default orientation.
            cam.up = Vec3::Z;
            // Direction roughly (az=-37.5°, el=30°): angled in X/Y with positive Z.
            cam.position = center + Vec3::new(1.0, -1.0, 1.0);
            cam.fit_bounds(min, max);

            for c in self.axes_cameras.iter_mut() {
                *c = cam.clone();
            }
            return true;
        }

        if let Some((x_min, x_max, y_min, y_max)) = self.calculate_data_bounds() {
            // Match the camera bounds exactly to data bounds to align with overlay grid
            let mut cam = Self::create_default_camera();
            let mut l = x_min as f32;
            let mut r = x_max as f32;
            let mut b = y_min as f32;
            let mut t = y_max as f32;
            if self.figure_axis_equal {
                let cx = (l + r) * 0.5;
                let cy = (b + t) * 0.5;
                let width = (r - l).abs();
                let height = (t - b).abs();
                let size = width.max(height);
                l = cx - size * 0.5;
                r = cx + size * 0.5;
                b = cy - size * 0.5;
                t = cy + size * 0.5;
            }
            if let crate::core::camera::ProjectionType::Orthographic {
                ref mut left,
                ref mut right,
                ref mut bottom,
                ref mut top,
                ..
            } = cam.projection
            {
                *left = l;
                *right = r;
                *bottom = b;
                *top = t;
            }
            cam.position.z = 1.0;
            cam.target.z = 0.0;
            cam.mark_dirty();

            for c in self.axes_cameras.iter_mut() {
                *c = cam.clone();
            }
            return true;
        }
        false
    }

    /// Explicit "Fit Extents" action (CAD-like). Fits the camera to current data once.
    pub fn fit_extents(&mut self) {
        let _ = self.fit_camera_to_data();
        self.camera_auto_fit = false;
        self.needs_update = true;
    }

    /// Explicit "Reset Camera" action. Restores the default orientation without re-framing.
    ///
    /// For 3D, this resets the view direction around the current data center (or current target)
    /// while preserving the current zoom distance.
    /// For 2D, this is equivalent to Fit Extents (since "home" without data bounds is rarely useful).
    pub fn reset_camera_position(&mut self) {
        if self.figure_has_3d {
            let data_center = self
                .last_figure
                .as_mut()
                .map(|f| {
                    let b = f.bounds();
                    (b.min + b.max) * 0.5
                })
                .unwrap_or_else(|| Vec3::ZERO);
            let dir = Vec3::new(1.0, -1.0, 1.0).normalize_or_zero();
            for c in self.axes_cameras.iter_mut() {
                let dist = (c.position - c.target).length().max(0.1);
                c.target = data_center;
                c.up = Vec3::Z;
                c.position = data_center + dir * dist;
                c.mark_dirty();
            }
        } else {
            self.fit_extents();
        }
        self.camera_auto_fit = false;
        self.needs_update = true;
    }

    /// Render the current scene to a specific viewport within a texture/surface
    pub fn render_to_viewport(
        &mut self,
        encoder: &mut wgpu::CommandEncoder,
        target_view: &wgpu::TextureView,
        _viewport: (f32, f32, f32, f32), // (x, y, width, height) in framebuffer coordinates
        clear_background: bool,
        background_color: Option<glam::Vec4>,
    ) -> Result<RenderResult, Box<dyn std::error::Error>> {
        let start_time = Instant::now();

        // Collect render data and create buffers first
        let mut render_items = Vec::new();
        let mut total_vertices = 0;
        let mut total_triangles = 0;

        for node in self.scene.get_visible_nodes() {
            if let Some(render_data) = &node.render_data {
                if let Some(vertex_buffer) = self.wgpu_renderer.vertex_buffer_from_sources(
                    render_data.gpu_vertices.as_ref(),
                    &render_data.vertices,
                ) {
                    self.wgpu_renderer
                        .ensure_pipeline(render_data.pipeline_type);

                    log::trace!(
                        target: "runmat_plot",
                        "upload vertices={}, draw_calls={}",
                        render_data.vertex_count(),
                        render_data.draw_calls.len()
                    );

                    render_items.push((render_data, vertex_buffer));
                    total_vertices += render_data.vertex_count();

                    if render_data.pipeline_type == crate::core::PipelineType::Triangles {
                        total_triangles += render_data.vertex_count() / 3;
                    }
                }
            }
        }

        // Update uniforms
        let mut cam = self.camera().clone();
        let view_proj_matrix = cam.view_proj_matrix();

        self.wgpu_renderer
            .update_uniforms(view_proj_matrix, Mat4::IDENTITY);

        // Create render pass (respect MSAA)
        let use_msaa = self.wgpu_renderer.msaa_sample_count > 1;
        let msaa_view_opt = if use_msaa {
            let tex = self
                .wgpu_renderer
                .device
                .create_texture(&wgpu::TextureDescriptor {
                    label: Some("runmat_msaa_color_camera"),
                    size: wgpu::Extent3d {
                        width: self.wgpu_renderer.surface_config.width,
                        height: self.wgpu_renderer.surface_config.height,
                        depth_or_array_layers: 1,
                    },
                    mip_level_count: 1,
                    sample_count: self.wgpu_renderer.msaa_sample_count,
                    dimension: wgpu::TextureDimension::D2,
                    format: self.wgpu_renderer.surface_config.format,
                    usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
                    view_formats: &[],
                });
            Some(tex.create_view(&wgpu::TextureViewDescriptor::default()))
        } else {
            None
        };

        let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            label: Some("Viewport Plot Render Pass"),
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                view: msaa_view_opt.as_ref().unwrap_or(target_view),
                resolve_target: if use_msaa { Some(target_view) } else { None },
                ops: wgpu::Operations {
                    load: if clear_background {
                        wgpu::LoadOp::Clear(wgpu::Color {
                            r: background_color.map_or(0.08, |c| c.x as f64),
                            g: background_color.map_or(0.09, |c| c.y as f64),
                            b: background_color.map_or(0.11, |c| c.z as f64),
                            a: background_color.map_or(1.0, |c| c.w as f64),
                        })
                    } else {
                        wgpu::LoadOp::Load
                    },
                    store: wgpu::StoreOp::Store,
                },
            })],
            depth_stencil_attachment: None,
            occlusion_query_set: None,
            timestamp_writes: None,
        });

        // Apply viewport scissor to match overlay plot rect
        let (vx, vy, vw, vh) = _viewport;
        render_pass.set_viewport(vx, vy, vw, vh, 0.0, 1.0);

        // Configure direct-uniforms for precise data-to-NDC mapping within this viewport
        let sw = self.wgpu_renderer.surface_config.width as f32;
        let sh = self.wgpu_renderer.surface_config.height as f32;
        let ndc_left = (vx / sw) * 2.0 - 1.0;
        let ndc_right = ((vx + vw) / sw) * 2.0 - 1.0;
        let ndc_top = 1.0 - (vy / sh) * 2.0;
        let ndc_bottom = 1.0 - ((vy + vh) / sh) * 2.0;

        // data_bounds passed in from caller: (x_min, y_min, x_max, y_max)
        let (x_min, y_min, x_max, y_max) = (0.0_f64, 0.0_f64, 1.0_f64, 1.0_f64);
        self.wgpu_renderer.update_direct_uniforms(
            [x_min as f32, y_min as f32],
            [x_max as f32, y_max as f32],
            [ndc_left, ndc_bottom],
            [ndc_right, ndc_top],
            [sw, sh],
        );

        // Continue with specific pipelines below (implementation omitted here)
        drop(render_pass);

        let render_time = start_time.elapsed().as_secs_f64() * 1000.0;

        Ok(RenderResult {
            success: true,
            data_bounds: self.data_bounds,
            vertex_count: total_vertices,
            triangle_count: total_triangles,
            render_time_ms: render_time,
        })
    }

    /// Render the current scene to a texture/surface
    pub fn render(
        &mut self,
        encoder: &mut wgpu::CommandEncoder,
        target: RenderTarget<'_>,
        config: &PlotRenderConfig,
    ) -> Result<RenderResult, Box<dyn std::error::Error>> {
        let start_time = Instant::now();

        self.wgpu_renderer.ensure_msaa(config.msaa_samples);

        // Update WGPU uniforms from primary axes camera
        let aspect_ratio = config.width as f32 / config.height as f32;
        let mut cam = self.camera().clone();
        cam.update_aspect_ratio(aspect_ratio);
        let view_proj_matrix = cam.view_proj_matrix();
        let model_matrix = Mat4::IDENTITY;
        self.wgpu_renderer
            .update_uniforms(view_proj_matrix, model_matrix);

        // Collect all render data and create vertex buffers first (outside render pass)
        let mut render_items = Vec::new();
        let mut total_vertices = 0;
        let mut total_triangles = 0;

        for node in self.scene.get_visible_nodes() {
            if let Some(render_data) = &node.render_data {
                if let Some((vertex_buffer, index_buffer)) =
                    self.prepare_buffers_for_render_data(node.id, render_data)
                {
                    self.wgpu_renderer
                        .ensure_pipeline(render_data.pipeline_type);
                    render_items.push((render_data, vertex_buffer, index_buffer));

                    total_vertices += render_data.vertex_count();
                    if let Some(indices) = &render_data.indices {
                        total_triangles += indices.len() / 3;
                    }
                }
            }
        }

        // Pre-create image bind groups and set direct uniforms once (for textured items)
        let mut image_bind_groups: Vec<Option<wgpu::BindGroup>> =
            Vec::with_capacity(render_items.len());
        let has_textured_items = render_items.iter().any(|(render_data, _, _)| {
            render_data.pipeline_type == crate::core::PipelineType::Textured
        });
        if has_textured_items {
            // Ensure image pipeline once to avoid mutable borrow during pass.
            self.wgpu_renderer.ensure_image_pipeline();
            let mut inferred_bounds: Option<(f64, f64, f64, f64)> = None;
            for (render_data, _, _) in &render_items {
                let Some(bounds) = render_data.bounds.as_ref() else {
                    continue;
                };
                let min_x = bounds.min.x as f64;
                let max_x = bounds.max.x as f64;
                let min_y = bounds.min.y as f64;
                let max_y = bounds.max.y as f64;
                inferred_bounds = Some(match inferred_bounds {
                    Some((x0, x1, y0, y1)) => {
                        (x0.min(min_x), x1.max(max_x), y0.min(min_y), y1.max(max_y))
                    }
                    None => (min_x, max_x, min_y, max_y),
                });
            }

            let (mut x_min, mut x_max, mut y_min, mut y_max) = self
                .data_bounds
                .or(inferred_bounds)
                .unwrap_or((-1.0, 1.0, -1.0, 1.0));
            // Avoid zero ranges in the direct image shader (division by data_range).
            if (x_max - x_min).abs() < f64::EPSILON {
                x_min -= 0.5;
                x_max += 0.5;
            }
            if (y_max - y_min).abs() < f64::EPSILON {
                y_min -= 0.5;
                y_max += 0.5;
            }
            log::trace!(
                target: "runmat_plot",
                "direct uniforms bounds x=({}, {}) y=({}, {}) size=({}, {})",
                x_min,
                x_max,
                y_min,
                y_max,
                config.width,
                config.height
            );
            self.wgpu_renderer.update_direct_uniforms(
                [x_min as f32, y_min as f32],
                [x_max as f32, y_max as f32],
                [-1.0, -1.0],
                [1.0, 1.0],
                [config.width as f32, config.height as f32],
            );
        }
        for (render_data, _vb, _ib) in &render_items {
            if render_data.pipeline_type == crate::core::PipelineType::Textured {
                if let Some(crate::core::scene::ImageData::Rgba8 {
                    width,
                    height,
                    data,
                }) = &render_data.image
                {
                    let (_tex, _view, img_bg) = self
                        .wgpu_renderer
                        .create_image_texture_and_bind_group(*width, *height, data);
                    image_bind_groups.push(Some(img_bg));
                } else {
                    image_bind_groups.push(None);
                }
            } else {
                image_bind_groups.push(None);
            }
        }
        let mut point_style_bind_groups: Vec<Option<wgpu::BindGroup>> =
            Vec::with_capacity(render_items.len());
        for (render_data, _vb, _ib) in &render_items {
            if render_data.pipeline_type == crate::core::PipelineType::Points {
                let style = crate::core::renderer::PointStyleUniforms {
                    face_color: render_data.material.albedo.to_array(),
                    edge_color: render_data.material.emissive.to_array(),
                    edge_thickness_px: render_data.material.roughness,
                    marker_shape: render_data.material.metallic as u32,
                    _pad: [0.0, 0.0],
                };
                let (_buf, bg) = self.wgpu_renderer.create_point_style_bind_group(style);
                point_style_bind_groups.push(Some(bg));
            } else {
                point_style_bind_groups.push(None);
            }
        }

        // Create render pass
        {
            let depth_view = self.wgpu_renderer.ensure_depth_view();
            let use_msaa = self.wgpu_renderer.msaa_sample_count > 1;
            let mut cached_msaa_view: Option<Arc<wgpu::TextureView>> = None;

            let (color_view, resolve_target) = if use_msaa {
                if let Some(explicit_resolve_target) = target.resolve_target {
                    (target.view, Some(explicit_resolve_target))
                } else {
                    cached_msaa_view = Some(self.wgpu_renderer.ensure_msaa_color_view());
                    (
                        cached_msaa_view
                            .as_ref()
                            .expect("msaa color view should exist")
                            .as_ref(),
                        Some(target.view),
                    )
                }
            } else {
                (target.view, target.resolve_target)
            };

            let depth_clear = match self.wgpu_renderer.depth_mode {
                crate::core::DepthMode::Standard => 1.0,
                crate::core::DepthMode::ReversedZ => 0.0,
            };
            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Plot Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: color_view,
                    resolve_target,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(wgpu::Color {
                            r: config.background_color.x as f64,
                            g: config.background_color.y as f64,
                            b: config.background_color.z as f64,
                            a: config.background_color.w as f64,
                        }),
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
                    view: &depth_view,
                    depth_ops: Some(wgpu::Operations {
                        load: wgpu::LoadOp::Clear(depth_clear),
                        store: wgpu::StoreOp::Discard,
                    }),
                    stencil_ops: None,
                }),
                occlusion_query_set: None,
                timestamp_writes: None,
            });
            let _keep_msaa_view_alive = &cached_msaa_view;

            // Now render all items with proper bind group setup
            for (i, (render_data, vertex_buffer, index_buffer)) in render_items.iter().enumerate() {
                #[cfg(target_arch = "wasm32")]
                {
                    // On wasm, "blank but drawing" is often caused by bad vertex data (NaNs/alpha=0)
                    // or using the wrong pipeline. Emit a single summary per item.
                    if log::log_enabled!(log::Level::Debug) {
                        if let Some(v0) = render_data.vertices.first() {
                            log::debug!(
                                target: "runmat_plot",
                                "wasm draw item: pipeline={:?} verts={} v0.pos=({:.3},{:.3},{:.3}) v0.color=({:.3},{:.3},{:.3},{:.3})",
                                render_data.pipeline_type,
                                render_data.vertices.len(),
                                v0.position[0],
                                v0.position[1],
                                v0.position[2],
                                v0.color[0],
                                v0.color[1],
                                v0.color[2],
                                v0.color[3],
                            );
                        } else if render_data.gpu_vertices.is_some() {
                            log::debug!(
                                target: "runmat_plot",
                                "wasm draw item: pipeline={:?} using gpu_vertices vertex_count={}",
                                render_data.pipeline_type,
                                render_data.vertex_count(),
                            );
                        } else {
                            log::debug!(
                                target: "runmat_plot",
                                "wasm draw item: pipeline={:?} has no vertices",
                                render_data.pipeline_type
                            );
                        }
                    }
                }

                // Get the appropriate pipeline for this render data (pipeline ensured above)
                if render_data.pipeline_type == crate::core::PipelineType::Textured {
                    // Ensure image pipeline
                    let pipeline = self.wgpu_renderer.get_pipeline(render_data.pipeline_type);
                    render_pass.set_pipeline(pipeline);
                    // Bind direct uniforms at set(0)
                    // Use data bounds for image mapping
                    render_pass.set_bind_group(
                        0,
                        &self.wgpu_renderer.direct_uniform_bind_group,
                        &[],
                    );
                    if let Some(ref img_bg) = image_bind_groups[i] {
                        render_pass.set_bind_group(1, img_bg, &[]);
                    }
                } else {
                    let pipeline = self.wgpu_renderer.get_pipeline(render_data.pipeline_type);
                    render_pass.set_pipeline(pipeline);
                    // Set the uniform bind group (required by shaders)
                    render_pass.set_bind_group(0, self.wgpu_renderer.get_uniform_bind_group(), &[]);
                }

                render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));

                if let Some(index_buffer) = index_buffer {
                    render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint32);
                    if let Some(indices) = &render_data.indices {
                        log::trace!(target: "runmat_plot", "draw indexed count={}", indices.len());
                        render_pass.draw_indexed(0..indices.len() as u32, 0, 0..1);
                    }
                } else {
                    log::trace!(target: "runmat_plot", "draw direct vertices");
                    if let Some((args, offset)) = Self::gpu_indirect_args(render_data) {
                        render_pass.draw_indirect(args, offset);
                        continue;
                    }
                    // Use draw_calls from render_data for proper vertex range handling
                    for draw_call in &render_data.draw_calls {
                        log::trace!(
                            target: "runmat_plot",
                            "draw vertices offset={} count={} instances={}",
                            draw_call.vertex_offset,
                            draw_call.vertex_count,
                            draw_call.instance_count
                        );
                        render_pass.draw(
                            draw_call.vertex_offset as u32
                                ..(draw_call.vertex_offset + draw_call.vertex_count) as u32,
                            0..draw_call.instance_count as u32,
                        );
                    }
                }
            }
            // drop render_pass at end of scope
        }

        let render_time = start_time.elapsed().as_secs_f64() * 1000.0;

        Ok(RenderResult {
            success: true,
            data_bounds: self.data_bounds,
            vertex_count: total_vertices,
            triangle_count: total_triangles,
            render_time_ms: render_time,
        })
    }

    /// Shared scene orchestration for non-overlay render targets.
    ///
    /// For single-axes figures this follows the direct full-target render path.
    /// For subplot grids, it renders each axes into a deterministic tiled viewport layout.
    pub fn render_scene_to_target(
        &mut self,
        encoder: &mut wgpu::CommandEncoder,
        target_view: &wgpu::TextureView,
        config: &PlotRenderConfig,
    ) -> Result<RenderResult, Box<dyn std::error::Error>> {
        let start_time = Instant::now();
        let (rows, cols) = self.figure_axes_grid();
        let axes_count = rows.saturating_mul(cols);
        if axes_count <= 1 {
            return self.render(
                encoder,
                RenderTarget {
                    view: target_view,
                    resolve_target: None,
                },
                config,
            );
        }

        let viewports =
            Self::compute_tiled_viewports(config.width.max(1), config.height.max(1), rows, cols);
        self.render_axes_to_viewports(
            encoder,
            target_view,
            &viewports,
            config.msaa_samples.max(1),
            config,
        )?;
        let stats = self.scene.statistics();
        Ok(RenderResult {
            success: true,
            data_bounds: self.data_bounds,
            vertex_count: stats.total_vertices,
            triangle_count: stats.total_triangles,
            render_time_ms: start_time.elapsed().as_secs_f64() * 1000.0,
        })
    }

    fn compute_tiled_viewports(
        total_width: u32,
        total_height: u32,
        rows: usize,
        cols: usize,
    ) -> Vec<(u32, u32, u32, u32)> {
        if rows == 0 || cols == 0 {
            return vec![(0, 0, total_width.max(1), total_height.max(1))];
        }
        let rows_u32 = rows as u32;
        let cols_u32 = cols as u32;
        let cell_w = (total_width / cols_u32).max(1);
        let cell_h = (total_height / rows_u32).max(1);
        let mut out = Vec::with_capacity(rows * cols);
        for r in 0..rows_u32 {
            for c in 0..cols_u32 {
                let x = c * cell_w;
                let y = r * cell_h;
                let mut w = cell_w;
                let mut h = cell_h;
                if c + 1 == cols_u32 {
                    w = total_width.saturating_sub(x).max(1);
                }
                if r + 1 == rows_u32 {
                    h = total_height.saturating_sub(y).max(1);
                }
                out.push((x, y, w, h));
            }
        }
        out
    }

    /// Render using the camera-based pipeline into a viewport region with a scissor rectangle.
    /// This preserves existing contents (Load) and draws only inside the viewport rectangle.
    pub fn render_camera_to_viewport(
        &mut self,
        encoder: &mut wgpu::CommandEncoder,
        target_view: &wgpu::TextureView,
        viewport_scissor: (u32, u32, u32, u32),
        config: &PlotRenderConfig,
        camera: &Camera,
    ) -> Result<RenderResult, Box<dyn std::error::Error>> {
        let start_time = Instant::now();

        // Apply MSAA preference into pipelines
        self.wgpu_renderer.ensure_msaa(config.msaa_samples);
        self.wgpu_renderer.set_depth_mode(config.depth_mode);

        // Ensure a depth attachment exists for camera-based 3D rendering.
        // This is a no-op for pure 2D direct-mapped pipelines, but is required for correct
        // occlusion in 3D plots (surf/mesh/scatter3).
        let depth_view = self.wgpu_renderer.ensure_depth_view();

        // Update standard uniforms from the provided camera
        let aspect_ratio = (config.width.max(1)) as f32 / (config.height.max(1)) as f32;
        let mut cam = camera.clone();
        cam.update_aspect_ratio(aspect_ratio);
        cam.depth_mode = config.depth_mode;

        // Dynamic clip planes (CAD-like): keep near/far tight to visible bounds to avoid
        // clipping surprises and depth precision collapse on huge datasets.
        if config.clip_policy.dynamic {
            let mut bounds: Option<crate::core::scene::BoundingBox> = None;
            for node in self.scene.get_visible_nodes() {
                if let Some(rd) = &node.render_data {
                    if let Some(b) = rd.bounds {
                        bounds = Some(bounds.map_or(b, |acc| acc.union(&b)));
                    }
                }
            }
            if let Some(b) = bounds {
                cam.update_clip_planes_from_world_aabb(b.min, b.max, &config.clip_policy);
            }
        }
        let view_proj_matrix = cam.view_proj_matrix();
        self.wgpu_renderer
            .update_uniforms(view_proj_matrix, Mat4::IDENTITY);

        let (mut sx, mut sy, mut sw, mut sh) = viewport_scissor;
        let target_w = self.wgpu_renderer.surface_config.width.max(1);
        let target_h = self.wgpu_renderer.surface_config.height.max(1);
        if sx >= target_w || sy >= target_h {
            return Ok(RenderResult {
                success: true,
                data_bounds: self.data_bounds,
                vertex_count: 0,
                triangle_count: 0,
                render_time_ms: 0.0,
            });
        }
        sx = sx.min(target_w.saturating_sub(1));
        sy = sy.min(target_h.saturating_sub(1));
        sw = sw.max(1).min(target_w.saturating_sub(sx).max(1));
        sh = sh.max(1).min(target_h.saturating_sub(sy).max(1));
        let is_2d = matches!(
            cam.projection,
            crate::core::camera::ProjectionType::Orthographic { .. }
        );

        // Prepare render items outside the pass
        let mut owned_render_data: Vec<Box<crate::core::RenderData>> = Vec::new();
        let mut render_items = Vec::new();
        let mut grid_plane_buffers: Option<(wgpu::Buffer, wgpu::Buffer)> = None;
        let mut total_vertices = 0usize;
        let mut total_triangles = 0usize;
        for node in self.scene.get_visible_nodes() {
            if let Some(render_data) = &node.render_data {
                if let Some((vb, ib)) = self.prepare_buffers_for_render_data(node.id, render_data) {
                    self.wgpu_renderer
                        .ensure_pipeline(render_data.pipeline_type);
                    total_vertices += render_data.vertex_count();
                    if let Some(indices) = &render_data.indices {
                        total_triangles += indices.len() / 3;
                    }
                    render_items.push((render_data, vb, ib));
                }
            }
        }

        // 3D helpers: CAD-style XY grid at Z=0 (grid on/off) + origin triad (always).
        // These are generated per-frame so they can adapt to zoom level.
        if !is_2d {
            let view_proj = view_proj_matrix;
            let inv_view_proj = view_proj.inverse();

            let unproject = |ndc_x: f32, ndc_y: f32, ndc_z: f32| -> Option<Vec3> {
                let clip = Vec4::new(ndc_x, ndc_y, ndc_z, 1.0);
                let world = inv_view_proj * clip;
                if !world.w.is_finite() || world.w.abs() < 1e-6 {
                    return None;
                }
                let p = world.truncate() / world.w;
                if p.x.is_finite() && p.y.is_finite() && p.z.is_finite() {
                    Some(p)
                } else {
                    None
                }
            };

            let ray_intersect_z0 = |ndc_x: f32, ndc_y: f32| -> Option<Vec3> {
                // Use a near/far pair in clip space to form a ray.
                let p0 = unproject(ndc_x, ndc_y, -1.0)?;
                let p1 = unproject(ndc_x, ndc_y, 1.0)?;
                let dir = p1 - p0;
                if !dir.z.is_finite() || dir.z.abs() < 1e-8 {
                    return None;
                }
                let t = (-p0.z) / dir.z;
                if !t.is_finite() || t <= 0.0 {
                    return None;
                }
                Some(p0 + dir * t)
            };

            let mut plane_pts: Vec<Vec3> = Vec::new();
            for (nx, ny) in [(-1.0, -1.0), (1.0, -1.0), (1.0, 1.0), (-1.0, 1.0)] {
                if let Some(p) = ray_intersect_z0(nx, ny) {
                    plane_pts.push(p);
                }
            }

            // Fallback region if we couldn't intersect enough rays (camera nearly parallel to plane).
            let mut min_x = 0.0_f32;
            let mut max_x = 1.0_f32;
            let mut min_y = 0.0_f32;
            let mut max_y = 1.0_f32;

            if plane_pts.len() >= 2 {
                min_x = plane_pts.iter().map(|p| p.x).fold(f32::INFINITY, f32::min);
                max_x = plane_pts
                    .iter()
                    .map(|p| p.x)
                    .fold(f32::NEG_INFINITY, f32::max);
                min_y = plane_pts.iter().map(|p| p.y).fold(f32::INFINITY, f32::min);
                max_y = plane_pts
                    .iter()
                    .map(|p| p.y)
                    .fold(f32::NEG_INFINITY, f32::max);
            } else if let crate::core::camera::ProjectionType::Perspective { fov, .. } =
                cam.projection
            {
                let dist = (cam.position - cam.target).length().max(1e-3);
                let extent = (dist * (0.5 * fov).tan() * 1.25).max(0.5);
                let center = Vec3::new(cam.target.x, cam.target.y, 0.0);
                min_x = center.x - extent;
                max_x = center.x + extent;
                min_y = center.y - extent;
                max_y = center.y + extent;
            }

            // Expand a bit so grid lines don't pop at edges.
            let dx = (max_x - min_x).abs().max(1e-3);
            let dy = (max_y - min_y).abs().max(1e-3);
            let margin_x = dx * 0.10;
            let margin_y = dy * 0.10;
            min_x -= margin_x;
            max_x += margin_x;
            min_y -= margin_y;
            max_y += margin_y;

            let project_to_px = |p: Vec3| -> Option<(f32, f32)> {
                let clip = view_proj * Vec4::new(p.x, p.y, p.z, 1.0);
                if !clip.w.is_finite() || clip.w.abs() < 1e-6 {
                    return None;
                }
                let ndc = clip.truncate() / clip.w;
                if !(ndc.x.is_finite() && ndc.y.is_finite()) {
                    return None;
                }
                let px = ((ndc.x + 1.0) * 0.5) * (sw.max(1) as f32);
                let py = ((1.0 - ndc.y) * 0.5) * (sh.max(1) as f32);
                Some((px, py))
            };

            let nice_step = |raw: f64| -> f64 {
                if !raw.is_finite() || raw <= 0.0 {
                    return 1.0;
                }
                let pow10 = 10.0_f64.powf(raw.log10().floor());
                let norm = raw / pow10;
                let mult = if norm <= 1.0 {
                    1.0
                } else if norm <= 2.0 {
                    2.0
                } else if norm <= 5.0 {
                    5.0
                } else {
                    10.0
                };
                mult * pow10
            };

            // Determine grid scale from projection at the plane center.
            let cx = (min_x + max_x) * 0.5;
            let cy = (min_y + max_y) * 0.5;
            let center = Vec3::new(cx, cy, 0.0);
            let px_per_world = {
                let a = project_to_px(center);
                let b = project_to_px(center + Vec3::new(1.0, 0.0, 0.0));
                match (a, b) {
                    (Some((ax, ay)), Some((bx, by))) => ((bx - ax).hypot(by - ay)).max(1e-3),
                    _ => 1.0,
                }
            };
            let desired_major_px = 120.0_f64;
            let major_step = nice_step((desired_major_px / (px_per_world as f64)).max(1e-6));
            let mut minor_step = major_step / 10.0;
            if !minor_step.is_finite() || minor_step <= 0.0 {
                minor_step = major_step.max(1.0);
            }

            // Cap minor line density to avoid noisy/perf-heavy grids.
            let max_minor_lines = 180.0;
            let minor_count_x = (dx as f64 / minor_step).abs();
            let minor_count_y = (dy as f64 / minor_step).abs();
            if minor_count_x > max_minor_lines || minor_count_y > max_minor_lines {
                minor_step = (major_step / 5.0).max(major_step); // effectively disable minors
            }

            let mut helper_vertices: Vec<Vertex> = Vec::new();
            let mut push_line = |a: Vec3, b: Vec3, color: Vec4| {
                helper_vertices.push(Vertex::new(a, color));
                helper_vertices.push(Vertex::new(b, color));
            };

            // Slightly offset the grid plane to reduce z-fighting with geometry on z=0.
            let z_grid = -1e-4_f32;

            // Procedural XY grid plane (depth-tested, no depth writes). This avoids far-plane
            // popping and keeps line density stable via shader derivatives.
            if self.figure_show_grid {
                let theme = self.theme.build_theme();
                let bg = theme.get_background_color();
                let grid = theme.get_grid_color();
                let bg_luma = 0.2126 * bg.x + 0.7152 * bg.y + 0.0722 * bg.z;
                let mut major_rgb = [grid.x, grid.y, grid.z];
                let mut minor_rgb = [grid.x, grid.y, grid.z];
                let mut major_alpha = grid.w.clamp(0.08, 0.22);
                let mut minor_alpha = (grid.w * 0.45).clamp(0.04, 0.14);
                if bg_luma <= 0.62 {
                    major_rgb = [grid.x * 0.80, grid.y * 0.80, grid.z * 0.80];
                    minor_rgb = [grid.x * 0.68, grid.y * 0.68, grid.z * 0.68];
                }
                if bg_luma > 0.62 {
                    major_rgb = [grid.x * 0.45, grid.y * 0.45, grid.z * 0.45];
                    minor_rgb = [grid.x * 0.33, grid.y * 0.33, grid.z * 0.33];
                    major_alpha = major_alpha.max(0.24);
                    minor_alpha = minor_alpha.max(0.12);
                }
                self.wgpu_renderer.ensure_grid_plane_pipeline();
                self.wgpu_renderer
                    .update_grid_uniforms(crate::core::renderer::GridUniforms {
                        major_step: major_step as f32,
                        minor_step: minor_step as f32,
                        fade_start: (0.60 * dx.max(dy)).max(major_step as f32),
                        fade_end: (0.95 * dx.max(dy)).max((major_step as f32) * 2.0),
                        camera_pos: cam.position.to_array(),
                        _pad0: 0.0,
                        target_pos: Vec3::new(cam.target.x, cam.target.y, 0.0).to_array(),
                        _pad1: 0.0,
                        major_color: [major_rgb[0], major_rgb[1], major_rgb[2], major_alpha],
                        minor_color: [minor_rgb[0], minor_rgb[1], minor_rgb[2], minor_alpha],
                    });

                let quad_vertices = [
                    Vertex::new(Vec3::new(min_x, min_y, z_grid), Vec4::ONE),
                    Vertex::new(Vec3::new(max_x, min_y, z_grid), Vec4::ONE),
                    Vertex::new(Vec3::new(max_x, max_y, z_grid), Vec4::ONE),
                    Vertex::new(Vec3::new(min_x, max_y, z_grid), Vec4::ONE),
                ];
                let quad_indices: [u32; 6] = [0, 1, 2, 0, 2, 3];
                let vb = self.wgpu_renderer.create_vertex_buffer(&quad_vertices);
                let ib = self.wgpu_renderer.create_index_buffer(&quad_indices);
                grid_plane_buffers = Some((vb, ib));
            }

            // Origin triad (always, for spatial awareness).
            let axis_len = (major_step as f32 * 5.0).clamp(0.5, (dx.max(dy) * 0.6).max(0.5));
            let origin = Vec3::new(0.0, 0.0, 0.0);
            let col_x = Vec4::new(0.92, 0.25, 0.25, 0.85);
            let col_y = Vec4::new(0.35, 0.90, 0.45, 0.85);
            let col_z = Vec4::new(0.35, 0.62, 0.98, 0.85);
            push_line(origin, origin + Vec3::new(axis_len, 0.0, 0.0), col_x);
            push_line(origin, origin + Vec3::new(0.0, axis_len, 0.0), col_y);
            push_line(origin, origin + Vec3::new(0.0, 0.0, axis_len), col_z);

            // Dynamic tick marks on the origin triad (major step only). Labels are drawn in the
            // overlay so they stay crisp; these marks provide a depth-correct anchor in the scene.
            // NOTE: `f32::clamp` panics if min > max. When zoomed very far in, `major_step` can
            // be tiny, making `major_step * 0.25` smaller than a fixed minimum like 0.01.
            // Keep the min <= max by adapting the minimum to the current step size.
            let tick_max = (major_step as f32 * 0.25).max(1.0e-6);
            let tick_min = 0.01_f32.min(tick_max);
            let tick_len = (axis_len * 0.04).clamp(tick_min, tick_max);
            let max_ticks = 6usize;
            let mut add_ticks = |axis: Vec3, perp: Vec3, col: Vec4| {
                if major_step <= 0.0 {
                    return;
                }
                for i in 1..=max_ticks {
                    let t = (i as f32) * (major_step as f32);
                    if t >= axis_len * 0.999 {
                        break;
                    }
                    let p = origin + axis * t;
                    push_line(
                        p - perp * tick_len,
                        p + perp * tick_len,
                        Vec4::new(col.x, col.y, col.z, col.w * 0.85),
                    );
                }
            };
            add_ticks(Vec3::X, Vec3::Y, col_x);
            add_ticks(Vec3::Y, Vec3::X, col_y);
            add_ticks(Vec3::Z, Vec3::X, col_z);

            if !helper_vertices.is_empty() {
                let rd = Box::new(crate::core::RenderData {
                    pipeline_type: crate::core::PipelineType::Lines,
                    vertices: helper_vertices,
                    indices: None,
                    gpu_vertices: None,
                    bounds: None,
                    material: crate::core::Material::default(),
                    draw_calls: vec![crate::core::DrawCall {
                        vertex_offset: 0,
                        vertex_count: 0, // filled below
                        index_offset: None,
                        index_count: None,
                        instance_count: 1,
                    }],
                    image: None,
                });
                owned_render_data.push(rd);
                let idx = owned_render_data.len() - 1;
                // Fill vertex_count now that vertices are owned.
                let vcount = owned_render_data[idx].vertices.len();
                if let Some(dc) = owned_render_data[idx].draw_calls.get_mut(0) {
                    dc.vertex_count = vcount;
                }
                let vb = Arc::new(
                    self.wgpu_renderer
                        .create_vertex_buffer(&owned_render_data[idx].vertices),
                );
                // Draw helpers first (under data, depth-tested).
                let rd_ref: &crate::core::RenderData = &owned_render_data[idx];
                render_items.insert(0, (rd_ref, vb, None));
                total_vertices += vcount;
            }
        }

        // Precompute expanded point buffers to keep them alive across the render pass
        let mut point_buffers: Vec<Option<(wgpu::Buffer, usize)>> =
            Vec::with_capacity(render_items.len());
        for (render_data, _vb, _ib) in render_items.iter() {
            if matches!(render_data.pipeline_type, crate::core::PipelineType::Points) {
                let expanded = self
                    .wgpu_renderer
                    // size_px=0.0 => use per-vertex normal.z sizes
                    .create_direct_point_vertices(&render_data.vertices, 0.0);
                let buf = self.wgpu_renderer.create_vertex_buffer(&expanded);
                point_buffers.push(Some((buf, expanded.len())));
            } else {
                point_buffers.push(None);
            }
        }
        // Precreate image bind groups for textured items to avoid lifetime issues
        let has_textured_items = render_items.iter().any(|(render_data, _vb, _ib)| {
            render_data.pipeline_type == crate::core::PipelineType::Textured
        });
        if has_textured_items {
            self.wgpu_renderer.ensure_image_pipeline();
        }
        let mut image_bind_groups: Vec<Option<wgpu::BindGroup>> =
            Vec::with_capacity(render_items.len());

        for (render_data, _vb, _ib) in render_items.iter() {
            if render_data.pipeline_type == crate::core::PipelineType::Textured {
                if let Some(crate::core::scene::ImageData::Rgba8 {
                    width,
                    height,
                    data,
                }) = &render_data.image
                {
                    let (_t, _v, bg) = self
                        .wgpu_renderer
                        .create_image_texture_and_bind_group(*width, *height, data);
                    image_bind_groups.push(Some(bg));
                } else {
                    image_bind_groups.push(None);
                }
            } else {
                image_bind_groups.push(None);
            }
        }
        // Precreate point style bind groups for points to match pipeline layout [direct uniforms, point style]
        let mut point_style_bind_groups: Vec<Option<wgpu::BindGroup>> =
            Vec::with_capacity(render_items.len());
        for (render_data, _vb, _ib) in render_items.iter() {
            if matches!(render_data.pipeline_type, crate::core::PipelineType::Points) {
                let style = crate::core::renderer::PointStyleUniforms {
                    face_color: render_data.material.albedo.to_array(),
                    edge_color: render_data.material.emissive.to_array(),
                    edge_thickness_px: render_data.material.roughness,
                    marker_shape: render_data.material.metallic as u32,
                    _pad: [0.0, 0.0],
                };
                let (_buf, bg) = self.wgpu_renderer.create_point_style_bind_group(style);
                point_style_bind_groups.push(Some(bg));
            } else {
                point_style_bind_groups.push(None);
            }
        }

        // Precompute optional grid geometry and uniforms so we can draw it under data
        // Grid is drawn only when enabled and in 2D orthographic
        let mut grid_vb_opt: Option<wgpu::Buffer> = None;
        if is_2d && self.figure_show_grid {
            if let Some((l, r, b, t)) = self.view_bounds() {
                // Update direct uniforms mapping for viewport
                self.wgpu_renderer.update_direct_uniforms(
                    [l as f32, b as f32],
                    [r as f32, t as f32],
                    [-1.0, -1.0],
                    [1.0, 1.0],
                    [sw.max(1) as f32, sh.max(1) as f32],
                );
                self.wgpu_renderer.ensure_direct_line_pipeline();

                let x_range = (r - l).max(1e-6);
                let y_range = (t - b).max(1e-6);
                let x_step = plot_utils::calculate_tick_interval(x_range);
                let y_step = plot_utils::calculate_tick_interval(y_range);
                let mut grid_vertices: Vec<Vertex> = Vec::new();
                let g = 80.0_f32 / 255.0_f32;
                let col = Vec4::new(g, g, g, 1.0);
                if x_step.is_finite() && x_step > 0.0 {
                    let mut x = ((l / x_step).ceil() * x_step) as f32;
                    let b_f = b as f32;
                    let t_f = t as f32;
                    while (x as f64) <= r {
                        grid_vertices.push(Vertex::new(Vec3::new(x, b_f, 0.0), col));
                        grid_vertices.push(Vertex::new(Vec3::new(x, t_f, 0.0), col));
                        x += x_step as f32;
                    }
                }
                if y_step.is_finite() && y_step > 0.0 {
                    let mut y = ((b / y_step).ceil() * y_step) as f32;
                    let l_f = l as f32;
                    let r_f = r as f32;
                    while (y as f64) <= t {
                        grid_vertices.push(Vertex::new(Vec3::new(l_f, y, 0.0), col));
                        grid_vertices.push(Vertex::new(Vec3::new(r_f, y, 0.0), col));
                        y += y_step as f32;
                    }
                }
                if !grid_vertices.is_empty() {
                    grid_vb_opt = Some(self.wgpu_renderer.create_vertex_buffer(&grid_vertices));
                }
            }
        }

        // Before the pass: configure direct uniforms and ensure pipelines
        let bounds_opt = if is_2d { self.data_bounds } else { None };
        if is_2d {
            if let Some((l, r, b, t)) = self.view_bounds() {
                self.wgpu_renderer.update_direct_uniforms(
                    [l as f32, b as f32],
                    [r as f32, t as f32],
                    [-1.0, -1.0],
                    [1.0, 1.0],
                    [sw.max(1) as f32, sh.max(1) as f32],
                );
            } else if let Some((x_min, x_max, y_min, y_max)) = bounds_opt {
                self.wgpu_renderer.update_direct_uniforms(
                    [x_min as f32, y_min as f32],
                    [x_max as f32, y_max as f32],
                    [-1.0, -1.0],
                    [1.0, 1.0],
                    [sw.max(1) as f32, sh.max(1) as f32],
                );
            }
            self.wgpu_renderer.ensure_direct_triangle_pipeline();
            self.wgpu_renderer.ensure_direct_line_pipeline();
            self.wgpu_renderer.ensure_direct_point_pipeline();
        } else {
            // 3D: ensure camera-based pipelines exist so surfaces rotate with the camera.
            self.wgpu_renderer
                .ensure_pipeline(crate::core::PipelineType::Triangles);
            self.wgpu_renderer
                .ensure_pipeline(crate::core::PipelineType::Lines);
            self.wgpu_renderer
                .ensure_pipeline(crate::core::PipelineType::Points);
        }

        // Begin pass with Load (preserve egui)
        {
            // Prepare MSAA render target if enabled
            let use_msaa = self.wgpu_renderer.msaa_sample_count > 1;
            let msaa_view_opt = if use_msaa {
                let tex = self
                    .wgpu_renderer
                    .device
                    .create_texture(&wgpu::TextureDescriptor {
                        label: Some("runmat_msaa_color_direct"),
                        size: wgpu::Extent3d {
                            width: self.wgpu_renderer.surface_config.width,
                            height: self.wgpu_renderer.surface_config.height,
                            depth_or_array_layers: 1,
                        },
                        mip_level_count: 1,
                        sample_count: self.wgpu_renderer.msaa_sample_count,
                        dimension: wgpu::TextureDimension::D2,
                        format: self.wgpu_renderer.surface_config.format,
                        usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
                        view_formats: &[],
                    });
                Some(tex.create_view(&wgpu::TextureViewDescriptor::default()))
            } else {
                None
            };

            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Plot Camera Viewport Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: msaa_view_opt.as_ref().unwrap_or(target_view),
                    resolve_target: if use_msaa { Some(target_view) } else { None },
                    ops: wgpu::Operations {
                        load: if use_msaa {
                            wgpu::LoadOp::Clear(wgpu::Color {
                                r: config.background_color.x as f64,
                                g: config.background_color.y as f64,
                                b: config.background_color.z as f64,
                                a: config.background_color.w as f64,
                            })
                        } else {
                            wgpu::LoadOp::Load
                        },
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
                    view: depth_view.as_ref(),
                    depth_ops: Some(wgpu::Operations {
                        load: wgpu::LoadOp::Clear(match config.depth_mode {
                            DepthMode::Standard => 1.0,
                            DepthMode::ReversedZ => 0.0,
                        }),
                        store: wgpu::StoreOp::Store,
                    }),
                    stencil_ops: None,
                }),
                timestamp_writes: None,
                occlusion_query_set: None,
            });

            // Apply viewport and scissor rectangle to draw into the plot rect
            render_pass.set_viewport(
                sx as f32,
                sy as f32,
                sw.max(1) as f32,
                sh.max(1) as f32,
                0.0,
                1.0,
            );
            render_pass.set_scissor_rect(sx, sy, sw.max(1), sh.max(1));
            if let Some(ref vb_grid) = grid_vb_opt {
                if let Some(ref pipeline) = self.wgpu_renderer.direct_line_pipeline {
                    render_pass.set_pipeline(pipeline);
                    render_pass.set_bind_group(
                        0,
                        &self.wgpu_renderer.direct_uniform_bind_group,
                        &[],
                    );
                    render_pass.set_vertex_buffer(0, vb_grid.slice(..));
                    // Each grid line is two vertices (LineList)
                    // Draw full buffer
                    // Note: vertex count equals number of vertices
                    // wgpu will interpret as lines via pipeline topology
                    render_pass.draw(
                        0..(vb_grid.size() / std::mem::size_of::<Vertex>() as u64) as u32,
                        0..1,
                    );
                }
            }

            // Use direct pipelines for precise 2D mapping inside the viewport
            let use_direct_for_triangles = is_2d;
            let use_direct_for_lines = is_2d;
            let direct_tri_pipeline = if use_direct_for_triangles && bounds_opt.is_some() {
                self.wgpu_renderer
                    .direct_triangle_pipeline
                    .as_ref()
                    .map(|p| p as *const wgpu::RenderPipeline)
            } else {
                None
            };
            let direct_line_pipeline = if use_direct_for_lines && bounds_opt.is_some() {
                self.wgpu_renderer
                    .direct_line_pipeline
                    .as_ref()
                    .map(|p| p as *const wgpu::RenderPipeline)
            } else {
                None
            };
            let direct_point_pipeline = if is_2d && bounds_opt.is_some() {
                self.wgpu_renderer
                    .direct_point_pipeline
                    .as_ref()
                    .map(|p| p as *const wgpu::RenderPipeline)
            } else {
                None
            };

            // Keep transient point buffers alive during this pass
            let mut __temp_point_buffers_cam: Vec<wgpu::Buffer> = Vec::new();
            for (idx, (render_data, vertex_buffer, index_buffer)) in render_items.iter().enumerate()
            {
                let is_triangles = matches!(
                    render_data.pipeline_type,
                    crate::core::PipelineType::Triangles
                );
                let is_lines =
                    matches!(render_data.pipeline_type, crate::core::PipelineType::Lines);
                let is_points =
                    matches!(render_data.pipeline_type, crate::core::PipelineType::Points);
                let is_textured = matches!(
                    render_data.pipeline_type,
                    crate::core::PipelineType::Textured
                );
                // Use direct mapping for lines/triangles/points for correct pixel-sized markers in GUI
                let use_direct = is_2d
                    && ((use_direct_for_triangles && is_triangles)
                        || (use_direct_for_lines && is_lines)
                        || is_points)
                    && bounds_opt.is_some();

                if use_direct {
                    // Safe because we only read pointers here within pass
                    let pipeline_ref: &wgpu::RenderPipeline = unsafe {
                        if is_triangles {
                            direct_tri_pipeline.unwrap().as_ref().unwrap()
                        } else if is_lines {
                            direct_line_pipeline.unwrap().as_ref().unwrap()
                        } else {
                            direct_point_pipeline.unwrap().as_ref().unwrap()
                        }
                    };
                    let uniform_bg = &self.wgpu_renderer.direct_uniform_bind_group;
                    render_pass.set_pipeline(pipeline_ref);
                    render_pass.set_bind_group(0, uniform_bg, &[]);
                } else if is_textured {
                    let pipeline = self
                        .wgpu_renderer
                        .get_pipeline(crate::core::PipelineType::Textured);
                    render_pass.set_pipeline(pipeline);
                    render_pass.set_bind_group(
                        0,
                        &self.wgpu_renderer.direct_uniform_bind_group,
                        &[],
                    );
                    if let Some(ref bg) = image_bind_groups[idx] {
                        render_pass.set_bind_group(1, bg, &[]);
                    }
                } else {
                    let pipeline = self.wgpu_renderer.get_pipeline(render_data.pipeline_type);
                    render_pass.set_pipeline(pipeline);
                    render_pass.set_bind_group(0, self.wgpu_renderer.get_uniform_bind_group(), &[]);
                }

                if is_points && use_direct {
                    if let Some((ref buf, len)) = point_buffers[idx] {
                        if let Some(ref bg) = point_style_bind_groups[idx] {
                            render_pass.set_bind_group(1, bg, &[]);
                        }
                        render_pass.set_vertex_buffer(0, buf.slice(..));
                        render_pass.draw(0..len as u32, 0..1);
                        continue;
                    }
                } else {
                    render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));
                }
                if let Some(idx) = index_buffer {
                    render_pass.set_index_buffer(idx.slice(..), wgpu::IndexFormat::Uint32);
                    if let Some(indices) = &render_data.indices {
                        render_pass.draw_indexed(0..indices.len() as u32, 0, 0..1);
                    }
                } else {
                    for dc in &render_data.draw_calls {
                        render_pass.draw(
                            dc.vertex_offset as u32..(dc.vertex_offset + dc.vertex_count) as u32,
                            0..dc.instance_count as u32,
                        );
                    }
                }
            }

            // Draw procedural 3D grid plane after data, depth-tested (no depth writes).
            if let Some((ref vb, ref ib)) = grid_plane_buffers {
                if let Some(pipeline) = self.wgpu_renderer.grid_plane_pipeline() {
                    render_pass.set_pipeline(pipeline);
                    render_pass.set_bind_group(0, self.wgpu_renderer.get_uniform_bind_group(), &[]);
                    render_pass.set_bind_group(1, &self.wgpu_renderer.grid_uniform_bind_group, &[]);
                    render_pass.set_vertex_buffer(0, vb.slice(..));
                    render_pass.set_index_buffer(ib.slice(..), wgpu::IndexFormat::Uint32);
                    render_pass.draw_indexed(0..6, 0, 0..1);
                }
            }
        }

        Ok(RenderResult {
            success: true,
            data_bounds: self.data_bounds,
            vertex_count: total_vertices,
            triangle_count: total_triangles,
            render_time_ms: start_time.elapsed().as_secs_f64() * 1000.0,
        })
    }

    /// Render all axes of a subplot grid into their respective viewport rectangles.
    /// `axes_viewports` is a vector of (x, y, w, h) in physical pixels, length equals rows*cols.
    pub fn render_axes_to_viewports(
        &mut self,
        encoder: &mut wgpu::CommandEncoder,
        target_view: &wgpu::TextureView,
        axes_viewports: &[(u32, u32, u32, u32)],
        msaa_samples: u32,
        base_config: &PlotRenderConfig,
    ) -> Result<(), Box<dyn std::error::Error>> {
        {
            let clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("runmat-subplot-clear"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: target_view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(wgpu::Color {
                            r: base_config.background_color.x as f64,
                            g: base_config.background_color.y as f64,
                            b: base_config.background_color.z as f64,
                            a: base_config.background_color.w as f64,
                        }),
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                timestamp_writes: None,
                occlusion_query_set: None,
            });
            drop(clear_pass);
        }

        // Build map axes_index -> node ids
        let mut axes_to_nodes: std::collections::HashMap<usize, Vec<crate::core::scene::NodeId>> =
            std::collections::HashMap::new();
        for node in self.scene.get_visible_nodes() {
            axes_to_nodes
                .entry(node.axes_index)
                .or_default()
                .push(node.id);
        }

        if self.axes_cameras.is_empty() {
            self.axes_cameras.push(Self::create_default_camera());
        }

        // Pre-collect all node ids
        let all_ids: Vec<crate::core::scene::NodeId> = self
            .scene
            .get_visible_nodes()
            .into_iter()
            .map(|n| n.id)
            .collect();

        for (ax_idx, viewport) in axes_viewports.iter().enumerate() {
            let ids_for_axes = axes_to_nodes.get(&ax_idx).cloned().unwrap_or_default();
            if ids_for_axes.is_empty() {
                continue;
            }

            // Hide nodes not belonging to this axes
            let mut hidden_ids: Vec<crate::core::scene::NodeId> = Vec::new();
            for id in &all_ids {
                if !ids_for_axes.contains(id) {
                    if let Some(node) = self.scene.get_node_mut(*id) {
                        if node.visible {
                            node.visible = false;
                            hidden_ids.push(*id);
                        }
                    }
                }
            }
            // Update camera and bounds
            let cam = self
                .axes_cameras
                .get(ax_idx)
                .cloned()
                .unwrap_or_else(Self::create_default_camera);
            let _ = self.calculate_data_bounds();

            // Render this axes into its viewport
            let mut cfg = base_config.clone();
            cfg.width = viewport.2;
            cfg.height = viewport.3;
            cfg.msaa_samples = msaa_samples;
            let _ = self.render_camera_to_viewport(encoder, target_view, *viewport, &cfg, &cam)?;

            // Restore hidden nodes visibility
            for id in hidden_ids {
                if let Some(node) = self.scene.get_node_mut(id) {
                    node.visible = true;
                }
            }
        }
        Ok(())
    }

    /// Create default 2D camera for plotting
    fn create_default_camera() -> Camera {
        let mut camera = Camera::new();
        camera.projection = crate::core::camera::ProjectionType::Orthographic {
            left: -5.0,
            right: 5.0,
            bottom: -5.0,
            top: 5.0,
            // Use a deeper z range so the default camera position doesn't clip z=0 geometry.
            near: -10.0,
            far: 10.0,
        };
        camera.depth_mode = DepthMode::default();
        // For 2D plotting we keep the camera close to the z=0 plane.
        camera.position = Vec3::new(0.0, 0.0, 1.0);
        camera.target = Vec3::new(0.0, 0.0, 0.0);
        camera.up = Vec3::new(0.0, 1.0, 0.0);
        camera
    }

    // Removed simple data_bounds getter in favor of overlay-aware bounds below

    /// Get the primary (axes 0) camera.
    pub fn camera(&self) -> &Camera {
        self.axes_cameras
            .first()
            .expect("axes_cameras must contain at least one camera")
    }

    /// Get mutable reference to the primary (axes 0) camera.
    pub fn camera_mut(&mut self) -> &mut Camera {
        self.axes_cameras
            .first_mut()
            .expect("axes_cameras must contain at least one camera")
    }

    pub fn axes_camera(&self, axes_index: usize) -> Option<&Camera> {
        self.axes_cameras.get(axes_index)
    }

    /// Get scene reference
    pub fn scene(&self) -> &Scene {
        &self.scene
    }

    /// Get scene statistics
    pub fn scene_statistics(&self) -> crate::core::SceneStatistics {
        self.scene.statistics()
    }

    /// Get current view bounds (camera frustum) in world/data space for 2D
    pub fn view_bounds(&self) -> Option<(f64, f64, f64, f64)> {
        match self.camera().projection {
            crate::core::camera::ProjectionType::Orthographic {
                left,
                right,
                bottom,
                top,
                ..
            } => Some((left as f64, right as f64, bottom as f64, top as f64)),
            _ => None,
        }
    }

    /// Overlay configuration getters
    pub fn overlay_show_grid(&self) -> bool {
        self.figure_show_grid
    }
    pub fn overlay_show_box(&self) -> bool {
        self.figure_show_box
    }
    pub fn overlay_title(&self) -> Option<&String> {
        self.figure_title.as_ref()
    }
    pub fn overlay_x_label(&self) -> Option<&String> {
        self.figure_x_label.as_ref()
    }
    pub fn overlay_y_label(&self) -> Option<&String> {
        self.figure_y_label.as_ref()
    }
    pub fn overlay_show_legend(&self) -> bool {
        self.figure_show_legend
    }
    pub fn overlay_legend_entries(&self) -> &Vec<LegendEntry> {
        &self.legend_entries
    }
    pub fn overlay_x_log(&self) -> bool {
        self.figure_x_log
    }
    pub fn overlay_y_log(&self) -> bool {
        self.figure_y_log
    }
    pub fn overlay_colormap(&self) -> ColorMap {
        self.figure_colormap
    }
    pub fn overlay_colorbar_enabled(&self) -> bool {
        self.figure_colorbar_enabled
    }
    /// Subplot grid
    pub fn figure_axes_grid(&self) -> (usize, usize) {
        self.last_figure
            .as_ref()
            .map(|f| f.axes_grid())
            .unwrap_or((1, 1))
    }
    /// Return categorical labels if any (is_x_axis, &labels)
    pub fn overlay_categorical_labels(&self) -> Option<(bool, &Vec<String>)> {
        if let (Some(is_x), Some(labels)) = (
            &self.figure_categorical_is_x,
            &self.figure_categorical_labels,
        ) {
            Some((*is_x, labels))
        } else {
            None
        }
    }

    /// Get bounds used for display (manual axis limits override data bounds when provided)
    pub fn data_bounds(&self) -> Option<(f64, f64, f64, f64)> {
        let base = self.data_bounds;
        base.map(|(bx_min, bx_max, by_min, by_max)| {
            let (mut x_min, mut x_max) = (bx_min, bx_max);
            let (mut y_min, mut y_max) = (by_min, by_max);
            if let Some((xl, xr)) = self.figure_x_limits {
                x_min = xl;
                x_max = xr;
            }
            if let Some((yl, yr)) = self.figure_y_limits {
                y_min = yl;
                y_max = yr;
            }
            (x_min, x_max, y_min, y_max)
        })
    }

    /// Get mutable reference to a specific axes camera when using subplots
    pub fn axes_camera_mut(&mut self, idx: usize) -> Option<&mut Camera> {
        self.axes_cameras.get_mut(idx)
    }

    /// Get view bounds for a specific axes camera (l, r, b, t)
    pub fn view_bounds_for_axes(&self, idx: usize) -> Option<(f64, f64, f64, f64)> {
        if let Some(cam) = self.axes_cameras.get(idx) {
            if let crate::core::camera::ProjectionType::Orthographic {
                left,
                right,
                bottom,
                top,
                ..
            } = cam.projection
            {
                return Some((left as f64, right as f64, bottom as f64, top as f64));
            }
        }
        None
    }

    pub fn axes_bounds(&self, axes_index: usize) -> Option<crate::core::BoundingBox> {
        let mut min = Vec3::new(f32::INFINITY, f32::INFINITY, f32::INFINITY);
        let mut max = Vec3::new(f32::NEG_INFINITY, f32::NEG_INFINITY, f32::NEG_INFINITY);
        let mut saw_any = false;

        for node in self.scene.get_visible_nodes() {
            if node.axes_index != axes_index {
                continue;
            }
            let Some(render_data) = &node.render_data else {
                continue;
            };
            if let Some(bounds) = render_data.bounds.as_ref() {
                min = min.min(bounds.min);
                max = max.max(bounds.max);
                saw_any = true;
                continue;
            }
            for v in &render_data.vertices {
                let p = Vec3::new(v.position[0], v.position[1], v.position[2]);
                min = min.min(p);
                max = max.max(p);
                saw_any = true;
            }
        }

        if !saw_any {
            return None;
        }
        Some(crate::core::BoundingBox { min, max })
    }

    /// Prefer exporting the original figure if available
    pub fn export_figure_clone(&self) -> crate::plots::Figure {
        if let Some(f) = &self.last_figure {
            return f.clone();
        }
        // As a strict fallback, produce an empty figure with current metadata only
        let mut fig = crate::plots::Figure::new();
        fig.title = self.figure_title.clone();
        fig.x_label = self.figure_x_label.clone();
        fig.y_label = self.figure_y_label.clone();
        fig.legend_enabled = self.figure_show_legend;
        fig.grid_enabled = self.figure_show_grid;
        fig.box_enabled = self.figure_show_box;
        fig.x_limits = self.figure_x_limits;
        fig.y_limits = self.figure_y_limits;
        fig.x_log = self.figure_x_log;
        fig.y_log = self.figure_y_log;
        fig.axis_equal = self.figure_axis_equal;
        fig.colormap = self.figure_colormap;
        fig.colorbar_enabled = self.figure_colorbar_enabled;
        let (rows, cols) = self.figure_axes_grid();
        fig.set_subplot_grid(rows, cols);
        fig
    }
}

/// High-level plotting utilities that use the unified renderer
pub mod plot_utils {

    /// Calculate nice tick intervals for axis labeling
    pub fn calculate_tick_interval(range: f64) -> f64 {
        let magnitude = 10.0_f64.powf(range.log10().floor());
        let normalized = range / magnitude;

        let nice_interval = if normalized <= 1.0 {
            0.2
        } else if normalized <= 2.0 {
            0.5
        } else if normalized <= 5.0 {
            1.0
        } else {
            2.0
        };

        nice_interval * magnitude
    }

    /// Format a tick label value for display
    pub fn format_tick_label(value: f64) -> String {
        if value.abs() < 0.001 {
            "0".to_string()
        } else if value.abs() >= 1000.0 || value.fract().abs() < 0.001 {
            format!("{value:.0}")
        } else {
            format!("{value:.1}")
        }
    }

    /// Generate grid lines for plotting
    pub fn generate_grid_lines(
        bounds: (f64, f64, f64, f64),
        plot_rect: (f32, f32, f32, f32), // (left, right, bottom, top)
    ) -> Vec<(f32, f32, f32, f32)> {
        // Vector of (x1, y1, x2, y2) line segments
        let (x_min, x_max, y_min, y_max) = bounds;
        let (left, right, bottom, top) = plot_rect;

        let mut lines = Vec::new();

        // X-axis grid lines
        let x_range = x_max - x_min;
        let x_interval = calculate_tick_interval(x_range);
        let mut x_val = (x_min / x_interval).ceil() * x_interval;

        while x_val <= x_max {
            let x_screen = left + ((x_val - x_min) / x_range) as f32 * (right - left);
            lines.push((x_screen, bottom, x_screen, top));
            x_val += x_interval;
        }

        // Y-axis grid lines
        let y_range = y_max - y_min;
        let y_interval = calculate_tick_interval(y_range);
        let mut y_val = (y_min / y_interval).ceil() * y_interval;

        while y_val <= y_max {
            let y_screen = bottom + ((y_val - y_min) / y_range) as f32 * (top - bottom);
            lines.push((left, y_screen, right, y_screen));
            y_val += y_interval;
        }

        lines
    }
}