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https://github.com/OpenCut-app/OpenCut.git
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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.
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@@ -0,0 +1,77 @@
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import type { CanvasRenderer } from "../canvas-renderer";
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import { createOffscreenCanvas } from "../canvas-utils";
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import { getEffect } from "@/lib/effects";
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import type { EffectParamValues } from "@/types/effects";
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import { BaseNode } from "./base-node";
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import { webglEffectRenderer } from "../webgl-effect-renderer";
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export type CompositeEffectNodeParams = {
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contentNodes: BaseNode[];
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effectType: string;
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effectParams: EffectParamValues;
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scale: number;
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};
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export class CompositeEffectNode extends BaseNode<CompositeEffectNodeParams> {
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async render({
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renderer,
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time,
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}: {
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renderer: CanvasRenderer;
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time: number;
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}): Promise<void> {
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const offscreen = createOffscreenCanvas({
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width: renderer.width,
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height: renderer.height,
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});
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const offscreenCtx = offscreen.getContext("2d") as OffscreenCanvasRenderingContext2D | null;
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if (!offscreenCtx) {
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throw new Error("failed to get offscreen canvas context");
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}
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const originalContext = renderer.context;
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renderer.context = offscreenCtx;
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for (const node of this.params.contentNodes) {
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await node.render({ renderer, time });
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}
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renderer.context = originalContext;
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const effectDefinition = getEffect({ effectType: this.params.effectType });
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const scale = this.params.scale;
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const scaledWidth = renderer.width * scale;
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const scaledHeight = renderer.height * scale;
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const offsetX = (renderer.width - scaledWidth) / 2;
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const offsetY = (renderer.height - scaledHeight) / 2;
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const passes = effectDefinition.renderer.passes.map((pass) => ({
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fragmentShader: pass.fragmentShader,
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uniforms: pass.uniforms({
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effectParams: this.params.effectParams,
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width: renderer.width,
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height: renderer.height,
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}),
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}));
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const effectResult = webglEffectRenderer.applyEffect({
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source: offscreen as CanvasImageSource,
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width: renderer.width,
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height: renderer.height,
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passes,
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});
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renderer.context.save();
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renderer.context.drawImage(
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effectResult,
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0,
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0,
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renderer.width,
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renderer.height,
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offsetX,
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offsetY,
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scaledWidth,
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scaledHeight,
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);
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renderer.context.restore();
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}
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}
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