Text with embedded TrueType, CFF (Type1C / CIDFontType0C / OpenType), Type 1 and Type 3 fonts,
standard-14 fallback to the bundled OFL fonts; Flate / DCT / inline / stencil images with SMask,
Indexed and ICC alternates; luminosity / alpha soft masks and the 16 blend modes in the SVG
render tree; tiling patterns; calculator functions; file.import page and Footage::page;
Create Shapes from Vector Layer keeps clips (page clips as layer masks, nested clips as Merge
Paths Intersect).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer > Camera > Create Stereo 3D Rig (left/right eye comps with expression-linked eye
cameras, Stereo 3D Controls effect, stereo comp through 3D Glasses), Create Orbit Null,
Create Cameras from 3D Model; Layer > Light > Create Lights from 3D Model
(KHR_lights_punctual), Control Light with Camera, Create Environment Light Background
Layer (equirectangular sky drawn through the camera). glTF cameras and punctual lights
are parsed by effectcraft-model.
Advanced 3D: per-sample motion blur over the comp shutter, and blend modes / track
mattes / Preserve Transparency composited through the 2D path in depth order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 3D Camera Tracker analysis joins the offloaded jobs. The disk cache stays off in the
browser (std::env::temp_dir panics on wasm32 once a config store exists).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Persistence: settings, shortcuts, recent projects, imported media, saved projects and
auto-saves live in OPFS (IndexedDB fallback) through an in-memory mirror flushed in the
background (apps/effectcraft-web/src/store.rs, persist.rs); ConfigStore gains FileOps so
auto-save / recovery work in the browser store; the session snapshot restores the last
project + editor state on reload; File > Open Recent works from storage.
- Audio: Web Audio output (AudioWorklet, ScriptProcessor fallback) fed by AudioPlayback::pump
on wasm32; A/V sync from AudioContext.currentTime; meters; unlock on first gesture.
- Background jobs: engine::offload (WorkerRequest/WorkerReply protocol, Offload trait,
run_request); Render Queue, tracker, mask tracker, Warp Stabilizer and Roto Freeze run in Web
Workers (a second engine instance on the shared compiled module), progress streamed back;
cancel terminates the worker.
- GPU: WebGPU viewer frames drawn straight from the compositor's texture (gpu_display on
wasm32 when the viewer draws plainly); async readback (Gpu::read_display_async) for pixels.
- PWA: manifest, service worker precaching the build (xtask fills list/version), icons copied
from assets/app-icon; COOP/COEP kept from cached responses; offline reload works.
- window.effectcraft: saveToBrowser, listStored, removeStored, flush; info() reports storage,
audio, gpu, workers.
- Tests: native store + protocol + offload (render, track, cancel) tests; smoke.mjs extended
(GPU path, worker render responsiveness, audio gesture + playback, reload persistence,
Open Recent, offline reload).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L0 crate effectcraft-opusenc: clean-room RFC 6716 CELT-only encoder
(fullband 48 kHz, 20 ms packets, mono/stereo as dual L/R stereo, constant
packet size from the bitrate) with the RFC 7845 OpusHead and pre-skip.
Forward low-overlap MDCT, inter/intra coarse energy, fine/final energy,
the decoder's exact allocation, recursive band splitting, PVQ search and
codeword indexing, silence frames.
crates/export depends on it; filmcraft-opus (dev) is the round-trip oracle
in tests/opus_roundtrip.rs, with ffmpeg reading an in-test Ogg Opus file
as a second oracle when installed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Extruded text keeps per-character 3D: each glyph's outline is extruded in its own space and
placed by its animated matrix; shape layers extrude their fill outlines (gradients use their
mid colour). Shadow-map bias scales with the texel footprint at the receiver and the PCF
reach (no acne on curved casters), identically on CPU and GPU. Docs: Advanced 3D in
architecture.md, parity table updated (3D, Text).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New crate effectcraft-model (L2): glTF 2.0 (.gltf/.glb, data URIs, external buffers and
images, PBR metallic-roughness with base/MR/normal/occlusion/emissive textures, node
hierarchy, skins, step/linear/cubic animations) and OBJ/MTL import, parametric primitives,
extruded/bevelled outline meshes and polygon triangulation with holes.
Project: FootageKind::Model, LayerSource::Model/Primitive, Layer::environment, Geometry and
Material Options builders, Environment light Source. Media probes and loads models
(FootageSource::model). Engine: layer.newModel, layer.new3dPrimitive/newPrimitive,
comp.renderer, layer.environment, material.set/reset/duplicateAssign/revealSource (stubs
replaced); File > Import and layer.addItem pick up models. Hand-written fixtures with
attribution sidecars.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).
render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.
Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Collapsed precomps draw their layers straight into the parent with
concatenated transforms and multiplied opacity (nested blend modes and
adjustment layers act on the parent); a non-Normal mode, track matte or
Preserve Transparency composites the collapsed result as a whole; masks,
effects or styles force a flattened render. Nested 3D layers use the
parent's camera and lights and join the parent's 3D run when the precomp
layer is 3D. Continuously Rasterize re-rasterises text and shape layers at
their on-screen scale. Draft quality samples nearest-neighbour, Wireframe
draws the layer bounds. layer.slip / slipBack (Alt+PageUp) / slipForward
(Alt+PageDown) and dragging the timeline source bar slip the source under
fixed in/out points, clamped to the source duration; undoable.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>