pub struct GpuRenderer {Show 19 fields
pub ai_material_rx: Option<Receiver<Result<CompiledMaterial, GeneratorError>>>,
pub headless_context: Option<HeadlessContext>,
pub blur_pipeline: Option<RenderPipeline>,
pub blur_uniform: Option<Buffer>,
pub blur_bind_group_layout: Option<BindGroupLayout>,
pub blend_pipeline: Option<RenderPipeline>,
pub blend_bind_group_layout: Option<BindGroupLayout>,
pub flood_pipeline: Option<RenderPipeline>,
pub copy_bind_group_layout: Option<BindGroupLayout>,
pub telemetry: TelemetryData,
pub frame_budget: FrameBudget,
pub last_redraw_start: Instant,
pub last_frame_start: Instant,
pub redraw_requested: bool,
pub bloom_enabled: bool,
pub volumetric_enabled: bool,
pub color_blind_mode: ColorBlindMode,
pub color_blind_intensity: f32,
pub last_gpu_time_ns: u64,
/* private fields */
}Expand description
GpuRenderer implements the high-performance GPU backend.
Fields§
§ai_material_rx: Option<Receiver<Result<CompiledMaterial, GeneratorError>>>§headless_context: Option<HeadlessContext>§blur_pipeline: Option<RenderPipeline>Render pipeline for Gaussian blur (two-pass separable kernel). Initialized lazily on first use.
blur_uniform: Option<Buffer>Uniform buffer for blur parameters (std_deviation, kernel_size, direction). Initialized lazily on first use.
blur_bind_group_layout: Option<BindGroupLayout>Bind group layout for blur shader. Initialized lazily on first use.
blend_pipeline: Option<RenderPipeline>Render pipeline for blend operations (feBlend, feComposite). Initialized lazily on first use.
blend_bind_group_layout: Option<BindGroupLayout>Bind group layout for blend shader. Initialized lazily on first use.
flood_pipeline: Option<RenderPipeline>Render pipeline for flood fill (feFlood). Initialized lazily on first use.
copy_bind_group_layout: Option<BindGroupLayout>Bind group layout for copy/offset operations. Initialized lazily on first use.
telemetry: TelemetryData§frame_budget: FrameBudgetConfiguration for render-loop frame timing and degradation strategies.
last_redraw_start: InstantInstant at the start of the last redraw, used for measuring frame timings.
last_frame_start: InstantInstant at the start of the last frame, used for frame_time_ms calculation.
redraw_requested: boolWhether a redraw has been requested for the next frame.
bloom_enabled: boolBloom post-processing enabled flag.
volumetric_enabled: boolDynamic toggle to enable or disable the volumetric raymarching pass, which handles fog and light shaft simulations.
color_blind_mode: ColorBlindModeColor blindness simulation mode (Normal = disabled).
color_blind_intensity: f32Color blindness effect intensity (0.0–1.0).
last_gpu_time_ns: u64Implementations§
Source§impl GpuRenderer
impl GpuRenderer
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn clear_text_cache_impl(&mut self)
pub fn clear_text_cache_impl(&mut self)
Inherent method: clear the text shaping cache.
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn clear_event_handlers(&mut self)
pub fn clear_event_handlers(&mut self)
Clear all registered event handlers. Call at the start of each frame before re-rendering the component tree.
Sourcepub fn clear_text_cache(&mut self)
pub fn clear_text_cache(&mut self)
Phase 2.1: clear the text shaping cache at the start of each frame.
Sourcepub fn get_handlers(
&self,
event_type: &str,
) -> Option<&Vec<Arc<dyn Fn(Event) + Send + Sync>>>
pub fn get_handlers( &self, event_type: &str, ) -> Option<&Vec<Arc<dyn Fn(Event) + Send + Sync>>>
Get all registered event handlers for a specific event type.
pub fn stroke_path(&mut self, path: &Path, color: [f32; 4], stroke_width: f32)
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn begin_frame_headless(&mut self) -> CommandEncoder
pub fn begin_frame_headless(&mut self) -> CommandEncoder
begin_frame_headless – Strike the flaming sword to begin a new GPU frame for headless rendering.
Sourcepub fn begin_frame(&mut self, window_id: WindowId) -> CommandEncoder
pub fn begin_frame(&mut self, window_id: WindowId) -> CommandEncoder
begin_frame – Strike the flaming sword to begin a new GPU frame for a specific window.
Sourcepub fn begin_frame_reuse(&mut self, window_id: WindowId) -> CommandEncoder
pub fn begin_frame_reuse(&mut self, window_id: WindowId) -> CommandEncoder
Begin a frame without resetting per-frame state. Used when reusing the previous frame’s draw calls (view unchanged).
Sourcepub fn register_window(&mut self, window: Arc<Window>)
pub fn register_window(&mut self, window: Arc<Window>)
register_window – Attaches a new OS window to the shared GPU context.
Sourcepub fn fill_rect_with_mode(
&mut self,
rect: Rect,
color: [f32; 4],
material_id: u32,
texture_id: Option<u32>,
)
pub fn fill_rect_with_mode( &mut self, rect: Rect, color: [f32; 4], material_id: u32, texture_id: Option<u32>, )
fill_rect_with_mode – Specialized rectangle drawing with mode-specific shader logic.
Sourcepub fn end_frame(&mut self, encoder: CommandEncoder)
pub fn end_frame(&mut self, encoder: CommandEncoder)
Pass 1: Clear scene+depth, draw atmosphere, draw opaque geometry. end_frame – Quench the blade by submitting the full Muspelheim multi-pass effect.
Since the Renderer 3.0 migration, the pass sequence is driven by a Kvasir dependency graph rather than hardcoded ordering. The graph is built each frame (cheap – just node/edge allocation), validated (cycle detection, input satisfiability), then executed. Conditional passes (glass, bloom, accessibility) are automatically eliminated when not needed.
Sourcepub fn submit_buckets(&mut self, buckets: &CommandBuckets)
pub fn submit_buckets(&mut self, buckets: &CommandBuckets)
Submit pre-routed draw command buckets from the cvkg-compositor.
Accepts CommandBuckets produced by CompositorEngine::flatten_and_route()
and submits draw calls in the correct pass order for the Backdrop Capture
Architecture:
- Scene commands (opaque) → Scene Capture pass
- Glass commands → Material Composite pass (samples blur pyramid)
- Overlay commands → Top-Level Foreground pass
Sourcepub async fn capture_frame(&self) -> Result<Vec<u8>, String>
pub async fn capture_frame(&self) -> Result<Vec<u8>, String>
capture_frame – Read back the rendered frame as a byte buffer (RGBA8).
Sourcepub fn draw_gradient_multi(
&mut self,
rect: Rect,
stops: &[[f32; 4]],
angle: f32,
is_radial: bool,
)
pub fn draw_gradient_multi( &mut self, rect: Rect, stops: &[[f32; 4]], angle: f32, is_radial: bool, )
Draw a multi-stop gradient quad using the GPU shader. rect: bounding rectangle in logical pixels stops: array of [R, G, B, A] where A is the position (0.0-1.0) angle: gradient angle in radians (for linear gradients) is_radial: true for radial gradient, false for linear
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub async fn forge(window: Arc<Window>) -> Self
pub async fn forge(window: Arc<Window>) -> Self
forge – Initializes the Surtr GPU renderer from a winit window.
This method performs the following:
- Negotiates a wgpu surface and adapter.
- Forges the Muspelheim multi-pass pipeline layouts.
- Initializes the Berserker state buffers and texture registries.
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn load_svg(&mut self, name: &str, data: &[u8])
pub fn load_svg(&mut self, name: &str, data: &[u8])
load_svg – Parses an SVG file and tessellates its paths into GPU triangles.
Sourcepub fn draw_svg(
&mut self,
name: &str,
rect: Rect,
color: Option<[f32; 4]>,
material_id: u32,
)
pub fn draw_svg( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, )
draw_svg – Renders a pre-loaded SVG icon at the specified logical rect. animation_time_offset shifts the animation phase for this instance, allowing multiple draws of the same SVG to animate independently.
pub fn draw_svg_with_offset( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, animation_time_offset: f32, )
pub fn draw_svg_with_order( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, animation_time_offset: f32, draw_order: i32, )
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn hologram_instances(&self) -> &[HologramInstance]
pub fn hologram_instances(&self) -> &[HologramInstance]
Access the hologram instances submitted this frame.
pub fn set_quality_level(&mut self, level: QualityLevel)
pub fn set_config(&mut self, config: RendererConfig)
pub fn config(&self) -> &RendererConfig
pub fn quality_level(&self) -> QualityLevel
pub fn update_mouse(&mut self, mouse: [f32; 2], velocity: [f32; 2])
pub fn invalidate_material_cache(&mut self)
pub fn invalidate_all_caches(&mut self) -> usize
pub fn prewarm_text_cache(&mut self, labels: &[(&str, f32)])
pub fn get_telemetry(&self) -> TelemetryData
pub fn resize( &mut self, window_id: WindowId, width: u32, height: u32, scale_factor: f32, )
pub fn reset_time(&mut self)
pub fn reclaim_vram(&mut self)
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub async fn forge_headless(width: u32, height: u32) -> Self
pub async fn forge_headless(width: u32, height: u32) -> Self
forge_headless – Initializes Surtr without a window for visual regression testing.
Sourcepub fn readback_headless_rgba8(&self) -> Vec<u8> ⓘ
pub fn readback_headless_rgba8(&self) -> Vec<u8> ⓘ
Read back the headless output texture as RGBA8 pixels.
Must be called after end_frame on a headless renderer.
Sourcepub fn render_headless_frame<F>(&mut self, draw: F) -> Vec<u8> ⓘwhere
F: FnOnce(&mut Self),
pub fn render_headless_frame<F>(&mut self, draw: F) -> Vec<u8> ⓘwhere
F: FnOnce(&mut Self),
Render a headless frame with a draw callback and read back pixels.
Sourcepub async fn from_external(
device: Arc<Device>,
queue: Arc<Queue>,
surface: Surface<'static>,
width: u32,
height: u32,
) -> Self
pub async fn from_external( device: Arc<Device>, queue: Arc<Queue>, surface: Surface<'static>, width: u32, height: u32, ) -> Self
Create a headless GpuRenderer from an existing device and surface.
This constructor does not require an event loop and is suitable for
headless rendering (e.g., server-side rendering, tests).
It delegates to the existing forge_internal which handles all
pipeline, buffer, and bind group initialization.
Source§impl GpuRenderer
impl GpuRenderer
Sourcepub fn load_image_to_heim(&mut self, name: &str, data: &[u8])
pub fn load_image_to_heim(&mut self, name: &str, data: &[u8])
load_image_to_heim – Packs a raw asset into the Mega-Heim. This is used for common icons to enable aggressive batching (1 draw call).
Trait Implementations§
Source§impl Drop for GpuRenderer
impl Drop for GpuRenderer
Source§impl ElapsedTime for GpuRenderer
impl ElapsedTime for GpuRenderer
Source§fn delta_time(&self) -> f32
fn delta_time(&self) -> f32
Source§fn elapsed_time(&self) -> f32
fn elapsed_time(&self) -> f32
Source§impl FrameRenderer<CommandEncoder> for GpuRenderer
impl FrameRenderer<CommandEncoder> for GpuRenderer
fn begin_frame(&mut self) -> CommandEncoder
fn render_frame(&mut self)
fn end_frame(&mut self, encoder: CommandEncoder)
Source§impl Renderer for GpuRenderer
impl Renderer for GpuRenderer
Source§fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)
fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)
Fill a rounded rect with glass material for frosted backdrop effect. This is the proper way to render glass cards that need macOS Tahoe-style blur. The blur_radius controls the intensity of the backdrop blur. The glass_intensity controls overall glass effect strength (0.0 = solid, 1.0 = full glass). For Tahoe parity, this registers the rect as a portal region for per-element isolated backdrop blur when z_index != 0.
Source§fn fill_glass_rect_with_intensity(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
glass_intensity: f32,
)
fn fill_glass_rect_with_intensity( &mut self, rect: Rect, radius: f32, blur_radius: f32, glass_intensity: f32, )
Fill a rounded rect with glass material with explicit intensity control.
glass_intensity ranges from 0.0 (solid, no glass effect) to 1.0 (full glass).
This allows per-component control over glass strength.
Source§fn fill_glass_rect_with_tint(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
tint_color: [f32; 4],
glass_intensity: f32,
)
fn fill_glass_rect_with_tint( &mut self, rect: Rect, radius: f32, blur_radius: f32, tint_color: [f32; 4], glass_intensity: f32, )
Fill a rounded rect with glass material with explicit tint color and intensity.
tint_color is the glass base color (RGBA). glass_intensity controls effect strength.
Source§fn set_default_background_color(&mut self, color: [f32; 4])
fn set_default_background_color(&mut self, color: [f32; 4])
Set the default background color for the canvas.
This color is used when the app does not draw its own background.
Default: [0.02, 0.02, 0.05, 1.0] (Deep Void).
Source§fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])
fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])
Fill a squircle (superellipse) for Apple-style icon silhouettes.
n controls the squareness: 2.0 = rounded rect, 4.0 = classic squircle, higher = more square.
Source§fn stroke_squircle(
&mut self,
rect: Rect,
n: f32,
color: [f32; 4],
stroke_width: f32,
)
fn stroke_squircle( &mut self, rect: Rect, n: f32, color: [f32; 4], stroke_width: f32, )
Stroke a squircle (superellipse) outline.
Source§fn draw_focus_ring(
&mut self,
rect: Rect,
radius: f32,
offset: f32,
width: f32,
color: [f32; 4],
)
fn draw_focus_ring( &mut self, rect: Rect, radius: f32, offset: f32, width: f32, color: [f32; 4], )
Draw a focus ring around a rect (for keyboard navigation accessibility).
offset is the gap between the rect and the ring, width is the ring thickness.
Source§fn gungnir_soft(
&mut self,
rect: Rect,
color: [f32; 4],
radius: f32,
intensity: f32,
)
fn gungnir_soft( &mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32, )
Soft glow variant – half the intensity of gungnir(). Use for hover highlights, non-critical indicators.
Source§fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
Renders a dynamic glowing hover boundary field around a hit target.
§Contract
Expands the bounding box of the visual target by radius to establish
a continuous proximity glow. Uses the drop shadow/glow SDF material
to rasterize the glow with specialized radius-to-margin uv coordinate mappings.
Source§fn load_image(&mut self, name: &str, data: &[u8])
fn load_image(&mut self, name: &str, data: &[u8])
load_image – Proactively pushes a raw asset into the Mega-Heim. load_image – Proactively pushes a raw asset into the Texture Array.
Source§fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
push_mjolnir_slice – Pushes a geometric clipping plane onto the stack. All subsequent draw calls will be sliced by this plane until it is popped.
Source§fn pop_mjolnir_slice(&mut self)
fn pop_mjolnir_slice(&mut self)
pop_mjolnir_slice – Removes the top-most geometric clipping plane from the stack.
Source§fn render_scene_node_3d(
&mut self,
position: [f32; 3],
rotation: [f32; 4],
scale: [f32; 3],
color: [f32; 4],
meshes: &[Mesh],
)
fn render_scene_node_3d( &mut self, position: [f32; 3], rotation: [f32; 4], scale: [f32; 3], color: [f32; 4], meshes: &[Mesh], )
Render a 3D scene graph node using the GPU backend.
§Contract
PBR lighting and opacity are computed using base color, metallic (0.0), and roughness (0.5) to support standard matte opaque 3D meshes.
Source§fn enter_portal(&mut self, z_index: i32)
fn enter_portal(&mut self, z_index: i32)
Begin rendering into the portal root layer instead of the inline tree.
All draw calls between enter_portal and exit_portal are collected
into a separate buffer that is composited AFTER the main tree.
WHY separate buffer: The main tree may have clipping, transforms, or opacity that should NOT affect overlays. The portal layer renders on top of everything, ignoring the local coordinate system.
z_index controls the layer ordering for portal content.
Source§fn exit_portal(&mut self)
fn exit_portal(&mut self)
Exit the portal layer and return to inline rendering.
The portal content collected since enter_portal is now sealed –
no more draw calls will be appended to it.
Source§fn draw_svg_with_order(&mut self, name: &str, rect: Rect, draw_order: i32)
fn draw_svg_with_order(&mut self, name: &str, rect: Rect, draw_order: i32)
Draw SVG content with explicit draw_order for z-sorting within the same pass. Use draw_order=200 for SVG content that should render above UI chrome (draw_order=0).
Source§fn is_over_budget(&self) -> bool
fn is_over_budget(&self) -> bool
Source§fn text_scale_factor(&self) -> f32
fn text_scale_factor(&self) -> f32
Source§fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fn fill_rect(&mut self, rect: Rect, color: [f32; 4])
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4])
Source§fn fill_glass_rect_with_pressure(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
pressure: f32,
)
fn fill_glass_rect_with_pressure( &mut self, rect: Rect, radius: f32, blur_radius: f32, pressure: f32, )
pressure ranges from 0.0 (no touch) to 1.0 (full pressure).
When pressure > 0, refraction distortion is scaled by pressure amount.
Desktop stub: pressure is always 1.0 for mouse clicks, 0.0 otherwise.Source§fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
rect.Source§fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
rotation is [pitch, yaw, roll] in radians.Source§fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32)
fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32)
Source§fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32, )
Source§fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
rect.Source§fn draw_linear_gradient(
&mut self,
rect: Rect,
start_color: [f32; 4],
end_color: [f32; 4],
angle: f32,
)
fn draw_linear_gradient( &mut self, rect: Rect, start_color: [f32; 4], end_color: [f32; 4], angle: f32, )
Source§fn draw_radial_gradient(
&mut self,
rect: Rect,
inner_color: [f32; 4],
outer_color: [f32; 4],
)
fn draw_radial_gradient( &mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4], )
Source§fn draw_linear_gradient_multi(
&mut self,
rect: Rect,
stops: &[[f32; 4]],
angle: f32,
)
fn draw_linear_gradient_multi( &mut self, rect: Rect, stops: &[[f32; 4]], angle: f32, )
Source§fn draw_radial_gradient_multi(&mut self, rect: Rect, stops: &[[f32; 4]])
fn draw_radial_gradient_multi(&mut self, rect: Rect, stops: &[[f32; 4]])
Source§fn draw_drop_shadow(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
blur: f32,
spread: f32,
)
fn draw_drop_shadow( &mut self, rect: Rect, radius: f32, color: [f32; 4], blur: f32, spread: f32, )
Source§fn stroke_dashed_rounded_rect(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
width: f32,
dash: f32,
gap: f32,
)
fn stroke_dashed_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], width: f32, dash: f32, gap: f32, )
Source§fn draw_9slice(
&mut self,
image_name: &str,
rect: Rect,
left: f32,
top: f32,
right: f32,
bottom: f32,
)
fn draw_9slice( &mut self, image_name: &str, rect: Rect, left: f32, top: f32, right: f32, bottom: f32, )
Source§fn draw_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
color: [f32; 4],
stroke_width: f32,
)
fn draw_line( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32, )
Source§fn draw_image(&mut self, image_name: &str, rect: Rect)
fn draw_image(&mut self, image_name: &str, rect: Rect)
fn shape_rich_text( &mut self, spans: &[TextSpan], max_width: Option<f32>, align: TextAlign, overflow: TextOverflow, ) -> Option<ShapedText>
fn draw_shaped_text(&mut self, shaped: &ShapedText, x: f32, y: f32)
Source§fn draw_texture(&mut self, texture_id: u32, rect: Rect)
fn draw_texture(&mut self, texture_id: u32, rect: Rect)
Source§fn push_clip_rect(&mut self, rect: Rect)
fn push_clip_rect(&mut self, rect: Rect)
rect.
Implementations that do not support clipping may ignore this call.Source§fn pop_clip_rect(&mut self)
fn pop_clip_rect(&mut self)
Source§fn current_clip_rect(&self) -> Rect
fn current_clip_rect(&self) -> Rect
Source§fn memoize(
&mut self,
id: u64,
data_hash: u64,
render_fn: &dyn Fn(&mut dyn Renderer),
)
fn memoize( &mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer), )
id + data_hash match a previous run,
it may replay cached commands instead of executing the function.Source§fn snapshot_render_state(&self) -> RenderStateSnapshot
fn snapshot_render_state(&self) -> RenderStateSnapshot
RenderStateSnapshot::default(),
which is safe but does nothing useful – backends with stack state
must override this to record their actual depths.Source§fn restore_render_state(&mut self, snap: RenderStateSnapshot)
fn restore_render_state(&mut self, snap: RenderStateSnapshot)
ErrorBoundary to recover from mid-render
panics so sibling views don’t inherit leaked clip/opacity/transform
state. Idempotent: a no-op if stacks are already at or below the
snapshot depths. Default implementation is a no-op for backends
that have no stack state.Source§fn push_opacity(&mut self, opacity: f32)
fn push_opacity(&mut self, opacity: f32)
pop_opacity is called. opacity is in [0.0, 1.0].Source§fn pop_opacity(&mut self)
fn pop_opacity(&mut self)
Source§fn push_shadow(&mut self, radius: f32, color: [f32; 4], offset: [f32; 2])
fn push_shadow(&mut self, radius: f32, color: [f32; 4], offset: [f32; 2])
Source§fn pop_shadow(&mut self)
fn pop_shadow(&mut self)
Source§fn push_transform(
&mut self,
translation: [f32; 2],
scale: [f32; 2],
rotation: f32,
)
fn push_transform( &mut self, translation: [f32; 2], scale: [f32; 2], rotation: f32, )
Source§fn push_affine(&mut self, transform: [f32; 6])
fn push_affine(&mut self, transform: [f32; 6])
Source§fn pop_transform(&mut self)
fn pop_transform(&mut self)
fn set_theme(&mut self, theme: ColorTheme)
fn set_rage(&mut self, rage: f32)
Source§fn set_fireball_pos(&mut self, pos: [f32; 2])
fn set_fireball_pos(&mut self, pos: [f32; 2])
fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32)
fn set_scene_preset(&mut self, preset: u32)
Source§fn mjolnir_shatter(
&mut self,
rect: Rect,
pieces: u32,
force: f32,
color: [f32; 4],
)
fn mjolnir_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
fn mjolnir_fluid_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
Source§fn dispatch_particles(
&mut self,
origin: [f32; 2],
count: u32,
effect_type: &str,
color: [f32; 4],
)
fn dispatch_particles( &mut self, origin: [f32; 2], count: u32, effect_type: &str, color: [f32; 4], )
Source§fn draw_hologram(&mut self, rect: Rect, hologram_id: &str, time: f32)
fn draw_hologram(&mut self, rect: Rect, hologram_id: &str, time: f32)
Source§fn upload_data_texture(
&mut self,
id: &str,
data: &[f32],
width: u32,
height: u32,
)
fn upload_data_texture( &mut self, id: &str, data: &[f32], width: u32, height: u32, )
Source§fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str)
fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str)
Source§fn draw_mesh_3d(
&mut self,
mesh: &Mesh,
material: &Material3D,
transform: &Transform3D,
)
fn draw_mesh_3d( &mut self, mesh: &Mesh, material: &Material3D, transform: &Transform3D, )
Source§fn set_camera_3d(&mut self, camera: &Camera3D)
fn set_camera_3d(&mut self, camera: &Camera3D)
Source§fn push_transform_3d(&mut self, transform: &Transform3D)
fn push_transform_3d(&mut self, transform: &Transform3D)
pop_transform_3d.Source§fn pop_transform_3d(&mut self)
fn pop_transform_3d(&mut self)
Source§fn set_z_index(&mut self, z: f32)
fn set_z_index(&mut self, z: f32)
Source§fn set_material(&mut self, material: DrawMaterial)
fn set_material(&mut self, material: DrawMaterial)
Source§fn current_material(&self) -> DrawMaterial
fn current_material(&self) -> DrawMaterial
Source§fn get_z_index(&self) -> f32
fn get_z_index(&self) -> f32
Source§fn request_redraw(&mut self)
fn request_redraw(&mut self)
Source§fn push_vnode(&mut self, rect: Rect, name: &'static str)
fn push_vnode(&mut self, rect: Rect, name: &'static str)
Source§fn register_handler(
&mut self,
event_type: &str,
handler: Arc<dyn Fn(Event) + Send + Sync>,
)
fn register_handler( &mut self, event_type: &str, handler: Arc<dyn Fn(Event) + Send + Sync>, )
Source§fn draw_svg_with_offset(
&mut self,
name: &str,
rect: Rect,
animation_time_offset: f32,
)
fn draw_svg_with_offset( &mut self, name: &str, rect: Rect, animation_time_offset: f32, )
Source§fn serialize_svg(&mut self, name: &str) -> Result<String, String>
fn serialize_svg(&mut self, name: &str) -> Result<String, String>
Source§fn apply_svg_filter(
&mut self,
name: &str,
filter_id: &str,
_region: Rect,
) -> Result<String, String>
fn apply_svg_filter( &mut self, name: &str, filter_id: &str, _region: Rect, ) -> Result<String, String>
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
Source§fn draw_background_image(&mut self, image_name: &str, rect: Rect)
fn draw_background_image(&mut self, image_name: &str, rect: Rect)
draw_image for the common case
of a full-rect background. The image must have been pre-warmed via
prewarm_vram before the first frame.Source§fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
Source§fn stroke_polygon(
&mut self,
_vertices: &[[f32; 2]],
_color: [f32; 4],
_stroke_width: f32,
)
fn stroke_polygon( &mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32, )
Source§fn draw_text_centered(
&mut self,
text: &str,
x: f32,
y: f32,
size: f32,
color: [f32; 4],
)
fn draw_text_centered( &mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4], )
Source§fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32
fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32
Source§fn get_pointer_position(&self) -> [f32; 2]
fn get_pointer_position(&self) -> [f32; 2]
fn set_berserker_mode(&mut self, _state: RenderIntensityMode)
Source§fn set_scene(&mut self, _scene: &str)
fn set_scene(&mut self, _scene: &str)
Source§fn set_scene_by_name(&mut self, name: &str)
fn set_scene_by_name(&mut self, name: &str)
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
fn set_aria_valuemin(&mut self, _min: f32)
fn set_aria_valuemax(&mut self, _max: f32)
fn set_aria_valuenow(&mut self, _now: f32)
Source§fn push_focus_trap(&mut self, _element_id: &str) -> u64
fn push_focus_trap(&mut self, _element_id: &str) -> u64
pop_focus_trap.Source§fn pop_focus_trap(&mut self, _trap_id: u64)
fn pop_focus_trap(&mut self, _trap_id: u64)
Source§fn set_key(&mut self, _key: &str)
fn set_key(&mut self, _key: &str)
Source§fn get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Source§fn query_layout(&self, _node_id: KvasirId) -> Option<Rect>
fn query_layout(&self, _node_id: KvasirId) -> Option<Rect>
Source§fn set_debug_layout(&mut self, _enabled: bool)
fn set_debug_layout(&mut self, _enabled: bool)
Source§fn get_debug_layout(&self) -> bool
fn get_debug_layout(&self) -> bool
Source§fn mimir_intent(&self) -> [f32; 2]
fn mimir_intent(&self) -> [f32; 2]
Source§fn magnetic_warp(
&self,
pointer: [f32; 2],
anchor_rect: Rect,
strength: f32,
) -> [f32; 2]
fn magnetic_warp( &self, pointer: [f32; 2], anchor_rect: Rect, strength: f32, ) -> [f32; 2]
Source§fn mani_glow_intensity(
&self,
pointer: [f32; 2],
bounds: Rect,
radius: f32,
) -> f32
fn mani_glow_intensity( &self, pointer: [f32; 2], bounds: Rect, radius: f32, ) -> f32
Source§fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
Source§fn set_sdf_shape(&mut self, _shape: SdfShape)
fn set_sdf_shape(&mut self, _shape: SdfShape)
Source§fn viewport_size(&self) -> Rect
fn viewport_size(&self) -> Rect
Source§fn announce(&mut self, _message: &str, _priority: AnnouncementPriority)
fn announce(&mut self, _message: &str, _priority: AnnouncementPriority)
Source§impl RendererErrorHandler for GpuRenderer
impl RendererErrorHandler for GpuRenderer
Source§fn on_render_error(&mut self, error: &CvkgError)
fn on_render_error(&mut self, error: &CvkgError)
Source§fn on_fatal_error(&mut self, error: &CvkgError)
fn on_fatal_error(&mut self, error: &CvkgError)
Auto Trait Implementations§
impl !Freeze for GpuRenderer
impl !RefUnwindSafe for GpuRenderer
impl !Sync for GpuRenderer
impl !UnwindSafe for GpuRenderer
impl Send for GpuRenderer
impl Unpin for GpuRenderer
impl UnsafeUnpin for GpuRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more