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CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

What this is

A deep-zoom fractal explorer (Rust + wgpu + egui + WGSL). It zooms past the ~10¹³× limit of plain f64 using perturbation theory: one high-precision reference orbit is computed on the CPU (arbitrary precision via dashu-float), and every pixel is rendered on the GPU as a cheap f32 delta from it, with rebasing to avoid glitches. The f32 GPU tier reaches roughly 10³⁰×. Runs natively (Vulkan/Metal/DX12) and in the browser (WebGPU only — WebGL2 can't do storage buffers, which the fragment shader needs for the reference orbit).

Commands

cargo run --release          # native, run (release matters: fractal math is hot)
cargo test                   # reference-orbit math, share-link round-trip, WGSL validation
cargo test --test shader_valid   # just the WGSL parse/validate tests (naga, no GPU needed)
cargo clippy
cargo fmt                    # rustfmt.toml just pins edition = "2024"

Web build (WebGPU):

rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli --version 0.2.128   # must match the wasm-bindgen crate version
./build-web.sh                                     # -> ./dist
python3 -m http.server -d dist 8080

Native CLI flags (src/cli.rs, applied in FractalApp::apply_cli): --kind, --power, --julia re,im, --phoenix-p re,im, --lambda-l re,im, --palette, --share <fragment>, --view re,im,half_height[,iterations], --de, --buddhabrot, --buddha-palette. --headless (src/headless.rs) skips the window entirely: it builds the same view from the other flags, creates its own offscreen wgpu device, and renders straight to a PNG (--width/--height, default 1920×1080, --export-path out.png) without needing a GPU-backed window/event loop. Not yet supported with --buddhabrot. Run mandelbrot --help for the full list.

--headless also has an animation mode, for feeding into ffmpeg: add --to-view re,im,half_height[,iterations] (or --to-share <fragment>, which only pulls position/zoom/iterations out of the link) alongside a start view (--view/--share/--kind/--julia), plus --frames N or --fps/--duration. --export-path then names an output directory of frame-00001.png, frame-00002.png, ... instead of a single file. Only the camera (center + half-height) is animated — kind, colors, and per-kind constants stay fixed at whatever the start flags set. view::interpolate_view does the interpolation: half-height geometrically (log-linear, since zoom spans many decades), center linearly through the complex plane at full Big precision; --linear swaps the default smoothstep easing for constant pacing. Iteration count auto-scales with zoom depth per frame (same auto_iteration_count the interactive app uses while zooming), overriding any iteration count from --view/--share/--to-view/--to-share.

There's no GPU in most sandboxes: cargo check/cargo test --test shader_valid are the fast, headless way to validate a change. cargo test also runs but doesn't touch the GPU — the reference-orbit tests are pure CPU math (see below), and shader_valid parses/validates WGSL with naga statically instead of creating a pipeline.

Architecture

The perturbation pipeline (the core mechanism, spans several files)

For a pixel at parameter c = C_ref + dc, its orbit is written as y_n = X_n + e_n, where X_n is the (shared, high-precision) reference orbit and e_n is a small f32 delta. Whenever |y_n| < |e_n| (or the reference runs out), rebase: e ← y_n − X_0, restart the reference index at 0. This is what makes deep zoom cheap — one expensive high-precision orbit, then every pixel is a handful of f32 complex multiplies.

  • src/view.rs — ViewState; center is arbitrary-precision FBig (Big type alias), pixel scale stays f64 (still in-range at 10³⁰×). Precision (bits) scales with zoom depth (precision_for).
  • src/fractal/kind.rs — the FractalKind enum (Mandelbrot, Burning Ship, Tricorn, Multibrot, Celtic, Perpendicular, Buffalo, Phoenix, Lambda, Complex Multibrot) plus everything that only needs to switch on it: label/description/formula (UI text), share_tag/from_share_tag (share-link encoding), default_set_view (per-kind starting view), and the ALL array used to enumerate every kind.
  • src/fractal/reference.rs — compute_reference/compute_set_reference: iterate the chosen formula at high precision on the CPU, emitting Z_n as f32 pairs — that's the reference orbit the GPU perturbs from. At precision ≤ F64_MAX_PRECISION (80 bits, i.e. shallow views) it takes a plain-f64 fast path (compute_reference_f64), so each kind's formula exists twice in this file (f64 + FBig) and both must stay in sync; f64_fast_path_matches_big checks they agree. Requests are made with 1.5× iteration headroom (reference_iterations in app.rs), so auto-iterations creeping up during a zoom doesn't recompute the orbit every frame.
  • src/shaders/*.wgsl — none of these are standalone WGSL modules; WGSL has no #include, so each is compiled by concatenating plain-text fragments with concat!/include_str! at the create_shader_module call site (see renderer.rs, buddhabrot.rs, and tests/shader_valid.rs, which must concatenate the same pieces to validate what actually gets built). common.wgsl (fullscreen-triangle vertex helper, cmul/cpow, KIND_* constants) is prepended to every shader. iterate_uniforms.wgsl (the perturbation-pipeline Uniforms struct + palette()) is additionally prepended to mandelbrot.wgsl and colorize.wgsl, which share that layout. Because there's no namespacing, a definition must live in exactly one file among those concatenated together for a given shader — don't redefine a common.wgsl/iterate_uniforms.wgsl symbol locally.
  • src/shaders/mandelbrot.wgsl — the perturbation fragment shader. It is specialized per pipeline through WGSL override constants (KIND, IS_JULIA, DE), so the per-iteration kind/Julia/DE branches fold away at pipeline creation. Read those constants in the shader, never u.kind / u.is_julia / u.de_coloring (they're still uploaded for layout reasons). renderer.rs builds one pipeline set per PipelineKey lazily on first use, and tests/shader_valid.rs compiles every kind × Julia × DE variant to SPIR-V. So a new kind needs no pipeline-list change, only its KIND_* constant. buddhabrot.wgsl does the same with its own override KIND. advance_delta(z, e) is the per-kind delta step (z = reference point, e = current delta); the caller adds step_add (= dc) afterward — this relies on c being additive in every current kind's formula (a kind where it isn't, e.g. a rational map with c in a denominator, would need its own step function that consumes dc internally instead, plus extra per-step reference data since the orbit point alone wouldn't be enough to recover an exact delta). fprime(z) is the derivative used for distance-estimation (DE) shading; exact for holomorphic kinds, an approximation (~2Z) for the abs-based ones. A KIND_* constant (from common.wgsl) must match the matching FractalKind variant's discriminant exactly.
  • src/fractal/renderer.rs — FractalRenderer (wgpu pipelines, uniform + storage buffers, bind groups), Uniforms (repr(C) layout that must match the WGSL Uniforms struct field-for-field, including padding; it includes CPU-precomputed data: cm_coef, the Complex Multibrot binomial coefficients from app.rs::complex_binomials, and light_count for the packed GpuLight buffer from lights.rs::gpu_lights), and FractalCallback (the egui_wgpu::CallbackTrait impl: prepare() uploads changed buffers and decides whether to re-run the iterate pass, the cheap colourise pass, or just blit the cached texture). Also ExportRender, a self-contained tiled renderer used for PNG export off the UI thread.
  • src/worker.rs — native background thread for reference-orbit computation (coalesces bursts of requests so a fast drag doesn't compute every intermediate view). The wasm32 build computes inline instead (see the #[cfg(target_arch = "wasm32")] branch in app.rs::ensure_reference) — any signature change to compute_reference/compute_set_reference or RefRequest/RefResult must be applied to both call sites.
  • src/app.rs — FractalApp (the egui app + all UI). Key methods: should_request/ensure_reference (decide when the reference is stale and dispatch/collect it), make_uniforms (assemble the per-frame Uniforms), tick_animations (drives the "morph c/p/λ" and auto-zoom animations), default_view_for (wraps FractalKind::default_set_view, adding the kind-independent Julia case). JULIA_PRESETS and SET_PRESETS are sized as [T; FractalKind::<last variant> as usize + 1] — adding a new FractalKind means bumping both (and adding an empty &[] slot to each if the kind has none), plus adding it to FractalKind::ALL in kind.rs.
  • src/fractal/share.rs — ShareState: encodes the full view (mode, kind, full-precision decimal center, zoom, iterations, per-kind constants, coloring) as a #-fragment URL for bookmarking/sharing deep-zoom locations.

Adding a new FractalKind

Touches, in order: kind.rs (enum variant + ALL slot + label/ description/formula/share_tag/from_share_tag/default_set_view arms), reference.rs (CPU iteration formula arm, and a test comparing against a naive f64 iteration), common.wgsl (matching KIND_* const), mandelbrot.wgsl (matching advance_delta/fprime arms), buddhabrot.wgsl (matching arm in advance(), if the kind makes sense as a Buddhabrot), renderer.rs Uniforms (only if the kind needs a new per-kind constant, e.g. Phoenix's phoenix_p), app.rs (JULIA_PRESETS/SET_PRESETS slot, and optionally a UI control for its constant + an animation toggle, following the Phoenix/Lambda pattern). If c doesn't enter the formula additively (e.g. a rational map with c in a denominator), the advance_delta/step_add split doesn't work — that needs its own step function plus extra per-step reference data uploaded in a second GPU buffer alongside the orbit.

Buddhabrot is a separate pipeline

src/fractal/buddhabrot.rs + src/shaders/buddhabrot.wgsl implement the Monte-Carlo orbit-density histogram. It does not use the perturbation/ reference-orbit machinery: a Buddhabrot sample's orbit scatters across the whole image rather than staying in one pixel, so it's plain f32 iteration from the live view (no deep zoom) via a compute pass that accumulates into a histogram buffer, tone-mapped by a fragment pass every frame. Its own KIND_* iteration formulas in advance() must be kept in sync with reference.rs by hand (there's no shared code path).

Two-pass render + caching (renderer.rs)

The interactive path splits iteration (expensive, perturbation) from colourising (cheap, palette remap) into separate offscreen textures, so palette/color-scale/offset tweaks skip re-iteration entirely (geom_differs vs color_differs in renderer.rs decide which pass reruns). A frame where neither differs uploads and renders nothing and only blits. So any new uniform field must go into one of those two functions (or the lights comparison), or changing it won't redraw.

AA is adaptive on the interactive path. fs_data always iterates 1 sample per pixel. When AA is on, fs_refine reads that texture and runs the 2×2 grid only on pixels whose 4-neighbours differ (interior/exterior edge, or ci/DE beyond AA_CI_EPS/AA_DE_EPS), copying the rest. Colourise then reads the refined texture. PNG export (fs_color) still supersamples every pixel.

While the user is actively panning/zooming, the app renders downscaled with AA off (INTERACT_DOWNSCALE) and snaps back to full resolution once input settles (INTERACT_SETTLE).