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authorMaze Winther <mazewinther@gmail.com>2026-02-28 18:41:22 +0100
committerMaze Winther <mazewinther@gmail.com>2026-02-28 18:41:22 +0100
commit216e3e0c397be3719a94e1a22bc1c2ce2de3856c (patch)
tree883bdda1539f11ccf5d6fe50a994e4e6dbee0d75 /apps/web/src/services/renderer/nodes/effect-layer-node.ts
parenta9e93471a74a3d1978278f09f35632d4f6588a76 (diff)
downloadopencut-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.ts82
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
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--- /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();
+ }
+}