diff --git a/lightningbeam-ui/lightningbeam-core/src/brush_engine.rs b/lightningbeam-ui/lightningbeam-core/src/brush_engine.rs index eb2389e..17901c2 100644 --- a/lightningbeam-ui/lightningbeam-core/src/brush_engine.rs +++ b/lightningbeam-ui/lightningbeam-core/src/brush_engine.rs @@ -5,27 +5,19 @@ //! Based on the libmypaint brush engine (ISC license, Martin Renold et al.). //! //! ### Dab shape -//! For each pixel at normalised squared distance `rr = (dist / radius)²` from the -//! dab centre, the opacity weight is calculated using two linear segments: +//! For each pixel at normalised distance `r = dist / radius` from the dab centre, +//! the opacity weight uses a flat inner core and smooth quadratic outer falloff: //! -//! ```text -//! opa -//! ^ -//! * . -//! | * -//! | . -//! +-----------*> rr -//! 0 hardness 1 -//! ``` +//! - `r > 1`: opa = 0 (outside dab) +//! - `r ≤ hardness` (or hardness = 1): opa = 1 (fully opaque core) +//! - `hardness < r ≤ 1`: `opa = ((1 - r) / (1 - hardness))²` (smooth falloff) //! -//! - segment 1 (rr ≤ hardness): `opa = 1 + rr * (-(1/hardness - 1))` -//! - segment 2 (hardness < rr ≤ 1): `opa = hardness/(1-hardness) - rr * hardness/(1-hardness)` -//! - rr > 1: opa = 0 +//! The GPU compute shader (`brush_dab.wgsl`) is the authoritative implementation. //! //! ### Dab placement //! Dabs are placed along the stroke polyline at intervals of //! `spacing = radius * dabs_per_radius`. Fractional remainder is tracked across -//! consecutive `apply_stroke` calls via `StrokeState`. +//! consecutive calls via `StrokeState`. //! //! ### Blending //! Normal mode uses the standard "over" operator on premultiplied RGBA: @@ -120,7 +112,7 @@ impl BrushEngine { RasterBlendMode::Smudge => 2u32, }; - let mut push_dab = |dabs: &mut Vec, + let push_dab = |dabs: &mut Vec, bbox: &mut (i32, i32, i32, i32), x: f32, y: f32, radius: f32, opacity: f32, @@ -205,312 +197,9 @@ impl BrushEngine { (dabs, bbox) } - - /// Apply a complete stroke to a pixel buffer. - /// - /// A fresh [`StrokeState`] is created for each stroke (starts with full dab - /// placement spacing so the first dab lands at the very first point). - pub fn apply_stroke(buffer: &mut RgbaImage, stroke: &StrokeRecord) { - let mut state = StrokeState::new(); - // Ensure the very first point always gets a dab - state.distance_since_last_dab = f32::MAX; - Self::apply_stroke_with_state(buffer, stroke, &mut state); - } - - /// Apply a stroke segment to a buffer while preserving dab-placement state. - /// - /// Use this when building up a stroke incrementally (e.g. live drawing) so - /// that dab spacing is consistent across motion events. - pub fn apply_stroke_with_state( - buffer: &mut RgbaImage, - stroke: &StrokeRecord, - state: &mut StrokeState, - ) { - if stroke.points.len() < 2 { - // Single-point "tap": draw one dab at the given pressure - if let Some(pt) = stroke.points.first() { - let r = stroke.brush_settings.radius_at_pressure(pt.pressure); - let o = stroke.brush_settings.opacity_at_pressure(pt.pressure); - // Smudge has no drag direction on a single tap — skip painting - if !matches!(stroke.blend_mode, RasterBlendMode::Smudge) { - Self::render_dab(buffer, pt.x, pt.y, r, stroke.brush_settings.hardness, - o, stroke.color, stroke.blend_mode); - } - state.distance_since_last_dab = 0.0; - } - return; - } - - for window in stroke.points.windows(2) { - let p0 = &window[0]; - let p1 = &window[1]; - - let dx = p1.x - p0.x; - let dy = p1.y - p0.y; - let seg_len = (dx * dx + dy * dy).sqrt(); - if seg_len < 1e-4 { - continue; - } - - // Interpolate across this segment - let mut t = 0.0f32; - while t < 1.0 { - let pressure = p0.pressure + t * (p1.pressure - p0.pressure); - - let radius = stroke.brush_settings.radius_at_pressure(pressure); - let spacing = radius * stroke.brush_settings.dabs_per_radius; - let spacing = spacing.max(0.5); // at least half a pixel - - let dist_to_next = spacing - state.distance_since_last_dab; - let seg_t_to_next = (dist_to_next / seg_len).max(0.0); - - if seg_t_to_next > 1.0 - t { - // Not enough distance left in this segment for another dab - state.distance_since_last_dab += seg_len * (1.0 - t); - break; - } - - t += seg_t_to_next; - let x2 = p0.x + t * dx; - let y2 = p0.y + t * dy; - let pressure2 = p0.pressure + t * (p1.pressure - p0.pressure); - - let radius2 = stroke.brush_settings.radius_at_pressure(pressure2); - let opacity2 = stroke.brush_settings.opacity_at_pressure(pressure2); - - if matches!(stroke.blend_mode, RasterBlendMode::Smudge) { - // Directional warp smudge: each pixel in the dab footprint - // samples from a position offset backwards along the stroke, - // preserving lateral color structure. - let ndx = dx / seg_len; - let ndy = dy / seg_len; - let smudge_dist = (radius2 * stroke.brush_settings.dabs_per_radius).max(1.0); - Self::render_smudge_dab(buffer, x2, y2, radius2, - stroke.brush_settings.hardness, - opacity2, ndx, ndy, smudge_dist); - } else { - Self::render_dab(buffer, x2, y2, radius2, - stroke.brush_settings.hardness, - opacity2, stroke.color, stroke.blend_mode); - } - - state.distance_since_last_dab = 0.0; - } - } - } - - /// Render a single Gaussian dab at pixel position (x, y). - /// - /// Uses the two-segment linear falloff from MyPaint/libmypaint for the - /// opacity mask, then blends using the requested `blend_mode`. - pub fn render_dab( - buffer: &mut RgbaImage, - x: f32, - y: f32, - radius: f32, - hardness: f32, - opacity: f32, - color: [f32; 4], - blend_mode: RasterBlendMode, - ) { - if radius < 0.5 || opacity <= 0.0 { - return; - } - - let hardness = hardness.clamp(1e-3, 1.0); - - // Pre-compute the two linear-segment coefficients (from libmypaint render_dab_mask) - let seg1_offset = 1.0f32; - let seg1_slope = -(1.0 / hardness - 1.0); - let seg2_offset = hardness / (1.0 - hardness); - let seg2_slope = -hardness / (1.0 - hardness); - - let r_fringe = radius + 1.0; - let x0 = ((x - r_fringe).floor() as i32).max(0) as u32; - let y0 = ((y - r_fringe).floor() as i32).max(0) as u32; - let x1 = ((x + r_fringe).ceil() as i32).min(buffer.width() as i32 - 1).max(0) as u32; - let y1 = ((y + r_fringe).ceil() as i32).min(buffer.height() as i32 - 1).max(0) as u32; - - let one_over_r2 = 1.0 / (radius * radius); - - for py in y0..=y1 { - for px in x0..=x1 { - let dx = px as f32 + 0.5 - x; - let dy = py as f32 + 0.5 - y; - let rr = (dx * dx + dy * dy) * one_over_r2; - - if rr > 1.0 { - continue; - } - - // Two-segment opacity (identical to libmypaint calculate_opa) - let opa_weight = if rr <= hardness { - seg1_offset + rr * seg1_slope - } else { - seg2_offset + rr * seg2_slope - } - .clamp(0.0, 1.0); - - let dab_alpha = opa_weight * opacity * color[3]; - if dab_alpha <= 0.0 { - continue; - } - - let pixel = buffer.get_pixel_mut(px, py); - let dst = [ - pixel[0] as f32 / 255.0, - pixel[1] as f32 / 255.0, - pixel[2] as f32 / 255.0, - pixel[3] as f32 / 255.0, - ]; - - let (out_r, out_g, out_b, out_a) = match blend_mode { - RasterBlendMode::Normal | RasterBlendMode::Smudge => { - // Standard "over" operator (smudge pre-computes its color upstream) - let oa = dab_alpha; - let ba = 1.0 - oa; - let out_a = oa + ba * dst[3]; - let out_r = oa * color[0] + ba * dst[0]; - let out_g = oa * color[1] + ba * dst[1]; - let out_b = oa * color[2] + ba * dst[2]; - (out_r, out_g, out_b, out_a) - } - RasterBlendMode::Erase => { - // Multiplicative erase: each dab removes dab_alpha *fraction* of remaining - // alpha. This prevents dense overlapping dabs from summing past 1.0 and - // fully erasing at low opacity — opacity now controls the per-dab fraction - // removed rather than an absolute amount. - let new_a = dst[3] * (1.0 - dab_alpha); - let scale = if dst[3] > 1e-6 { new_a / dst[3] } else { 0.0 }; - (dst[0] * scale, dst[1] * scale, dst[2] * scale, new_a) - } - }; - - pixel[0] = (out_r.clamp(0.0, 1.0) * 255.0) as u8; - pixel[1] = (out_g.clamp(0.0, 1.0) * 255.0) as u8; - pixel[2] = (out_b.clamp(0.0, 1.0) * 255.0) as u8; - pixel[3] = (out_a.clamp(0.0, 1.0) * 255.0) as u8; - } - } - } - - /// Render a smudge dab using directional per-pixel warp. - /// - /// Each pixel in the dab footprint samples from the canvas at a position offset - /// backwards along `(ndx, ndy)` by `smudge_dist` pixels, then blends that - /// sampled color over the current pixel weighted by the dab opacity. - /// - /// Because each pixel samples its own source position, lateral color structure - /// is preserved: dragging over a 1-pixel dot with a 20-pixel brush produces a - /// narrow streak rather than a uniform smear. - /// - /// Updates are collected before any writes to avoid read/write aliasing. - fn render_smudge_dab( - buffer: &mut RgbaImage, - x: f32, - y: f32, - radius: f32, - hardness: f32, - opacity: f32, - ndx: f32, // normalized stroke direction x - ndy: f32, // normalized stroke direction y - smudge_dist: f32, - ) { - if radius < 0.5 || opacity <= 0.0 { - return; - } - - let hardness = hardness.clamp(1e-3, 1.0); - let seg1_offset = 1.0f32; - let seg1_slope = -(1.0 / hardness - 1.0); - let seg2_offset = hardness / (1.0 - hardness); - let seg2_slope = -hardness / (1.0 - hardness); - - let r_fringe = radius + 1.0; - let x0 = ((x - r_fringe).floor() as i32).max(0) as u32; - let y0 = ((y - r_fringe).floor() as i32).max(0) as u32; - let x1 = ((x + r_fringe).ceil() as i32).min(buffer.width() as i32 - 1).max(0) as u32; - let y1 = ((y + r_fringe).ceil() as i32).min(buffer.height() as i32 - 1).max(0) as u32; - - let one_over_r2 = 1.0 / (radius * radius); - - // Collect updates before writing to avoid aliasing between source and dest reads - let mut updates: Vec<(u32, u32, [u8; 4])> = Vec::new(); - - for py in y0..=y1 { - for px in x0..=x1 { - let fdx = px as f32 + 0.5 - x; - let fdy = py as f32 + 0.5 - y; - let rr = (fdx * fdx + fdy * fdy) * one_over_r2; - - if rr > 1.0 { - continue; - } - - let opa_weight = if rr <= hardness { - seg1_offset + rr * seg1_slope - } else { - seg2_offset + rr * seg2_slope - } - .clamp(0.0, 1.0); - - let alpha = opa_weight * opacity; - if alpha <= 0.0 { - continue; - } - - // Sample from one dab-spacing behind the current position along stroke - let src_x = px as f32 + 0.5 - ndx * smudge_dist; - let src_y = py as f32 + 0.5 - ndy * smudge_dist; - let src = Self::sample_bilinear(buffer, src_x, src_y); - - let dst = buffer.get_pixel(px, py); - let da = 1.0 - alpha; - let out = [ - ((alpha * src[0] + da * dst[0] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8, - ((alpha * src[1] + da * dst[1] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8, - ((alpha * src[2] + da * dst[2] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8, - ((alpha * src[3] + da * dst[3] as f32 / 255.0).clamp(0.0, 1.0) * 255.0) as u8, - ]; - updates.push((px, py, out)); - } - } - - for (px, py, rgba) in updates { - let p = buffer.get_pixel_mut(px, py); - p[0] = rgba[0]; - p[1] = rgba[1]; - p[2] = rgba[2]; - p[3] = rgba[3]; - } - } - - /// Bilinearly sample a floating-point position from the buffer, clamped to bounds. - fn sample_bilinear(buffer: &RgbaImage, x: f32, y: f32) -> [f32; 4] { - let w = buffer.width() as i32; - let h = buffer.height() as i32; - let x0 = (x.floor() as i32).clamp(0, w - 1); - let y0 = (y.floor() as i32).clamp(0, h - 1); - let x1 = (x0 + 1).min(w - 1); - let y1 = (y0 + 1).min(h - 1); - let fx = (x - x0 as f32).clamp(0.0, 1.0); - let fy = (y - y0 as f32).clamp(0.0, 1.0); - - let p00 = buffer.get_pixel(x0 as u32, y0 as u32); - let p10 = buffer.get_pixel(x1 as u32, y0 as u32); - let p01 = buffer.get_pixel(x0 as u32, y1 as u32); - let p11 = buffer.get_pixel(x1 as u32, y1 as u32); - - let mut out = [0.0f32; 4]; - for i in 0..4 { - let top = p00[i] as f32 * (1.0 - fx) + p10[i] as f32 * fx; - let bot = p01[i] as f32 * (1.0 - fx) + p11[i] as f32 * fx; - out[i] = (top * (1.0 - fy) + bot * fy) / 255.0; - } - out - } } + /// Create an `RgbaImage` from a raw RGBA pixel buffer. /// /// If `raw` is empty a blank (transparent) image of the given dimensions is returned. @@ -542,46 +231,6 @@ pub fn decode_png(data: &[u8]) -> Result { #[cfg(test)] mod tests { use super::*; - use crate::raster_layer::{StrokePoint, StrokeRecord, RasterBlendMode}; - use crate::brush_settings::BrushSettings; - - fn make_stroke(color: [f32; 4]) -> StrokeRecord { - StrokeRecord { - brush_settings: BrushSettings::default_round_hard(), - color, - blend_mode: RasterBlendMode::Normal, - points: vec![ - StrokePoint { x: 10.0, y: 10.0, pressure: 0.8, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.0 }, - StrokePoint { x: 50.0, y: 10.0, pressure: 0.8, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.1 }, - ], - } - } - - #[test] - fn test_stroke_modifies_buffer() { - let mut img = RgbaImage::new(100, 100); - let stroke = make_stroke([1.0, 0.0, 0.0, 1.0]); // red - BrushEngine::apply_stroke(&mut img, &stroke); - // The center pixel should have some red - let px = img.get_pixel(30, 10); - assert!(px[0] > 0, "expected red paint"); - } - - #[test] - fn test_erase_reduces_alpha() { - let mut img = RgbaImage::from_pixel(100, 100, image::Rgba([200, 100, 50, 255])); - let stroke = StrokeRecord { - brush_settings: BrushSettings::default_round_hard(), - color: [0.0, 0.0, 0.0, 1.0], - blend_mode: RasterBlendMode::Erase, - points: vec![ - StrokePoint { x: 50.0, y: 50.0, pressure: 1.0, tilt_x: 0.0, tilt_y: 0.0, timestamp: 0.0 }, - ], - }; - BrushEngine::apply_stroke(&mut img, &stroke); - let px = img.get_pixel(50, 50); - assert!(px[3] < 255, "alpha should be reduced by erase"); - } #[test] fn test_png_roundtrip() { diff --git a/lightningbeam-ui/lightningbeam-editor/src/gpu_brush.rs b/lightningbeam-ui/lightningbeam-editor/src/gpu_brush.rs index 092cbd8..406cb40 100644 --- a/lightningbeam-ui/lightningbeam-editor/src/gpu_brush.rs +++ b/lightningbeam-ui/lightningbeam-editor/src/gpu_brush.rs @@ -94,7 +94,6 @@ impl CanvasPair { /// in `raw_pixels` / PNG files). The values are decoded to linear premultiplied /// before being written to the canvas, which operates entirely in linear space. pub fn upload(&self, queue: &wgpu::Queue, pixels: &[u8]) { - eprintln!("[CANVAS] upload: {}x{} pixels={}", self.width, self.height, pixels.len()); // Decode sRGB-premultiplied → linear premultiplied for the GPU canvas. let linear: Vec = pixels.chunks_exact(4).flat_map(|p| { let r = (srgb_to_linear(p[0] as f32 / 255.0) * 255.0 + 0.5) as u8; @@ -269,10 +268,8 @@ impl GpuBrushEngine { let needs_new = self.canvases.get(&keyframe_id) .map_or(true, |c| c.width != width || c.height != height); if needs_new { - eprintln!("[CANVAS] ensure_canvas: creating new CanvasPair for kf={:?} {}x{}", keyframe_id, width, height); self.canvases.insert(keyframe_id, CanvasPair::new(device, width, height)); } else { - eprintln!("[CANVAS] ensure_canvas: reusing existing CanvasPair for kf={:?}", keyframe_id); } self.canvases.get_mut(&keyframe_id).unwrap() } @@ -306,7 +303,6 @@ impl GpuBrushEngine { depth_or_array_layers: 1, }; - eprintln!("[DAB] render_dabs keyframe={:?} count={}", keyframe_id, dabs.len()); for dab in dabs { // Per-dab bounding box let r_fringe = dab.radius + 1.0; @@ -415,9 +411,7 @@ impl GpuBrushEngine { queue.submit(Some(compute_enc.finish())); // Swap: the just-written dst becomes src for the next dab. - eprintln!("[DAB] dispatched bbox=({},{},{},{}) current_before_swap={}", x0, y0, x1, y1, canvas.current); canvas.swap(); - eprintln!("[DAB] after swap: current={}", canvas.current); } } diff --git a/lightningbeam-ui/lightningbeam-editor/src/main.rs b/lightningbeam-ui/lightningbeam-editor/src/main.rs index d4c6f81..a1af026 100644 --- a/lightningbeam-ui/lightningbeam-editor/src/main.rs +++ b/lightningbeam-ui/lightningbeam-editor/src/main.rs @@ -418,7 +418,7 @@ impl FocusIconCache { } } - fn get_or_load(&mut self, icon: FocusIcon, icon_color: egui::Color32, ctx: &egui::Context) -> Option<&egui::TextureHandle> { + fn get_or_load(&mut self, icon: FocusIcon, icon_color: egui::Color32, display_size: f32, ctx: &egui::Context) -> Option<&egui::TextureHandle> { if !self.icons.contains_key(&icon) { let (svg_bytes, svg_filename) = match icon { FocusIcon::Animation => (focus_icons::ANIMATION, "focus-animation.svg"), @@ -435,7 +435,8 @@ impl FocusIconCache { ); let svg_with_color = svg_data.replace("currentColor", &color_hex); - if let Some(texture) = rasterize_svg(svg_with_color.as_bytes(), svg_filename, 120, ctx) { + let render_size = (display_size * ctx.pixels_per_point()).ceil() as u32; + if let Some(texture) = rasterize_svg(svg_with_color.as_bytes(), svg_filename, render_size, ctx) { self.icons.insert(icon, texture); } } @@ -1310,12 +1311,13 @@ impl EditorApp { // Icon area - render SVG texture let icon_color = egui::Color32::from_gray(200); - let icon_center = rect.center_top() + egui::vec2(0.0, 50.0); - let icon_display_size = 60.0; + let title_area_height = 40.0; + let icon_display_size = rect.width() - 16.0; + let icon_center = egui::pos2(rect.center().x, rect.min.y + (rect.height() - title_area_height) * 0.5); // Get or load the SVG icon texture let ctx = ui.ctx().clone(); - if let Some(texture) = self.focus_icon_cache.get_or_load(icon, icon_color, &ctx) { + if let Some(texture) = self.focus_icon_cache.get_or_load(icon, icon_color, icon_display_size, &ctx) { let texture_size = texture.size_vec2(); let scale = icon_display_size / texture_size.x.max(texture_size.y); let scaled_size = texture_size * scale; diff --git a/lightningbeam-ui/lightningbeam-editor/src/panes/shaders/brush_dab.wgsl b/lightningbeam-ui/lightningbeam-editor/src/panes/shaders/brush_dab.wgsl index f4a500e..0d57dc3 100644 --- a/lightningbeam-ui/lightningbeam-editor/src/panes/shaders/brush_dab.wgsl +++ b/lightningbeam-ui/lightningbeam-editor/src/panes/shaders/brush_dab.wgsl @@ -79,15 +79,19 @@ fn apply_dab(current: vec4, dab: GpuDab, px: i32, py: i32) -> vec4 { let rr = (dx * dx + dy * dy) / (dab.radius * dab.radius); if rr > 1.0 { return current; } - // Two-segment linear falloff (identical to libmypaint calculate_opa) - let h = clamp(dab.hardness, 0.001, 1.0); + // Quadratic falloff: flat inner core, smooth quadratic outer zone. + // r is the actual normalised distance [0,1]; h controls the hard-core radius. + // Inner zone (r ≤ h): fully opaque. + // Outer zone (r > h): opa = ((1-r)/(1-h))^2, giving a smooth bell-shaped dab. + let h = clamp(dab.hardness, 0.0, 1.0); + let r = sqrt(rr); var opa_weight: f32; - if rr <= h { - opa_weight = 1.0 + rr * (-(1.0 / h - 1.0)); + if h >= 1.0 || r <= h { + opa_weight = 1.0; } else { - opa_weight = h / (1.0 - h) + rr * (-h / (1.0 - h)); + let t = (1.0 - r) / (1.0 - h); + opa_weight = t * t; } - opa_weight = clamp(opa_weight, 0.0, 1.0); if dab.blend_mode == 0u { // Normal: "over" operator diff --git a/lightningbeam-ui/lightningbeam-editor/src/panes/stage.rs b/lightningbeam-ui/lightningbeam-editor/src/panes/stage.rs index dc0a76c..1c4c70e 100644 --- a/lightningbeam-ui/lightningbeam-editor/src/panes/stage.rs +++ b/lightningbeam-ui/lightningbeam-editor/src/panes/stage.rs @@ -508,7 +508,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { if let Some(ref float_sel) = self.ctx.selection.raster_floating { if let Ok(mut gpu_brush) = shared.gpu_brush.lock() { if !gpu_brush.canvases.contains_key(&float_sel.canvas_id) { - eprintln!("[CANVAS] lazy-init float canvas id={:?}", float_sel.canvas_id); gpu_brush.ensure_canvas(device, float_sel.canvas_id, float_sel.width, float_sel.height); if let Some(canvas) = gpu_brush.canvases.get(&float_sel.canvas_id) { let pixels = if float_sel.pixels.is_empty() { @@ -537,7 +536,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { ); // On stroke start, upload the pre-stroke pixel data to both textures if let Some(ref pixels) = pending.initial_pixels { - eprintln!("[STROKE] uploading initial_pixels for kf={:?} painting_float={}", pending.keyframe_id, self.ctx.painting_float); if let Some(canvas) = gpu_brush.canvases.get(&pending.keyframe_id) { canvas.upload(queue, pixels); } @@ -594,14 +592,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { ); drop(image_cache); - // Debug frame counter (only active during strokes) - static FRAME: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(0); - let dbg_frame = FRAME.fetch_add(1, std::sync::atomic::Ordering::Relaxed); - let dbg_stroke = self.ctx.painting_canvas.is_some(); - if dbg_stroke { - eprintln!("[FRAME {}] painting_canvas={:?} painting_float={}", dbg_frame, self.ctx.painting_canvas, self.ctx.painting_float); - } - // Get buffer pool for layer rendering let mut buffer_pool = shared.buffer_pool.lock().unwrap(); @@ -641,7 +631,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { antialiasing_method: vello::AaConfig::Msaa16, }; - if dbg_stroke { eprintln!("[DRAW] background Vello render"); } if let Ok(mut renderer) = shared.renderer.lock() { renderer.render_to_texture(device, queue, &composite_result.background, bg_srgb_view, &bg_render_params).ok(); } @@ -661,7 +650,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { // Clear to dark gray (stage background outside document bounds) // Note: stage_bg values are already in linear space for HDR compositing let stage_bg = [45.0 / 255.0, 45.0 / 255.0, 48.0 / 255.0, 1.0]; - if dbg_stroke { eprintln!("[COMPOSITE] background onto HDR"); } shared.compositor.composite( device, queue, @@ -776,7 +764,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { let mut used = false; if let Ok(gpu_brush) = shared.gpu_brush.lock() { if let Some(canvas) = gpu_brush.canvases.get(&kf_id) { - if dbg_stroke { eprintln!("[DRAW] GPU canvas blit layer={:?} kf={:?} canvas.current={}", rendered_layer.layer_id, kf_id, canvas.current); } let camera = crate::gpu_brush::CameraParams { pan_x: self.ctx.pan_offset.x, pan_y: self.ctx.pan_offset.y, @@ -804,7 +791,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { if !used_gpu_canvas { // Render layer scene to sRGB buffer, then convert to HDR - if dbg_stroke { eprintln!("[DRAW] Vello render layer={:?} opacity={}", rendered_layer.layer_id, rendered_layer.opacity); } if let Ok(mut renderer) = shared.renderer.lock() { renderer.render_to_texture(device, queue, &rendered_layer.scene, srgb_view, &layer_render_params).ok(); } @@ -822,7 +808,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { rendered_layer.blend_mode, ); - if dbg_stroke { eprintln!("[COMPOSITE] layer={:?} opacity={} blend={:?} used_gpu_canvas={}", rendered_layer.layer_id, rendered_layer.opacity, rendered_layer.blend_mode, used_gpu_canvas); } let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("layer_composite_encoder"), }); @@ -1017,7 +1002,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { // Blit the float GPU canvas on top of all composited layers. // The float_mask_view clips to the selection shape (None = full float visible). - if dbg_stroke { eprintln!("[FRAME {}] float blit section: raster_floating={}", dbg_frame, self.ctx.selection.raster_floating.is_some()); } if let Some(ref float_sel) = self.ctx.selection.raster_floating { let float_canvas_id = float_sel.canvas_id; let float_x = float_sel.x; @@ -1026,7 +1010,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { let float_h = float_sel.height; if let Ok(gpu_brush) = shared.gpu_brush.lock() { if let Some(canvas) = gpu_brush.canvases.get(&float_canvas_id) { - if dbg_stroke { eprintln!("[DRAW] float canvas blit canvas_id={:?} canvas.current={}", float_canvas_id, canvas.current); } let float_hdr_handle = buffer_pool.acquire(device, hdr_spec); if let (Some(fhdr_view), Some(hdr_view)) = ( buffer_pool.get_view(float_hdr_handle), @@ -1051,7 +1034,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { float_mask_view.as_ref(), ); let float_layer = lightningbeam_core::gpu::CompositorLayer::normal(float_hdr_handle, 1.0); - if dbg_stroke { eprintln!("[COMPOSITE] float canvas onto HDR"); } let mut enc = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("float_canvas_composite"), }); @@ -2189,7 +2171,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { antialiasing_method: vello::AaConfig::Msaa16, }; - if self.ctx.painting_canvas.is_some() { eprintln!("[DRAW] overlay Vello render"); } if let Ok(mut renderer) = shared.renderer.lock() { renderer.render_to_texture(device, queue, &scene, overlay_srgb_view, &overlay_params).ok(); } @@ -2203,7 +2184,6 @@ impl egui_wgpu::CallbackTrait for VelloCallback { // Composite overlay onto HDR texture let overlay_layer = lightningbeam_core::gpu::CompositorLayer::normal(overlay_hdr_handle, 1.0); - if self.ctx.painting_canvas.is_some() { eprintln!("[COMPOSITE] overlay onto HDR"); } let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("overlay_composite_encoder"), }); @@ -4758,7 +4738,11 @@ impl StagePane { [1.0f32, 1.0, 1.0, 1.0] } else { let c = if *shared.brush_use_fg { *shared.stroke_color } else { *shared.fill_color }; - [c.r() as f32 / 255.0, c.g() as f32 / 255.0, c.b() as f32 / 255.0, c.a() as f32 / 255.0] + let s2l = |v: u8| -> f32 { + let f = v as f32 / 255.0; + if f <= 0.04045 { f / 12.92 } else { ((f + 0.055) / 1.055).powf(2.4) } + }; + [s2l(c.r()), s2l(c.g()), s2l(c.b()), c.a() as f32 / 255.0] }; // ----------------------------------------------------------------