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| author | Maze Winther <mazewinther@gmail.com> | 2026-02-28 18:41:22 +0100 |
|---|---|---|
| committer | Maze Winther <mazewinther@gmail.com> | 2026-02-28 18:41:22 +0100 |
| commit | 216e3e0c397be3719a94e1a22bc1c2ce2de3856c (patch) | |
| tree | 883bdda1539f11ccf5d6fe50a994e4e6dbee0d75 /apps/web/src/services/renderer/nodes/effect-layer-node.ts | |
| parent | a9e93471a74a3d1978278f09f35632d4f6588a76 (diff) | |
| download | opencut-216e3e0c397be3719a94e1a22bc1c2ce2de3856c.tar.gz | |
feat: introduce WebGL effects system and Blur effect
This implements the foundational architecture for video effects, starting with a multi-pass WebGL rendering pipeline and a customizable Gaussian Blur effect.
Key changes:
- WebGL Engine: Added `raw-loader` for `.glsl` shaders, multi-pass framebuffer rendering, and live offscreen canvas previews.
- Node Architecture: Replaced hardcoded background blur with `CompositeEffectNode` and added `EffectLayerNode` to apply effects to specific visual elements.
- Timeline & DND: Added a new `effect` track type. Upgraded drag-and-drop to support dropping effects directly onto the timeline. Consolidated track constants into a cleaner `TRACK_CONFIG`.
- UI/UX: Added an Effects tab in the assets panel with live previews. Added an Effect Properties panel with sliders and inputs for fine-tuning parameters.
- Data Model: Added `sourceDuration` to video and audio elements, and wrote a v8 storage migration to update existing projects to the new schema.
- Docs: Added `CHANGELOG.md` tracking v0.1.0 and v0.2.0, plus `docs/effects-renderer.md` to document the new WebGL pipeline.
Diffstat (limited to 'apps/web/src/services/renderer/nodes/effect-layer-node.ts')
| -rw-r--r-- | apps/web/src/services/renderer/nodes/effect-layer-node.ts | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/apps/web/src/services/renderer/nodes/effect-layer-node.ts b/apps/web/src/services/renderer/nodes/effect-layer-node.ts new file mode 100644 index 00000000..3d84be2b --- /dev/null +++ b/apps/web/src/services/renderer/nodes/effect-layer-node.ts @@ -0,0 +1,82 @@ +import type { CanvasRenderer } from "../canvas-renderer"; +import { getEffect } from "@/lib/effects"; +import type { EffectParamValues } from "@/types/effects"; +import { BaseNode } from "./base-node"; +import { webglEffectRenderer } from "../webgl-effect-renderer"; + +const TIME_EPSILON = 1e-6; + +export type EffectLayerNodeParams = { + effectType: string; + effectParams: EffectParamValues; + timeOffset: number; + duration: number; +}; + +function isInRange({ + time, + timeOffset, + duration, +}: { + time: number; + timeOffset: number; + duration: number; +}): boolean { + return ( + time >= timeOffset - TIME_EPSILON && + time < timeOffset + duration + TIME_EPSILON + ); +} + +// snapshots whatever is currently on the canvas, applies the effect, draws it back +export class EffectLayerNode extends BaseNode<EffectLayerNodeParams> { + async render({ + renderer, + time, + }: { + renderer: CanvasRenderer; + time: number; + }): Promise<void> { + if ( + !isInRange({ + time, + timeOffset: this.params.timeOffset, + duration: this.params.duration, + }) + ) { + return; + } + + const source = renderer.context.canvas as CanvasImageSource; + + const effectDefinition = getEffect({ + effectType: this.params.effectType, + }); + + const passes = effectDefinition.renderer.passes.map((pass) => ({ + fragmentShader: pass.fragmentShader, + uniforms: pass.uniforms({ + effectParams: this.params.effectParams, + width: renderer.width, + height: renderer.height, + }), + })); + const effectResult = webglEffectRenderer.applyEffect({ + source, + width: renderer.width, + height: renderer.height, + passes, + }); + + renderer.context.save(); + renderer.context.clearRect(0, 0, renderer.width, renderer.height); + renderer.context.drawImage( + effectResult, + 0, + 0, + renderer.width, + renderer.height, + ); + renderer.context.restore(); + } +} |
