Commit Graph

163 Commits

Author SHA1 Message Date
Skyler Lehmkuhl 83057b754a Clean up build warnings
Resolve all compiler warnings across daw-backend, lightningbeam-core, and
lightningbeam-editor:

- Delete dead code: the superseded CPU raster tools in raster_tool.rs
  (EffectBrush/Smudge/Gradient/Transform/Warp/Liquify/Selection — replaced by
  the GPU path), plus orphaned helpers and never-read struct fields.
- Mechanical fixes: drop unused imports/variables/mut, underscore unused params,
  `drop(&x)` -> `let _ = x`, deprecated egui::Rounding -> CornerRadius, snake_case
  rename, elided-lifetime Cow<'_, [u8]>.
- Keep the WIP CSS theming system (theme.rs/theme_render.rs) under
  #[allow(dead_code)] rather than deleting it.

Editor checks warning-free; 293 core tests pass.
2026-06-21 16:48:59 -04:00
Skyler Lehmkuhl a1acecf396 Implement shape tweens (same-topology lerp)
`tween_after == Shape` was stored on keyframes but never read. Now the
render path morphs geometry across a shape-tween span:

- VectorGraph::interpolated(other, t): same-topology lerp of vertex
  positions, edge curves, stroke widths and stroke/fill colours. Returns
  None when topology differs (counts, deleted flags, edge endpoints, fill
  boundaries), so the caller holds the source keyframe.
- VectorLayer::tweened_graph_at(time): returns an owned morphed graph for
  a shape-tween span whose two keyframes share topology, else borrows the
  held keyframe. Editing still uses graph_at_time (the held keyframe).
- Renderer (Vello + CPU paths) renders via tweened_graph_at.
- SetTweenAction + wired the previously-stubbed "Add Shape Tween" menu.

The typical workflow — keyframe, duplicate it (same topology), move
vertices, Add Shape Tween — now morphs between the two. Non-matching
topology falls back to a hold.
2026-06-21 15:46:53 -04:00
Skyler Lehmkuhl 39978e59b3 Unify selection systems and make region/lasso cut robust
Collapse the two parallel selection systems into one. The RegionSelect
tool (rect + lasso) now cuts the geometry along the region outline and
selects the resulting sub-pieces into the standard `Selection` ID-sets,
exactly like every other tool. The vestigial floating `RegionSelection`
(drag never wired; commit/delete/copy were stubbed) and all its plumbing
are removed, so Group, Convert-to-Movie-Clip, Delete, and Properties all
operate uniformly from lasso, rect, marquee, and click selections.

Region cutting is reworked onto a robust planar arrangement:

- Replace fragile incremental "split a fill by one cut edge" logic with
  planar face re-tracing (`retrace_fills_after_cut` + `trace_faces`),
  which correctly handles arbitrary holed/concave fills.
- `extract_subgraph` no longer frees vertices still referenced by kept
  boundary edges (fixed Group leaving freed-but-referenced vertices that
  a later alloc reused and corrupted).
- `split_fill_by_*` direction fix (was producing disconnected boundaries
  rendered as stray diagonals).
- `fill_interior_point` (area-centroid + inward-step fallback) for
  reliable inside/outside classification of non-convex pieces.
- Coincident-edge dedupe + degenerate-fill removal (edge-adjacent shapes
  no longer make zero-area sliver fills).
- Dangling-edge pruning, near-coincident endpoint welding, induced-
  subgraph expansion, and tracking of `split_edge` sub-edges, so
  self-intersecting freehand lassos cut correctly.

Region-select capture is available behind LIGHTNINGBEAM_DUMP_REGION=1 for
turning a misbehaving cut into a deterministic test. Extensive regression
tests added in vector_graph/tests/region_cut_select.rs.
2026-06-21 14:47:11 -04:00
Skyler Lehmkuhl 0d253d9629 Motion tweens: implement Group + Convert to Movie Clip for DCEL geometry
Both actions were DCEL-stubs (no-ops). They now extract the selected geometry from a
vector layer's active keyframe into a new VectorClip (group vs movie clip) and place a
ClipInstance in its place (identity transform → renders where the geometry was), which
the existing transform-animation system can motion-tween.

- Shared `clip_from_geometry::extract_geometry_to_clip` (+ undo) does the work; the
  actions are thin wrappers. Undo snapshots the source graph + removes the clip/instance.
- `extract_subgraph` now DERIVES shared-fill boundary edges internally (an inside edge
  still used by a non-extracted fill must be duplicated, not moved) and unions them with
  the caller's `explicit_boundary` — so a plain geometry selection needs no boundary
  analysis (the selection already includes fill boundary edges via `select_fill`). The
  region-select caller keeps passing its lasso boundary.
- Handlers: Group / Convert to Movie Clip on a geometry selection now build these actions
  from `selected_fills`/`selected_edges`.

Next: shape tweens (same-topology lerp).
2026-06-21 09:12:46 -04:00
Skyler Lehmkuhl 0a0d7cd0a9 Export speed #1: reuse the Vello renderer + ImageCache across frames
The export pump built a fresh `vello::Renderer` (full wgpu pipeline init, ~tens of ms)
AND an empty `ImageCache` on every egui repaint — i.e. per output frame. That was the
dominant per-frame cost (and the code comment already flagged it). Now the renderer +
image cache are built once on the first export pump, reused for every frame, and
dropped when the export finishes.

Also fixes a latent bug: the throwaway export ImageCache had no container path, so with
Phase 4 Tier 1 (lazy image bytes) images stored only in the container wouldn't render
in exports. The persistent cache now gets the container path.

Audit found the original "per-frame seek" theory was wrong — export decodes the source
sequentially; readback is already async/triple-buffered. Remaining wins: cache swscale
contexts (rebuilt per frame), GPU YUV conversion, decouple from the repaint cadence.
2026-06-21 01:29:54 -04:00
Skyler Lehmkuhl 3d0a334014 Phase 4 Tier 1: lazy image-asset bytes paged from the container
Project load no longer eager-reads all image bytes — `ImageAsset.data` stays empty
and the renderer's ImageCache pages compressed bytes from the `.beam` on a decode
miss (read_packed_media_readonly by asset id), decoding into the byte-bounded Tier-2
cache. Result: instant load, and compressed bytes don't accumulate on the heap.

- ImageCache: `container_path` + `resolve_bytes` (asset.data if resident — fresh
  import or old base64 project — else page from the container); decoders take `&[u8]`
  and use the decoded dimensions.
- Container path threaded App.current_file_path → SharedPaneState → VelloRenderContext,
  set on the cache each prepare.
- load_beam_sqlite drops the 3.5b eager read.

(Refinement: a persistent read connection instead of open-per-miss.)
2026-06-21 01:12:05 -04:00
Skyler Lehmkuhl 6c9fcb1921 Phase 3.5a: place imported images on the canvas (image-filled rect)
Replaces the DCEL "not yet supported" stubs so importing/dropping an image actually
puts it in the vector scene.

- AddShapeAction gains an `image_fill` + `AddShapeAction::image_rect(...)` constructor:
  a borderless rectangle (invisible edges) whose enclosed region is paint-bucketed and
  tagged with an image asset id. The renderer already prioritises `image_fill`.
- Direct import (auto_place_asset): an imported image is placed centered on the canvas
  at native size on a vector layer.
- Drag from the asset library onto the stage: image-filled rect at the drop point
  (centered), native size, using the asset's dimensions.

Next: SetImageFillAction + an Info-Panel image-fill picker for existing shapes; then
3.5b container persistence.
2026-06-21 00:22:17 -04:00
Skyler Lehmkuhl 7445ee919f Onion skin settings: move from floating window to the Info Panel
The standalone egui window didn't fit the UI. Replaced it with a collapsible
"Onion Skin" section at the bottom of the Info Panel (Enabled checkbox + frames
before/after + opacity), available regardless of selection. SharedPaneState carries
a mutable `onion_skin` ref for the controls (distinct from the gated `onion` copy
used by rendering).
2026-06-20 23:49:38 -04:00
Skyler Lehmkuhl c2c7aefad1 Onion skin: settings window (frames before/after + opacity)
A small 'Onion Skin' egui window (shown while onion skinning is enabled) with
DragValues for frames_before/after (0..=5) and an opacity slider, rendered next to
the F3 debug overlay. Lets the user tune the configurable settings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 23:25:43 -04:00
Skyler Lehmkuhl 53cae1bfe5 Onion skinning (raster): toggle + tinted ghosts of the active layer
- OnionSkinSettings (editor view state): enabled, frames_before/after (default 2/2),
  opacity (0.35), warm past / cool future tints, linear falloff. Threaded App →
  SharedPaneState (gated off during playback) → VelloRenderContext.
- Toggle: View ▸ Onion Skinning + the `O` shortcut (AppAction::ToggleOnionSkin).
- Tint: packed an RGB multiply into the canvas-blit matrix uniform's unused .w slots
  (1,1,1 = no tint for all normal blits); BlitTransform::with_tint. Shader multiplies.
- Render: for the ACTIVE raster layer only, blit the N neighbouring keyframes (full
  texture if resident, else the low-res proxy — uploaded on demand) tinted + faint,
  composited behind the current frame. Off during playback.

Next: a settings panel (frame count/opacity) and vector-layer ghosts.
2026-06-20 23:05:57 -04:00
Skyler Lehmkuhl ed022995bd Keyframe diamonds: pointing-hand cursor + prefetch during playback
- Pointing-hand cursor when hovering a clickable keyframe diamond.
- Prefetch (Phase 3e, playback only): each update during playback, page in the next
  few upcoming keyframes (PREFETCH_AHEAD=4) per raster layer that aren't resident, via
  the existing async worker. Their full pixels land before the playhead reaches them,
  so playback shows full frames instead of the low-res proxy on every frame (the
  proxy→full pop was the "flicker"). Reactive faults still cover scrubbing.
2026-06-20 22:45:50 -04:00
Skyler Lehmkuhl 2cbaf67583 Raster keyframe timeline UI: display + explicit creation + no lazy create
Make raster layers behave like vector on the timeline.

- Timeline: draw a diamond per `RasterKeyframe` (mirrors the vector keyframe block).
- New Keyframe (K / menu): on a raster layer, insert a BLANK cel at the playhead via
  a new undoable `AddRasterKeyframeAction` (+ `RasterLayer::insert_blank_keyframe_at`
  / `remove_keyframe`). Vector path unchanged.
- Stop lazy creation: paint tools now edit the ACTIVE keyframe (at-or-before the
  playhead) instead of creating one. The brush captures the active keyframe's exact
  time; `RasterStroke`/`RasterFillAction` resolve via `keyframe_at_mut` (error if
  none); the tool-site `ensure_keyframe_at` blocks (brush/fill/bucket/wand/quick-
  select/floating-lift) are removed — each read already bails when no keyframe exists.
  New layers still seed a keyframe at the playhead, so there's normally one to paint
  into; painting before the first keyframe is now a no-op (as intended).

Next: onion skinning.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:22:02 -04:00
Skyler Lehmkuhl aae51e3b3c Phase 3d: dirty-rect diffs for raster undo (bound undo-history RAM)
`RasterStrokeAction`/`RasterFillAction` stored the whole before+after RGBA frame
(~16 MB/action at 1080p → up to ~1.6 GB at the 100-action cap). They now store a
`RasterDiff` — only the changed bounding box's pixels before and after — computed
once in `new()` from the full buffers, which are then dropped. A brush dab shrinks
from ~16 MB to tens of KB; a full-canvas fill is unchanged (its bbox is the frame).

Paging interaction: a diff overwrites just the bbox, so the keyframe's pixels must
be resident when undo/redo applies. A clean evicted frame's container bytes equal
its current logical state, so the editor faults the target frame in (synchronously)
before undo/redo via a new `Action::raster_resident_hint` + `peek_undo/redo_raster_hint`.
Dirty frames are never evicted, so they're already resident. If a base is somehow
not resident the apply is skipped (logged), never resized-and-corrupted.

Unit tests cover exact before/after round-trip, blank-first-stroke, no-op, and the
non-resident-base skip.
2026-06-20 21:31:38 -04:00
Skyler Lehmkuhl 39dc402ba3 Phase 3b: bound resident raster pixels with an eviction LRU
Scrubbing a large paint project no longer accumulates every visited frame in RAM.
A fault-in-recency LRU keeps the most-recently-paged-in RASTER_RESIDENT_MAX (12)
keyframes resident and drops the pixels of older *clean* ones (re-arming their
fault-in so they re-page on revisit). The shown frame is always the most-recent
fault-in, so it's never evicted.

Data-loss safety: a new `dirty` flag marks any keyframe whose `raw_pixels` were
mutated by editing (stroke/fill/paint-bucket/floating-lift + their undo/redo) and
is NOT yet in the container. Dirty keyframes are NEVER evicted — they're only
unpinned from the LRU. The flag is cleared on a successful save, which also re-arms
the LRU for the now-clean resident frames so the bound still applies to frames
edited this session.

Also: the save loop now walks all layers (incl. nested) to match the load path's
recursive fault-in arming — evicted frames keep their existing container row
(media_exists), and nested raster keyframes are persisted + covered by live_media.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 17:56:37 -04:00
Skyler Lehmkuhl 2e07a88905 Phase 3a-2: async raster page-in (no UI block)
The fault-in drain no longer decodes on the UI thread. It now:
- dispatches each newly-requested keyframe's page-in to a background thread
  (deduped via an in-flight set, store cloned per request so path changes are
  picked up), and
- applies completed results from a channel at the top of update(), keeping the UI
  ticking while loads are outstanding.

Cold scrubs no longer freeze. The brief blank gap before a frame lands is removed
by the image proxy (3a-3); eviction to bound RAM while scrubbing is 3b.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 17:00:04 -04:00
Skyler Lehmkuhl 4228864259 Phase 3a-1: lazy fault-in of raster keyframe pixels
Raster keyframes are no longer eagerly decoded at load — `raw_pixels` stays empty
and is paged in on demand from the project container, so a big paint project opens
instantly and only touched frames hit RAM.

- core: `read_packed_media_readonly` (fresh read-only connection, can't conflict
  with an in-place save) + `RasterStore` (holds the container path; `load_pixels`
  reads+decodes a keyframe's PNG by id). `load_beam_sqlite` stops eager-decoding and
  instead marks every raster keyframe `needs_fault_in` (recursively, incl. nested);
  a freshly-created keyframe stays false (blank-resident, nothing to page). Added
  `Document::all_layers_mut`.
- editor: the canvas records a fault-in request when it needs a paged-out keyframe
  (empty pixels && needs_fault_in); the App drains the sink at the top of update(),
  pages the pixels in via the store, clears the flag, and repaints. Store path is set
  on load and after save. Export faults in synchronously per frame.

Cold-scrub still shows a 1-frame gap and the page-in is synchronous; the image proxy
(3a-2) and async load (3a-3) remove those next.
2026-06-19 16:59:46 -04:00
Skyler Lehmkuhl 097345be76 Fix video thumbnail strip bugs + persist thumbnails (resumable)
Thumbnail rendering fixes:
- Strip now tiles from each clip's true (unclamped) origin and draws only the
  tiles intersecting the visible rect, so it scrolls correctly and shows the
  right frames when a clip is scrolled partly off the left. Both render sites
  (collapsed group + expanded track) share one draw_video_thumbnail_strip helper.
- On-clip strip no longer freezes on the first thumbnail: get_thumbnail_at now
  returns the actual thumbnail timestamp and the GPU texture cache keys on it, so
  tiles refresh as closer thumbnails finish generating.
- Hover preview derives content time from the clip's true origin too (matches the
  strip when scrolled off-screen).
- insert_thumbnail keeps the cache sorted + deduped (fixes a latent unsorted
  binary_search bug, and makes concurrent restore + resume race-safe).

Thumbnail persistence (mirrors waveform persistence):
- MediaKind::Thumbnail rows, keyed by thumbnail_media_id(clip_id) (clip id XOR a
  sentinel). Each clip's thumbnails PNG-encoded into one opaque LBTN blob (editor
  owns the format), snapshotted cheaply (Arc clones) and encoded off the UI thread.
- Save writes the packs (kept in place on re-save); load reads them into
  LoadedProject.thumbnail_blobs; the editor decodes + inserts them on a background
  thread, so reload shows thumbnails instantly with no re-decode (even if the
  source video file is missing).
- Partial sets are persisted with a complete flag and RESUMED on load:
  generate_keyframe_thumbnails takes a should_skip predicate so a save made
  mid-generation continues from where it left off instead of redoing the work.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:36:56 -04:00
Skyler Lehmkuhl 3d7cff9ad0 Stream audio & video from .beam container; waveform LOD pyramid + persistence
Migrate the .beam container to SQLite and stream media from it instead of
decoding whole files into RAM on import/load.

Container & large files:
- SQLite .beam container (beam_archive) with in-place transactional saves and an
  incremental BlobReader; supports both packed (chunked blobs) and referenced
  (external path) media, with a user preference + first-import prompt for files
  over the large-media threshold.

Audio streaming:
- Stream packed compressed audio on load via an inversion-of-control blob factory
  (AudioBlobSourceFactory): daw-backend defines the trait, core implements it
  over BlobReader, so the audio engine stays container-agnostic.
- Bulk-activate disk streaming for all loaded clips after SetProject.
- Sample-accurate compressed seek (SeekMode::Accurate; Coarse mislands on VBR).

Video:
- Video frames decoded/streamed on demand; thumbnails generated asynchronously
  on a dedicated decoder so import/load never blocks the UI.
- The video's audio track is streamed on demand via an ffmpeg VideoAudioReader
  as a separate editable AudioClip (no /tmp WAV extraction).

Waveform overview:
- Streaming min/max LOD pyramid (waveform_pyramid), bounded memory, configurable
  floor B; serialized into the container and restored on load (or generated in
  the background from the packed blob when absent), so no re-decode on reload.
- GPU min/max upload path; integer-LOD textureLoad fixes zoom-dependent wobble.
2026-06-17 13:52:38 -04:00
Skyler Lehmkuhl 83609cc9dc Fix video export resolution scaling and post-export UI hang
- Scale the document to the selected output resolution. It was rendered
  at document size regardless of the export dimensions, so picking a
  different resolution didn't scale the stage.
- Run the audio+video mux on a background thread instead of the UI
  thread, keeping the app responsive (showing "Finalizing") during the
  re-mux pass.
- Send desktop notifications fire-and-forget. notify_rust's show() is a
  synchronous D-Bus call that blocked the UI for the full service
  activation timeout (~25s) when no notification daemon is running.
2026-06-16 08:35:52 -04:00
Skyler Lehmkuhl 54d5764bd0 Make beats canonical representation rather than seconds 2026-06-02 13:06:36 -04:00
Skyler Lehmkuhl f372a84313 Massive tempo refactor - make beats canonical time rep and allow them to be non constant 2026-04-02 10:26:01 -04:00
Skyler Lehmkuhl cfb8e4462b All events now have three time references for seconds, measures/beats, frames 2026-03-30 10:15:55 -04:00
Skyler Lehmkuhl 65a550d8f4 Add piano roll note snapping 2026-03-24 19:24:24 -04:00
Skyler Lehmkuhl 434b488a4c Merge branch 'rust-ui' of https://git.skyler.io/skyler/Lightningbeam into rust-ui 2026-03-22 18:16:25 -04:00
Skyler Lehmkuhl f16e651610 work on vector graph 2026-03-22 18:16:17 -04:00
Skyler Lehmkuhl 0d7f15853c Set default timeline mode based on activity 2026-03-20 21:05:00 -04:00
Skyler Lehmkuhl 121fa3a50a Add count-in 2026-03-20 20:51:50 -04:00
Skyler Lehmkuhl c938ea44b0 Add metronome 2026-03-19 01:16:26 -04:00
Skyler Lehmkuhl 84a1a98452 Snap to beats in measures mode 2026-03-19 00:47:15 -04:00
Skyler Lehmkuhl 6b6ae230a1 Add pitch bend support 2026-03-18 23:11:24 -04:00
Skyler Lehmkuhl 4f3da810d0 Add automation inputs for audio graphs 2026-03-18 11:25:48 -04:00
Skyler Lehmkuhl be8514e2e6 Fix midi tracks recording previews 2026-03-11 12:53:26 -04:00
Skyler Lehmkuhl 3bc980d08d Use audio engine as source of truth for audio tracks 2026-03-11 12:37:31 -04:00
Skyler Lehmkuhl b8f847e167 Add drawing tablet input support 2026-03-11 10:58:30 -04:00
Skyler Lehmkuhl ce7ed2586f Support Vello CPU fallback on systems with older GPUs 2026-03-10 21:39:01 -04:00
Skyler Lehmkuhl 7a3f522735 Give metatracks explicit node graphs 2026-03-10 20:20:46 -04:00
Skyler Lehmkuhl 4118c75b86 Performance tweaks 2026-03-10 03:24:03 -04:00
Skyler Lehmkuhl ac2b4ff8ab Improve idle performance 2026-03-10 02:41:44 -04:00
Skyler Lehmkuhl 06973d185c Merge branch 'rust-ui' of https://git.skyler.io/skyler/Lightningbeam into rust-ui 2026-03-09 13:41:48 -04:00
Skyler Lehmkuhl dc93f78dc7 More work on DCEL correctness 2026-03-09 13:41:45 -04:00
Skyler Lehmkuhl 78e296ffde Improve export performance 2026-03-09 13:39:56 -04:00
Skyler Lehmkuhl a18a335c60 Export images 2026-03-09 11:22:51 -04:00
Skyler Lehmkuhl 09856ab52c Refactor tools and fix bugs 2026-03-08 18:44:32 -04:00
Skyler Lehmkuhl 1900792fa9 Magic wand selection 2026-03-07 03:39:09 -05:00
Skyler Lehmkuhl 922e8f78b6 Refactor tools 2026-03-06 10:07:24 -05:00
Skyler Lehmkuhl 901aa04246 Add sponge tool 2026-03-06 09:17:35 -05:00
Skyler Lehmkuhl 6590b249d1 Add dodge/burn tool 2026-03-06 09:05:14 -05:00
Skyler Lehmkuhl 7d55443b2a Add pattern stamp tool 2026-03-06 08:40:17 -05:00
Skyler Lehmkuhl 2c9d8c1589 Add tool skeletons 2026-03-06 07:22:50 -05:00
Skyler Lehmkuhl d1f47d7164 Merge branch 'rust-ui' of /home/skyler/Dev/Lightningbeam-2/. into rust-ui 2026-03-06 06:19:48 -05:00