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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/webgl-effect-renderer.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/webgl-effect-renderer.ts')
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diff --git a/apps/web/src/services/renderer/webgl-effect-renderer.ts b/apps/web/src/services/renderer/webgl-effect-renderer.ts
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+++ b/apps/web/src/services/renderer/webgl-effect-renderer.ts
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+import { createOffscreenCanvas } from "./canvas-utils";
+import { applyMultiPassEffect } from "./webgl-utils";
+import type { EffectPassData } from "./webgl-utils";
+
+export interface ApplyEffectParams {
+ source: CanvasImageSource;
+ width: number;
+ height: number;
+ passes: EffectPassData[];
+}
+
+let gl: WebGLRenderingContext | null = null;
+let canvas: OffscreenCanvas | HTMLCanvasElement | null = null;
+const programCache = new Map<string, WebGLProgram>();
+
+function getOrCreateCanvas({
+ width,
+ height,
+}: {
+ width: number;
+ height: number;
+}): OffscreenCanvas | HTMLCanvasElement {
+ if (!canvas) {
+ canvas = createOffscreenCanvas({ width, height });
+ gl = canvas.getContext("webgl", {
+ premultipliedAlpha: false,
+ }) as WebGLRenderingContext | null;
+ if (!gl) {
+ throw new Error("WebGL not supported");
+ }
+ }
+ if (canvas.width !== width || canvas.height !== height) {
+ canvas.width = width;
+ canvas.height = height;
+ }
+ return canvas;
+}
+
+function applyEffect({
+ source,
+ width,
+ height,
+ passes,
+}: ApplyEffectParams): OffscreenCanvas | HTMLCanvasElement {
+ const targetCanvas = getOrCreateCanvas({ width, height });
+ const context = gl;
+ if (!context) {
+ throw new Error("WebGL context not initialized");
+ }
+
+ applyMultiPassEffect({
+ context,
+ source,
+ width,
+ height,
+ passes,
+ programCache,
+ });
+
+ const outputCanvas = createOffscreenCanvas({ width, height });
+ const outputCtx = outputCanvas.getContext("2d") as
+ | CanvasRenderingContext2D
+ | OffscreenCanvasRenderingContext2D
+ | null;
+ if (outputCtx) {
+ outputCtx.drawImage(targetCanvas, 0, 0, width, height);
+ }
+ return outputCanvas;
+}
+
+export const webglEffectRenderer = {
+ applyEffect,
+};