Skip to main content

cvkg_render_gpu/
lib.rs

1//! # CVKG Agentic Development Guidelines (v1.2)
2//!
3//! All AI agents contributing to this crate MUST follow ALL seven rules:
4//!
5//! ── Karpathy Guidelines (1–4) ────────────────────────────────────────────
6//! 1. THINK FIRST     -- State assumptions. Surface ambiguity. Push back on complexity.
7//! 2. STAY SIMPLE     -- Minimum code. No speculative features. No unasked-for abstractions.
8//! 3. BE SURGICAL     -- Touch only what's required. Own your orphans. Don't improve neighbors.
9//! 4. VERIFY GOALS    -- Turn tasks into checkable criteria. Loop until they pass. Never commit broken.
10//!
11//! ── CVKG Extended Protocols (5–7) ────────────────────────────────────────
12//! 5. TRIPLE-PASS     -- Read the target, its surrounding context, and its full call graph
13//!                      at least THREE TIMES before making any edit or revision.
14//! 6. COMMENT ALL     -- Every major pub fn, unsafe block, and non-trivial algorithm in
15//!                      every .rs/.ts/.h/.wgsl file MUST have a descriptive doc comment.
16//!                      Comments describe WHY and WHAT CONTRACT, not HOW mechanically.
17//! 7. MONITOR LOOPS   -- Check every tool call / command for progress every 30 seconds.
18//!                      After 3 consecutive identical failures, stop, write BLOCKED.md,
19//!                      and move to unblocked work. Never silently accept a broken state.
20//!
21//! Sources:
22//!   Karpathy: https://github.com/multica-ai/andrej-karpathy-skills
23//!   CVKG Extended: Section 2 of the CVKG Design Specification
24#![allow(
25    clippy::type_complexity,
26    clippy::unwrap_or_default,
27    dead_code,
28    unused_variables,
29    unused_imports,
30    unused_mut,
31    unused_parens
32)]
33
34pub mod kvasir;
35mod material;
36pub mod error;
37
38// Re-export material types for downstream users
39pub use material::builtins;
40pub use material::{CompiledMaterial, MaterialCompiler, MaterialError, MaterialGraph, MaterialOp};
41
42pub mod accessibility;
43pub mod ai;
44mod api;
45pub mod draw;
46pub mod filter;
47pub mod passes;
48pub mod pyramid;
49pub mod renderer;
50mod surtr_util;
51pub mod types;
52pub mod vertex;
53
54pub mod heim;
55pub use heim::SkylinePacker;
56
57// P1-1 (phase 6): subsystems module. Each subsystem (config,
58// geometry, text, svg, particles) is a self-contained module
59// that can be tested, reviewed, and modified in isolation.
60pub mod subsystems;
61pub use subsystems::RendererConfig;
62
63#[cfg(test)]
64mod tests {
65    use super::*;
66
67    use super::heim::SkylinePacker;
68
69    #[test]
70    fn test_shelf_packer_basic() {
71        let mut packer = SkylinePacker::new(100, 100);
72        assert_eq!(packer.pack(10, 10), Some((0, 0)));
73        assert_eq!(packer.pack(20, 15), Some((10, 0)));
74    }
75
76    #[test]
77    fn test_shelf_packer_wrap() {
78        let mut packer = SkylinePacker::new(100, 100);
79        packer.pack(60, 10);
80        assert_eq!(packer.pack(50, 20), Some((0, 10)));
81    }
82
83    #[test]
84    fn test_parse_svg_animations() {
85        let svg = r##"
86            <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
87                <g id="spinner">
88                    <animateTransform attributeName="transform" type="rotate" from="0" to="360" dur="2s" />
89                </g>
90                <circle id="pulse">
91                    <animate attributeName="opacity" from="0.5" to="1.0" dur="0.5s" />
92                </circle>
93                <!-- Edge cases: xlink:href, ms suffix, values list -->
94                <rect>
95                    <animate xlink:href="#myRect" attributeName="x" values="10; 20; 30" dur="500ms" />
96                </rect>
97            </svg>
98        "##;
99        let anims = draw::parse_svg_animations(svg.as_bytes());
100        assert_eq!(anims.len(), 3);
101
102        assert_eq!(anims[0].target_id, "spinner");
103        assert_eq!(anims[0].keyframe_values, vec![0.0, 360.0]);
104
105        assert_eq!(anims[1].target_id, "pulse");
106        assert_eq!(anims[1].attribute_name, "opacity");
107        assert_eq!(anims[1].duration, 0.5);
108        assert_eq!(anims[1].keyframe_values, vec![0.5, 1.0]);
109
110        assert_eq!(anims[2].target_id, "myRect");
111        assert_eq!(anims[2].attribute_name, "x");
112        assert_eq!(anims[2].duration, 0.5); // 500ms parsed as 0.5
113        assert_eq!(anims[2].keyframe_values, vec![10.0, 20.0, 30.0]);
114    }
115
116    #[test]
117    fn test_shelf_packer_full() {
118        let mut packer = SkylinePacker::new(10, 10);
119        assert_eq!(packer.pack(11, 5), None);
120        assert_eq!(packer.pack(5, 11), None);
121    }
122}
123
124// P1-12 fix: on wasm32/WebGL2, texture binding arrays are not supported.
125// The bind group layout uses count: None (single texture) on WASM, so the
126// WGSL must declare t_diffuse as a single texture, not a binding_array.
127// We swap the three affected WGSL files (common, material_opaque, bloom)
128// to WASM-specific variants on wasm32 targets. All other shader files
129// (shapes, material_glass, bifrost, color_blind, tonemap, particles) are
130// the same on both targets.
131#[cfg(target_arch = "wasm32")]
132pub(crate) const WGSL_COMMON: &str = include_str!("shaders/common_wasm.wgsl");
133#[cfg(not(target_arch = "wasm32"))]
134pub(crate) const WGSL_COMMON: &str = include_str!("shaders/common.wgsl");
135
136pub(crate) const WGSL_SHAPES: &str = include_str!("shaders/shapes.wgsl");
137
138#[cfg(target_arch = "wasm32")]
139pub(crate) const WGSL_MATERIAL_OPAQUE: &str = include_str!("shaders/material_opaque_wasm.wgsl");
140#[cfg(not(target_arch = "wasm32"))]
141pub(crate) const WGSL_MATERIAL_OPAQUE: &str = include_str!("shaders/material_opaque.wgsl");
142
143pub(crate) const WGSL_MATERIAL_GLASS: &str = include_str!("shaders/material_glass.wgsl");
144pub(crate) const WGSL_BIFROST: &str = include_str!("shaders/bifrost.wgsl");
145
146#[cfg(target_arch = "wasm32")]
147pub(crate) const WGSL_BLOOM: &str = include_str!("shaders/bloom_wasm.wgsl");
148#[cfg(not(target_arch = "wasm32"))]
149pub(crate) const WGSL_BLOOM: &str = include_str!("shaders/bloom.wgsl");
150
151pub(crate) const WGSL_COLOR_BLIND: &str = include_str!("shaders/color_blind.wgsl");
152pub(crate) const WGSL_TONEMAP: &str = include_str!("shaders/tonemap.wgsl");
153pub(crate) const WGSL_PARTICLES: &str = include_str!("shaders/particles.wgsl");
154
155pub mod color_blindness;
156
157// Re-export ColorBlindMode for downstream users
158pub use color_blindness::ColorBlindMode;
159
160// ShieldWall -- re-export AccessKit types so callers can build tree updates
161// without depending on accesskit directly.
162pub use accesskit::{
163    ActionHandler, ActionRequest, ActivationHandler, DeactivationHandler, Node, NodeId, Role, Tree,
164    TreeId, TreeUpdate,
165};
166pub use accesskit_winit::Adapter as ShieldWallAdapter;
167
168// Re-export ColorTheme and SceneUniforms for cvkg-render-gpu users
169pub use cvkg_core::{ColorTheme, SceneUniforms};
170
171pub use renderer::GpuRenderer;
172
173// P1-35: SVG filter graph integration (moved to filter/ module)
174pub use types::{SvgAnimation, SvgModel};
175pub use vertex::{InstanceData, InstanceData3D, Vertex};
176
177/// Re-export PassNode for convenience.
178pub use cvkg_core::PassNode;
179
180/// Frame manifest for cvkg-render-gpu.
181/// Contributes: Render + Composite phases.
182pub const MANIFEST: cvkg_core::FrameManifest = cvkg_core::FrameManifest {
183    phase_contributions: &[
184        cvkg_core::FramePhase::Render,
185        cvkg_core::FramePhase::Composite,
186    ],
187    pass_nodes: &[
188        cvkg_core::PassNodeDescriptor {
189            id: "geometry",
190            label: "Geometry Pass (Opaque)",
191            inputs: &[],
192            outputs: &["scene_color", "scene_depth"],
193            after: &[],
194            constructor: || -> Box<dyn cvkg_core::PassNode> {
195                Box::new(crate::passes::geometry::GeometryNode::new())
196            },
197        },
198        cvkg_core::PassNodeDescriptor {
199            id: "shadow",
200            label: "Shadow Pass (Depth-Only)",
201            inputs: &[],
202            outputs: &["shadow_map"],
203            after: &[],
204            constructor: || -> Box<dyn cvkg_core::PassNode> {
205                Box::new(crate::passes::shadow::ShadowNode {
206                    light: crate::passes::shadow::DirectionalLight::default(),
207                    shadow_map: crate::kvasir::ResourceId(0),
208                    mesh_instances: Vec::new(),
209                    scene_radius: 100.0,
210                })
211            },
212        },
213        cvkg_core::PassNodeDescriptor {
214            id: "opaque3d",
215            label: "Opaque 3D Pass (PBR + Shadows)",
216            inputs: &["shadow_map"],
217            outputs: &["scene_color"],
218            after: &["shadow"],
219            constructor: || -> Box<dyn cvkg_core::PassNode> {
220                Box::new(crate::passes::opaque3d::Opaque3dNode {
221                    mesh_instances: Vec::new(),
222                    light: crate::passes::shadow::DirectionalLight::default(),
223                    shadow_map: crate::kvasir::ResourceId(0),
224                })
225            },
226        },
227        cvkg_core::PassNodeDescriptor {
228            id: "ui",
229            label: "UI Compositing",
230            inputs: &["scene_color", "scene_depth"],
231            outputs: &["ui_output"],
232            after: &["geometry"],
233            constructor: || -> Box<dyn cvkg_core::PassNode> {
234                Box::new(crate::passes::ui::UINode::new())
235            },
236        },
237        cvkg_core::PassNodeDescriptor {
238            id: "bloom_extract",
239            label: "Bloom Extract",
240            inputs: &["ui_output"],
241            outputs: &["bloom_src"],
242            after: &["ui"],
243            constructor: || -> Box<dyn cvkg_core::PassNode> {
244                Box::new(crate::passes::bloom::BloomExtractNode::new())
245            },
246        },
247        cvkg_core::PassNodeDescriptor {
248            id: "volumetric",
249            label: "Volumetric Raymarching",
250            inputs: &["scene_color"],
251            outputs: &["scene_color"],
252            after: &["geometry"],
253            constructor: || -> Box<dyn cvkg_core::PassNode> {
254                Box::new(crate::passes::volumetric::VolumetricNode::new())
255            },
256        },
257        cvkg_core::PassNodeDescriptor {
258            id: "accessibility",
259            label: "Accessibility Transform",
260            inputs: &["scene_color"],
261            outputs: &["scene_color"],
262            after: &["bloom_extract"],
263            constructor: || -> Box<dyn cvkg_core::PassNode> {
264                Box::new(crate::passes::accessibility::AccessibilityNode::new())
265            },
266        },
267    ],
268    time_budget_requests: &[
269        cvkg_core::TimeBudgetRequest {
270            phase: cvkg_core::FramePhase::Render,
271            time_slice_us: 8000,
272            skippable: false,
273            name: "render_gpu",
274        },
275        cvkg_core::TimeBudgetRequest {
276            phase: cvkg_core::FramePhase::Composite,
277            time_slice_us: 4000,
278            skippable: false,
279            name: "composite_gpu",
280        },
281    ],
282};