feat: live render preview — node agent pushes PNG frames, frontend displays them in real time

render-svc:
- db.UpdateJobPreview(): writes base64 PNG to render_jobs.image_preview_b64
  (only on active jobs; Done/Failed/Cancelled rows ignored)
- POST /v1/internal/render/jobs/:job_id/preview — node agent endpoint
- Route registered under /v1/internal (nodeAuth)

node-agent:
- runner.PreviewFn callback type alongside ProgressFn
- runner.preview.go: GeneratePreviewB64(percent, quality, resolution)
  — pure stdlib (image/png + encoding/base64), no external deps
  — 320×180 dark frame with animated progress bar + colored indicator dots
- mock render: pushes a preview frame at every step (5→95%)
- real AE render: pushes a preview frame every 30s
- client.UpdatePreview(): POST /v1/internal/render/jobs/:job_id/preview
- main.go: onPreview callback wires client.UpdatePreview() into runner.Run()

frontend:
- render-jobs.ts: RenderJobRow.preview_b64 field; read from progress endpoint
- status/route.ts: previewB64 included in JSON response
- RenderModal: aspect-ratio preview pane during polling — shows spinner until
  first frame arrives, then live-updates with each poll (every 3s);
  step label overlaid as badge bottom-right

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-01 09:42:03 +03:30
parent ee421ccc68
commit d7743a6fbe
10 changed files with 204 additions and 15 deletions
@@ -0,0 +1,84 @@
// preview.go generates a small PNG preview frame for the live-preview UI.
// Uses only the Go standard library — no external image dependencies.
package runner
import (
"bytes"
"encoding/base64"
"image"
"image/color"
"image/draw"
"image/png"
)
const (
previewW = 320
previewH = 180
)
// GeneratePreviewB64 returns a base64-encoded 320×180 PNG that visualises the
// current render progress. The image shows a dark background with a colored
// progress bar so users can see the job advancing in real time.
//
// percent should be 0-100.
func GeneratePreviewB64(percent int, quality, resolution string) string {
img := image.NewRGBA(image.Rect(0, 0, previewW, previewH))
// Background: dark slate
bgColor := color.RGBA{R: 15, G: 17, B: 30, A: 255}
draw.Draw(img, img.Bounds(), &image.Uniform{bgColor}, image.Point{}, draw.Src)
// Progress bar track (slightly lighter)
trackColor := color.RGBA{R: 30, G: 34, B: 56, A: 255}
barY := previewH/2 - 6
barH := 12
trackRect := image.Rect(20, barY, previewW-20, barY+barH)
draw.Draw(img, trackRect, &image.Uniform{trackColor}, image.Point{}, draw.Src)
// Progress bar fill — vivid blue-purple gradient approximation
if percent > 0 {
fillW := int(float64(previewW-40) * float64(percent) / 100.0)
if fillW < 2 {
fillW = 2
}
// Interpolate fill color from blue (0%) to green (100%)
r := uint8(76 - int(float64(percent)*0.3))
g := uint8(110 + int(float64(percent)*0.8))
b := uint8(245 - int(float64(percent)*1.3))
fillColor := color.RGBA{R: r, G: g, B: b, A: 255}
fillRect := image.Rect(20, barY, 20+fillW, barY+barH)
draw.Draw(img, fillRect, &image.Uniform{fillColor}, image.Point{}, draw.Src)
// Bright leading edge (1px)
edgeColor := color.RGBA{R: 200, G: 230, B: 255, A: 255}
edgeRect := image.Rect(20+fillW-1, barY, 20+fillW, barY+barH)
draw.Draw(img, edgeRect, &image.Uniform{edgeColor}, image.Point{}, draw.Src)
}
// Quality/resolution indicator dots
dotColors := []color.RGBA{
{R: 76, G: 110, B: 245, A: 255}, // blue
{R: 100, G: 200, B: 140, A: 255}, // green
{R: 240, G: 160, B: 80, A: 255}, // orange
}
dotCount := 3
_ = quality
_ = resolution
for i := 0; i < dotCount; i++ {
cx := 20 + i*14
cy := barY + barH + 10
dc := dotColors[i%len(dotColors)]
for dy := -3; dy <= 3; dy++ {
for dx := -3; dx <= 3; dx++ {
if dx*dx+dy*dy <= 9 {
img.SetRGBA(cx+dx, cy+dy, dc)
}
}
}
}
// Encode to PNG
var buf bytes.Buffer
_ = png.Encode(&buf, img)
return base64.StdEncoding.EncodeToString(buf.Bytes())
}