Merge branch 'worktree-agent-a38a174c36aa9f23a'

This commit is contained in:
Brandon Thomas committed 2026-10-03 23:59:12 -04:00
commit 7a5a93bcbc
32 files changed
+3565 -174

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@@ -94,12 +94,14 @@ const CPU_ONLY_CONTROLS: &[(&str, &[&str])] = &[
];
/// Whether the GPU kernel of effect `id` covers the instance's current settings (see
/// [`CPU_ONLY_CONTROLS`]; plus Cell Pattern's HQ variants and Turbulent Displace's locked
/// pinning).
/// [`CPU_ONLY_CONTROLS`]; plus Cell Pattern's HQ variants, Turbulent Displace's locked
/// pinning, Warp's strong Fisheye / Twist and Timewarp with a Matte Layer).
pub fn gpu_supported(id: &str, ctx: &crate::EffectCtx) -> bool {
match id {
"ec.generate.cellpattern" if (6..=10).contains(&ctx.params.e("cellPattern")) => return false,
"ec.distort.turbulentdisplace" if ctx.params.e("pinning") >= 8 => return false,
// Timewarp's Matte Layer (foreground and background on their own vectors).
"ec.time.timewarp" if ctx.params.get("matteLayer").and_then(effectcraft_keyframe::Value::as_layer).is_some() => return false,
// Fisheye / Twist (a crease at the unit circle) bent past 50 % or with Horizontal /
// Vertical Distortion: Newton's inverse wanders chaotically before converging near the
// fold, so f32 lands on other pixels than the CPU's f64.
+36 -1
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@@ -94,7 +94,8 @@ pub use transition::place_layer;
// effectcraft-gpu fx_noise.
pub use noise::remove_grain_level;
pub use noise3::{FractalGpu, fractal_gpu};
pub use time_fx::{posterized_time, time_frames};
pub use textfx::{TextLayer, text_layer};
pub use time_fx::{PixelMotion, TimewarpPlan, TwStep, posterized_time, time_frames, timewarp_crop, timewarp_plan};
// effectcraft-gpu fx_tone.
pub use ocio::color_stabilizer_maps;
@@ -931,6 +932,40 @@ pub const GPU_EFFECTS: &[&str] = &[
"ec.perspective.bevelalpha",
"ec.perspective.beveledges",
"ec.obsolete.gaussianlegacy",
// effectcraft-gpu fx_light (the CC light family)
"ec.generate.cclightrays",
"ec.generate.cclightburst",
"ec.generate.cclightsweep",
"ec.transition.cclightwipe",
// effectcraft-gpu fx_transition (transitions, perspective)
"ec.transition.blockdissolve",
"ec.transition.ccglasswipe",
"ec.transition.ccgridwipe",
"ec.transition.ccimagewipe",
"ec.transition.ccjaws",
"ec.transition.cclinesweep",
"ec.transition.ccradialscalewipe",
"ec.transition.ccscalewipe",
"ec.transition.cctwister",
"ec.transition.ccwarpomatic",
"ec.perspective.radialshadow",
"ec.distort.ccbender",
"ec.distort.ccblobbylize",
"ec.perspective.cccylinder",
"ec.perspective.ccsphere",
"ec.perspective.ccspotlight",
"ec.perspective.ccenvironment",
"ec.perspective.3dglasses",
// effectcraft-gpu fx_text (glyph coverage rasterised on the CPU)
"ec.text.numbers",
"ec.text.timecode",
// effectcraft-gpu fx_time (frames fetched by the host, combined on the GPU)
"ec.time.timedifference",
"ec.time.timedisplacement",
"ec.time.ccforcemotionblur",
"ec.time.ccwidetime",
"ec.time.pixelmotionblur",
"ec.time.timewarp",
];
/// Effects whose output depends on [`EffectCtx::time`] directly (not only through animated
+4 -2
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@@ -90,8 +90,10 @@ fn cc_environment(ctx: &EffectCtx, mut b: Buf) -> Buf {
let ex = u.rem_euclid(1.0) * esz[0] * es + eo[0];
let ey = v.clamp(0.0, 1.0) * esz[1] * es + eo[1];
let e = env_img.sample_bilinear_clamped(ex, ey);
let (ec, _) = unpremul(e);
*px = premul(ec, a);
// Straight colour, with nearly transparent texels fading to black continuously
// (a hard 1e-6 cut-off would turn the float noise of the filtered map into colour).
let k = 1.0 / e[3].max(1e-3);
*px = premul([e[0] * k, e[1] * k, e[2] * k], a);
}
});
b
+122 -46
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@@ -192,9 +192,9 @@ fn tint(c: [f32; 4], a: f32) -> Px {
[c[0] * a, c[1] * a, c[2] * a, a]
}
/// Draw text polylines with the given look (`r` = glyph stroke radius in px).
fn draw_text(b: &mut Buf, polys: &[Vec<[f64; 2]>], r: f64, look: &TextLook) {
let (w, h) = (b.img.width as usize, b.img.height as usize);
/// Coverage of text polylines (`r` = glyph stroke radius in px): the fill and, when the look
/// strokes, the stroke ring.
fn text_coverage(w: usize, h: usize, polys: &[Vec<[f64; 2]>], r: f64, look: &TextLook) -> (Plane, Option<Plane>) {
let segs_at = |rad: f64| {
let mut s = Vec::new();
for pl in polys {
@@ -211,24 +211,35 @@ fn draw_text(b: &mut Buf, polys: &[Vec<[f64; 2]>], r: f64, look: &TextLook) {
let inner = if r - sw * 0.5 > 0.05 { raster_segs(w, h, &segs_at(r - sw * 0.5), 1.0) } else { Plane::new(w, h) };
Some(outer.zip_map(&inner, |a, b| (a - b).max(0.0)))
};
(fill, ring)
}
/// One pixel of drawn text: `px` under the fill / stroke coverages `f`, `s` (opacity applied).
fn text_px(px: Px, f: f32, s: f32, look: &TextLook) -> Px {
let mut out = if look.on_original { px } else { [0.0; 4] };
match look.display {
1 => out = over(out, tint(look.stroke, s)),
2 => {
out = over(out, tint(look.stroke, s));
out = over(out, tint(look.fill, f));
}
3 => {
out = over(out, tint(look.fill, f));
out = over(out, tint(look.stroke, s));
}
_ => out = over(out, tint(look.fill, f)),
}
out
}
/// Draw text polylines with the given look (`r` = glyph stroke radius in px).
fn draw_text(b: &mut Buf, polys: &[Vec<[f64; 2]>], r: f64, look: &TextLook) {
let (fill, ring) = text_coverage(b.img.width as usize, b.img.height as usize, polys, r, look);
let op = look.opacity;
b.img.data.par_iter_mut().enumerate().for_each(|(i, px)| {
let mut out = if look.on_original { *px } else { [0.0; 4] };
let f = fill.data[i] * op;
let s = ring.as_ref().map(|r| r.data[i]).unwrap_or(0.0) * op;
match look.display {
1 => out = over(out, tint(look.stroke, s)),
2 => {
out = over(out, tint(look.stroke, s));
out = over(out, tint(look.fill, f));
}
3 => {
out = over(out, tint(look.fill, f));
out = over(out, tint(look.stroke, s));
}
_ => out = over(out, tint(look.fill, f)),
}
*px = out;
*px = text_px(*px, f, s, look);
});
}
@@ -337,7 +348,18 @@ fn numbers_text(ctx: &EffectCtx) -> String {
}
}
fn numbers(ctx: &EffectCtx, mut b: Buf) -> Buf {
/// What Numbers or Timecode draws: glyph polylines, stroke radius and look, whether the layer
/// stays under the text, and Timecode's box (`[x0, x1, y0, y1]` in buffer pixels, colour,
/// opacity × colour alpha).
struct TextPlan {
polys: Vec<Vec<[f64; 2]>>,
r: f64,
look: TextLook,
keep: bool,
boxed: Option<([f64; 4], [f32; 4], f32)>,
}
fn numbers_plan(ctx: &EffectCtx, b: &Buf) -> TextPlan {
let flat = ungroup(ctx.params);
let ctx = &EffectCtx { params: &flat, time: ctx.time, layer_size: ctx.layer_size, seed: ctx.seed, adjustment: ctx.adjustment, env: ctx.env };
let pr = ctx.params;
@@ -349,11 +371,81 @@ fn numbers(ctx: &EffectCtx, mut b: Buf) -> Buf {
let wdt = line_width(&text, size, tracking, prop);
let mut polys = Vec::new();
layout_line(&text, [pos.0 - wdt * 0.5, pos.1 + unit(size) * 3.0], size, tracking, prop, &mut polys);
let look = look_from(ctx, &b, "compositeOnOriginal");
draw_text(&mut b, &polys, weight(size), &look);
let mut look = look_from(ctx, b, "compositeOnOriginal");
let keep = look.on_original;
look.on_original = true;
TextPlan { polys, r: weight(size), look, keep, boxed: None }
}
/// Timecode's box over pixel (`x`, `y`).
fn box_px(px: Px, x: usize, y: usize, (r, bc, a): ([f64; 4], [f32; 4], f32)) -> Px {
let [x0, x1, y0, y1] = r;
let fy = y as f64 + 0.5;
let cy = ((fy - y0 + 0.5).clamp(0.0, 1.0) * (y1 - fy + 0.5).clamp(0.0, 1.0)) as f32;
if cy <= 0.0 {
return px;
}
let fx = x as f64 + 0.5;
let cx = ((fx - x0 + 0.5).clamp(0.0, 1.0) * (x1 - fx + 0.5).clamp(0.0, 1.0)) as f32;
let k = cx * cy * a;
if k > 0.0 { over(px, [bc[0] * k, bc[1] * k, bc[2] * k, k]) } else { px }
}
fn draw_plan(mut b: Buf, plan: &TextPlan) -> Buf {
let w = b.img.width as usize;
let (fill, ring) = text_coverage(w, b.img.height as usize, &plan.polys, plan.r, &plan.look);
let op = plan.look.opacity;
b.img.data.par_iter_mut().enumerate().for_each(|(i, px)| {
let mut o = if plan.keep { *px } else { [0.0; 4] };
if let Some(bx) = plan.boxed {
o = box_px(o, i % w.max(1), i / w.max(1), bx);
}
let f = fill.data[i] * op;
let s = ring.as_ref().map(|r| r.data[i]).unwrap_or(0.0) * op;
*px = text_px(o, f, s, &plan.look);
});
b
}
fn numbers(ctx: &EffectCtx, b: Buf) -> Buf {
let plan = numbers_plan(ctx, &b);
draw_plan(b, &plan)
}
/// Numbers and Timecode for the GPU compositor (effectcraft-gpu `fx_text`): the glyph
/// coverage is rasterised here (the fill in x, the stroke ring in y, opacity applied), the
/// kernel composites it.
#[derive(Clone, Debug)]
pub struct TextLayer {
pub coverage: Image,
/// Display Options (0 fill only, 1 stroke only, 2 fill over stroke, 3 stroke over fill).
pub display: u32,
pub fill: [f32; 4],
pub stroke: [f32; 4],
/// The layer stays under the text (else the text is drawn on transparency).
pub keep: bool,
/// Timecode's box: `[x0, x1, y0, y1]` (buffer pixels), colour, opacity × colour alpha.
pub boxed: Option<([f64; 4], [f32; 4], f32)>,
}
/// [`TextLayer`] of Numbers (`ec.text.numbers`) or Timecode (`ec.text.timecode`) on a buffer
/// of `b`'s geometry.
pub fn text_layer(id: &str, ctx: &EffectCtx, b: &Buf) -> Option<TextLayer> {
let plan = match id {
"ec.text.numbers" => numbers_plan(ctx, b),
"ec.text.timecode" => timecode_plan(ctx, b),
_ => return None,
};
let (w, h) = (b.img.width as usize, b.img.height as usize);
let (fill, ring) = text_coverage(w, h, &plan.polys, plan.r, &plan.look);
let op = plan.look.opacity;
let mut coverage = Image::new(b.img.width, b.img.height);
coverage.data.par_iter_mut().enumerate().for_each(|(i, px)| {
*px = [fill.data[i] * op, ring.as_ref().map(|r| r.data[i]).unwrap_or(0.0) * op, 0.0, 0.0];
});
Some(TextLayer { coverage, display: plan.look.display, fill: plan.look.fill, stroke: plan.look.stroke, keep: plan.keep, boxed: plan.boxed })
}
// ---------------------------------------------------------------- Timecode
/// SMPTE drop-frame label for nominal 30/60 fps rates.
@@ -368,7 +460,7 @@ fn drop_frame(frames: i64, nominal: i64) -> String {
format!("{:02};{:02};{:02};{:02}", adj / (nominal * 3600), (adj / (nominal * 60)) % 60, (adj / nominal) % 60, adj % nominal)
}
fn timecode_fx(ctx: &EffectCtx, mut b: Buf) -> Buf {
fn timecode_plan(ctx: &EffectCtx, b: &Buf) -> TextPlan {
let pr = ctx.params;
let src = pr.e("timeSource");
let (t, fps) = match src {
@@ -397,36 +489,20 @@ fn timecode_fx(ctx: &EffectCtx, mut b: Buf) -> Buf {
let pos = b.to_px(pr.v2("textPosition"));
let wdt = line_width(&text, size, 0.0, false);
let op = (pr.f("opacity") / 100.0) as f32;
if !pr.b("renderOnOriginal") {
b.img = Image::new(b.img.width, b.img.height);
}
if pr.b("showBox") {
let boxed = pr.b("showBox").then(|| {
let bc = pr.color("boxColor");
let pad = size * 0.25;
let (x0, x1) = (pos.0 - wdt * 0.5 - pad, pos.0 + wdt * 0.5 + pad);
let (y0, y1) = (pos.1 - size * 0.5, pos.1 + size * 0.5);
let a = op * bc[3];
b.img.rows_mut().for_each(|(y, row)| {
let fy = y as f64 + 0.5;
let cy = ((fy - y0 + 0.5).clamp(0.0, 1.0) * (y1 - fy + 0.5).clamp(0.0, 1.0)) as f32;
if cy <= 0.0 {
return;
}
for (x, px) in row.iter_mut().enumerate() {
let fx = x as f64 + 0.5;
let cx = ((fx - x0 + 0.5).clamp(0.0, 1.0) * (x1 - fx + 0.5).clamp(0.0, 1.0)) as f32;
let k = cx * cy * a;
if k > 0.0 {
*px = over(*px, [bc[0] * k, bc[1] * k, bc[2] * k, k]);
}
}
});
}
([pos.0 - wdt * 0.5 - pad, pos.0 + wdt * 0.5 + pad, pos.1 - size * 0.5, pos.1 + size * 0.5], bc, op * bc[3])
});
let mut polys = Vec::new();
layout_line(&text, [pos.0 - wdt * 0.5, pos.1 + unit(size) * 3.0], size, 0.0, false, &mut polys);
let look = TextLook { display: 0, fill: pr.color("textColor"), stroke: [0.0; 4], stroke_w: 0.0, on_original: true, opacity: op };
draw_text(&mut b, &polys, weight(size), &look);
b
TextPlan { polys, r: weight(size), look, keep: pr.b("renderOnOriginal"), boxed }
}
fn timecode_fx(ctx: &EffectCtx, b: Buf) -> Buf {
let plan = timecode_plan(ctx, &b);
draw_plan(b, &plan)
}
// ---------------------------------------------------------------- Basic Text
+122 -19
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@@ -680,23 +680,56 @@ fn fetch_layer(ctx: &EffectCtx, id: &str, times: &[f64], grid: &Buf) -> Option<V
)
}
/// Timewarp. Whole Frames shows the nearest source frame, Frame Mix cross-fades the two
/// neighbouring frames and Pixel Motion builds the in-between frame along estimated motion
/// vectors (block-matching optical flow, [`effectcraft_raster::flow`]) tuned by the Tuning
/// group. A Matte Layer splits foreground and background so each moves on its own vectors; a
/// Warp Layer supplies the motion instead of the layer itself. Motion Blur averages Shutter
/// Samples instants across the shutter.
fn timewarp(ctx: &EffectCtx, b: Buf) -> Buf {
if ctx.env.host.is_none() {
return b;
/// One output instant of a Timewarp without a Matte Layer: a fetched frame, a cross-fade of two,
/// or the in-between frame built along a motion field ([`TimewarpPlan::flows`]).
#[derive(Clone, Copy, Debug)]
pub enum TwStep {
Whole(usize),
Mix(usize, usize, f32),
Motion { a: usize, b: usize, w: f32, flow: usize },
}
/// Timewarp without a Matte Layer, prepared for the GPU compositor (effectcraft-gpu `fx_time`):
/// the fetched frames on one grid, the instants across the shutter (with their weights) and the
/// motion fields (block matching on the CPU). [`TimewarpPlan::render_cpu`] is the CPU effect.
pub struct TimewarpPlan {
pub grid: Buf,
pub frames: Vec<Image>,
pub steps: Vec<(TwStep, f32)>,
pub flows: Vec<Flow>,
pub pm: PixelMotion,
}
impl TimewarpPlan {
pub fn render_cpu(&self) -> Buf {
let f = &self.frames;
let imgs: Vec<Image> = self
.steps
.iter()
.map(|(s, _)| match *s {
TwStep::Whole(i) => f[i].clone(),
TwStep::Mix(i, j, w) => effectcraft_raster::flow::mix(&f[i], &f[j], w),
TwStep::Motion { a, b, w, flow } => timewarp_interpolate(&f[a], &f[b], w, &self.flows[flow], &self.pm),
})
.collect();
let weights: Vec<f32> = self.steps.iter().map(|(_, w)| *w).collect();
let img = if imgs.len() == 1 { imgs.into_iter().next().unwrap_or_default() } else { average(&imgs, &weights) };
with_img(self.grid.clone(), img)
}
}
/// Source-crop the edges of a frame (Pixel Motion works on cropped frames).
pub fn timewarp_crop(img: &Image, pm: &PixelMotion) -> Image {
crop_edges(img, pm.crops)
}
/// The source instants Timewarp shows at the frame (with their weights) and the layer times
/// they need: (instants, frame times, frames per second).
fn timewarp_instants(ctx: &EffectCtx) -> (Vec<(f64, f32)>, Vec<f64>, f64) {
let fps = ctx.fps();
let by_frame = ctx.params.e("adjustTimeBy") == 1;
let speed = ctx.params.f("speed");
let src = timewarp_source_time(ctx.time, by_frame, speed, ctx.params.f("sourceFrame"), fps);
let method = ctx.params.e("method");
let one = method > 0 && ctx.params.b("tuning/buildFromOneImage");
// Instants of source time (with weights) across the shutter.
let mut instants: Vec<(f64, f32)> = vec![];
if ctx.params.b("motionBlur/enableMotionBlur") {
let angle = if ctx.params.e("motionBlur/shutterControl") == 1 { ctx.params.f("motionBlur/shutterAngle") } else { 180.0 };
@@ -709,18 +742,88 @@ fn timewarp(ctx: &EffectCtx, b: Buf) -> Buf {
} else {
instants.push((src, 1.0));
}
// Each instant needs the frame at or before it and the next one.
let split = |s: f64| {
let f = s * fps;
let f0 = (f + 1e-6).floor();
(f0, ((f - f0) as f32).max(0.0))
};
let mut times: Vec<f64> = vec![];
for &(s, _) in &instants {
let (f0, _) = split(s);
let (f0, _) = tw_split(s, fps);
times.push(f0 / fps);
times.push((f0 + 1.0) / fps);
}
(instants, times, fps)
}
/// The frame at or before source time `s` and the fraction to the next one.
fn tw_split(s: f64, fps: f64) -> (f64, f32) {
let f = s * fps;
let f0 = (f + 1e-6).floor();
(f0, ((f - f0) as f32).max(0.0))
}
/// [`TimewarpPlan`] of a Timewarp instance without a Matte Layer. `None` without the effect host
/// (the layer passes through) or with a Matte Layer.
pub fn timewarp_plan(ctx: &EffectCtx) -> Option<TimewarpPlan> {
ctx.env.host?;
if ctx.params.get("matteLayer").and_then(Value::as_layer).is_some() {
return None;
}
let (instants, times, fps) = timewarp_instants(ctx);
let method = ctx.params.e("method");
let one = method > 0 && ctx.params.b("tuning/buildFromOneImage");
let fr = fetch(ctx, &times)?;
let pm = PixelMotion::from(ctx, fr.grid.scale);
let warps = fetch_layer(ctx, "warpLayer", &times, &fr.grid);
let idx = |t: f64| times.iter().position(|q| (q - t).abs() < 1e-9).unwrap_or(0);
let mut flows: Vec<(i64, Flow)> = vec![];
let mut steps = vec![];
for &(s, wgt) in &instants {
let (f0, frac) = tw_split(s, fps);
let (i0, i1) = (idx(f0 / fps), idx((f0 + 1.0) / fps));
let step = if method == 0 || frac < 1e-4 || (one && method == 1) {
let pick = if method == 0 || frac < 1e-4 { 0.0 } else { frac.round() };
TwStep::Whole(if pick < 0.5 { i0 } else { i1 })
} else if method == 1 {
TwStep::Mix(i0, i1, frac)
} else {
let key = f0 as i64;
let flow = match flows.iter().position(|(k, _)| *k == key) {
Some(k) => k,
None => {
let f = match &warps {
Some(w) => timewarp_flow(&w[i0], &w[i1], &pm),
None => timewarp_flow(&fr.imgs[i0], &fr.imgs[i1], &pm),
};
flows.push((key, f));
flows.len() - 1
}
};
TwStep::Motion { a: i0, b: i1, w: frac, flow }
};
steps.push((step, wgt));
}
Some(TimewarpPlan { grid: fr.grid, frames: fr.imgs, steps, flows: flows.into_iter().map(|(_, f)| f).collect(), pm })
}
/// Timewarp. Whole Frames shows the nearest source frame, Frame Mix cross-fades the two
/// neighbouring frames and Pixel Motion builds the in-between frame along estimated motion
/// vectors (block-matching optical flow, [`effectcraft_raster::flow`]) tuned by the Tuning
/// group. A Matte Layer splits foreground and background so each moves on its own vectors; a
/// Warp Layer supplies the motion instead of the layer itself. Motion Blur averages Shutter
/// Samples instants across the shutter.
fn timewarp(ctx: &EffectCtx, b: Buf) -> Buf {
if ctx.env.host.is_none() {
return b;
}
if ctx.params.get("matteLayer").and_then(Value::as_layer).is_none() {
return match timewarp_plan(ctx) {
Some(plan) => plan.render_cpu(),
None => b,
};
}
// Instants of source time (with weights) across the shutter; each needs the frame at or
// before it and the next one.
let (instants, times, fps) = timewarp_instants(ctx);
let split = |s: f64| tw_split(s, fps);
let method = ctx.params.e("method");
let one = method > 0 && ctx.params.b("tuning/buildFromOneImage");
let Some(fr) = fetch(ctx, &times) else { return b };
let grid = fr.grid.clone();
let frame = |t: f64| -> &Image {
+36 -4
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@@ -358,7 +358,7 @@ pub(crate) struct Post {
dummy_out: wgpu::TextureView,
}
const KERNELS: &[&str] = &["resolve", "radius_of", "boost", "prefix_rows", "gather", "finish", "wire"];
const KERNELS: &[&str] = &["resolve", "radius_of", "boost", "prefix_rows", "gather", "finish", "wire", "occlude"];
impl Post {
fn new(device: &wgpu::Device) -> Post {
@@ -544,7 +544,7 @@ fn read_buffer(e: &mut Enc, buf: &wgpu::Buffer, size: u64) -> Option<Vec<u8>> {
/// A resolved run on the GPU: premultiplied linear (or working-space) colour and camera depth
/// (`BIG` where nothing was drawn), one entry per output pixel.
struct Resolved {
pub(crate) struct Resolved {
acc: wgpu::Buffer,
depth: wgpu::Buffer,
width: u32,
@@ -557,7 +557,7 @@ const BIG: f32 = 3.0e38;
/// Rasterise every motion-blur sub-sample of a prepared run, resolve and average them, then
/// apply the depth of field (`render_prepared`'s steps). `None` = can't run here (sizes,
/// limits, or a depth of field without readback); `Some(None)` = nothing drawn.
fn resolve_run(e: &mut Enc, prep: &Prepared) -> Option<Option<Resolved>> {
pub(crate) fn resolve_run(e: &mut Enc, prep: &Prepared) -> Option<Option<Resolved>> {
let (w, h) = prep.out;
let g = e.g;
if !g.fits(w, h) || (prep.dof.is_some() && !g.can_wait()) {
@@ -661,7 +661,7 @@ fn depth_of_field(e: &mut Enc, acc: &wgpu::Buffer, depth: &wgpu::Buffer, (w, h):
}
/// The resolved run as an image in the canvas's encoding, composited over `canvas` when given.
fn finish(e: &mut Enc, r: &Resolved, encode: bool, canvas: Option<&GpuImage>) -> GpuImage {
pub(crate) fn finish(e: &mut Enc, r: &Resolved, encode: bool, canvas: Option<&GpuImage>) -> GpuImage {
let out = e.image(r.width, r.height);
let ov = out.texture.create_view(&Default::default());
let cv = canvas.map(|c| c.texture.create_view(&Default::default()));
@@ -704,6 +704,38 @@ pub(crate) fn draw_run(e: &mut Enc, prep: &Prepared, canvas: &GpuImage) -> Optio
}
}
/// A layer rendered on its own (`iso`), finished, and hidden where the run's main scene is
/// nearer (`adv::draw_run`'s 2D compositing path).
pub(crate) fn occluded(e: &mut Enc, iso: &Resolved, main: &Resolved, encode: bool) -> GpuImage {
let img = finish(e, iso, encode, None);
let (w, h) = (iso.width, iso.height);
let out = e.image(w, h);
let (iv, ov) = (img.texture.create_view(&Default::default()), out.texture.create_view(&Default::default()));
let b =
Binds { color: Some(&iv), bufs: [None, Some(&iso.depth), Some(&main.acc), None, Some(&main.depth), None, None], out: Some(&ov), ..Default::default() };
dispatch(e, "occlude", [w, h, 0, 0], [0.0; 4], b, pixel_groups(w, h));
out
}
/// Kernels of `sky.wgsl` (the shared compute module).
pub(crate) const SKY_KERNELS: &[&str] = &["adv_sky"];
/// An Environment Light Background layer drawn over `canvas` (`three_d::compose::draw_sky`).
pub(crate) fn sky(e: &mut Enc, sky: &effectcraft_render::three_d::SkyDraw, canvas: &GpuImage) -> Option<GpuImage> {
let img = e.g.upload_buf(&sky.buf)?;
let f3 = |v: [f64; 3], w: f64| [v[0] as f32, v[1] as f32, v[2] as f32, w as f32];
let mut p = crate::context::Params::default();
p.f[0] = f3(sky.fwd, sky.zoom);
p.f[1] = f3(sky.right, sky.ortho as u32 as f64);
p.f[2] = [sky.down[0] as f32, sky.down[1] as f32, sky.down[2] as f32, sky.rotation];
let s = sky.scale;
p.f[3] = [(sky.roi.0 / s - sky.view.0 / 2.0) as f32, (sky.roi.1 / s - sky.view.1 / 2.0) as f32, (1.0 / s) as f32, sky.opacity];
p.f[4] = [img.width as f32, img.height as f32, 0.0, 0.0];
let out = e.scratch(canvas.width, canvas.height);
e.pixels("adv_sky", &p, canvas, Some(&img), &out, None);
Some(out)
}
/// Wireframe-quality layer outlines: `canvas` with `pixels` set to opaque white
/// ([`effectcraft_render::Renderer::wireframe_pixels`]).
pub(crate) fn wireframe(e: &mut Enc, canvas: &GpuImage, pixels: &[(u32, u32)]) -> GpuImage {
+10
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@@ -316,6 +316,11 @@ impl GpuContext {
include_str!("shaders/fx_tone.wgsl"),
include_str!("shaders/fx_warp.wgsl"),
include_str!("shaders/fx_extra.wgsl"),
include_str!("shaders/fx_light.wgsl"),
include_str!("shaders/fx_transition.wgsl"),
include_str!("shaders/fx_text.wgsl"),
include_str!("shaders/fx_time.wgsl"),
include_str!("shaders/sky.wgsl"),
]
.concat();
let module =
@@ -375,6 +380,11 @@ impl GpuContext {
.chain(crate::fx_tone::KERNELS)
.chain(crate::fx_warp::KERNELS)
.chain(crate::fx_extra::KERNELS)
.chain(crate::fx_light::KERNELS)
.chain(crate::fx_transition::KERNELS)
.chain(crate::fx_text::KERNELS)
.chain(crate::fx_time::KERNELS)
.chain(crate::adv3d::SKY_KERNELS)
.map(|e| (e, &layout))
.chain(EXT_ENTRIES.iter().map(|e| (e, &layout_ext)))
.map(|(e, layout)| {
+4
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@@ -167,6 +167,10 @@ fn apply(e: &mut Enc, id: &str, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
_ if crate::fx_tone::IDS.contains(&id) => crate::fx_tone::apply(e, id, ctx, b),
_ if crate::fx_warp::IDS.contains(&id) => crate::fx_warp::apply(e, id, ctx, b),
_ if crate::fx_extra::IDS.contains(&id) => crate::fx_extra::apply(e, id, ctx, b),
_ if crate::fx_light::IDS.contains(&id) => crate::fx_light::apply(e, id, ctx, b),
_ if crate::fx_transition::IDS.contains(&id) => crate::fx_transition::apply(e, id, ctx, b),
_ if crate::fx_text::IDS.contains(&id) => crate::fx_text::apply(e, id, ctx, b),
_ if crate::fx_time::IDS.contains(&id) => crate::fx_time::apply(e, id, ctx, b),
_ => pointwise(e, id, ctx, b),
}
}
+126
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@@ -0,0 +1,126 @@
//! GPU effects, the CC light family (kernels in `shaders/fx_light.wgsl`, every entry point
//! prefixed `flt_`): CC Light Rays, CC Light Burst 2.5, CC Light Sweep and CC Light Wipe, with
//! the CPU effects' exact steps. Centres, radii, the wipe's corner distance and ramp are
//! computed on the CPU in f64 as the CPU effect does; the kernels work relative to the centre.
//! Light Sweep's softened alpha plane is the CPU's `gauss_plane` (box passes, edges repeated).
use effectcraft_effects::EffectCtx;
use crate::context::{Enc, GpuImage, Params};
use crate::effects::{GBuf, gaussian_blur};
/// Compute entry points in `fx_light.wgsl`.
pub(crate) const KERNELS: &[&str] = &["flt_rays", "flt_burst", "flt_sweep", "flt_wipe"];
/// Effect ids implemented here.
pub(crate) const IDS: &[&str] = &["ec.generate.cclightrays", "ec.generate.cclightburst", "ec.generate.cclightsweep", "ec.transition.cclightwipe"];
/// Run effect `id` (one of [`IDS`]); `None` = this parameter combination runs on the CPU.
pub(crate) fn apply(e: &mut Enc, id: &str, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
match id {
"ec.generate.cclightrays" => light_rays(e, ctx, b),
"ec.generate.cclightburst" => light_burst(e, ctx, b),
"ec.generate.cclightsweep" => light_sweep(e, ctx, b),
"ec.transition.cclightwipe" => light_wipe(e, ctx, b),
_ => None,
}
}
/// A same-size per-pixel kernel over the buffer.
fn run(e: &mut Enc, entry: &str, p: &Params, mut b: GBuf, aux: Option<&GpuImage>) -> Option<GBuf> {
let out = e.scratch(b.img.width, b.img.height);
e.pixels(entry, p, &b.img, aux, &out, None);
b.img = out;
Some(b)
}
fn rgb(c: [f32; 4]) -> [f32; 4] {
[c[0], c[1], c[2], 0.0]
}
// ---------------------------------------------------------------- CC Light Rays / Burst (generate2.rs)
fn light_rays(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let c = b.to_px(pr.v2("center"));
let k = (pr.f("intensity") / 100.0 * 0.5).clamp(0.0, 0.95);
let gain = (pr.f("intensity") / 100.0 * 2.0) as f32;
let rad = (pr.f("radius") * b.scale).max(0.5);
let ws = (pr.f("warpSoftness") / 50.0).max(0.0);
let mut p = Params::default();
p.u[0] = [(pr.e("shape") == 1) as u32, pr.b("colorFromSource") as u32, pr.e("transferMode"), 0];
p.f[0] = [c.0 as f32, c.1 as f32, k as f32, gain];
p.f[1] = [rad as f32, (rad * (1.0 + ws)) as f32 + 1e-3, 0.0, 0.0];
p.f[2] = rgb(pr.color("color"));
run(e, "flt_rays", &p, b, None)
}
fn light_burst(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let c = b.to_px(pr.v2("center"));
let inten = (pr.f("intensity") / 100.0) as f32;
let k = (pr.f("rayLength") / 100.0).clamp(0.0, 1.0);
let set_color = pr.b("setColor");
if k <= 0.0 && (inten - 1.0).abs() < 1e-6 && !set_color {
return Some(b);
}
let mut p = Params::default();
p.u[0] = [pr.e("burst"), set_color as u32, 0, 0];
p.f[0] = [c.0 as f32, c.1 as f32, k as f32, inten];
p.f[1] = rgb(pr.color("color"));
run(e, "flt_burst", &p, b, None)
}
// ---------------------------------------------------------------- CC Light Sweep (generate2.rs)
fn light_sweep(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let c = b.to_px(pr.v2("center"));
let dir = pr.f("direction").to_radians();
let half = (pr.f("width") * b.scale * 0.5).max(0.5);
let edge_t = pr.f("edgeThickness") * b.scale;
// The alpha plane (x), softened by util::gauss_plane (edges repeated) when thick enough.
let alpha = e.scratch(b.img.width, b.img.height);
e.pixels("fxe_alpha", &Params::default(), &b.img, None, &alpha, None);
let soft = if edge_t > 0.05 { gaussian_blur(e, &alpha, edge_t * 0.5, edge_t * 0.5, true) } else { alpha };
let mut p = Params::default();
p.u[0] = [pr.e("shape"), pr.e("lightReceptionMode"), 0, 0];
p.f[0] = [c.0 as f32, c.1 as f32, dir.cos() as f32, dir.sin() as f32];
p.f[1] = [half as f32, (pr.f("sweepIntensity") / 100.0) as f32, (pr.f("edgeIntensity") / 100.0) as f32, 0.0];
p.f[2] = rgb(pr.color("lightColor"));
run(e, "flt_sweep", &p, b, Some(&soft))
}
// ---------------------------------------------------------------- CC Light Wipe (transition.rs)
fn light_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let done = (pr.f("completion") / 100.0).clamp(0.0, 1.0);
if done <= 0.0 {
return Some(b);
}
let c = b.to_px(pr.v2("center"));
let shape = pr.e("shape");
let (s, co) = pr.f("direction").to_radians().sin_cos();
let reverse = pr.b("reverse");
let metric = |dx: f64, dy: f64| {
let (qx, qy) = (dx * co + dy * s, -dx * s + dy * co);
match shape {
0 => qx.abs(),
2 => qx.abs().max(qy.abs()),
_ => qx.hypot(qy),
}
};
// transition::max_corner_dist.
let (w, h) = (b.img.width as f64, b.img.height as f64);
let maxd = [(0.0, 0.0), (w, 0.0), (0.0, h), (w, h)].iter().map(|(x, y)| metric(x - c.0, y - c.1)).fold(1e-6, f64::max);
let edge = if reverse { (1.0 - done) * maxd } else { done * maxd };
let band = (maxd * 0.06).max(2.0);
let ramp = (done * 20.0).min(1.0) as f32 * ((1.0 - done) * 20.0).min(1.0) as f32;
let mut p = Params::default();
p.u[0] = [shape, pr.b("colorFromSource") as u32, reverse as u32, 0];
p.f[0] = [c.0 as f32, c.1 as f32, s as f32, co as f32];
p.f[1] = [edge as f32, band as f32, pr.f("intensity") as f32 / 100.0 * ramp, 0.0];
p.f[2] = rgb(pr.color("color"));
run(e, "flt_wipe", &p, b, None)
}
+34
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@@ -0,0 +1,34 @@
//! GPU effects, Numbers and Timecode (kernel `ftx_text` in `shaders/fx_text.wgsl`). The text
//! is laid out and its glyph strokes rasterised on the CPU (`effectcraft_effects::text_layer`,
//! the CPU effect's own coverage: fill and stroke ring), uploaded as one image and composited
//! on the GPU with the layer, Timecode's box and the fill / stroke colours.
use effectcraft_effects::{Buf, EffectCtx};
use effectcraft_raster::Image;
use crate::context::{Enc, Params};
use crate::effects::GBuf;
/// Compute entry points in `fx_text.wgsl`.
pub(crate) const KERNELS: &[&str] = &["ftx_text"];
/// Effect ids implemented here.
pub(crate) const IDS: &[&str] = &["ec.text.numbers", "ec.text.timecode"];
/// Run effect `id` (one of [`IDS`]); `None` = this parameter combination runs on the CPU.
pub(crate) fn apply(e: &mut Enc, id: &str, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let shape = Buf { img: Image { width: b.img.width, height: b.img.height, data: vec![] }, offset: b.offset, scale: b.scale };
let t = effectcraft_effects::text_layer(id, ctx, &shape)?;
let cov = e.g.upload_image(&t.coverage)?;
let mut p = Params::default();
p.u[0] = [t.display, t.keep as u32, t.boxed.is_some() as u32, 0];
p.f[0] = t.fill;
p.f[1] = t.stroke;
if let Some((r, c, a)) = t.boxed {
p.f[2] = r.map(|v| v as f32);
p.f[3] = [c[0], c[1], c[2], a];
}
let out = e.scratch(b.img.width, b.img.height);
e.pixels("ftx_text", &p, &b.img, Some(&cov), &out, None);
Some(GBuf { img: out, ..b })
}
+223
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@@ -0,0 +1,223 @@
//! GPU effects, time (kernels in `shaders/fx_time.wgsl`, every entry point prefixed `ftm_`):
//! Time Difference, Time Displacement, CC Force Motion Blur, CC Wide Time, Pixel Motion Blur and
//! Timewarp. Like Echo (`fx_noise`), the other frames come from the effect host on the CPU
//! (`effectcraft_effects::time_frames`: fetched at the CPU effect's layer times and placed on
//! one grid) and are uploaded; the kernels combine them with the CPU effect's arithmetic in its
//! order (weighted sums one frame per pass, so the float rounding matches).
//!
//! Time Displacement's per-pixel time (the map's luminance, quantised to the time resolution)
//! is computed on the CPU, since it decides which frames to fetch; the GPU gathers each pixel
//! from its frame. Timewarp's motion vectors (block matching and smoothing,
//! `effectcraft_raster::flow`) are estimated on the CPU (`effectcraft_effects::timewarp_plan`);
//! the frame building (Whole Frames, Frame Mix, Pixel Motion's warp along the vectors with its
//! error fallback, the shutter samples' average) runs on the GPU. Timewarp with a Matte Layer
//! renders on the CPU (`catalog::gpu_supported`).
use effectcraft_effects::util::{fit_layer, unpremul};
use effectcraft_effects::{Buf, EffectCtx, TwStep};
use effectcraft_keyframe::Value;
use crate::context::{Enc, GpuImage, Params};
use crate::effects::GBuf;
/// Compute entry points in `fx_time.wgsl`.
pub(crate) const KERNELS: &[&str] = &["ftm_acc", "ftm_mix", "ftm_difference", "ftm_displace", "ftm_motion"];
/// Effect ids implemented here.
pub(crate) const IDS: &[&str] =
&["ec.time.timedifference", "ec.time.timedisplacement", "ec.time.ccforcemotionblur", "ec.time.ccwidetime", "ec.time.pixelmotionblur", "ec.time.timewarp"];
/// Run effect `id` (one of [`IDS`]); `None` = this parameter combination runs on the CPU.
pub(crate) fn apply(e: &mut Enc, id: &str, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
match id {
"ec.time.timedifference" => time_difference(e, ctx, b),
"ec.time.timedisplacement" => time_displacement(e, ctx, b),
"ec.time.ccforcemotionblur" => {
let n = ctx.params.f("motionBlurLevels").round().clamp(2.0, 64.0) as usize;
let angle = if ctx.params.b("overrideShutterAngle") { ctx.params.f("shutterAngle") } else { 180.0 };
let span = angle.clamp(0.0, 3600.0) / 360.0 / ctx.fps();
mean_of(e, ctx, b, &(0..n).map(|i| ctx.time + span * i as f64 / n as f64).collect::<Vec<_>>())
}
"ec.time.ccwidetime" => {
let fwd = ctx.params.f("forwardSteps").round().clamp(0.0, 45.0) as i64;
let back = ctx.params.f("backwardSteps").round().clamp(0.0, 45.0) as i64;
let fd = 1.0 / ctx.fps();
mean_of(e, ctx, b, &(-back..=fwd).map(|k| ctx.time + k as f64 * fd).collect::<Vec<_>>())
}
"ec.time.pixelmotionblur" => {
let angle = if ctx.params.e("shutterControl") == 1 { ctx.params.f("shutterAngle") } else { 180.0 };
let n = ctx.params.f("shutterSamples").round().clamp(1.0, 64.0) as usize;
let span = angle.clamp(0.0, 720.0) / 360.0 / ctx.fps();
let times: Vec<f64> = (0..n).map(|i| ctx.time - span * 0.5 + if n > 1 { span * i as f64 / (n - 1) as f64 } else { span * 0.5 }).collect();
mean_of(e, ctx, b, &times)
}
"ec.time.timewarp" => timewarp(e, ctx, b),
_ => None,
}
}
fn kernel(e: &mut Enc, entry: &str, p: &Params, src: &GpuImage, aux: Option<&GpuImage>, data: Option<&wgpu::Buffer>) -> GpuImage {
let out = e.scratch(src.width, src.height);
e.pixels(entry, p, src, aux, &out, data);
out
}
/// time_fx::average: Σ frame × weight, one frame per pass in the CPU's order.
fn average(e: &mut Enc, frames: &[GpuImage], weights: &[f32]) -> Option<GpuImage> {
let first = frames.first()?;
let mut acc = e.zeros(first.width, first.height);
for (f, &k) in frames.iter().zip(weights) {
let mut p = Params::default();
p.f[0][0] = k;
acc = kernel(e, "ftm_acc", &p, &acc, Some(f), None);
}
Some(acc)
}
fn on_grid(img: GpuImage, grid: &Buf) -> GBuf {
GBuf { img, offset: grid.offset, scale: grid.scale }
}
/// time_fx::mean_of: the plain average of the layer at `times`.
fn mean_of(e: &mut Enc, ctx: &EffectCtx, b: GBuf, times: &[f64]) -> Option<GBuf> {
if times.is_empty() {
return Some(b);
}
let Some((grid, imgs)) = effectcraft_effects::time_frames(ctx, times) else { return Some(b) };
let frames = imgs.iter().map(|i| e.g.upload_image(i)).collect::<Option<Vec<_>>>()?;
let k = 1.0 / times.len() as f32;
let img = average(e, &frames, &vec![k; times.len()])?;
Some(on_grid(img, &grid))
}
// ---------------------------------------------------------------- Time Difference
fn time_difference(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let Some(host) = ctx.env.host else { return Some(b) };
let pr = ctx.params;
let off = pr.f("timeOffset");
let target_id = pr.get("targetLayer").and_then(Value::as_layer);
let (grid, cur, target) = match target_id.and_then(|id| host.layer_at(id, ctx.env.comp_time + off, false)) {
Some(other) => {
let Some((grid, mut imgs)) = effectcraft_effects::time_frames(ctx, &[ctx.time]) else { return Some(b) };
let cur = imgs.pop().unwrap_or_default();
let tgt = fit_layer(ctx, &Buf { img: cur.clone(), ..grid.clone() }, &other, true);
(grid, cur, tgt)
}
None => {
let Some((grid, mut imgs)) = effectcraft_effects::time_frames(ctx, &[ctx.time, ctx.time + off]) else { return Some(b) };
let tgt = imgs.pop().unwrap_or_default();
let cur = imgs.pop().unwrap_or_default();
(grid, cur, tgt)
}
};
let (cur, target) = (e.g.upload_image(&cur)?, e.g.upload_image(&target)?);
let mut p = Params::default();
p.u[0] = [pr.b("absoluteDifference") as u32, pr.e("alphaChannel"), 0, 0];
p.f[0][0] = 1.0 + pr.f("contrast") as f32 / 25.0;
let img = kernel(e, "ftm_difference", &p, &cur, Some(&target), None);
Some(on_grid(img, &grid))
}
// ---------------------------------------------------------------- Time Displacement
fn time_displacement(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
if ctx.env.host.is_none() {
return Some(b);
}
let pr = ctx.params;
let max = pr.f("maxDisplacementTime");
let res = pr.f("timeResolution").clamp(1.0, 999.0);
let Some((grid, mut imgs)) = effectcraft_effects::time_frames(ctx, &[ctx.time]) else { return Some(b) };
let grid = Buf { img: imgs.pop().unwrap_or_default(), ..grid };
let map = match ctx.layer_param("displacementMapLayer", true) {
Some(o) => fit_layer(ctx, &grid, &o, pr.b("stretchMap")),
None => grid.img.clone(),
};
// The CPU effect's per-pixel time step (luminance → −max..+max, quantised).
let span = 2.0 * max.abs() * res;
let step = if span > 63.0 { 2.0 * max.abs() / 63.0 } else { 1.0 / res };
let idx: Vec<i32> = map
.data
.iter()
.map(|p| {
let (c, a) = unpremul(*p);
let l = if a > 0.0 { effectcraft_color::luminance(c[0], c[1], c[2]) } else { 0.5 };
(((l as f64 - 0.5) * 2.0 * max) / step).round() as i32
})
.collect();
let mut keys = idx.clone();
keys.sort_unstable();
keys.dedup();
if keys == [0] {
return Some(on_grid(e.g.upload_image(&grid.img)?, &grid));
}
let times: Vec<f64> = keys.iter().map(|k| ctx.time + *k as f64 * step).collect();
let Some((fgrid, frames)) = effectcraft_effects::time_frames(ctx, &times) else { return Some(on_grid(e.g.upload_image(&grid.img)?, &grid)) };
let dx = (fgrid.offset[0] - grid.offset[0]).round() as i32;
let dy = (fgrid.offset[1] - grid.offset[1]).round() as i32;
let which: Vec<u8> = idx.iter().flat_map(|k| (keys.binary_search(k).unwrap_or(0) as u32).to_le_bytes()).collect();
let data = e.bytes(which);
let (w, h) = (grid.img.width, grid.img.height);
let mut acc = e.zeros(w, h);
for (fi, f) in frames.iter().enumerate() {
let frame = e.g.upload_image(f)?;
let mut p = Params::default();
p.u[0] = [fi as u32, w, dx as u32, dy as u32];
let out = e.scratch(w, h);
e.pixels("ftm_displace", &p, &acc, Some(&frame), &out, Some(&data));
acc = out;
}
Some(on_grid(acc, &grid))
}
// ---------------------------------------------------------------- Timewarp
fn timewarp(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
if ctx.env.host.is_none() {
return Some(b);
}
// A Matte Layer splits foreground and background: the CPU's path.
if ctx.params.get("matteLayer").and_then(Value::as_layer).is_some() {
return None;
}
let Some(plan) = effectcraft_effects::timewarp_plan(ctx) else { return Some(b) };
let mut up: Vec<Option<GpuImage>> = vec![None; plan.frames.len()];
let mut frame = |e: &mut Enc, i: usize| -> Option<GpuImage> {
if up[i].is_none() {
up[i] = Some(e.g.upload_image(&plan.frames[i])?);
}
up[i].clone()
};
let mut imgs = vec![];
for (step, _) in &plan.steps {
let img = match *step {
TwStep::Whole(i) => frame(e, i)?,
TwStep::Mix(i, j, w) => {
let (a, bb) = (frame(e, i)?, frame(e, j)?);
let mut p = Params::default();
p.f[0][0] = w;
kernel(e, "ftm_mix", &p, &a, Some(&bb), None)
}
TwStep::Motion { a, b: bi, w, flow } => {
let pa = e.g.upload_image(&effectcraft_effects::timewarp_crop(&plan.frames[a], &plan.pm))?;
let pb = e.g.upload_image(&effectcraft_effects::timewarp_crop(&plan.frames[bi], &plan.pm))?;
let f = &plan.flows[flow];
let v: Vec<f32> = f.v.iter().flat_map(|q| [q[0], q[1]]).collect();
let data = e.data(&v);
let mut p = Params::default();
p.u[0] = [if f.v.is_empty() { 0 } else { f.cols as u32 }, f.rows as u32, plan.pm.extreme as u32, plan.pm.build_from_one as u32];
p.f[0] = [f.block as f32, w, plan.pm.error_threshold, 0.0];
kernel(e, "ftm_motion", &p, &pa, Some(&pb), Some(&data))
}
};
imgs.push(img);
}
let img = if imgs.len() == 1 {
imgs.pop()?
} else {
let weights: Vec<f32> = plan.steps.iter().map(|(_, w)| *w).collect();
average(e, &imgs, &weights)?
};
Some(on_grid(img, &plan.grid))
}
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//! GPU effects, transitions and perspective (kernels in `shaders/fx_transition.wgsl`, every
//! entry point prefixed `ftr_`): Block Dissolve, CC Glass Wipe, CC Grid Wipe, CC Image Wipe,
//! CC Jaws, CC Line Sweep, CC Radial ScaleWipe, CC Scale Wipe, CC Twister, CC WarpoMatic,
//! Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC Spotlight, CC
//! Environment and 3D Glasses, with the CPU effects' exact steps.
//!
//! Scalars (corner distances, projected extents, light vectors, rotation matrices) are computed
//! on the CPU in f64 as the CPU effect does; Block Dissolve's block indices too (one per column
//! and row sub-sample), so the hash sees the CPU's exact integers. Other layers (gradient,
//! reveal, backside, environment, stereo views) are fetched and fitted on the CPU
//! (`util::fit_layer`) and uploaded. Gradient planes are blurred with the CPU's
//! `util::gauss_plane` steps (box passes, edges repeated). Card Wipe (a 3D card renderer
//! shared with Card Dance and Shatter) stays on the CPU.
use effectcraft_effects::{Buf, EffectCtx};
use effectcraft_raster::Image;
use crate::context::{Enc, GpuImage, Params};
use crate::effects::{GBuf, gaussian_blur};
/// Compute entry points in `fx_transition.wgsl`.
pub(crate) const KERNELS: &[&str] = &[
"ftr_plane",
"ftr_mul",
"ftr_under",
"ftr_blocks",
"ftr_grid",
"ftr_radial_scale",
"ftr_scale",
"ftr_glass",
"ftr_image_wipe",
"ftr_jaws",
"ftr_line_sweep",
"ftr_twister",
"ftr_react_contrast",
"ftr_react_local",
"ftr_warpo",
"ftr_rshadow",
"ftr_bender",
"ftr_blob",
"ftr_cylinder",
"ftr_sphere",
"ftr_spot",
"ftr_env",
"ftr_shift",
"ftr_glasses",
];
/// Effect ids implemented here.
pub(crate) const IDS: &[&str] = &[
"ec.transition.blockdissolve",
"ec.transition.ccglasswipe",
"ec.transition.ccgridwipe",
"ec.transition.ccimagewipe",
"ec.transition.ccjaws",
"ec.transition.cclinesweep",
"ec.transition.ccradialscalewipe",
"ec.transition.ccscalewipe",
"ec.transition.cctwister",
"ec.transition.ccwarpomatic",
"ec.perspective.radialshadow",
"ec.distort.ccbender",
"ec.distort.ccblobbylize",
"ec.perspective.cccylinder",
"ec.perspective.ccsphere",
"ec.perspective.ccspotlight",
"ec.perspective.ccenvironment",
"ec.perspective.3dglasses",
];
/// Run effect `id` (one of [`IDS`]); `None` = this parameter combination runs on the CPU.
pub(crate) fn apply(e: &mut Enc, id: &str, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
match id {
"ec.transition.blockdissolve" => block_dissolve(e, ctx, b),
"ec.transition.ccglasswipe" => glass_wipe(e, ctx, b),
"ec.transition.ccgridwipe" => grid_wipe(e, ctx, b),
"ec.transition.ccimagewipe" => image_wipe(e, ctx, b),
"ec.transition.ccjaws" => jaws(e, ctx, b),
"ec.transition.cclinesweep" => line_sweep(e, ctx, b),
"ec.transition.ccradialscalewipe" => radial_scale_wipe(e, ctx, b),
"ec.transition.ccscalewipe" => scale_wipe(e, ctx, b),
"ec.transition.cctwister" => twister(e, ctx, b),
"ec.transition.ccwarpomatic" => warpomatic(e, ctx, b),
"ec.perspective.radialshadow" => radial_shadow(e, ctx, b),
"ec.distort.ccbender" => bender(e, ctx, b),
"ec.distort.ccblobbylize" => blobbylize(e, ctx, b),
"ec.perspective.cccylinder" => cylinder(e, ctx, b),
"ec.perspective.ccsphere" => sphere(e, ctx, b),
"ec.perspective.ccspotlight" => spotlight(e, ctx, b),
"ec.perspective.ccenvironment" => environment(e, ctx, b),
"ec.perspective.3dglasses" => glasses(e, ctx, b),
_ => None,
}
}
// ---------------------------------------------------------------- helpers
/// A same-size per-pixel kernel over `src` (the buffer's size).
fn kernel(e: &mut Enc, entry: &str, p: &Params, src: &GpuImage, aux: Option<&GpuImage>, data: Option<&wgpu::Buffer>) -> GpuImage {
let out = e.scratch(src.width, src.height);
e.pixels(entry, p, src, aux, &out, data);
out
}
fn run(e: &mut Enc, entry: &str, p: &Params, mut b: GBuf, aux: Option<&GpuImage>, data: Option<&wgpu::Buffer>) -> Option<GBuf> {
b.img = kernel(e, entry, p, &b.img, aux, data);
Some(b)
}
fn f4(v: [f64; 4]) -> [f32; 4] {
v.map(|x| x as f32)
}
fn rgb(c: [f32; 4], w: f32) -> [f32; 4] {
[c[0], c[1], c[2], w]
}
/// The CPU buffer geometry of `b` (no pixels: `fit_layer` reads only size, offset and scale).
fn shape(b: &GBuf) -> Buf {
Buf { img: Image { width: b.img.width, height: b.img.height, data: vec![] }, offset: b.offset, scale: b.scale }
}
/// The layer in layer parameter `id` fitted to `b` (`util::fit_layer`) and uploaded; `Some(None)`
/// when none is chosen.
fn fitted(e: &mut Enc, ctx: &EffectCtx, b: &GBuf, id: &str, masks_and_effects: bool, stretch: bool) -> Option<Option<GpuImage>> {
match ctx.layer_param(id, masks_and_effects) {
Some(o) => Some(Some(e.g.upload_image(&effectcraft_effects::util::fit_layer(ctx, &shape(b), &o, stretch))?)),
None => Some(None),
}
}
/// `util::layer_or_self`: the fitted layer, or the buffer itself.
fn layer_or_self(e: &mut Enc, ctx: &EffectCtx, b: &GBuf, id: &str) -> Option<GpuImage> {
Some(fitted(e, ctx, b, id, true, false)?.unwrap_or_else(|| b.img.clone()))
}
/// A plane (x) of `img`: `util::Src` index `src` times alpha (alpha itself unscaled); 11 is CC
/// Environment's relief.
fn plane(e: &mut Enc, img: &GpuImage, src: u32) -> GpuImage {
let mut p = Params::default();
p.u[0][0] = src;
kernel(e, "ftr_plane", &p, img, None, None)
}
/// transition2::prop_plane's property → `util::Src` index.
fn prop_src(prop: u32) -> u32 {
match prop {
5 => 6,
6 => 7,
p => p.min(4),
}
}
/// `img` as RGBA rows for the kernels' third image (`P.u[3]` = stride, width, height).
fn rows(e: &mut Enc, p: &mut Params, img: &GpuImage) -> wgpu::Buffer {
let (buf, stride) = e.image_rows(img);
p.u[3] = [stride, img.width, img.height, 0];
buf
}
fn completion(ctx: &EffectCtx) -> f64 {
(ctx.params.f("completion") / 100.0).clamp(0.0, 1.0)
}
// ---------------------------------------------------------------- Block Dissolve (transition.rs)
fn block_dissolve(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let done = completion(ctx) as f32;
if done <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let bw = (pr.f("blockWidth") * b.scale).max(1e-3);
let bh = (pr.f("blockHeight") * b.scale).max(1e-3);
let feather = pr.f("feather") * b.scale;
let subs: Vec<f64> = if pr.b("softEdges") { (0..4).map(|k| (k as f64 + 0.5) / 4.0).collect() } else { vec![0.5] };
// Block indices per column / row sub-sample, as the CPU computes them (f64, then u32).
let index =
|n: u32, o: f64, size: f64| (0..n).flat_map(|i| subs.iter().map(move |s| (((i as f64 + s - o) / size).floor() as i64) as u32)).collect::<Vec<_>>();
let cols = index(b.img.width, b.offset[0], bw);
let table: Vec<u8> = cols.iter().chain(&index(b.img.height, b.offset[1], bh)).flat_map(|v| v.to_le_bytes()).collect();
let data = e.bytes(table);
let mut p = Params::default();
p.u[0] = [subs.len() as u32, ctx.seed ^ 0xb10c, cols.len() as u32, 0];
p.f[0][0] = done;
let mut mask = kernel(e, "ftr_blocks", &p, &b.img, None, Some(&data));
if feather > 0.0 {
mask = gaussian_blur(e, &mask, feather * 0.5, feather * 0.5, true);
}
run(e, "ftr_mul", &Params::default(), b, Some(&mask), None)
}
// ---------------------------------------------------------------- CC Grid Wipe / Radial ScaleWipe / Scale Wipe (transition.rs)
/// transition::max_corner_dist.
fn max_corner_dist(b: &GBuf, c: (f64, f64), metric: impl Fn(f64, f64) -> f64) -> f64 {
let (w, h) = (b.img.width as f64, b.img.height as f64);
[(0.0, 0.0), (w, 0.0), (0.0, h), (w, h)].iter().map(|(x, y)| metric(x - c.0, y - c.1)).fold(1e-6, f64::max)
}
fn grid_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let done = completion(ctx);
if done <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let c = b.to_px(pr.v2("center"));
let rot = pr.f("rotation").to_radians();
let border = pr.f("border").max(0.0) * b.scale;
let tiles = pr.f("tiles").round().clamp(1.0, 500.0);
let shape = pr.e("shape");
let cs = (ctx.layer_size[0] * b.scale / tiles).max(1.0);
let (s, co) = rot.sin_cos();
let metric = |dx: f64, dy: f64| match shape {
0 => dx.abs(),
2 => dx.abs().max(dy.abs()),
_ => dx.hypot(dy),
};
let maxd = max_corner_dist(&b, c, |dx, dy| metric(dx * co + dy * s, -dx * s + dy * co));
let mut p = Params::default();
p.u[0] = [shape, pr.b("reverse") as u32, 0, 0];
p.f[0] = f4([c.0, c.1, s, co]);
p.f[1] = f4([cs, maxd, done, border]);
run(e, "ftr_grid", &p, b, None, None)
}
fn radial_scale_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let done = completion(ctx);
if done <= 0.0 {
return Some(b);
}
let c = b.to_px(ctx.params.v2("center"));
let maxd = max_corner_dist(&b, c, f64::hypot);
let mut p = Params::default();
p.u[0][0] = ctx.params.b("reverse") as u32;
p.f[0] = f4([c.0, c.1, maxd, done]);
run(e, "ftr_radial_scale", &p, b, None, None)
}
fn scale_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let stretch = ctx.params.f("stretch").max(0.0);
if stretch <= 0.0 {
return Some(b);
}
let c = b.to_px(ctx.params.v2("center"));
let a = ctx.params.f("direction").to_radians();
let mut p = Params::default();
p.f[0] = f4([c.0, c.1, a.sin(), -a.cos()]);
p.f[1][0] = stretch as f32;
run(e, "ftr_scale", &p, b, None, None)
}
// ---------------------------------------------------------------- CC Glass Wipe / Image Wipe / WarpoMatic (transition2.rs)
fn glass_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx) as f32;
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let gimg = layer_or_self(e, ctx, &b, "gradientLayer")?;
let mut g = plane(e, &gimg, 4);
let sm = pr.f("softness") * b.scale * 0.2;
if sm > 0.05 {
g = gaussian_blur(e, &g, sm, sm, true);
}
let soft = (pr.f("softness") / 100.0) as f32;
let rev = fitted(e, ctx, &b, "layerToReveal", true, false)?;
let mut p = Params::default();
let data = rev.as_ref().map(|r| rows(e, &mut p, r));
p.u[0][0] = rev.is_some() as u32;
p.f[0] = [c, soft * 0.5 + 0.01, (pr.f("displacementAmount") * b.scale * 4.0) as f32, 0.0];
run(e, "ftr_glass", &p, b, Some(&g), data.as_ref())
}
fn image_wipe(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx) as f32;
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let gimg = layer_or_self(e, ctx, &b, "layer")?;
let mut g = plane(e, &gimg, prop_src(pr.e("property")));
let bl = pr.f("blur") * b.scale * 0.5;
if bl > 0.05 {
g = gaussian_blur(e, &g, bl, bl, true);
}
let mut w = (pr.f("borderSoftness") / 100.0) as f32 * 0.5;
if pr.b("autoSoftness") {
w = w.max(0.02);
}
let mut p = Params::default();
p.u[0][0] = pr.b("inverseGradient") as u32;
p.f[0] = [c, w, 0.0, 0.0];
run(e, "ftr_image_wipe", &p, b, Some(&g), None)
}
fn warpomatic(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx) as f32;
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let rimg = layer_or_self(e, ctx, &b, "reactorLayer")?;
let mut m = plane(e, &rimg, 4);
let sm = pr.f("smoothness") * b.scale * 0.5;
if sm > 0.05 {
m = gaussian_blur(e, &m, sm, sm, true);
}
m = match pr.e("reactor") {
1 => {
let mean = gaussian_blur(e, &m, 8.0 * b.scale, 8.0 * b.scale, true);
kernel(e, "ftr_react_contrast", &Params::default(), &m, Some(&mean), None)
}
2 => kernel(e, "ftr_react_local", &Params::default(), &m, Some(&m), None),
_ => m,
};
let rev = fitted(e, ctx, &b, "layerToReveal", true, false)?;
let mut p = Params::default();
let data = rev.as_ref().map(|r| rows(e, &mut p, r));
p.u[0] = [pr.e("warpDirection"), rev.is_some() as u32, 0, 0];
p.f[0] = [c, (pr.f("blendSpan") / 100.0) as f32 * 0.5, (pr.f("warpAmount") * b.scale) as f32 * 20.0, 0.0];
run(e, "ftr_warpo", &p, b, Some(&m), data.as_ref())
}
// ---------------------------------------------------------------- CC Jaws / Line Sweep / Twister (transition2.rs)
fn jaws(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx);
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let (cx, cy) = b.to_px(pr.v2("center"));
let (sn, cs) = pr.f("direction").to_radians().sin_cos();
let width = (pr.f("width") * b.scale).max(1.0);
let amp = pr.f("height") / 100.0 * width * 0.5;
let (bw, bh) = (b.img.width as f64, b.img.height as f64);
let vmax = [(0.0, 0.0), (bw, 0.0), (0.0, bh), (bw, bh)].iter().map(|&(x, y)| (-(x - cx) * sn + (y - cy) * cs).abs()).fold(0.0, f64::max);
let d = c * (vmax + 2.0 * amp + 2.0);
let mut p = Params::default();
p.u[0][0] = pr.e("shape");
p.f[0] = f4([cx, cy, sn, cs]);
p.f[1] = f4([width, amp, d, 0.0]);
run(e, "ftr_jaws", &p, b, None, None)
}
fn line_sweep(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx);
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let (sn, cs) = pr.f("direction").to_radians().sin_cos();
let thick = (pr.f("thickness") * b.scale).max(1.0);
let slant = pr.f("slant") * b.scale;
let (w, h) = (b.img.width as f64, b.img.height as f64);
let (mut u0, mut u1, mut v0, mut v1) = (f64::MAX, f64::MIN, f64::MAX, f64::MIN);
for (x, y) in [(0.0, 0.0), (w, 0.0), (0.0, h), (w, h)] {
let (u, v) = (x * cs + y * sn, -x * sn + y * cs);
u0 = u0.min(u);
u1 = u1.max(u);
v0 = v0.min(v);
v1 = v1.max(v);
}
let nstr = ((v1 - v0) / thick).ceil().max(1.0);
let total = (u1 - u0) + slant.abs() * nstr + 1.0;
let mut p = Params::default();
p.u[0] = [pr.b("flipDirection") as u32, (slant >= 0.0) as u32, 0, 0];
p.f[0] = f4([sn, cs, v0, u0]);
p.f[1] = f4([thick, slant.abs(), nstr, total]);
p.f[2][0] = c as f32;
run(e, "ftr_line_sweep", &p, b, None, None)
}
fn twister(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let c = completion(ctx);
if c <= 0.0 {
return Some(b);
}
let pr = ctx.params;
let (cx, cy) = b.to_px(pr.v2("center"));
let (sn, cs) = pr.f("axis").to_radians().sin_cos();
let half = (b.img.width as f64).hypot(b.img.height as f64) * 0.5;
let back = fitted(e, ctx, &b, "backside", true, false)?;
let mut p = Params::default();
p.u[0] = [back.is_some() as u32, pr.b("shading") as u32, 0, 0];
p.f[0] = f4([cx, cy, sn, cs]);
p.f[1] = f4([half, c, 0.0, 0.0]);
run(e, "ftr_twister", &p, b, back.as_ref(), None)
}
// ---------------------------------------------------------------- Radial Shadow / CC Cylinder / CC Sphere / CC Spotlight (perspective.rs)
fn radial_shadow(e: &mut Enc, ctx: &EffectCtx, mut b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let color = pr.color("color");
let soft = pr.f("softness").max(0.0) * b.scale;
let k = 1.0 + pr.f("projectionDistance").max(0.0) / 100.0;
let lp0 = pr.v2("lightSource");
if pr.b("resizeLayer") && !ctx.adjustment {
let l = b.to_px(lp0);
let (bw, bh) = (b.img.width as f64, b.img.height as f64);
let grow = [(0.0, 0.0), (bw, 0.0), (0.0, bh), (bw, bh)].iter().map(|(cx, cy)| ((cx - l.0).hypot(cy - l.1)) * (k - 1.0)).fold(0.0, f64::max);
b.pad(e, (grow + soft * 1.5).ceil() as u32 + 1)?;
}
let l = b.to_px(lp0);
let mut p = Params::default();
p.u[0][0] = (pr.e("render") == 1) as u32;
p.f[0] = [l.0 as f32, l.1 as f32, k as f32, pr.f("opacity") as f32 / 100.0 * color[3]];
p.f[1] = rgb(color, pr.f("colorInfluence") as f32 / 100.0);
let mut sh = kernel(e, "ftr_rshadow", &p, &b.img, None, None);
if soft > 0.0 {
sh = gaussian_blur(e, &sh, soft * 0.5, soft * 0.5, false);
}
if !pr.b("shadowOnly") {
sh = kernel(e, "ftr_under", &Params::default(), &sh, Some(&b.img), None);
}
b.img = sh;
Some(b)
}
fn norm3(v: [f64; 3]) -> [f64; 3] {
let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt().max(1e-12);
[v[0] / l, v[1] / l, v[2] / l]
}
/// perspective::Shading into f[3..7]; the layer rectangle into f[1].
fn shading(ctx: &EffectCtx, b: &GBuf, p: &mut Params) {
let pr = ctx.params;
let (a, el) = (pr.f("lightDirection").to_radians(), pr.f("lightHeight").to_radians());
let l = norm3([a.sin() * el.cos(), -a.cos() * el.cos(), el.sin()]);
let hv = norm3([l[0], l[1], l[2] + 1.0]);
p.f[1] = f4([b.offset[0], b.offset[1], ctx.layer_size[0] * b.scale, ctx.layer_size[1] * b.scale]);
p.f[3] = [l[0] as f32, l[1] as f32, l[2] as f32, pr.f("lightIntensity") as f32 / 100.0];
p.f[4] = rgb(pr.color("lightColor"), pr.f("ambient") as f32 / 100.0);
p.f[5] = [pr.f("diffuse") as f32 / 100.0, pr.f("specular") as f32 / 100.0, 1.0 / (pr.f("roughness") as f32).max(0.001), 0.0];
p.f[6] = [hv[0] as f32, hv[1] as f32, hv[2] as f32, 0.0];
}
fn cylinder(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let (w, h) = (ctx.layer_size[0] * b.scale, ctx.layer_size[1] * b.scale);
let r = (pr.f("radius") / 100.0 * w / std::f64::consts::TAU).max(0.5);
let c = b.to_px(pr.v2("position"));
let mut p = Params::default();
shading(ctx, &b, &mut p);
p.u[0][0] = pr.e("render");
p.f[0] = f4([c.0, c.1, r, h]);
p.f[2][0] = pr.f("rotation").to_radians() as f32;
run(e, "ftr_cylinder", &p, b, None, None)
}
/// perspective::rot_xyz (R = Rz · Ry · Rx).
fn rot_xyz(rx: f64, ry: f64, rz: f64) -> [[f64; 3]; 3] {
let (sx, cx) = rx.to_radians().sin_cos();
let (sy, cy) = ry.to_radians().sin_cos();
let (sz, cz) = rz.to_radians().sin_cos();
let mx = [[1.0, 0.0, 0.0], [0.0, cx, -sx], [0.0, sx, cx]];
let my = [[cy, 0.0, sy], [0.0, 1.0, 0.0], [-sy, 0.0, cy]];
let mz = [[cz, -sz, 0.0], [sz, cz, 0.0], [0.0, 0.0, 1.0]];
let mul = |a: [[f64; 3]; 3], b: [[f64; 3]; 3]| {
let mut o = [[0.0; 3]; 3];
for i in 0..3 {
for j in 0..3 {
o[i][j] = (0..3).map(|k| a[i][k] * b[k][j]).sum();
}
}
o
};
mul(mz, mul(my, mx))
}
fn sphere(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let r = (pr.f("radius") * b.scale).max(0.5);
let c = b.to_px(pr.v2("offset"));
let m = rot_xyz(pr.f("rotationX"), pr.f("rotationY"), pr.f("rotationZ"));
let mut p = Params::default();
shading(ctx, &b, &mut p);
p.u[0][0] = pr.e("render");
p.f[0] = f4([c.0, c.1, r, 0.0]);
// Rows of M: the kernel computes Mᵀ · q as q.x·row0 + q.y·row1 + q.z·row2.
for (i, row) in m.iter().enumerate() {
p.f[7 + i] = f4([row[0], row[1], row[2], 0.0]);
}
run(e, "ftr_sphere", &p, b, None, None)
}
fn spotlight(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let (w, h) = (ctx.layer_size[0] * b.scale, ctx.layer_size[1] * b.scale);
let from = b.to_px(pr.v2("from"));
let to = b.to_px(pr.v2("to"));
let height = (pr.f("height") / 100.0 * w.max(h)).max(1e-3);
let cone = pr.f("coneAngle").clamp(0.1, 89.9).to_radians();
let soft = (pr.f("edgeSoftness") / 100.0).clamp(0.0, 1.0);
let axis = norm3([to.0 - from.0, to.1 - from.1, -height]);
let mut p = Params::default();
p.u[0][0] = (pr.e("render") == 1) as u32;
p.f[0] = [from.0 as f32, from.1 as f32, height as f32, pr.f("intensity") as f32 / 100.0];
p.f[1] = f4([axis[0], axis[1], axis[2], cone * (1.0 - soft)]);
p.f[2] = rgb(pr.color("color"), cone as f32);
run(e, "ftr_spot", &p, b, None, None)
}
// ---------------------------------------------------------------- CC Environment / 3D Glasses (perspective2.rs)
fn environment(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let (mut env, es, eo, esz) = match ctx.layer_param("environment", true) {
Some(o) => (e.g.upload_image(&o.buf.img)?, o.buf.scale, o.buf.offset, o.size),
None => (b.img.clone(), b.scale, b.offset, ctx.layer_size),
};
if pr.b("filterEnvironment") {
env = gaussian_blur(e, &env, 2.0 * es, 2.0 * es, true);
}
let relief = plane(e, &b.img, 11);
let soft = 1.5 * b.scale.max(0.25);
let hmap = gaussian_blur(e, &relief, soft, soft, true);
let mut p = Params::default();
let data = rows(e, &mut p, &env);
p.u[0][0] = pr.e("mapping");
p.f[0] = f4([1.0 / b.scale.max(1e-6), pr.f("height") / 100.0 * 20.0, es, 0.0]);
p.f[1] = f4([eo[0], eo[1], esz[0], esz[1]]);
run(e, "ftr_env", &p, b, Some(&hmap), Some(&data))
}
fn glasses(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let mut l = fitted(e, ctx, &b, "leftView", true, false)?.unwrap_or_else(|| b.img.clone());
let mut r = fitted(e, ctx, &b, "rightView", true, false)?.unwrap_or_else(|| b.img.clone());
if pr.b("leftRightSwap") {
std::mem::swap(&mut l, &mut r);
}
let unit = if pr.e("units") == 1 { ctx.layer_size[0] / 100.0 } else { 1.0 } * b.scale;
let conv = pr.f("sceneConvergence") * unit;
let va = pr.f("verticalAlignment") * unit;
let mut shift = |img: GpuImage, dx: f64, dy: f64| {
if dx == 0.0 && dy == 0.0 {
return img;
}
let mut p = Params::default();
p.f[0] = f4([dx, dy, 0.0, 0.0]);
kernel(e, "ftr_shift", &p, &img, None, None)
};
let l = shift(l, conv * 0.5, 0.0);
let r = shift(r, -conv * 0.5, va);
let mut p = Params::default();
p.u[0][0] = pr.e("view3d");
p.f[0] = [b.img.width as f32, b.img.height as f32, (pr.f("balance") / 20.0).clamp(0.0, 1.0) as f32, 0.0];
let out = kernel(e, "ftr_glasses", &p, &l, Some(&r), None);
Some(GBuf { img: out, ..b })
}
// ---------------------------------------------------------------- CC Bender / CC Blobbylize (distort3.rs)
fn bender(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let amount = pr.f("amount") / 100.0;
if amount == 0.0 {
return Some(b);
}
let top = b.to_px(pr.v2("top"));
let base = b.to_px(pr.v2("base"));
let (ax, ay) = (top.0 - base.0, top.1 - base.1);
let len = (ax * ax + ay * ay).sqrt().max(1e-6);
let (ux, uy) = (ax / len, ay / len);
let reference = if pr.b("adjustToDistance") { len } else { ctx.layer_size[1] * b.scale };
let mut p = Params::default();
p.u[0][0] = pr.e("style");
p.f[0] = f4([base.0, base.1, ux, uy]);
p.f[1] = f4([len, -uy, ux, amount * reference]);
run(e, "ftr_bender", &p, b, None, None)
}
fn blobbylize(e: &mut Enc, ctx: &EffectCtx, b: GBuf) -> Option<GBuf> {
let pr = ctx.params;
let soft = pr.f("softness").max(0.0) * b.scale;
let blob = layer_or_self(e, ctx, &b, "blobLayer")?;
let raw = plane(e, &blob, pr.e("property").min(10));
let h = gaussian_blur(e, &raw, soft, soft, true);
let lpos = b.to_px(pr.v2("lightPosition"));
let lheight = pr.f("lightHeight");
let (d, el) = (pr.f("lightDirection").to_radians(), (lheight / 100.0).clamp(0.0, 1.0) * std::f64::consts::FRAC_PI_2);
let ldir = [d.sin() * el.cos(), -d.cos() * el.cos(), el.sin()];
let span = (b.img.width.max(b.img.height) as f64).max(1.0);
let mut p = Params::default();
p.f[0] = f4([(soft * 0.5).max(1.0), (pr.f("cutAway") / 100.0).clamp(0.0, 0.99), pr.f("lightIntensity") / 100.0, pr.f("ambient") / 100.0]);
p.f[1] = f4([pr.f("diffuse") / 100.0, pr.f("specular") / 100.0, (1.0 / pr.f("roughness").clamp(0.001, 1.0)).min(500.0), pr.f("metal") / 100.0]);
p.f[2] = f4([lpos.0, lpos.1, lheight / 100.0 * span, (pr.e("lightType") == 1) as u32 as f64]);
p.f[3] = f4([ldir[0], ldir[1], ldir[2], 0.0]);
p.f[4] = rgb(pr.color("lightColor"), 0.0);
run(e, "ftr_blob", &p, b, Some(&h), None)
}
+20 -5
View File
@@ -13,15 +13,18 @@
//! Advanced 3D comps rasterise on a render pipeline (`advanced3d.wgsl`: depth buffer, PBR,
//! image-based light, shadow maps) and finish in compute kernels (`adv3d.wgsl`: supersampling
//! resolve, motion-blur sub-samples, iris depth of field, encoding, compositing), see
//! [`Accelerator::render_3d`] and `Renderer::prepare_adv_run`. Advanced 3D layers with blend
//! modes, track mattes or Preserve Transparency still composite on the CPU (their scenes
//! render here through [`Accelerator::render_3d`]).
//! [`Accelerator::render_3d`] and `Renderer::prepare_adv_run`. Runs with layers on the 2D
//! compositing path (blend modes, track mattes, Preserve Transparency:
//! `Renderer::split_adv_run`) render each such layer alone, hide it behind the nearer main
//! scene and composite it through the 2D path here too; environment backgrounds (Classic and
//! Advanced 3D) draw their sky in a kernel (`Renderer::sky_draw`).
//!
//! GPU effects ([`effectcraft_effects::GPU_EFFECTS`]) run as compute kernels with the CPU
//! effect's exact steps (padding, box-blur radii, parameter conversions); chains of them are
//! uploaded and read back once. Each family lives in its own module with its own WGSL file
//! (`fx_color`, `fx_distort`, `fx_extra`, `fx_generate`, `fx_key`, `fx_noise`, `fx_stylize`,
//! `fx_tone`, `fx_warp`); settings a kernel cannot match fall back to the CPU
//! (`fx_color`, `fx_distort`, `fx_extra`, `fx_generate`, `fx_key`, `fx_light`, `fx_noise`,
//! `fx_stylize`, `fx_text`, `fx_time`, `fx_tone`, `fx_transition`, `fx_warp`); settings a
//! kernel cannot match fall back to the CPU
//! (`catalog::gpu_supported`, or `None` from the family's `apply`).
//!
//! Working textures come from a pool (`context::Pool`): a frame allocates several full-frame
@@ -53,9 +56,13 @@ mod fx_distort;
mod fx_extra;
mod fx_generate;
mod fx_key;
mod fx_light;
mod fx_noise;
mod fx_stylize;
mod fx_text;
mod fx_time;
mod fx_tone;
mod fx_transition;
mod fx_warp;
mod ops;
mod particles;
@@ -309,12 +316,20 @@ mod tests_fx_generate;
#[cfg(test)]
mod tests_fx_key;
#[cfg(test)]
mod tests_fx_light;
#[cfg(test)]
mod tests_fx_noise;
#[cfg(test)]
mod tests_fx_stylize;
#[cfg(test)]
mod tests_fx_text;
#[cfg(test)]
mod tests_fx_time;
#[cfg(test)]
mod tests_fx_tone;
#[cfg(test)]
mod tests_fx_transition;
#[cfg(test)]
mod tests_fx_warp;
#[cfg(test)]
mod tests_particles;
+21
View File
@@ -255,3 +255,24 @@ fn wire(@builtin(global_invocation_id) id: vec3<u32>) {
let p = table[id.x];
textureStore(out, vec2<i32>(i32(p.x), i32(p.y)), vec4<f32>(1.0));
}
// A layer rendered on its own (color_in, finished) hidden where the run's main scene is nearer
// (`adv::draw_run`): depth = its depth, src = the main scene's colour, radius = the main
// scene's depth. Pixels it didn't draw (BIG) are never hidden, as ∞ compares on the CPU.
// P.u0 = (width, height)
@compute @workgroup_size(16, 16)
fn occlude(@builtin(global_invocation_id) id: vec3<u32>) {
let w = P.u0.x;
if (id.x >= w || id.y >= P.u0.y) {
return;
}
let i = id.y * w + id.x;
let q = vec2<i32>(i32(id.x), i32(id.y));
var p = textureLoad(color_in, q, 0);
let z = depth[i];
let mz = radius[i];
if (z < BIG * 0.5 && mz < z - 0.01 * max(abs(z), 1.0)) {
p *= 1.0 - clamp(src[i].w, 0.0, 1.0);
}
textureStore(out, q, p);
}
+231
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@@ -0,0 +1,231 @@
// GPU effects, the CC light family: see src/fx_light.rs. CC Light Rays, CC Light Burst 2.5,
// CC Light Sweep and CC Light Wipe, each mirroring the CPU effect operation for operation.
// Coordinates are pixel centres relative to the effect's centre, so f32 keeps its precision.
fn flt_inside(p: vec2<i32>) -> bool {
let d = out_dims();
return p.x < d.x && p.y < d.y;
}
fn flt_rel(p: vec2<i32>, c: vec2<f32>) -> vec2<f32> {
return vec2<f32>(f32(p.x) + 0.5, f32(p.y) + 0.5) - c;
}
// util::smoothstep.
fn flt_smoothstep(e0: f32, e1: f32, x: f32) -> f32 {
if (abs(e1 - e0) < 1e-9) {
return select(1.0, 0.0, x < e0);
}
let t = clamp((x - e0) / (e1 - e0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
// util::unpremul's colour.
fn flt_unpremul(p: vec4<f32>) -> vec3<f32> {
if (p.w > 1e-6) {
return p.xyz / p.w;
}
return vec3<f32>(0.0);
}
// ---------------------------------------------------------------- CC Light Rays (generate2::light_rays)
// u[0] = (square, colour from source, transfer mode); f[0] = (cx, cy, k, gain);
// f[1] = (radius, outer radius + 1e-3); f[2] = colour.
fn flt_ray_mask(q: vec2<f32>) -> f32 {
let d = abs(q);
var r = length(d);
if (P.u[0].x != 0u) {
r = max(d.x, d.y);
}
return 1.0 - flt_smoothstep(P.f[1].x, P.f[1].y, r);
}
@compute @workgroup_size(16, 16)
fn flt_rays(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!flt_inside(p)) {
return;
}
let c = P.f[0].xy;
let rel = flt_rel(p, c);
var acc = vec4<f32>(0.0);
for (var i = 0u; i < 32u; i++) {
let s = 1.0 - P.f[0].z * f32(i) / 32.0;
let q = rel * s;
let m = flt_ray_mask(q);
if (m <= 0.0) {
continue;
}
acc += sample_bilinear(src, c.x + q.x, c.y + q.y) * m;
}
var ray = acc / 32.0 * P.f[0].w;
if (P.u[0].y == 0u) {
let l = luminance(flt_unpremul(ray)) * ray.w;
ray = vec4<f32>(P.f[2].xyz * l, ray.w);
}
let la = min(ray.w, 1.0);
let px = textureLoad(src, p, 0);
var o: vec4<f32>;
switch P.u[0].z {
case 1u: {
o = vec4<f32>(max(px.xyz, ray.xyz), max(px.w, la));
}
case 2u: {
let r4 = vec4<f32>(ray.xyz, la);
o = px + r4 - px * r4;
}
case 3u: {
o = vec4<f32>(ray.xyz, la);
}
default: {
let a = clamp(la, 0.0, 1.0);
o = vec4<f32>(px.xyz + ray.xyz, clamp(px.w + a * (1.0 - px.w), 0.0, 1.0));
}
}
textureStore(out, p, o);
}
// ---------------------------------------------------------------- CC Light Burst 2.5 (generate2::light_burst)
// u[0] = (burst, set colour); f[0] = (cx, cy, ray length k, intensity); f[1] = colour.
@compute @workgroup_size(16, 16)
fn flt_burst(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!flt_inside(p)) {
return;
}
let c = P.f[0].xy;
let rel = flt_rel(p, c);
let mode = P.u[0].x;
var acc = vec4<f32>(0.0);
var wsum = 0.0;
var best = vec4<f32>(0.0);
var best_l = -1.0;
for (var i = 0u; i < 32u; i++) {
let f = f32(i) / 32.0;
let s = 1.0 - P.f[0].z * f;
let q = rel * s;
let v = sample_bilinear(src, c.x + q.x, c.y + q.y);
if (mode == 0u) {
let l = luminance(v.xyz) + v.w * 1e-3;
if (l > best_l) {
best_l = l;
best = v;
}
} else if (mode == 1u) {
let w = 1.0 - f;
acc += v * w;
wsum += w;
} else {
acc += v;
wsum += 1.0;
}
}
var o = best;
if (mode != 0u) {
o = acc / max(wsum, 1e-6);
}
if (P.u[0].y != 0u) {
let a = max(o.w, 0.0);
let l = luminance(flt_unpremul(o)) * a;
o = vec4<f32>(P.f[1].xyz * l, a);
}
let k = P.f[0].w;
textureStore(out, p, vec4<f32>(o.xyz * k, clamp(o.w * k, 0.0, 1.0)));
}
// ---------------------------------------------------------------- CC Light Sweep (generate2::light_sweep)
// aux = the (softened) alpha plane in x. u[0] = (shape, reception mode); f[0] = (cx, cy, nx, ny);
// f[1] = (half width, sweep, edge intensity); f[2] = light colour.
@compute @workgroup_size(16, 16)
fn flt_sweep(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!flt_inside(p)) {
return;
}
let px = textureLoad(src, p, 0);
let rel = flt_rel(p, P.f[0].xy);
let d = abs(rel.x * P.f[0].z + rel.y * P.f[0].w);
let half = P.f[1].x;
let mode = P.u[0].y;
var band: f32;
switch P.u[0].x {
case 0u: {
band = max(1.0 - d / half, 0.0);
}
case 2u: {
band = clamp(half - d + 0.5, 0.0, 1.0);
}
default: {
band = flt_smoothstep(half, 0.0, d);
}
}
if (band <= 0.0) {
textureStore(out, p, select(px, vec4<f32>(0.0), mode == 2u));
return;
}
let gx = tex_get_clamped(aux, p.x + 1, p.y).x - tex_get_clamped(aux, p.x - 1, p.y).x;
let gy = tex_get_clamped(aux, p.x, p.y + 1).x - tex_get_clamped(aux, p.x, p.y - 1).x;
let edge = min(sqrt(gx * gx + gy * gy) * 2.0, 1.0);
let light = band * P.f[1].y + band * edge * P.f[1].z;
let lc = P.f[2].xyz;
let a = px.w;
var o: vec4<f32>;
if (mode == 1u) {
let la = min(band * P.f[1].y, 1.0);
o = vec4<f32>(px.xyz + lc * light, min(a + la * (1.0 - a), 1.0));
} else if (mode == 2u) {
let la = min(light * a, 1.0);
o = vec4<f32>(lc * la, la);
} else {
o = vec4<f32>(px.xyz + lc * light * a, a);
}
textureStore(out, p, o);
}
// ---------------------------------------------------------------- CC Light Wipe (transition::light_wipe)
// u[0] = (shape, colour from source, reverse); f[0] = (cx, cy, sin, cos);
// f[1] = (edge, band, intensity × ramp); f[2] = colour.
@compute @workgroup_size(16, 16)
fn flt_wipe(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!flt_inside(p)) {
return;
}
var px = textureLoad(src, p, 0);
let d = flt_rel(p, P.f[0].xy);
let s = P.f[0].z;
let co = P.f[0].w;
let q = vec2<f32>(d.x * co + d.y * s, -d.x * s + d.y * co);
var m: f32;
switch P.u[0].x {
case 0u: {
m = abs(q.x);
}
case 2u: {
m = max(abs(q.x), abs(q.y));
}
default: {
m = length(q);
}
}
let edge = P.f[1].x;
let visible = select(m > edge, m < edge, P.u[0].z != 0u);
if (!visible) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let z = (m - edge) / P.f[1].y;
let g = exp(-(z * z)) * P.f[1].z;
if (g > 0.0) {
var lc = P.f[2].xyz;
if (P.u[0].y != 0u) {
lc = flt_unpremul(px);
}
px = vec4<f32>(px.xyz + lc * g * px.w, px.w);
}
textureStore(out, p, px);
}
+59
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@@ -0,0 +1,59 @@
// GPU effects, Numbers and Timecode: see src/fx_text.rs. The glyph coverage is rasterised on
// the CPU (aux: fill in x, stroke ring in y, opacity applied); this kernel composites it as
// textfx::draw_plan does: the layer or transparency, Timecode's box, then fill and stroke.
// u[0] = (display options, keep the layer, box); f[0] = fill colour; f[1] = stroke colour;
// f[2] = box (x0, x1, y0, y1); f[3] = (box colour, box opacity).
fn ftx_over(dst: vec4<f32>, s: vec4<f32>) -> vec4<f32> {
return s + dst * (1.0 - s.w);
}
// textfx::tint.
fn ftx_tint(c: vec4<f32>, a0: f32) -> vec4<f32> {
let a = clamp(a0 * c.w, 0.0, 1.0);
return vec4<f32>(c.xyz * a, a);
}
@compute @workgroup_size(16, 16)
fn ftx_text(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
let dims = out_dims();
if (p.x >= dims.x || p.y >= dims.y) {
return;
}
var o = vec4<f32>(0.0);
if (P.u[0].y != 0u) {
o = textureLoad(src, p, 0);
}
if (P.u[0].z != 0u) {
let r = P.f[2];
let fy = f32(p.y) + 0.5;
let cy = clamp(fy - r.z + 0.5, 0.0, 1.0) * clamp(r.w - fy + 0.5, 0.0, 1.0);
if (cy > 0.0) {
let fx = f32(p.x) + 0.5;
let cx = clamp(fx - r.x + 0.5, 0.0, 1.0) * clamp(r.y - fx + 0.5, 0.0, 1.0);
let k = cx * cy * P.f[3].w;
if (k > 0.0) {
o = ftx_over(o, vec4<f32>(P.f[3].xyz * k, k));
}
}
}
let cov = textureLoad(aux, p, 0);
let fill = ftx_tint(P.f[0], cov.x);
let stroke = ftx_tint(P.f[1], cov.y);
switch P.u[0].x {
case 1u: {
o = ftx_over(o, stroke);
}
case 2u: {
o = ftx_over(ftx_over(o, stroke), fill);
}
case 3u: {
o = ftx_over(ftx_over(o, fill), stroke);
}
default: {
o = ftx_over(o, fill);
}
}
textureStore(out, p, o);
}
+176
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@@ -0,0 +1,176 @@
// GPU effects, time: see src/fx_time.rs. The frames come from the effect host (fetched and
// placed on one grid on the CPU, as Echo's); these kernels combine them as the CPU effects do.
fn ftm_inside(p: vec2<i32>) -> bool {
let d = out_dims();
return p.x < d.x && p.y < d.y;
}
// util::unpremul: (straight colour, alpha).
fn ftm_unpremul(p: vec4<f32>) -> vec4<f32> {
if (p.w > 1e-6) {
return vec4<f32>(p.xyz / p.w, p.w);
}
return vec4<f32>(0.0, 0.0, 0.0, max(p.w, 0.0));
}
// Weighted sum, one frame per pass (time_fx::average): src + aux × f[0].x.
@compute @workgroup_size(16, 16)
fn ftm_acc(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftm_inside(p)) {
return;
}
textureStore(out, p, textureLoad(src, p, 0) + textureLoad(aux, p, 0) * P.f[0].x);
}
// Cross-fade (raster::flow::mix): src + (aux − src) × f[0].x.
@compute @workgroup_size(16, 16)
fn ftm_mix(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftm_inside(p)) {
return;
}
let a = textureLoad(src, p, 0);
textureStore(out, p, a + (textureLoad(aux, p, 0) - a) * P.f[0].x);
}
// ---------------------------------------------------------------- Time Difference (time_fx::time_difference)
// src = the layer now, aux = the target. u[0] = (absolute difference, alpha channel);
// f[0].x = contrast gain.
@compute @workgroup_size(16, 16)
fn ftm_difference(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftm_inside(p)) {
return;
}
let cu = ftm_unpremul(textureLoad(src, p, 0));
let tu = ftm_unpremul(textureLoad(aux, p, 0));
let c = cu.xyz;
let d = tu.xyz;
let ca = cu.w;
let da = tu.w;
let gain = P.f[0].x;
let diff = c - d;
var rgb = clamp(0.5 + diff * 0.5 * gain, vec3<f32>(0.0), vec3<f32>(1.0));
if (P.u[0].x != 0u) {
rgb = clamp(abs(diff) * gain, vec3<f32>(0.0), vec3<f32>(1.0));
}
let mx = max(max(rgb.x, rgb.y), rgb.z);
let light = (mx + min(min(rgb.x, rgb.y), rgb.z)) * 0.5;
var a: f32;
switch P.u[0].y {
case 1u: {
a = da;
}
case 2u: {
a = (ca + da) * 0.5;
}
case 3u: {
a = max(ca, da);
}
case 4u: {
a = 1.0;
}
case 5u: {
a = light;
}
case 6u: {
a = mx;
}
case 7u: {
a = abs(ca - da) * gain;
}
case 8u: {
a = clamp(abs(ca - da) * gain, 0.0, 1.0);
rgb = vec3<f32>(1.0);
}
default: {
a = ca;
}
}
a = clamp(a, 0.0, 1.0);
textureStore(out, p, vec4<f32>(rgb * a, a));
}
// ---------------------------------------------------------------- Time Displacement (time_fx::time_displacement)
// One pass per sampled time: pixels whose frame index (data, u32 per pixel, row length u[0].y)
// is u[0].x take frame aux at (x + dx, y + dy) (u[0].zw, i32), the others keep src.
@compute @workgroup_size(16, 16)
fn ftm_displace(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftm_inside(p)) {
return;
}
let k = bitcast<u32>(data[u32(p.y) * P.u[0].y + u32(p.x)]);
if (k == P.u[0].x) {
textureStore(out, p, tex_get(aux, p.x + bitcast<i32>(P.u[0].z), p.y + bitcast<i32>(P.u[0].w)));
} else {
textureStore(out, p, textureLoad(src, p, 0));
}
}
// ---------------------------------------------------------------- Timewarp Pixel Motion (time_fx::timewarp_interpolate)
// src = frame a, aux = frame b (both source-cropped); data = the motion vectors (x, y pairs).
// u[0] = (columns, rows, extreme filtering, build from one image); f[0] = (vector spacing,
// fraction w, error threshold).
// raster::flow::Flow::at.
fn ftm_flow_at(x: f32, y: f32) -> vec2<f32> {
let cols = P.u[0].x;
let rows = P.u[0].y;
if (cols == 0u || rows == 0u) {
return vec2<f32>(0.0);
}
let b = P.f[0].x;
let fx = clamp(x / b - 0.5, 0.0, f32(cols - 1u));
let fy = clamp(y / b - 0.5, 0.0, f32(rows - 1u));
let x0 = u32(floor(fx));
let y0 = u32(floor(fy));
let x1 = min(x0 + 1u, cols - 1u);
let y1 = min(y0 + 1u, rows - 1u);
let tx = fx - f32(x0);
let ty = fy - f32(y0);
let g00 = vec2<f32>(data[(y0 * cols + x0) * 2u], data[(y0 * cols + x0) * 2u + 1u]);
let g10 = vec2<f32>(data[(y0 * cols + x1) * 2u], data[(y0 * cols + x1) * 2u + 1u]);
let g01 = vec2<f32>(data[(y1 * cols + x0) * 2u], data[(y1 * cols + x0) * 2u + 1u]);
let g11 = vec2<f32>(data[(y1 * cols + x1) * 2u], data[(y1 * cols + x1) * 2u + 1u]);
let top = g00 + (g10 - g00) * tx;
let bot = g01 + (g11 - g01) * tx;
return top + (bot - top) * ty;
}
fn ftm_sample(t: texture_2d<f32>, x: f32, y: f32) -> vec4<f32> {
if (P.u[0].z != 0u) {
return sample_bicubic(t, x, y);
}
return sample_bilinear_clamped(t, x, y);
}
@compute @workgroup_size(16, 16)
fn ftm_motion(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftm_inside(p)) {
return;
}
let cx = f32(p.x) + 0.5;
let cy = f32(p.y) + 0.5;
let f = ftm_flow_at(cx, cy);
let w = P.f[0].y;
var pa = ftm_sample(src, cx - w * f.x, cy - w * f.y);
var pb = ftm_sample(aux, cx + (1.0 - w) * f.x, cy + (1.0 - w) * f.y);
if (P.u[0].w != 0u) {
textureStore(out, p, select(pb, pa, w < 0.5));
return;
}
let d = abs(pa - pb);
let err = max(max(d.x, d.y), max(d.z, d.w));
let thr = P.f[0].z;
if (thr > 0.0 && err > thr && thr < 1.0) {
pa = textureLoad(src, p, 0);
pb = textureLoad(aux, p, 0);
}
textureStore(out, p, pa + (pb - pa) * w);
}
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// GPU effects, transitions and perspective: see src/fx_transition.rs. Block Dissolve, the CC
// transitions (Glass Wipe, Grid Wipe, Image Wipe, Jaws, Line Sweep, Radial ScaleWipe, Scale
// Wipe, Twister, WarpoMatic), Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere,
// CC Spotlight, CC Environment and 3D Glasses, each mirroring the CPU effect operation for
// operation. Coordinates are pixel centres relative to the effect's centre where it has one.
fn ftr_inside(p: vec2<i32>) -> bool {
let d = out_dims();
return p.x < d.x && p.y < d.y;
}
fn ftr_centre(p: vec2<i32>) -> vec2<f32> {
return vec2<f32>(f32(p.x) + 0.5, f32(p.y) + 0.5);
}
// util::smoothstep.
fn ftr_smoothstep(e0: f32, e1: f32, x: f32) -> f32 {
if (abs(e1 - e0) < 1e-9) {
return select(1.0, 0.0, x < e0);
}
let t = clamp((x - e0) / (e1 - e0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
// util::unpremul's colour.
fn ftr_unpremul(p: vec4<f32>) -> vec3<f32> {
if (p.w > 1e-6) {
return p.xyz / p.w;
}
return vec3<f32>(0.0);
}
// The third image, copied into `data` as RGBA f32 rows: P.u[3] = (row stride, width, height).
fn ftr_row(x: i32, y: i32) -> vec4<f32> {
if (x < 0 || y < 0 || x >= i32(P.u[3].y) || y >= i32(P.u[3].z)) {
return vec4<f32>(0.0);
}
let i = (u32(y) * P.u[3].x + u32(x)) * 4u;
return vec4<f32>(data[i], data[i + 1u], data[i + 2u], data[i + 3u]);
}
fn ftr_row_clamped(x: i32, y: i32) -> vec4<f32> {
return ftr_row(clamp(x, 0, i32(P.u[3].y) - 1), clamp(y, 0, i32(P.u[3].z) - 1));
}
// Image::sample_bilinear on the third image.
fn ftr_row_bilinear(x: f32, y: f32) -> vec4<f32> {
let fx = x - 0.5;
let fy = y - 0.5;
let x0 = floor(fx);
let y0 = floor(fy);
let tx = fx - x0;
let ty = fy - y0;
let xi = i32(x0);
let yi = i32(y0);
let a = ftr_row(xi, yi);
let b = ftr_row(xi + 1, yi);
let c = ftr_row(xi, yi + 1);
let d = ftr_row(xi + 1, yi + 1);
let top = a + (b - a) * tx;
let bot = c + (d - c) * tx;
return top + (bot - top) * ty;
}
// Image::sample_bilinear_clamped on the third image.
fn ftr_row_bilinear_clamped(x: f32, y: f32) -> vec4<f32> {
let fx = x - 0.5;
let fy = y - 0.5;
let x0 = floor(fx);
let y0 = floor(fy);
let tx = fx - x0;
let ty = fy - y0;
let xi = i32(x0);
let yi = i32(y0);
let a = ftr_row_clamped(xi, yi);
let b = ftr_row_clamped(xi + 1, yi);
let c = ftr_row_clamped(xi, yi + 1);
let d = ftr_row_clamped(xi + 1, yi + 1);
let top = a + (b - a) * tx;
let bot = c + (d - c) * tx;
return top + (bot - top) * ty;
}
// Central differences of the aux plane (x), edges clamped (transition2::grad).
fn ftr_grad(p: vec2<i32>) -> vec2<f32> {
let gx = (tex_get_clamped(aux, p.x + 1, p.y).x - tex_get_clamped(aux, p.x - 1, p.y).x) * 0.5;
let gy = (tex_get_clamped(aux, p.x, p.y + 1).x - tex_get_clamped(aux, p.x, p.y - 1).x) * 0.5;
return vec2<f32>(gx, gy);
}
// transition2::wipe_t.
fn ftr_wipe_t(g: f32, c: f32, w0: f32) -> f32 {
let w = max(w0, 1e-3);
let edge = c * (1.0 + 2.0 * w) - w;
return 1.0 - ftr_smoothstep(edge - w, edge + w, g);
}
// ---------------------------------------------------------------- planes
// A plane (x) from the source: u[0].x = util::Src index (Red, Green, Blue, Alpha, Luminance,
// Hue, Lightness, Saturation, Full, Half, Off) times alpha except for Alpha itself
// (transition2::prop_plane, CC Blobbylize); 11 = CC Environment's relief.
@compute @workgroup_size(16, 16)
fn ftr_plane(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let px = textureLoad(src, p, 0);
let c = ftr_unpremul(px);
let a = max(px.w, 0.0);
var v: f32;
switch P.u[0].x {
case 0u: {
v = c.x;
}
case 1u: {
v = c.y;
}
case 2u: {
v = c.z;
}
case 3u: {
v = a;
}
case 4u: {
v = luminance(c);
}
case 5u: {
v = rgb_to_hsl(c).x;
}
case 6u: {
v = rgb_to_hsl(c).z;
}
case 7u: {
v = rgb_to_hsl(c).y;
}
case 8u: {
v = 1.0;
}
case 9u: {
v = 0.5;
}
case 11u: {
v = luminance(c) * 0.5 + 0.5;
}
default: {
v = 0.0;
}
}
if (P.u[0].x != 3u) {
v *= a;
}
textureStore(out, p, vec4<f32>(v, 0.0, 0.0, 0.0));
}
// src × aux.x (Image::mul_mask).
@compute @workgroup_size(16, 16)
fn ftr_mul(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
textureStore(out, p, textureLoad(src, p, 0) * textureLoad(aux, p, 0).x);
}
// aux + src × (1 − aux.a): src composited under aux.
@compute @workgroup_size(16, 16)
fn ftr_under(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let o = textureLoad(aux, p, 0);
textureStore(out, p, o + textureLoad(src, p, 0) * (1.0 - o.w));
}
// ---------------------------------------------------------------- Block Dissolve (transition::block_dissolve)
// The kept-block mask (x). u[0] = (sub-samples per axis, seed, column table length);
// f[0].x = completion; data = block columns (width × n, u32) then block rows (height × n).
@compute @workgroup_size(16, 16)
fn ftr_blocks(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let n = P.u[0].x;
var hits = 0u;
for (var j = 0u; j < n; j++) {
let by = bitcast<u32>(data[P.u[0].z + u32(p.y) * n + j]);
for (var i = 0u; i < n; i++) {
let bx = bitcast<u32>(data[u32(p.x) * n + i]);
if (hash_noise(bx, by, P.u[0].y) >= P.f[0].x) {
hits += 1u;
}
}
}
textureStore(out, p, vec4<f32>(f32(hits) / f32(n * n), 0.0, 0.0, 0.0));
}
// ---------------------------------------------------------------- CC Grid Wipe (transition::grid_wipe)
// u[0] = (shape, reverse); f[0] = (cx, cy, sin, cos); f[1] = (cell size, max distance,
// completion, border).
fn ftr_metric(shape: u32, d: vec2<f32>) -> f32 {
switch shape {
case 0u: {
return abs(d.x);
}
case 2u: {
return max(abs(d.x), abs(d.y));
}
default: {
return length(d);
}
}
}
@compute @workgroup_size(16, 16)
fn ftr_grid(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let px = textureLoad(src, p, 0);
let d = ftr_centre(p) - P.f[0].xy;
let s = P.f[0].z;
let co = P.f[0].w;
let q = vec2<f32>(d.x * co + d.y * s, -d.x * s + d.y * co);
let cs = P.f[1].x;
let cc = (floor(q / cs) + 0.5) * cs;
var o = clamp(ftr_metric(P.u[0].x, cc) / P.f[1].y, 0.0, 1.0);
if (P.u[0].y != 0u) {
o = 1.0 - o;
}
let spread = 0.25;
let pr = clamp((P.f[1].z * (1.0 + spread) - o) / spread, 0.0, 1.0);
if (pr <= 0.0) {
textureStore(out, p, px);
return;
}
let half = cs * 0.5 * (1.0 - pr);
let m = max(abs(q.x - cc.x), abs(q.y - cc.y));
var k = select(0.0, 1.0, m < half);
if (P.f[1].w > 0.0) {
k = clamp((half - m) / P.f[1].w + 0.5, 0.0, 1.0);
}
textureStore(out, p, px * k);
}
// ---------------------------------------------------------------- CC Radial ScaleWipe / CC Scale Wipe (transition.rs)
// Radial: u[0].x = reverse; f[0] = (cx, cy, max distance, completion).
@compute @workgroup_size(16, 16)
fn ftr_radial_scale(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let c = P.f[0].xy;
let maxd = P.f[0].z;
let done = P.f[0].w;
let d = ftr_centre(p) - c;
let r = length(d);
var o = vec4<f32>(0.0);
if (P.u[0].x != 0u) {
let lim = (1.0 - done) * maxd;
if (!(r >= lim || lim <= 1e-9)) {
let k = maxd / lim;
o = sample_bilinear(src, c.x + d.x * k, c.y + d.y * k);
}
} else {
let hole = done * maxd;
if (!(r <= hole || maxd - hole <= 1e-9)) {
let rs = (r - hole) * maxd / (maxd - hole);
o = sample_bilinear(src, c.x + d.x / r * rs, c.y + d.y / r * rs);
}
}
textureStore(out, p, o);
}
// Scale Wipe: f[0] = (cx, cy, direction x, direction y); f[1].x = stretch.
@compute @workgroup_size(16, 16)
fn ftr_scale(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let f = ftr_centre(p);
let dir = P.f[0].zw;
let u = dot(f - P.f[0].xy, dir);
var q = f;
if (u > 0.0) {
let back = u - u / (1.0 + P.f[1].x);
q = f - dir * back;
}
textureStore(out, p, sample_bilinear_clamped(src, q.x, q.y));
}
// ---------------------------------------------------------------- CC Glass Wipe (transition2::glass_wipe)
// aux = the gradient plane (x); data = the layer to reveal (rows). u[0].x = has reveal;
// f[0] = (completion, band half-width, displacement).
@compute @workgroup_size(16, 16)
fn ftr_glass(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let t = ftr_wipe_t(textureLoad(aux, p, 0).x, P.f[0].x, P.f[0].y);
let band = 4.0 * t * (1.0 - t);
let g = ftr_grad(p);
let f = ftr_centre(p);
let o = g * P.f[0].z * band * 10.0;
var a = textureLoad(src, p, 0);
var r = vec4<f32>(0.0);
if (band > 1e-4) {
a = sample_bilinear(src, f.x + o.x, f.y + o.y);
if (P.u[0].x != 0u) {
r = ftr_row_bilinear(f.x - o.x, f.y - o.y);
}
} else if (P.u[0].x != 0u) {
r = ftr_row(p.x, p.y);
}
textureStore(out, p, a + (r - a) * t);
}
// ---------------------------------------------------------------- CC Image Wipe (transition2::image_wipe)
// aux = the gradient plane (x). u[0].x = inverse; f[0] = (completion, band half-width).
@compute @workgroup_size(16, 16)
fn ftr_image_wipe(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
var g = textureLoad(aux, p, 0).x;
if (P.u[0].x != 0u) {
g = 1.0 - g;
}
let k = 1.0 - ftr_wipe_t(g, P.f[0].x, P.f[0].y);
textureStore(out, p, textureLoad(src, p, 0) * k);
}
// ---------------------------------------------------------------- CC Jaws (transition2::jaws)
// u[0].x = shape; f[0] = (cx, cy, sin, cos); f[1] = (tooth width, amplitude, travel).
@compute @workgroup_size(16, 16)
fn ftr_jaws(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let c = P.f[0].xy;
let sn = P.f[0].z;
let cs = P.f[0].w;
let width = P.f[1].x;
let amp = P.f[1].y;
let dd = P.f[1].z;
let d = ftr_centre(p) - c;
let u = d.x * cs + d.y * sn;
let v = -d.x * sn + d.y * cs;
let ph = fract_euclid(u / width);
var f: f32;
switch P.u[0].x {
case 0u: {
f = amp * (1.0 - 4.0 * abs(ph - 0.5));
}
case 1u: {
f = amp * clamp((1.0 - 4.0 * abs(ph - 0.5)) * 2.0, -1.0, 1.0);
}
case 2u: {
f = select(-amp, amp, ph < 0.5);
}
default: {
f = amp * sin(ph * 6.283185307179586);
}
}
var vs = 0.0;
var hit = true;
if (v + dd < f) {
vs = v + dd;
} else if (v - dd >= f) {
vs = v - dd;
} else {
hit = false;
}
var o = vec4<f32>(0.0);
if (hit) {
o = sample_bilinear(src, u * cs - vs * sn + c.x, u * sn + vs * cs + c.y);
}
textureStore(out, p, o);
}
// ---------------------------------------------------------------- CC Line Sweep (transition2::line_sweep)
// u[0] = (flip, slant ≥ 0); f[0] = (sin, cos, v0, u0); f[1] = (thickness, |slant|, strips,
// total travel); f[2].x = completion.
@compute @workgroup_size(16, 16)
fn ftr_line_sweep(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let f = ftr_centre(p);
let sn = P.f[0].x;
let cs = P.f[0].y;
let u = f.x * cs + f.y * sn;
let v = -f.x * sn + f.y * cs;
let nstr = P.f[1].z;
var k = floor((v - P.f[0].z) / P.f[1].x);
if (P.u[0].x != 0u) {
k = nstr - 1.0 - k;
}
let stagger = select(nstr - 1.0 - k, k, P.u[0].y != 0u);
let front = P.f[0].w + P.f[2].x * P.f[1].w - P.f[1].y * stagger;
textureStore(out, p, select(textureLoad(src, p, 0), vec4<f32>(0.0), u < front));
}
// ---------------------------------------------------------------- CC Twister (transition2::twister)
// aux = the backside layer (u[0].x = has one); u[0].y = shading; f[0] = (cx, cy, sin, cos);
// f[1] = (half diagonal, completion).
@compute @workgroup_size(16, 16)
fn ftr_twister(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let c = P.f[0].xy;
let sn = P.f[0].z;
let cs = P.f[0].w;
let d = ftr_centre(p) - c;
let u = d.x * cs + d.y * sn;
let v = -d.x * sn + d.y * cs;
let s01 = clamp((u / P.f[1].x) * 0.5 + 0.5, 0.0, 1.0);
let th = 3.141592653589793 * clamp(P.f[1].y * 2.0 - s01, 0.0, 1.0);
let k = cos(th);
if (abs(k) < 1e-4) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let vs = v / k;
var o: vec4<f32>;
if (k > 0.0 || P.u[0].x == 0u) {
o = sample_bilinear(src, u * cs - vs * sn + c.x, u * sn + vs * cs + c.y);
} else {
o = sample_bilinear(aux, u * cs + vs * sn + c.x, u * sn - vs * cs + c.y);
}
if (P.u[0].y != 0u) {
let l = 0.4 + 0.6 * abs(k);
o = vec4<f32>(o.xyz * l, o.w);
}
textureStore(out, p, o);
}
// ---------------------------------------------------------------- CC WarpoMatic (transition2::warpomatic)
// Reactor "Contrast Differences": src = the plane, aux = its wide mean.
@compute @workgroup_size(16, 16)
fn ftr_react_contrast(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let a = textureLoad(src, p, 0).x;
let b = textureLoad(aux, p, 0).x;
textureStore(out, p, vec4<f32>(min(abs(a - b) * 4.0, 1.0), 0.0, 0.0, 0.0));
}
// Reactor "Local Differences": aux = the plane; its gradient magnitude.
@compute @workgroup_size(16, 16)
fn ftr_react_local(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let g = ftr_grad(p);
textureStore(out, p, vec4<f32>(min(sqrt(g.x * g.x + g.y * g.y) * 8.0, 1.0), 0.0, 0.0, 0.0));
}
// aux = the reactor plane (x); data = the layer to reveal (rows). u[0] = (warp direction,
// has reveal); f[0] = (completion, blend span, warp amount).
@compute @workgroup_size(16, 16)
fn ftr_warpo(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let q = ftr_wipe_t(textureLoad(aux, p, 0).x, P.f[0].x, P.f[0].y);
let g = ftr_grad(p);
let f = ftr_centre(p);
let amt = P.f[0].z;
let o = g * amt * q;
var i = g * amt * (1.0 - q);
if (P.u[0].x == 1u) {
i = -i;
} else if (P.u[0].x == 2u) {
i = vec2<f32>(-i.y, i.x);
}
var a = vec4<f32>(0.0);
if (q < 1.0) {
a = sample_bilinear(src, f.x + o.x, f.y + o.y);
}
var inc = vec4<f32>(0.0);
if (P.u[0].y != 0u && q > 0.0) {
inc = ftr_row_bilinear(f.x + i.x, f.y + i.y);
}
textureStore(out, p, a + (inc - a) * q);
}
// ---------------------------------------------------------------- Radial Shadow (perspective::radial_shadow)
// The shadow before its blur. u[0].x = glass edge; f[0] = (light x, y, projection k,
// opacity × colour alpha); f[1] = (colour, colour influence).
@compute @workgroup_size(16, 16)
fn ftr_rshadow(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let l = P.f[0].xy;
let q = ftr_centre(p);
let s = sample_bilinear(src, l.x + (q.x - l.x) / P.f[0].z, l.y + (q.y - l.y) / P.f[0].z);
let sc = ftr_unpremul(s);
let sa = max(s.w, 0.0);
var a = sa;
if (P.u[0].x != 0u) {
a = clamp(sa * (1.0 - sa) * 4.0, 0.0, 1.0);
}
a *= P.f[0].w;
let col = P.f[1].xyz;
let c = col + (sc - col) * P.f[1].w;
textureStore(out, p, vec4<f32>(c * a, a));
}
// ---------------------------------------------------------------- CC Bender (distort3::cc_bender)
// u[0].x = style; f[0] = (base x, y, axis x, y); f[1] = (axis length, normal x, y, amount ×
// reference).
@compute @workgroup_size(16, 16)
fn ftr_bender(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let f = ftr_centre(p);
let r = f - P.f[0].xy;
let t = clamp(dot(r, P.f[0].zw) / P.f[1].x, 0.0, 1.0);
let pi = 3.141592653589793;
var b: f32;
switch P.u[0].x {
case 1u: {
b = 0.5 * sin(pi * t) * t;
}
case 2u: {
b = 0.5 * t;
}
case 3u: {
b = 0.25 * (1.0 - cos(pi * t)) - 0.1 * sin(2.0 * pi * t);
}
default: {
b = 0.5 * t * t;
}
}
let d = P.f[1].w * b;
textureStore(out, p, sample_bilinear(src, f.x - P.f[1].y * d, f.y - P.f[1].z * d));
}
// ---------------------------------------------------------------- CC Blobbylize (distort3::cc_blobbylize)
// aux = the blurred blob plane (x). f[0] = (depth, cut away, intensity, ambient);
// f[1] = (diffuse, specular, shininess, metal); f[2] = (light x, y, point light height,
// point light); f[3] = distant light direction; f[4] = light colour.
@compute @workgroup_size(16, 16)
fn ftr_blob(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let depth = P.f[0].x;
let cut = P.f[0].y;
let hv = textureLoad(aux, p, 0).x;
let g = ftr_grad(p);
let f = ftr_centre(p);
let s = sample_bilinear(src, f.x - g.x * depth * 2.0, f.y - g.y * depth * 2.0);
let c = ftr_unpremul(s);
let a = max(s.w, 0.0);
let m = clamp((hv - cut) / max((1.0 - cut) * 0.5, 1e-3), 0.0, 1.0);
let alpha = max(a, s.w) * m;
if (alpha <= 0.0) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let n = normalize(vec3<f32>(-g.x * depth, -g.y * depth, 1.0));
var l = P.f[3].xyz;
if (P.f[2].w != 0.0) {
l = normalize(vec3<f32>(P.f[2].x - f32(p.x), P.f[2].y - f32(p.y), P.f[2].z));
}
let intensity = P.f[0].z;
let ndl = max(dot(n, l), 0.0);
let h3 = normalize(vec3<f32>(l.x, l.y, l.z + 1.0));
let sp = powz(max(dot(n, h3), 0.0), P.f[1].z) * P.f[1].y;
let lc = P.f[4].xyz;
let metal = P.f[1].w;
let lit = (P.f[0].w + P.f[1].x * ndl * intensity) * lc;
let spec_col = (1.0 - metal) * lc + metal * c * lc;
let o = c * lit + (sp * intensity) * spec_col;
textureStore(out, p, vec4<f32>(o * alpha, alpha));
}
// 0.5 + atan2(x, z) / 2π, kept on the side of the ±π seam that the sign of `x` puts it on (a
// GPU's approximate atan2 can land just across it, which wraps to the opposite edge of the
// texture). x = ±0 takes the CPU's −π (its zero is negative there).
fn ftr_lon_u(x: f32, z: f32) -> f32 {
let u = 0.5 + atan2(x, z) / 6.283185307179586;
if (x <= 0.0) {
return clamp(u, 0.0, 0.5);
}
return clamp(u, 0.5, 0.99999994);
}
// ---------------------------------------------------------------- CC Cylinder / CC Sphere (perspective.rs)
// Shading (perspective::Shading): f[3] = (light direction, intensity); f[4] = (light colour,
// ambient); f[5] = (diffuse, specular, shininess); f[6] = half vector. The layer rectangle in
// f[1] = (x0, y0, width, height).
fn ftr_shade(px: vec4<f32>, n: vec3<f32>) -> vec4<f32> {
let c = ftr_unpremul(px);
let a = max(px.w, 0.0);
if (a <= 0.0) {
return vec4<f32>(0.0);
}
let nl = max(dot(n, P.f[3].xyz), 0.0);
var spec = 0.0;
if (nl > 0.0) {
spec = powz(max(dot(n, P.f[6].xyz), 0.0), P.f[5].z) * P.f[5].y;
}
let lc = P.f[4].xyz * P.f[3].w;
let o = c * (P.f[4].w + P.f[5].x * nl * lc) + spec * lc;
return vec4<f32>(o * a, a);
}
// perspective::texel: the layer as a texture at (u, v), wrapping horizontally.
fn ftr_texel(u0: f32, v: f32) -> vec4<f32> {
let u = fract_euclid(u0);
if (v < 0.0 || v > 1.0) {
return vec4<f32>(0.0);
}
let r = P.f[1];
return sample_bilinear_clamped(src, r.x + u * r.z, r.y + v * r.w);
}
fn ftr_over(top: vec4<f32>, bottom: vec4<f32>) -> vec4<f32> {
return top + bottom * (1.0 - top.w);
}
fn ftr_faces(mode: u32, front: vec4<f32>, back: vec4<f32>) -> vec4<f32> {
if (mode == 1u) {
return front;
}
if (mode == 2u) {
return back;
}
return ftr_over(front, back);
}
// Cylinder: u[0].x = render; f[0] = (cx, cy, radius, layer height); f[2].x = rotation.
@compute @workgroup_size(16, 16)
fn ftr_cylinder(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let d = ftr_centre(p) - P.f[0].xy;
let v = d.y / P.f[0].w + 0.5;
let s = d.x / P.f[0].z;
if (abs(s) >= 1.0) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let tau = 6.283185307179586;
let th = asin(s);
let cz = cos(th);
let spin = P.f[2].x;
let front = ftr_shade(ftr_texel((th + spin) / tau + 0.5, v), vec3<f32>(s, 0.0, cz));
let back = ftr_shade(ftr_texel((3.141592653589793 - th + spin) / tau + 0.5, v), vec3<f32>(-s, 0.0, cz));
textureStore(out, p, ftr_faces(P.u[0].x, front, back));
}
// Sphere: u[0].x = render; f[0] = (cx, cy, radius); f[7..10] = the rotation matrix rows.
fn ftr_sphere_tex(q: vec3<f32>) -> vec4<f32> {
let m0 = P.f[7].xyz;
let m1 = P.f[8].xyz;
let m2 = P.f[9].xyz;
let t = m0 * q.x + m1 * q.y + m2 * q.z;
let lat = asin(clamp(t.y, -1.0, 1.0));
return ftr_texel(ftr_lon_u(t.x, t.z), lat / 3.141592653589793 + 0.5);
}
@compute @workgroup_size(16, 16)
fn ftr_sphere(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let sxy = (ftr_centre(p) - P.f[0].xy) / P.f[0].z;
let d2 = sxy.x * sxy.x + sxy.y * sxy.y;
if (d2 >= 1.0) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let z = sqrt(1.0 - d2);
let front = ftr_shade(ftr_sphere_tex(vec3<f32>(sxy, z)), vec3<f32>(sxy, z));
let back = ftr_shade(ftr_sphere_tex(vec3<f32>(sxy, -z)), vec3<f32>(-sxy, z));
textureStore(out, p, ftr_faces(P.u[0].x, front, back));
}
// ---------------------------------------------------------------- CC Spotlight (perspective::spotlight)
// u[0].x = light only; f[0] = (from x, y, height, intensity); f[1] = (axis, inner angle);
// f[2] = (colour, cone angle).
@compute @workgroup_size(16, 16)
fn ftr_spot(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let d = ftr_centre(p) - P.f[0].xy;
let v = normalize(vec3<f32>(d, -P.f[0].z));
let axis = P.f[1].xyz;
// acos(v · axis), well conditioned near the axis.
let ang = atan2(length(cross(v, axis)), dot(v, axis));
let m = (1.0 - ftr_smoothstep(P.f[1].w, P.f[2].w, ang)) * P.f[0].w;
let px = textureLoad(src, p, 0);
if (P.u[0].x != 0u) {
let a = clamp(m, 0.0, 1.0);
textureStore(out, p, vec4<f32>(P.f[2].xyz * a, a));
} else {
textureStore(out, p, vec4<f32>(px.xyz * (m * P.f[2].xyz), px.w));
}
}
// ---------------------------------------------------------------- CC Environment (perspective2::cc_environment)
// aux = the relief height map (x); data = the environment image (rows). u[0].x = mapping;
// f[0] = (1 / buffer scale, height, environment scale); f[1] = (environment offset, size).
fn ftr_env_uv(mapping: u32, r: vec3<f32>) -> vec2<f32> {
if (mapping == 1u) {
let m = 2.0 * max(sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0)), 1e-9);
return vec2<f32>(0.5 + r.x / m, 0.5 + r.y / m);
}
if (mapping == 2u) {
let ax = abs(r.x);
let ay = abs(r.y);
let az = abs(r.z);
var cr: vec4<f32>;
if (ax >= ay && ax >= az) {
if (r.x > 0.0) {
cr = vec4<f32>(2.0, 1.0, -r.z / ax, r.y / ax);
} else {
cr = vec4<f32>(0.0, 1.0, r.z / ax, r.y / ax);
}
} else if (ay >= az) {
if (r.y < 0.0) {
cr = vec4<f32>(1.0, 0.0, r.x / ay, -r.z / ay);
} else {
cr = vec4<f32>(1.0, 2.0, r.x / ay, r.z / ay);
}
} else if (r.z > 0.0) {
cr = vec4<f32>(1.0, 1.0, r.x / az, r.y / az);
} else {
cr = vec4<f32>(1.0, 3.0, r.x / az, -r.y / az);
}
return vec2<f32>((cr.x + (cr.z + 1.0) * 0.5) / 3.0, (cr.y + (cr.w + 1.0) * 0.5) / 4.0);
}
let lat = asin(clamp(r.y, -1.0, 1.0));
return vec2<f32>(ftr_lon_u(r.x, r.z), 0.5 + lat / 3.141592653589793);
}
@compute @workgroup_size(16, 16)
fn ftr_env(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let a = textureLoad(src, p, 0).w;
if (a <= 0.0) {
textureStore(out, p, vec4<f32>(0.0));
return;
}
let g = ftr_grad(p) * P.f[0].x;
let height = P.f[0].y;
let n = normalize(vec3<f32>(-g.x * height, -g.y * height, 1.0));
let d = -n.z;
let r = vec3<f32>(-2.0 * d * n.x, -2.0 * d * n.y, -(-1.0 - 2.0 * d * n.z));
let uv = ftr_env_uv(P.u[0].x, r);
let es = P.f[0].z;
let ex = fract_euclid(uv.x) * P.f[1].z * es + P.f[1].x;
let ey = clamp(uv.y, 0.0, 1.0) * P.f[1].w * es + P.f[1].y;
let env = ftr_row_bilinear_clamped(ex, ey);
let ec = env.xyz * (1.0 / max(env.w, 1e-3));
textureStore(out, p, vec4<f32>(ec * a, a));
}
// ---------------------------------------------------------------- 3D Glasses (perspective2::glasses_3d)
// Translate by f[0].xy (perspective2::shift).
@compute @workgroup_size(16, 16)
fn ftr_shift(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let f = ftr_centre(p) - P.f[0].xy;
textureStore(out, p, sample_bilinear(src, f.x, f.y));
}
// src = left view, aux = right view. u[0].x = 3D view; f[0] = (width, height, balance).
@compute @workgroup_size(16, 16)
fn ftr_glasses(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
if (!ftr_inside(p)) {
return;
}
let f = ftr_centre(p);
let w = P.f[0].x;
let h = P.f[0].y;
let k = P.f[0].z;
let view = P.u[0].x;
var o: vec4<f32>;
if (view == 0u) {
if (f.x < w * 0.5) {
o = sample_bilinear(src, f.x * 2.0, f.y);
} else {
o = sample_bilinear(aux, (f.x - w * 0.5) * 2.0, f.y);
}
} else if (view == 1u) {
if (f.y < h * 0.5) {
o = sample_bilinear(src, f.x, f.y * 2.0);
} else {
o = sample_bilinear(aux, f.x, (f.y - h * 0.5) * 2.0);
}
} else if (view == 2u) {
if (p.y % 2 == 0) {
o = textureLoad(src, p, 0);
} else {
o = textureLoad(aux, p, 0);
}
} else {
let lp = textureLoad(src, p, 0);
let rp = textureLoad(aux, p, 0);
let lc = ftr_unpremul(lp);
let rc = ftr_unpremul(rp);
let a = max(max(lp.w, 0.0), max(rp.w, 0.0));
let ll = luminance(lc);
let rl = luminance(rc);
var c: vec3<f32>;
switch view {
case 3u: {
c = vec3<f32>(ll, rl, 0.0);
}
case 4u: {
c = vec3<f32>(ll, 0.0, rl);
}
case 5u: {
c = vec3<f32>(lc.x + (ll - lc.x) * k, rc.y, rc.z);
}
case 6u: {
c = vec3<f32>(ll * (1.0 - 0.5 * k) + lc.x * 0.5 * k, rl, 0.0);
}
case 7u: {
c = vec3<f32>(ll * (1.0 - 0.5 * k) + lc.x * 0.5 * k, 0.0, rl);
}
default: {
c = abs(lc - rc);
}
}
o = vec4<f32>(c * a, a);
}
textureStore(out, p, o);
}
+32
View File
@@ -0,0 +1,32 @@
// Environment Light Background layers (`three_d::compose::draw_sky`): the layer's
// equirectangular image looked up by each pixel's view ray through the camera, composited over
// the canvas. src = the canvas, aux = the layer's buffer. f[0] = (forward, zoom); f[1] =
// (right, orthographic); f[2] = (down, environment rotation); f[3] = (x offset, y offset,
// 1 / scale, opacity) with the offsets ROI / scale − view size / 2; f[4] = (image width, height).
@compute @workgroup_size(16, 16)
fn adv_sky(@builtin(global_invocation_id) gid: vec3<u32>) {
let p = vec2<i32>(gid.xy);
let dims = out_dims();
if (p.x >= dims.x || p.y >= dims.y) {
return;
}
let fwd = P.f[0].xyz;
var dir = fwd;
if (P.f[1].w == 0.0) {
let cx = (f32(p.x) + 0.5) * P.f[3].z + P.f[3].x;
let cy = (f32(p.y) + 0.5) * P.f[3].z + P.f[3].y;
dir = normalize(fwd * P.f[0].w + P.f[1].xyz * cx + P.f[2].xyz * cy);
}
// shade::equirect_uv.
let pi = 3.141592653589793;
var u = 0.5 + (atan2(dir.x, dir.z) + P.f[2].w) / (2.0 * pi);
let v = acos(clamp(-dir.y, -1.0, 1.0)) / pi;
u = u - floor(u);
let iw = P.f[4].x;
let ih = P.f[4].y;
let s = sample_bilinear(aux, clamp(u * iw, 0.5, iw - 0.5), clamp(v * ih, 0.5, ih - 0.5));
let op = P.f[3].w;
let d = textureLoad(src, p, 0);
textureStore(out, p, s * op + d * (1.0 - s.w * op));
}
+88 -1
View File
@@ -356,7 +356,7 @@ fn gpu_compositor_draws_advanced_3d_runs_on_the_device() {
let (share, max) = off_share(&cpu.data, &gimg.data);
eprintln!("walk: {:.3} % beyond 1/255 (max {max:.4})", share * 100.0);
assert!(share <= 0.01, "{:.3} % of pixels differ", share * 100.0);
// A blend mode in the run takes the CPU's 2D path (its scene still renders on the GPU).
// A blend mode in the run takes the 2D compositing path (`SplitRun`, also on the GPU).
p.comp_mut(cid).unwrap().layers.iter_mut().find(|l| l.switches.three_d && !l.is_light() && l.source.is_av()).unwrap().blend_mode =
effectcraft_color::BlendMode::Screen;
let (ctx, run) = run_of(&p, cid);
@@ -440,3 +440,90 @@ fn gpu_environment_light_on_flat_extrusions_has_no_nan() {
assert_eq!(nan, 0, "non-finite pixels");
compare(&s, &g);
}
/// Advanced 3D runs whose layers take the 2D compositing path (blend modes, a 2D and a 3D track
/// matte, Preserve Transparency) and environment backgrounds composite on the GPU: against the
/// CPU compositor on the same (GPU) rasters they agree to float rounding; against the CPU
/// rasteriser within the raster tolerance.
#[test]
fn gpu_compositor_draws_split_advanced_3d_runs_and_skies() {
let Some(g) = gpu() else { return };
for case in 0..10 {
let (mut p, cid) = scene_project();
if case >= 4 {
p.settings.bit_depth = effectcraft_project::BitDepth::Bpc32;
}
let classic = case >= 8;
let case = if classic { 3 } else { case % 4 };
if classic {
// Classic 3D: the sky on the GPU too, then the run's planes.
p.comp_mut(cid).unwrap().renderer = R3::Classic3D;
}
let bg = p.add_item("B", Default::default(), None, ItemKind::Solid(Solid { color: [0.1, 0.1, 0.15], width: 240, height: 160, pixel_aspect: 1.0 }));
let comp = p.comp(cid).unwrap().clone();
let l = build::layer(&mut p, &comp, "B", LayerSource::Solid { item: bg }, (240, 160), None);
p.comp_mut(cid).unwrap().layers.push(l);
// A varying environment image (so the sky's lookup shows; a CPU effect, so the frame's
// only readback is its own).
let mut next = p.next_id;
let spec = effectcraft_effects::find("ec.generate.lensflare").unwrap();
let ramp = effectcraft_effects::instantiate(spec, &mut build::Ids(&mut next), spec.name, [32.0, 16.0]);
p.next_id = next;
if case == 3 {
// A 2D track matte layer above the run.
let sid = p.add_item("M", Default::default(), None, ItemKind::Solid(Solid { color: [1.0, 1.0, 1.0], width: 120, height: 90, pixel_aspect: 1.0 }));
add(&mut p, cid, LayerSource::Solid { item: sid }, |m| {
m.switches.video = false;
set(m, "transform/rotation", Value::Scalar(20.0));
});
}
let c = p.comp_mut(cid).unwrap();
let env = c.layers.iter_mut().find(|l| l.environment).unwrap();
env.props.sub_mut("effects").unwrap().children.push(ramp.into());
let ids: Vec<_> = c.layers.iter().filter(|l| l.switches.three_d && !l.is_light() && !l.environment && l.source.is_av()).map(|l| l.id).collect();
let top = c.layers[0].id;
fn by_id(c: &mut Comp, id: effectcraft_project::LayerId) -> &mut effectcraft_project::Layer {
c.layers.iter_mut().find(|l| l.id == id).unwrap()
}
match case {
0 => by_id(c, ids[1]).blend_mode = effectcraft_color::BlendMode::Screen,
1 => {
// The card is a 3D track matte (luma) for the sphere; the torus multiplies.
let card = ids[0];
by_id(c, ids[1]).blend_mode = effectcraft_color::BlendMode::Multiply;
by_id(c, ids[2]).track_matte = Some(effectcraft_project::TrackMatte { layer: card, kind: effectcraft_project::MatteKind::Luma });
by_id(c, ids[0]).switches.video = false;
}
2 => {
// Preserve Transparency and an Overlay layer.
by_id(c, ids[0]).preserve_transparency = true;
by_id(c, ids[1]).blend_mode = effectcraft_color::BlendMode::Overlay;
}
_ => {
// An environment background behind the run, and the 2D track matte.
c.layers.iter_mut().find(|l| l.environment).unwrap().environment_background = true;
by_id(c, ids[0]).track_matte = Some(effectcraft_project::TrackMatte { layer: top, kind: effectcraft_project::MatteKind::Alpha });
}
}
let (ctx, run) = run_of(&p, cid);
let r0 = Renderer::new(&p, &NoFootage, RenderOpts::default());
if case < 3 {
assert!(r0.split_adv_run(&ctx, &run, (240, 160)).is_some(), "case {case}: split");
}
let cpu = r0.comp_frame(cid, Tick::ZERO);
let mut r = Renderer::new(&p, &NoFootage, RenderOpts { backend: effectcraft_render::Backend::Gpu, ..Default::default() });
r.accel = Some(&g);
// The CPU compositor on the GPU's rasters.
let hybrid = r.comp_frame_cpu(cid, Tick::ZERO);
let before = g.context().transfer_stats().readbacks;
let gimg = g.render(&r, cid, Tick::ZERO).expect("gpu walk");
// On the device end to end: the frame's own readback only (no CPU fallback).
assert_eq!(g.context().transfer_stats().readbacks - before, 1, "case {case}: readbacks");
let (share, max) = off_share(&hybrid.data, &gimg.data);
eprintln!("split case {case}: gpu walk vs cpu compositing {:.4} % beyond 1/255 (max {max:.4})", share * 100.0);
assert!(share <= 0.001, "case {case}: {:.3} % of pixels differ (max {max})", share * 100.0);
let (share, max) = off_share(&cpu.data, &gimg.data);
eprintln!("split case {case}: gpu vs cpu {:.3} % beyond 1/255 (max {max:.4})", share * 100.0);
assert!(share <= 0.015, "case {case}: {:.3} % of pixels differ from the CPU", share * 100.0);
}
}
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//! GPU CC light effects (CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe) vs
//! the CPU effects (the oracle): direct on a buffer at full and half resolution, as
//! adjustment, and composited at 8 and 32 bpc.
use effectcraft_keyframe::Value;
use crate::tests::{c, effect_case, n};
fn e(v: u32) -> Value {
Value::Enum(v)
}
fn on() -> Value {
Value::Bool(true)
}
fn pt(x: f64, y: f64) -> Value {
Value::Vec2([x, y])
}
#[test]
fn light_rays() {
effect_case("ec.generate.cclightrays", &[("center", pt(30.0, 20.0))]);
effect_case(
"ec.generate.cclightrays",
&[("center", pt(40.0, 18.0)), ("intensity", n(250.0)), ("radius", n(15.0)), ("shape", e(1)), ("transferMode", e(1))],
);
effect_case(
"ec.generate.cclightrays",
&[("intensity", n(80.0)), ("colorFromSource", Value::Bool(false)), ("color", c(1.0, 0.6, 0.2)), ("transferMode", e(2)), ("warpSoftness", n(120.0))],
);
effect_case("ec.generate.cclightrays", &[("intensity", n(150.0)), ("transferMode", e(3)), ("radius", n(25.0))]);
}
#[test]
fn light_burst() {
effect_case("ec.generate.cclightburst", &[("center", pt(30.0, 20.0)), ("burst", e(1))]);
effect_case("ec.generate.cclightburst", &[("rayLength", n(80.0)), ("burst", e(2)), ("intensity", n(150.0))]);
effect_case("ec.generate.cclightburst", &[("rayLength", n(30.0)), ("setColor", on()), ("color", c(0.3, 0.7, 1.0)), ("burst", e(1))]);
effect_case("ec.generate.cclightburst", &[("rayLength", n(40.0))]);
}
#[test]
fn light_sweep() {
effect_case("ec.generate.cclightsweep", &[("center", pt(30.0, 20.0))]);
effect_case("ec.generate.cclightsweep", &[("shape", e(0)), ("width", n(30.0)), ("edgeThickness", n(4.0)), ("lightReceptionMode", e(1))]);
effect_case("ec.generate.cclightsweep", &[("shape", e(2)), ("direction", n(60.0)), ("lightReceptionMode", e(2)), ("lightColor", c(1.0, 0.8, 0.4))]);
effect_case("ec.generate.cclightsweep", &[("edgeThickness", n(0.0)), ("sweepIntensity", n(120.0))]);
}
#[test]
fn light_wipe() {
effect_case("ec.transition.cclightwipe", &[("completion", n(40.0)), ("center", pt(30.0, 20.0))]);
effect_case("ec.transition.cclightwipe", &[("completion", n(25.0)), ("shape", e(0)), ("direction", n(30.0)), ("colorFromSource", on())]);
effect_case("ec.transition.cclightwipe", &[("completion", n(60.0)), ("shape", e(2)), ("reverse", on()), ("color", c(0.2, 0.9, 0.5))]);
}
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//! GPU Numbers and Timecode vs the CPU effects (the oracle): direct on a buffer at full and half
//! resolution, as adjustment, and composited at 8 and 32 bpc.
use effectcraft_keyframe::Value;
use crate::tests::{c, effect_case, n};
fn e(v: u32) -> Value {
Value::Enum(v)
}
fn pt(x: f64, y: f64) -> Value {
Value::Vec2([x, y])
}
#[test]
fn numbers() {
effect_case("ec.text.numbers", &[("format/value", n(42.5)), ("size", n(14.0))]);
effect_case(
"ec.text.numbers",
&[("format/value", n(-7.0)), ("size", n(12.0)), ("fillAndStroke/displayOptions", e(2)), ("fillAndStroke/strokeWidth", n(1.5)), ("tracking", n(2.0))],
);
effect_case(
"ec.text.numbers",
&[
("format/value", n(3.25)),
("size", n(16.0)),
("fillAndStroke/displayOptions", e(3)),
("fillAndStroke/fillColor", c(0.2, 0.6, 1.0)),
("compositeOnOriginal", Value::Bool(false)),
],
);
effect_case("ec.text.numbers", &[("size", n(10.0)), ("fillAndStroke/displayOptions", e(1)), ("fillAndStroke/position", pt(20.0, 15.0))]);
}
#[test]
fn timecode() {
effect_case("ec.text.timecode", &[("textSize", n(10.0)), ("textPosition", pt(35.0, 22.0))]);
effect_case(
"ec.text.timecode",
&[("textSize", n(9.0)), ("displayFormat", e(1)), ("renderOnOriginal", Value::Bool(false)), ("textColor", c(1.0, 0.8, 0.1))],
);
effect_case("ec.text.timecode", &[("textSize", n(8.0)), ("showBox", Value::Bool(true)), ("boxColor", c(0.1, 0.1, 0.4)), ("opacity", n(70.0))]);
}
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//! GPU time effects (Time Difference, Time Displacement, CC Force Motion Blur, CC Wide Time,
//! Pixel Motion Blur, Timewarp) vs the CPU effects (the oracle). They fetch other frames through
//! the effect host: a precomp whose content moves, at a nonzero time, composited at 8 and
//! 32 bpc (the direct cases have no host and pass the layer through).
use effectcraft_color::Label;
use effectcraft_keyframe::{Keyframe, Value};
use effectcraft_project::{BitDepth, Comp, ItemKind, LayerSource, build};
use effectcraft_render::RenderOpts;
use effectcraft_time::{FrameRate, Tick};
use crate::tests::{Scene, check, compare_at, effect_case, n, opts, set, v3};
fn e(v: u32) -> Value {
Value::Enum(v)
}
fn on() -> Value {
Value::Bool(true)
}
/// `id` with `vals` on a moving precomp; `map` adds a hidden footage layer and sets parameter
/// `map` to it.
fn moving(id: &str, vals: &[(&str, Value)], map: Option<&str>) {
for depth in [BitDepth::Bpc8, BitDepth::Bpc32] {
let mut s = Scene::new(depth);
let bg = s.solid([0.15, 0.1, 0.2], 97, 61);
s.push(bg);
let mut vals = vals.to_vec();
if let Some(param) = map {
let mut m = s.footage(50, 36);
m.switches.video = false;
let mid = s.push(m);
vals.push((param, Value::Layer(Some(mid.0))));
}
let inner = Comp::new(60, 40, FrameRate::FPS_30, Tick::from_seconds_f64(2.0));
let inner_id = s.p.add_item("Inner", Label::Sandstone, None, ItemKind::Comp(inner.into()));
let mut a = s.footage(30, 24);
let pos = a.props.prop_mut("transform/position").unwrap();
pos.keys = vec![Keyframe::new(Tick::ZERO, v3(10.0, 12.0)), Keyframe::new(Tick::from_seconds_f64(1.0), v3(50.0, 30.0))];
let rot = a.props.prop_mut("transform/rotation").unwrap();
rot.keys = vec![Keyframe::new(Tick::ZERO, Value::Scalar(0.0)), Keyframe::new(Tick::from_seconds_f64(1.0), Value::Scalar(90.0))];
s.p.comp_mut(inner_id).unwrap().layers = vec![a];
let mut l = build::layer(&mut s.p, &s.comp, "Inner", LayerSource::Comp { item: inner_id }, (60, 40), None);
s.effect(&mut l, id, &vals);
set(&mut l, "transform/rotation", Value::Scalar(8.0));
s.push(l);
let t = Tick::from_seconds_f64(0.4);
let label = format!("{id} {vals:?} {depth:?}");
check(&label, compare_at(&s, opts(), t), 0.0);
check(&format!("{label} half"), compare_at(&s, RenderOpts { scale: 0.5, ..opts() }, t), 0.0);
}
}
#[test]
fn without_a_host() {
for id in
["ec.time.timedifference", "ec.time.timedisplacement", "ec.time.ccforcemotionblur", "ec.time.ccwidetime", "ec.time.pixelmotionblur", "ec.time.timewarp"]
{
effect_case(id, &[]);
}
}
#[test]
fn frame_averages() {
moving("ec.time.ccforcemotionblur", &[], None);
moving("ec.time.ccforcemotionblur", &[("motionBlurLevels", n(5.0)), ("shutterAngle", n(400.0))], None);
moving("ec.time.ccwidetime", &[], None);
moving("ec.time.ccwidetime", &[("forwardSteps", n(1.0)), ("backwardSteps", n(4.0))], None);
moving("ec.time.pixelmotionblur", &[], None);
moving("ec.time.pixelmotionblur", &[("shutterControl", e(1)), ("shutterAngle", n(300.0)), ("shutterSamples", n(5.0))], None);
}
#[test]
fn time_difference() {
moving("ec.time.timedifference", &[("timeOffset", n(-0.1))], None);
for alpha in 0..9 {
moving(
"ec.time.timedifference",
&[("timeOffset", n(0.2)), ("contrast", n(40.0)), ("absoluteDifference", Value::Bool(alpha % 2 == 0)), ("alphaChannel", e(alpha))],
None,
);
}
moving("ec.time.timedifference", &[("timeOffset", n(0.1)), ("alphaChannel", e(2))], Some("targetLayer"));
}
#[test]
fn time_displacement() {
moving("ec.time.timedisplacement", &[("maxDisplacementTime", n(0.3)), ("timeResolution", n(10.0))], None);
moving("ec.time.timedisplacement", &[("maxDisplacementTime", n(0.5)), ("timeResolution", n(30.0))], Some("displacementMapLayer"));
moving("ec.time.timedisplacement", &[("maxDisplacementTime", n(2.0)), ("stretchMap", Value::Bool(false))], Some("displacementMapLayer"));
}
#[test]
fn timewarp() {
for method in 0..3 {
moving("ec.time.timewarp", &[("method", e(method)), ("speed", n(37.0))], None);
}
moving("ec.time.timewarp", &[("method", e(1)), ("adjustTimeBy", e(1)), ("sourceFrame", n(7.4))], None);
moving("ec.time.timewarp", &[("method", e(2)), ("speed", n(43.0)), ("motionBlur/enableMotionBlur", on()), ("motionBlur/shutterSamples", n(3.0))], None);
moving(
"ec.time.timewarp",
&[
("speed", n(61.0)),
("tuning/filtering", e(1)),
("tuning/errorThreshold", n(30.0)),
("sourceCrops/leftCrop", n(4.0)),
("sourceCrops/topCrop", n(3.0)),
],
None,
);
moving("ec.time.timewarp", &[("speed", n(55.0)), ("tuning/buildFromOneImage", on())], None);
moving("ec.time.timewarp", &[("speed", n(47.0))], Some("warpLayer"));
// A Matte Layer renders on the CPU (catalog::gpu_supported).
moving("ec.time.timewarp", &[("speed", n(47.0)), ("show", e(0))], Some("matteLayer"));
}
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//! GPU transition and perspective effects (Block Dissolve, the CC transitions, Radial Shadow,
//! CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC Spotlight, CC Environment, 3D Glasses)
//! vs the CPU effects (the oracle): direct on a buffer at full and half resolution, as
//! adjustment, and composited at 8 and 32 bpc; effects reading other layers also with a layer
//! chosen.
use effectcraft_keyframe::Value;
use effectcraft_project::BitDepth;
use effectcraft_render::RenderOpts;
use effectcraft_time::Tick;
use crate::tests::{Scene, c, check, compare_at, effect_case, n, opts, set};
fn e(v: u32) -> Value {
Value::Enum(v)
}
fn on() -> Value {
Value::Bool(true)
}
fn pt(x: f64, y: f64) -> Value {
Value::Vec2([x, y])
}
#[test]
fn block_dissolve() {
effect_case("ec.transition.blockdissolve", &[("completion", n(40.0))]);
effect_case("ec.transition.blockdissolve", &[("completion", n(55.0)), ("blockWidth", n(7.0)), ("blockHeight", n(5.5)), ("feather", n(3.0))]);
effect_case("ec.transition.blockdissolve", &[("completion", n(30.0)), ("blockWidth", n(4.3)), ("blockHeight", n(9.0)), ("softEdges", Value::Bool(false))]);
}
#[test]
fn grid_and_scale_wipes() {
effect_case("ec.transition.ccgridwipe", &[("completion", n(40.0)), ("center", pt(33.0, 21.0))]);
effect_case("ec.transition.ccgridwipe", &[("completion", n(60.0)), ("rotation", n(20.0)), ("border", n(3.0)), ("tiles", n(7.0)), ("shape", e(0))]);
effect_case("ec.transition.ccgridwipe", &[("completion", n(35.0)), ("shape", e(2)), ("reverse", on()), ("tiles", n(5.0))]);
effect_case("ec.transition.ccradialscalewipe", &[("completion", n(40.0)), ("center", pt(30.0, 20.0))]);
effect_case("ec.transition.ccradialscalewipe", &[("completion", n(30.0)), ("center", pt(40.0, 25.0)), ("reverse", on())]);
effect_case("ec.transition.ccscalewipe", &[("stretch", n(2.0)), ("center", pt(30.0, 20.0))]);
effect_case("ec.transition.ccscalewipe", &[("stretch", n(0.7)), ("direction", n(200.0))]);
}
#[test]
fn gradient_driven_wipes() {
effect_case("ec.transition.ccglasswipe", &[("completion", n(45.0))]);
effect_case("ec.transition.ccglasswipe", &[("completion", n(30.0)), ("softness", n(40.0)), ("displacementAmount", n(25.0))]);
effect_case("ec.transition.ccimagewipe", &[("completion", n(50.0))]);
effect_case(
"ec.transition.ccimagewipe",
&[("completion", n(40.0)), ("property", e(5)), ("blur", n(4.0)), ("inverseGradient", on()), ("borderSoftness", n(20.0))],
);
effect_case("ec.transition.ccimagewipe", &[("completion", n(60.0)), ("property", e(6)), ("autoSoftness", Value::Bool(false))]);
effect_case("ec.transition.ccwarpomatic", &[("completion", n(40.0))]);
effect_case("ec.transition.ccwarpomatic", &[("completion", n(55.0)), ("reactor", e(1)), ("warpDirection", e(1))]);
effect_case("ec.transition.ccwarpomatic", &[("completion", n(35.0)), ("reactor", e(2)), ("warpDirection", e(2)), ("blendSpan", n(30.0))]);
}
#[test]
fn geometric_transitions() {
effect_case("ec.transition.ccjaws", &[("completion", n(30.0)), ("center", pt(33.0, 21.0))]);
for shape in 1..4 {
effect_case("ec.transition.ccjaws", &[("completion", n(20.0)), ("shape", e(shape)), ("direction", n(25.0)), ("width", n(13.0))]);
}
effect_case("ec.transition.cclinesweep", &[("completion", n(40.0))]);
effect_case(
"ec.transition.cclinesweep",
&[("completion", n(50.0)), ("direction", n(35.0)), ("slant", n(-12.0)), ("thickness", n(7.0)), ("flipDirection", on())],
);
effect_case("ec.transition.cctwister", &[("completion", n(30.0)), ("center", pt(33.0, 21.0))]);
effect_case("ec.transition.cctwister", &[("completion", n(60.0)), ("axis", n(10.0)), ("shading", Value::Bool(false))]);
}
#[test]
fn perspective() {
effect_case("ec.perspective.radialshadow", &[("lightSource", pt(20.0, 10.0)), ("projectionDistance", n(15.0))]);
effect_case(
"ec.perspective.radialshadow",
&[
("lightSource", pt(50.0, 15.0)),
("softness", n(6.0)),
("render", e(1)),
("colorInfluence", n(60.0)),
("resizeLayer", on()),
("color", c(0.3, 0.0, 0.5)),
],
);
effect_case("ec.perspective.radialshadow", &[("shadowOnly", on()), ("opacity", n(80.0)), ("resizeLayer", on())]);
effect_case("ec.perspective.cccylinder", &[("position", pt(35.0, 22.0)), ("rotation", n(30.0))]);
effect_case("ec.perspective.cccylinder", &[("radius", n(60.0)), ("render", e(1)), ("lightDirection", n(70.0)), ("roughness", n(0.2))]);
effect_case("ec.perspective.cccylinder", &[("render", e(2)), ("lightHeight", n(20.0)), ("specular", n(60.0))]);
effect_case("ec.perspective.ccsphere", &[("offset", pt(35.0, 22.0)), ("radius", n(18.0)), ("rotationX", n(20.0)), ("rotationY", n(35.0))]);
effect_case("ec.perspective.ccsphere", &[("radius", n(20.0)), ("rotationZ", n(50.0)), ("render", e(2))]);
effect_case("ec.perspective.ccspotlight", &[("from", pt(15.0, 8.0)), ("to", pt(35.0, 22.0))]);
effect_case(
"ec.perspective.ccspotlight",
&[("from", pt(50.0, 5.0)), ("to", pt(30.0, 30.0)), ("coneAngle", n(35.0)), ("edgeSoftness", n(60.0)), ("render", e(1))],
);
effect_case("ec.perspective.ccspotlight", &[("to", pt(35.0, 22.0)), ("edgeSoftness", n(0.0)), ("color", c(1.0, 0.7, 0.3)), ("intensity", n(150.0))]);
for mapping in 0..3 {
effect_case("ec.perspective.ccenvironment", &[("mapping", e(mapping)), ("height", n(40.0))]);
}
effect_case("ec.perspective.ccenvironment", &[("filterEnvironment", Value::Bool(false))]);
for view in 0..9 {
effect_case("ec.perspective.3dglasses", &[("view3d", e(view)), ("sceneConvergence", n(4.0)), ("verticalAlignment", n(1.5))]);
}
effect_case("ec.perspective.3dglasses", &[("units", e(1)), ("sceneConvergence", n(3.0)), ("leftRightSwap", on()), ("balance", n(12.0))]);
}
#[test]
fn distort() {
effect_case("ec.distort.ccbender", &[("amount", n(40.0)), ("top", pt(35.0, 0.0)), ("base", pt(35.0, 44.0))]);
for style in 1..4 {
effect_case(
"ec.distort.ccbender",
&[("amount", n(-30.0)), ("style", e(style)), ("top", pt(20.0, 5.0)), ("base", pt(40.0, 40.0)), ("adjustToDistance", on())],
);
}
effect_case("ec.distort.ccblobbylize", &[]);
effect_case(
"ec.distort.ccblobbylize",
&[("property", e(4)), ("softness", n(3.0)), ("cutAway", n(30.0)), ("lightType", e(1)), ("lightPosition", pt(20.0, 10.0))],
);
effect_case("ec.distort.ccblobbylize", &[("property", e(5)), ("metal", n(30.0)), ("roughness", n(0.2))]);
}
/// Effects reading another layer (gradient, reveal, backside, environment, stereo views).
#[test]
fn with_other_layers() {
for depth in [BitDepth::Bpc8, BitDepth::Bpc32] {
let cases: Vec<(&str, Vec<(&str, Value)>)> = vec![
("ec.transition.ccglasswipe", vec![("completion", n(40.0)), ("gradientLayer", Value::Layer(None)), ("layerToReveal", Value::Layer(None))]),
("ec.transition.ccimagewipe", vec![("completion", n(45.0)), ("layer", Value::Layer(None))]),
("ec.transition.ccwarpomatic", vec![("completion", n(40.0)), ("reactorLayer", Value::Layer(None)), ("layerToReveal", Value::Layer(None))]),
("ec.transition.cctwister", vec![("completion", n(70.0)), ("backside", Value::Layer(None))]),
("ec.perspective.ccenvironment", vec![("environment", Value::Layer(None))]),
("ec.perspective.3dglasses", vec![("view3d", e(5)), ("leftView", Value::Layer(None)), ("sceneConvergence", n(3.0))]),
("ec.distort.ccblobbylize", vec![("blobLayer", Value::Layer(None))]),
];
for (id, vals) in cases {
let mut s = Scene::new(depth);
let bg = s.solid([0.15, 0.1, 0.2], 97, 61);
s.push(bg);
let mut other = s.footage(50, 36);
other.switches.video = false;
let oid = s.push(other);
let vals: Vec<(&str, Value)> = vals.into_iter().map(|(k, v)| (k, if v == Value::Layer(None) { Value::Layer(Some(oid.0)) } else { v })).collect();
let mut l = s.footage(70, 44);
s.effect(&mut l, id, &vals);
set(&mut l, "transform/rotation", Value::Scalar(8.0));
s.push(l);
let label = format!("{id} with a layer {depth:?}");
check(&label, compare_at(&s, opts(), Tick::ZERO), 0.0);
check(&format!("{label} half"), compare_at(&s, RenderOpts { scale: 0.5, ..opts() }, Tick::ZERO), 0.0);
}
}
}
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//! The per-frame compositing walk on the GPU: the same steps as `Renderer::draw_comp` (layer
//! order, 3D runs, collapsed precomps, track mattes, Preserve Transparency, layer styles, motion
//! blur, bit-depth quantisation, colour conversions), with layer pixels taken from the CPU
//! renderer and its layer cache. Classic 3D runs and adjustment layers run on the GPU; steps
//! without a GPU implementation (Advanced 3D runs, wireframes, anything a kernel declines) read
//! the canvas back, run on the CPU and upload the result.
//! renderer and its layer cache. Classic and Advanced 3D runs (environment skies included) and
//! adjustment layers run on the GPU; steps without a GPU implementation (anything a kernel
//! declines) read the canvas back, run on the CPU and upload the result.
use std::sync::Arc;
@@ -99,6 +99,17 @@ fn draw_comp<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, canvas: &mut
/// layers splitting the run as on the CPU; Advanced 3D, wireframes and runs the kernel cannot
/// hold draw on the CPU.
fn draw_3d<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Layer], canvas: &mut GpuImage) -> Option<()> {
// Environment Light Background layers: the sky behind the rest of the run (drawn first, as
// `three_d::compose::draw_run` does).
if run.iter().any(|l| l.environment_background) {
for l in run.iter().filter(|l| l.environment_background) {
if let Some(sky) = r.sky_draw(ctx, l) {
*canvas = crate::adv3d::sky(e, &sky, canvas)?;
}
}
let rest: Vec<&'a Layer> = run.iter().copied().filter(|l| !l.environment_background).collect();
return draw_3d(e, r, ctx, &rest, canvas);
}
if let Some(k) = run.iter().position(|l| l.switches.adjustment) {
draw_3d(e, r, ctx, &run[..k], canvas)?;
draw_layer(e, r, ctx, run[k], canvas)?;
@@ -115,6 +126,15 @@ fn draw_3d<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Laye
}
return Some(());
}
// Advanced 3D with layers on the 2D compositing path (blend modes, track mattes, Preserve
// Transparency).
if let Some(split) = r.split_adv_run(ctx, run, (canvas.width, canvas.height)) {
match draw_split(e, r, ctx, &split, canvas) {
Some(img) => *canvas = img,
None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?,
}
return Some(());
}
match r.prepare_3d_run(ctx, run, (canvas.width, canvas.height)).and_then(|prep| crate::classic3d::draw_run(e, &prep, canvas)) {
Some(img) => *canvas = img,
None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?,
@@ -122,6 +142,44 @@ fn draw_3d<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Laye
Some(())
}
/// `three_d::adv::draw_run`'s split path on the GPU canvas: the plain layers as one scene over
/// the canvas, then each special layer (far to near) rendered alone, hidden where the main
/// scene is nearer, matted (a 3D matte through the camera, else the 2D placement), Preserve
/// Transparency and blended. `None` = render the run on the CPU.
fn draw_split(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, split: &effectcraft_render::three_d::adv::SplitRun, canvas: &GpuImage) -> Option<GpuImage> {
let (w, h) = (canvas.width, canvas.height);
let main_prep = split.main();
if main_prep.out != (w, h) {
return None;
}
let encode = !main_prep.linear;
let main = crate::adv3d::resolve_run(e, &main_prep)?;
let mut cv = match &main {
Some(m) => crate::adv3d::finish(e, m, encode, Some(canvas)),
None => canvas.clone(),
};
for i in 0..split.len() {
let Some(iso) = crate::adv3d::resolve_run(e, &split.special(i))? else { continue };
let iso = match &main {
Some(m) => crate::adv3d::occluded(e, &iso, m, encode),
None => crate::adv3d::finish(e, &iso, encode, None),
};
let matte3d = split.with_matte3d(i, |p| match p {
None => Some(e.zeros(w, h)),
Some(p) => Some(match crate::adv3d::resolve_run(e, p)? {
Some(m) => crate::adv3d::finish(e, &m, encode, None),
None => e.zeros(w, h),
}),
});
let matte3d = match matte3d {
Some(m) => Some(m?),
None => None,
};
composite_iso_with(e, r, ctx, split.layer(i), iso, &mut cv, 1.0, matte3d, None)?;
}
Some(cv)
}
fn draw_collapsed<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, layer: &Layer, item: ItemId, canvas: &mut GpuImage) -> Option<()> {
let opacity = r.layer_opacity(ctx, layer);
if opacity <= 0.0 {
@@ -225,21 +283,44 @@ fn composite_layer(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, buf:
}
/// Track matte / Preserve Transparency on an isolated layer render, then blend.
fn composite_iso(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, mut iso: GpuImage, canvas: &mut GpuImage, opacity: f32) -> Option<()> {
fn composite_iso(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, iso: GpuImage, canvas: &mut GpuImage, opacity: f32) -> Option<()> {
composite_iso_with(e, r, ctx, layer, iso, canvas, opacity, None, r.pipe().levels)
}
/// `Renderer::composite_iso_with`: the matte from `matte_img` when given (a 3D matte drawn
/// through the camera), else the matte layer placed in 2D; the blend quantised to `levels`.
#[allow(clippy::too_many_arguments)]
fn composite_iso_with(
e: &mut Enc,
r: &Renderer,
ctx: &EvalCtx,
layer: &Layer,
mut iso: GpuImage,
canvas: &mut GpuImage,
opacity: f32,
matte_img: Option<GpuImage>,
levels: Option<f32>,
) -> Option<()> {
if let Some((m, kind)) = r.track_matte(ctx, layer) {
let mut mimg = e.zeros(canvas.width, canvas.height);
if m.is_active_at(ctx.time)
&& let Some(mb) = r.layer_buf(ctx, m)
{
let mo = ctx.opacity(m) as f32;
mimg = place(e, r, ctx, m, &mb, &mimg, BlendMode::Normal, mo, None)?;
}
let mimg = match matte_img.filter(|i| (i.width, i.height) == (canvas.width, canvas.height)) {
Some(i) => i,
None => {
let mut mimg = e.zeros(canvas.width, canvas.height);
if m.is_active_at(ctx.time)
&& let Some(mb) = r.layer_buf(ctx, m)
{
let mo = ctx.opacity(m) as f32;
mimg = place(e, r, ctx, m, &mb, &mimg, BlendMode::Normal, mo, None)?;
}
mimg
}
};
iso = ops::matte(e, &iso, &mimg, kind);
}
if layer.preserve_transparency {
iso = ops::preserve(e, &iso, canvas);
}
*canvas = ops::blend_full(e, canvas, &iso, layer.blend_mode, opacity, layer.id.0 as u32, r.pipe().levels);
*canvas = ops::blend_full(e, canvas, &iso, layer.blend_mode, opacity, layer.id.0 as u32, levels);
Some(())
}
+19
View File
@@ -1623,6 +1623,25 @@ impl<'a> Renderer<'a> {
three_d::adv::prepare_run(self, ctx, run, out)
}
/// A run of consecutive 3D layers of an Advanced 3D comp whose layers need the 2D
/// compositing path (blend mode, track matte, Preserve Transparency), split for an
/// accelerator's compositor ([`three_d::adv::SplitRun`]). `None` = [`Self::prepare_adv_run`]
/// covers it, or it isn't an Advanced 3D run.
pub fn split_adv_run<'p>(&'p self, ctx: &'p EvalCtx<'a>, run: &'p [&'p Layer], out: (u32, u32)) -> Option<three_d::adv::SplitRun<'p, 'a>> {
three_d::adv::split_run(self, ctx, run, out)
}
/// Whether the comp's 3D layers draw with the Advanced 3D renderer.
pub fn is_adv3d(&self, ctx: &EvalCtx) -> bool {
three_d::adv::active(self, ctx)
}
/// An Environment Light Background layer ready to draw on an accelerator
/// ([`three_d::SkyDraw`]; the CPU draws it in `draw_3d_run`). `None` = nothing to draw.
pub fn sky_draw(&self, ctx: &EvalCtx, layer: &Layer) -> Option<three_d::SkyDraw> {
three_d::compose::sky_draw(self, ctx, layer)
}
/// The pixels a Wireframe-quality layer sets (white, opaque) on a `size` canvas: its
/// bounds' outline, one pixel wide. Empty when the layer has no bounds.
pub fn wireframe_pixels(&self, ctx: &EvalCtx, layer: &Layer, size: (u32, u32)) -> Vec<(u32, u32)> {
+103 -23
View File
@@ -7,7 +7,9 @@
//! [`crate::Accelerator::raster_3d`], otherwise by the software rasteriser ([`raster`]), at 2×2
//! supersampling. The resolve (box filter), depth of field (a gather blur by each pixel's
//! circle of confusion, shaped by the camera's iris: [`dof`]) and the conversion back to the working encoding run on the CPU for
//! both paths, and the result is composited over the layers below the run.
//! both paths, and the result is composited over the layers below the run. An accelerator's
//! compositor runs all of it on the device: [`Prepared`] for whole runs, [`SplitRun`] for runs
//! with layers on the 2D compositing path (`draw_run`'s steps as data).
pub mod dof;
pub mod raster;
@@ -217,7 +219,7 @@ pub(crate) fn render_layers(r: &Renderer, ctx: &EvalCtx, layers: &[&Layer], out:
/// The run as one prepared scene for an accelerator's compositor when it can be composited
/// directly over the canvas (Normal-mode layers without track mattes or Preserve Transparency;
/// those go through [`draw_run`]'s 2D path; environment backgrounds draw their sky first). `None`
/// those go through `draw_run`'s 2D path; environment backgrounds draw their sky first). `None`
/// when the comp isn't Advanced 3D.
pub(crate) fn prepare_run<'p, 'a>(r: &'p Renderer<'a>, ctx: &'p EvalCtx<'a>, run: &'p [&'p Layer], out: (u32, u32)) -> Option<Prepared<'p, 'a>> {
if !active(r, ctx) || run.iter().any(|l| l.environment_background || needs_2d_composite(ctx, l)) {
@@ -226,6 +228,102 @@ pub(crate) fn prepare_run<'p, 'a>(r: &'p Renderer<'a>, ctx: &'p EvalCtx<'a>, run
Some(Prepared::new(r, ctx, run, out))
}
/// A run of an Advanced 3D comp whose layers need the 2D compositing path (blend modes, track
/// mattes, Preserve Transparency), prepared for an accelerator's compositor: `draw_run`'s
/// steps as data. The plain layers render as one scene ([`SplitRun::main`]) composited over the
/// canvas; then each special layer, from the farthest to the nearest, renders on its own
/// ([`SplitRun::special`]), is hidden where the main scene is nearer, and goes through the 2D
/// path with its track matte (a 3D matte layer drawn through the camera:
/// [`SplitRun::with_matte3d`]).
pub struct SplitRun<'p, 'a> {
r: &'p Renderer<'a>,
ctx: &'p EvalCtx<'a>,
out: (u32, u32),
plain: Vec<&'p Layer>,
/// Far to near.
special: Vec<&'p Layer>,
/// Per special layer: its 3D track matte drawn solo (and whether it is active now).
mattes: Vec<Option<(Layer, bool)>>,
}
impl<'p, 'a> SplitRun<'p, 'a> {
/// The plain layers as one scene.
pub fn main(&self) -> Prepared<'_, 'a> {
Prepared::new(self.r, self.ctx, &self.plain, self.out)
}
/// Number of special layers.
pub fn len(&self) -> usize {
self.special.len()
}
pub fn is_empty(&self) -> bool {
self.special.is_empty()
}
/// Special layer `i` (far to near).
pub fn layer(&self, i: usize) -> &'p Layer {
self.special[i]
}
/// Special layer `i` rendered on its own.
pub fn special(&self, i: usize) -> Prepared<'_, 'a> {
Prepared::new(self.r, self.ctx, std::slice::from_ref(&self.special[i]), self.out)
}
/// `f` with special layer `i`'s 3D track matte as a prepared run (`None` when the matte
/// layer isn't active: a transparent matte). `None` when the layer has no 3D matte (its
/// matte, if any, is placed in 2D as usual).
pub fn with_matte3d<R>(&self, i: usize, f: impl FnOnce(Option<&Prepared<'_, 'a>>) -> R) -> Option<R> {
let (solo, active) = self.mattes[i].as_ref()?;
if !*active {
return Some(f(None));
}
let layers = [solo];
let p = Prepared::new(self.r, self.ctx, &layers, self.out);
Some(f(Some(&p)))
}
}
/// The run split for an accelerator when some layer needs the 2D compositing path (`None` when
/// the comp isn't Advanced 3D, a layer is an environment background, or no layer needs it:
/// `prepare_run` then covers the run).
pub(crate) fn split_run<'p, 'a>(r: &'p Renderer<'a>, ctx: &'p EvalCtx<'a>, run: &'p [&'p Layer], out: (u32, u32)) -> Option<SplitRun<'p, 'a>> {
if !active(r, ctx) || run.iter().any(|l| l.environment_background) || !run.iter().any(|l| needs_2d_composite(ctx, l)) {
return None;
}
let (special, plain): (Vec<&Layer>, Vec<&Layer>) = run.iter().copied().partition(|l| needs_2d_composite(ctx, l));
let special = far_to_near(r, ctx, special);
let mattes = special.iter().map(|l| solo_matte(ctx, l)).collect();
Some(SplitRun { r, ctx, out, plain, special, mattes })
}
/// Special layers sorted by their anchor's camera depth, farthest first.
fn far_to_near<'p>(r: &Renderer, ctx: &EvalCtx, special: Vec<&'p Layer>) -> Vec<&'p Layer> {
let cam = camera_for(r, ctx);
let mut order: Vec<(f64, &Layer)> = special
.into_iter()
.map(|l| {
let anchor = l.transform().map_or([0.0; 3], |tr| ctx.v3(l, tr, "anchor", [0.0; 3]));
(cam.depth(ctx.world_matrix(l).apply(effectcraft_geom::Vec3::from(anchor))), l)
})
.collect();
order.sort_by(|a, b| b.0.total_cmp(&a.0));
order.into_iter().map(|(_, l)| l).collect()
}
/// A layer's 3D track matte, drawn through the camera on its own (no matte, Normal mode, no
/// Preserve Transparency, visible), and whether it is active now.
fn solo_matte(ctx: &EvalCtx, l: &Layer) -> Option<(Layer, bool)> {
let m = l.track_matte.and_then(|tm| ctx.comp.layer(tm.layer).filter(|m| m.id != l.id && m.is_3d()))?;
let mut solo = m.clone();
solo.track_matte = None;
solo.blend_mode = effectcraft_color::BlendMode::Normal;
solo.preserve_transparency = false;
solo.switches.video = true;
Some((solo, m.is_active_at(ctx.time)))
}
/// Layers whose blend mode, track matte or Preserve Transparency needs the 2D compositing path.
fn needs_2d_composite(ctx: &EvalCtx, l: &Layer) -> bool {
l.blend_mode != effectcraft_color::BlendMode::Normal
@@ -252,16 +350,7 @@ pub(crate) fn draw_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], canvas: &mut
if special.is_empty() {
return;
}
let cam = camera_for(r, ctx);
let mut order: Vec<(f64, &Layer)> = special
.into_iter()
.map(|l| {
let anchor = l.transform().map_or([0.0; 3], |tr| ctx.v3(l, tr, "anchor", [0.0; 3]));
(cam.depth(ctx.world_matrix(l).apply(effectcraft_geom::Vec3::from(anchor))), l)
})
.collect();
order.sort_by(|a, b| b.0.total_cmp(&a.0));
for (_, l) in order {
for l in far_to_near(r, ctx, special) {
let Some((mut iso, depth)) = render_layers(r, ctx, &[l], out) else { continue };
if let Some((m, md)) = &main {
iso.data.par_iter_mut().zip(depth.par_iter()).zip(m.data.par_iter().zip(md.par_iter())).for_each(|((p, z), (q, mz))| {
@@ -274,17 +363,8 @@ pub(crate) fn draw_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], canvas: &mut
});
}
// A 3D matte layer is drawn through the camera too.
let matte3d = l.track_matte.and_then(|tm| ctx.comp.layer(tm.layer).filter(|m| m.id != l.id && m.is_3d())).map(|m| {
let mut solo = m.clone();
solo.track_matte = None;
solo.blend_mode = effectcraft_color::BlendMode::Normal;
solo.preserve_transparency = false;
solo.switches.video = true;
if m.is_active_at(ctx.time) {
render_layers(r, ctx, &[&solo], out).map(|(i, _)| i).unwrap_or_else(|| Image::new(out.0, out.1))
} else {
Image::new(out.0, out.1)
}
let matte3d = solo_matte(ctx, l).map(|(solo, active)| {
if active { render_layers(r, ctx, &[&solo], out).map(|(i, _)| i).unwrap_or_else(|| Image::new(out.0, out.1)) } else { Image::new(out.0, out.1) }
});
r.composite_iso_with(ctx, l, iso, canvas, 1.0, matte3d);
}
+55 -14
View File
@@ -971,30 +971,71 @@ pub(crate) fn environment_rotation(ctx: &EvalCtx) -> f32 {
.to_radians() as f32
}
/// Draw an Environment Light Background layer: its (equirectangular) image looked up by each
/// pixel's view direction through the camera, as an infinitely distant backdrop.
pub(crate) fn draw_sky(r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut Image) {
let Some(buf) = r.blend_layer_buf(ctx, layer) else { return };
let img = &buf.img;
if img.width == 0 || img.height == 0 {
return;
/// An Environment Light Background layer ready to draw (see [`draw_sky`]): the layer's
/// buffer in the blending space, its opacity and the camera's view rays. Also handed to an
/// accelerator's compositor (`Renderer::sky_draw`).
#[derive(Clone)]
pub struct SkyDraw {
pub buf: Arc<Buf>,
pub opacity: f32,
/// Camera basis: forward, right, down.
pub fwd: [f64; 3],
pub right: [f64; 3],
pub down: [f64; 3],
pub zoom: f64,
pub ortho: bool,
/// View size (comp pixels), region-of-interest offset (output pixels), output scale.
pub view: (f64, f64),
pub roi: (f64, f64),
pub scale: f64,
/// The Environment light's rotation (radians).
pub rotation: f32,
}
pub(crate) fn sky_draw(r: &Renderer, ctx: &EvalCtx, layer: &Layer) -> Option<SkyDraw> {
let buf = r.blend_layer_buf(ctx, layer)?;
if buf.img.width == 0 || buf.img.height == 0 {
return None;
}
let op = (ctx.opacity(layer) as f32 * r.opacity_mul()).clamp(0.0, 1.0);
if op <= 0.0 {
return;
return None;
}
let cam = camera_for(r, ctx);
let (fwd, right, down) = (cam.forward(), cam.right(), cam.down());
let s = r.opts.scale.max(1e-9);
let (cw, ch) = view_size(r, ctx);
let (ox, oy) = r.roi_offset().map_or((0.0, 0.0), |(x, y, _, _)| (x, y));
let rot = environment_rotation(ctx);
let v3 = |v: Vec3| [v.x, v.y, v.z];
Some(SkyDraw {
buf,
opacity: op,
fwd: v3(cam.forward()),
right: v3(cam.right()),
down: v3(cam.down()),
zoom: cam.zoom,
ortho: cam.ortho,
view: view_size(r, ctx),
roi: r.roi_offset().map_or((0.0, 0.0), |(x, y, _, _)| (x, y)),
scale: r.opts.scale.max(1e-9),
rotation: environment_rotation(ctx),
})
}
/// Draw an Environment Light Background layer: its (equirectangular) image looked up by each
/// pixel's view direction through the camera, as an infinitely distant backdrop.
pub(crate) fn draw_sky(r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut Image) {
let Some(sky) = sky_draw(r, ctx, layer) else { return };
let img = &sky.buf.img;
let op = sky.opacity;
let v3 = |v: [f64; 3]| vec3(v[0], v[1], v[2]);
let (fwd, right, down) = (v3(sky.fwd), v3(sky.right), v3(sky.down));
let s = sky.scale;
let (cw, ch) = sky.view;
let (ox, oy) = sky.roi;
let rot = sky.rotation;
let (iw, ih) = (img.width as f64, img.height as f64);
canvas.rows_mut().for_each(|(y, row)| {
let cy = (y as f64 + 0.5 + oy) / s;
for (x, d) in row.iter_mut().enumerate() {
let cx = (x as f64 + 0.5 + ox) / s;
let dir = if cam.ortho { fwd } else { (fwd * cam.zoom + right * (cx - cw / 2.0) + down * (cy - ch / 2.0)).normalize() };
let dir = if sky.ortho { fwd } else { (fwd * sky.zoom + right * (cx - cw / 2.0) + down * (cy - ch / 2.0)).normalize() };
let (u, v) = super::adv::shade::equirect_uv([dir.x as f32, dir.y as f32, dir.z as f32], rot);
// Wrap horizontally across the seam.
let sx = (u as f64 * iw).clamp(0.5, iw - 0.5);
+1 -1
View File
@@ -17,7 +17,7 @@ mod tests;
mod tests_orient;
pub use camera::{CameraState, Dof, Rig, View3D, ViewCam, Views3D, active_camera, default_camera, default_view_cam};
pub use compose::{Geo as PlaneGeo, Plane3d, PlaneDof, Run3d};
pub use compose::{Geo as PlaneGeo, Plane3d, PlaneDof, Run3d, SkyDraw};
pub use light::{LightState, Material, lights_at};
use effectcraft_geom::Mat3;
+24 -10
View File
@@ -199,21 +199,35 @@ runs render on the GPU end to end (`gpu::adv3d`, `Renderer::prepare_adv_run` /
then compute kernels (`adv3d.wgsl`) resolve the 2×2 supersampling, average the sub-samples
(nearest depth), apply the depth-based iris depth of field with the Classic 3D bokeh spans
(`three_d::bokeh::kernel_spans`, highlight boost, progressive blur levels) and composite over the
GPU canvas; only the depth of field reads back its 8-byte radius range. Advanced 3D layers with
blend modes, track mattes or Preserve Transparency and environment backgrounds take the CPU's
2D compositing path (their scenes still render through `render_3d`). Wireframe outlines draw on
the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU
effects (`effects::GPU_EFFECTS`, 166 of them: blurs, colour correction, keying incl. Key Light,
mattes, channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC
Page Turn), Cartoon, bevels, shapes, transitions, generators, noise, grain and time; see
GPU canvas; only the depth of field reads back its 8-byte radius range. Runs whose layers need
the 2D compositing path (blend modes, track mattes, Preserve Transparency) come to the GPU as a
`three_d::adv::SplitRun` (`Renderer::split_adv_run`, `draw_run`'s steps as data): the plain
layers render as one scene over the canvas, then each special layer, farthest first, renders on
its own, is hidden where the main scene is nearer (`occlude`), and goes through the 2D matte /
Preserve Transparency / blend kernels (a 3D track matte renders solo through the camera).
Environment Light Background layers draw their sky in a kernel (`adv_sky`, from
`Renderer::sky_draw`) before the rest of the run, in Classic and Advanced 3D comps. Wireframe
outlines draw on the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU effects
(`effects::GPU_EFFECTS`, 196 of them: blurs, colour correction, keying incl. Key Light, mattes,
channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC Page
Turn, CC Bender, CC Blobbylize), Cartoon, bevels, shapes, the transitions (CC light family, CC
transitions, Block Dissolve), perspective (Radial Shadow, CC Cylinder / Sphere / Spotlight /
Environment, 3D Glasses), generators, noise, grain, text (Numbers, Timecode) and time; see
[effects.md](effects.md)) repeat the CPU effect's steps (padding, box radii, parameters, hashes)
as kernels, in one module per family (`gpu::fx_*` with `shaders/fx_*.wgsl`); consecutive GPU
effects run as one chain with one upload and one readback. Statistics that need the whole frame
(Auto Levels / Contrast / Color, Equalize, Shadow/Highlight, Color Stabilizer, Remove Grain's
noise level) are measured on the CPU from one readback and applied on the GPU; effects reading
other frames (Echo, Posterize Time) upload the frames the host renders. Settings a kernel cannot
match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's Fisheye and Twist past
50 % or with a distortion, whose Newton inverse wanders chaotically near the crease). Tests render
other frames (Echo, Posterize Time, Time Difference, Time Displacement, CC Force Motion Blur, CC
Wide Time, Pixel Motion Blur, Timewarp) upload the frames the host renders (`time_frames`) and
combine them on the GPU; Time Displacement's per-pixel times and Timewarp's motion vectors
(`time_fx::timewarp_plan`) are computed on the CPU. Numbers and Timecode rasterise their glyph
coverage on the CPU (`textfx::text_layer`) and composite it on the GPU. Other layers an effect
reads (gradients, reveals, environments) are fitted on the CPU (`util::fit_layer`) and uploaded.
Settings a kernel cannot match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's
Fisheye and Twist past 50 % or with a distortion, whose Newton inverse wanders chaotically near
the crease, and Timewarp with a Matte Layer); Card Wipe (the 3D card renderer of Card Dance and
Shatter) stays on the CPU. Tests render
scenes on both paths and compare them (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc); they skip without an
adapter. Working textures (premultiplied RGBA f32) come from a pool: a released texture is reused
once every encoder that could still read it has been submitted, transparent inputs share one
+31 -31
View File
@@ -5,7 +5,7 @@
EffectCraft ships 306 effects with 3009 parameters in total, grouped into the same categories as the Effects & Presets panel. Every effect is our own implementation, written from public behaviour descriptions and standard image-processing literature. Parameter names, order, popup options, units, defaults and ranges follow the reference application so that projects, expressions and muscle memory carry over.
- **GPU**: 166 effects also run on the GPU compositor with identical results.
- **GPU**: 196 effects also run on the GPU compositor with identical results.
- **32**: 306 effects process 32-bit float (HDR, overbright) pixels without clamping.
- **Status**: 306 implemented in full, 0 partial (what is missing is listed).
@@ -133,8 +133,8 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
| Bezier Warp | `ec.distort.bezierwarp` | 13 | GPU | 32 | Implemented |
| Bulge | `ec.distort.bulge` | 6 | GPU | 32 | Implemented |
| CC Bend It | `ec.distort.ccbendit` | 4 | GPU | 32 | Implemented |
| CC Bender | `ec.distort.ccbender` | 5 | | 32 | Implemented |
| CC Blobbylize | `ec.distort.ccblobbylize` | 15 | | 32 | Implemented |
| CC Bender | `ec.distort.ccbender` | 5 | GPU | 32 | Implemented |
| CC Blobbylize | `ec.distort.ccblobbylize` | 15 | GPU | 32 | Implemented |
| CC Flo Motion | `ec.distort.ccflomotion` | 7 | GPU | 32 | Implemented |
| CC Griddler | `ec.distort.ccgriddler` | 5 | GPU | 32 | Implemented |
| CC Lens | `ec.distort.cclens` | 3 | GPU | 32 | Implemented |
@@ -194,9 +194,9 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
| Audio Waveform | `ec.generate.audiowaveform` | 17 | | 32 | Implemented |
| Beam | `ec.generate.beam` | 11 | | 32 | Implemented |
| CC Glue Gun | `ec.generate.ccgluegun` | 7 | | 32 | Implemented |
| CC Light Burst 2.5 | `ec.generate.cclightburst` | 6 | | 32 | Implemented |
| CC Light Rays | `ec.generate.cclightrays` | 8 | | 32 | Implemented |
| CC Light Sweep | `ec.generate.cclightsweep` | 9 | | 32 | Implemented |
| CC Light Burst 2.5 | `ec.generate.cclightburst` | 6 | GPU | 32 | Implemented |
| CC Light Rays | `ec.generate.cclightrays` | 8 | GPU | 32 | Implemented |
| CC Light Sweep | `ec.generate.cclightsweep` | 9 | GPU | 32 | Implemented |
| CC Threads | `ec.generate.ccthreads` | 8 | | 32 | Implemented |
| Cell Pattern | `ec.generate.cellpattern` | 14 | GPU | 32 | Implemented |
| Checkerboard | `ec.generate.checkerboard` | 10 | GPU | 32 | Implemented |
@@ -303,15 +303,15 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
| Effect | Id | Params | GPU | 32 | Status |
|---|---|---:|:-:|:-:|---|
| 3D Camera Tracker | `ec.perspective.cameratracker` | 12 | | 32 | Implemented |
| 3D Glasses | `ec.perspective.3dglasses` | 8 | | 32 | Implemented |
| 3D Glasses | `ec.perspective.3dglasses` | 8 | GPU | 32 | Implemented |
| Bevel Alpha | `ec.perspective.bevelalpha` | 4 | GPU | 32 | Implemented |
| Bevel Edges | `ec.perspective.beveledges` | 4 | GPU | 32 | Implemented |
| CC Cylinder | `ec.perspective.cccylinder` | 12 | | 32 | Implemented |
| CC Environment | `ec.perspective.ccenvironment` | 4 | | 32 | Implemented |
| CC Sphere | `ec.perspective.ccsphere` | 14 | | 32 | Implemented |
| CC Spotlight | `ec.perspective.ccspotlight` | 8 | | 32 | Implemented |
| CC Cylinder | `ec.perspective.cccylinder` | 12 | GPU | 32 | Implemented |
| CC Environment | `ec.perspective.ccenvironment` | 4 | GPU | 32 | Implemented |
| CC Sphere | `ec.perspective.ccsphere` | 14 | GPU | 32 | Implemented |
| CC Spotlight | `ec.perspective.ccspotlight` | 8 | GPU | 32 | Implemented |
| Drop Shadow | `ec.perspective.dropshadow` | 6 | GPU | 32 | Implemented |
| Radial Shadow | `ec.perspective.radialshadow` | 9 | | 32 | Implemented |
| Radial Shadow | `ec.perspective.radialshadow` | 9 | GPU | 32 | Implemented |
## Simulation
@@ -370,37 +370,37 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
| Effect | Id | Params | GPU | 32 | Status |
|---|---|---:|:-:|:-:|---|
| Numbers | `ec.text.numbers` | 14 | | 32 | Implemented |
| Timecode | `ec.text.timecode` | 12 | | 32 | Implemented |
| Numbers | `ec.text.numbers` | 14 | GPU | 32 | Implemented |
| Timecode | `ec.text.timecode` | 12 | GPU | 32 | Implemented |
## Time
| Effect | Id | Params | GPU | 32 | Status |
|---|---|---:|:-:|:-:|---|
| CC Force Motion Blur | `ec.time.ccforcemotionblur` | 4 | | 32 | Implemented |
| CC Wide Time | `ec.time.ccwidetime` | 3 | | 32 | Implemented |
| CC Force Motion Blur | `ec.time.ccforcemotionblur` | 4 | GPU | 32 | Implemented |
| CC Wide Time | `ec.time.ccwidetime` | 3 | GPU | 32 | Implemented |
| Echo | `ec.time.echo` | 5 | GPU | 32 | Implemented |
| Pixel Motion Blur | `ec.time.pixelmotionblur` | 4 | | 32 | Implemented |
| Pixel Motion Blur | `ec.time.pixelmotionblur` | 4 | GPU | 32 | Implemented |
| Posterize Time | `ec.time.posterizetime` | 1 | GPU | 32 | Implemented |
| Time Difference | `ec.time.timedifference` | 5 | | 32 | Implemented |
| Time Displacement | `ec.time.timedisplacement` | 4 | | 32 | Implemented |
| Timewarp | `ec.time.timewarp` | 28 | | 32 | Implemented |
| Time Difference | `ec.time.timedifference` | 5 | GPU | 32 | Implemented |
| Time Displacement | `ec.time.timedisplacement` | 4 | GPU | 32 | Implemented |
| Timewarp | `ec.time.timewarp` | 28 | GPU | 32 | Implemented |
## Transition
| Effect | Id | Params | GPU | 32 | Status |
|---|---|---:|:-:|:-:|---|
| Block Dissolve | `ec.transition.blockdissolve` | 5 | | 32 | Implemented |
| CC Glass Wipe | `ec.transition.ccglasswipe` | 5 | | 32 | Implemented |
| CC Grid Wipe | `ec.transition.ccgridwipe` | 7 | | 32 | Implemented |
| CC Image Wipe | `ec.transition.ccimagewipe` | 7 | | 32 | Implemented |
| CC Jaws | `ec.transition.ccjaws` | 6 | | 32 | Implemented |
| CC Light Wipe | `ec.transition.cclightwipe` | 8 | | 32 | Implemented |
| CC Line Sweep | `ec.transition.cclinesweep` | 5 | | 32 | Implemented |
| CC Radial ScaleWipe | `ec.transition.ccradialscalewipe` | 3 | | 32 | Implemented |
| CC Scale Wipe | `ec.transition.ccscalewipe` | 3 | | 32 | Implemented |
| CC Twister | `ec.transition.cctwister` | 5 | | 32 | Implemented |
| CC WarpoMatic | `ec.transition.ccwarpomatic` | 8 | | 32 | Implemented |
| Block Dissolve | `ec.transition.blockdissolve` | 5 | GPU | 32 | Implemented |
| CC Glass Wipe | `ec.transition.ccglasswipe` | 5 | GPU | 32 | Implemented |
| CC Grid Wipe | `ec.transition.ccgridwipe` | 7 | GPU | 32 | Implemented |
| CC Image Wipe | `ec.transition.ccimagewipe` | 7 | GPU | 32 | Implemented |
| CC Jaws | `ec.transition.ccjaws` | 6 | GPU | 32 | Implemented |
| CC Light Wipe | `ec.transition.cclightwipe` | 8 | GPU | 32 | Implemented |
| CC Line Sweep | `ec.transition.cclinesweep` | 5 | GPU | 32 | Implemented |
| CC Radial ScaleWipe | `ec.transition.ccradialscalewipe` | 3 | GPU | 32 | Implemented |
| CC Scale Wipe | `ec.transition.ccscalewipe` | 3 | GPU | 32 | Implemented |
| CC Twister | `ec.transition.cctwister` | 5 | GPU | 32 | Implemented |
| CC WarpoMatic | `ec.transition.ccwarpomatic` | 8 | GPU | 32 | Implemented |
| Card Wipe | `ec.transition.cardwipe` | 44 | | 32 | Implemented |
| Gradient Wipe | `ec.transition.gradientwipe` | 5 | GPU | 32 | Implemented |
| Iris Wipe | `ec.transition.iriswipe` | 7 | GPU | 32 | Implemented |
+40 -3
View File
@@ -10,7 +10,7 @@ How close EffectCraft is to After Effects 2026, feature by feature, and how much
| Unweighted | ≈ 97% (half-credit) / 99% (fractions) |
| P0 / P1 / P2 | ≈ 99% / 96% / 90% (half-credit); 99.8% / 99.2% / 97.5% (fractions) |
| Features done / partial / missing | 87 / 5 / 0 of 92 |
| **Effects** | **306** effects (all After Effects 2026 effects), every one implemented in full ([effects.md](effects.md)); 166 run on the GPU |
| **Effects** | **306** effects (all After Effects 2026 effects), every one implemented in full ([effects.md](effects.md)); 196 run on the GPU |
| Disabled menu entries left | 1, on purpose: Import ▸ Vanishing Point (.vpe), whose format has no public specification |
| Remaining work | ≈ 9–11 agent-hours at the pace measured so far (≈ 29 on the conservative audit scale); ≈ 6–7 without the learned-model items |
| **Wall-clock estimate** | **≈ 2–2.5 hours** with five agents in parallel; ≈ 1.5 hours for 100% of P0 + P1 |
@@ -156,11 +156,11 @@ the disk cache in the formats wave; the 3D Camera Tracker in M12.6.)
| Text | ≈ 96% | 0.3 | no extruded strokes (M13.12: the Variable Font Axes animator re-spaces the text — advances follow the animated axes; M13.6: variable font axes in the character style — `layer.setText variations`, the Character panel's Variable Font Axes fields — shape with HVAR / gvar advances and draw at that design-space position; OpenType features — stylistic sets, discretionary ligatures, contextual / stylistic alternates, swash, titling, ordinals, fractions, figure styles, true small caps / all small caps and superior / inferior glyphs with faux fallback — per character with the Character panel's OpenType popup and `text.fontFeatures` landed in M13.2; vertical Roman / Tate-Chu-Yoko, forced LTR paragraphs, caret on animated and path text, Variable Font Axes and Lottie style runs landed in M13.5; extruded, bevelled text in M7.6; per-character styles, paragraph settings, on-canvas editing and the `sourceText` style API in M9.9–M9.10) |
| Web | 97% | 0.2 | GPU effects in Render Queue / analysis workers (job workers render on their CPU), layer buffers in the browser's disk cache (frames only), no shared-memory threads inside one engine instance (the decided design is one engine instance per worker; a threaded build needs nightly `build-std`) (browser storage, Web Audio, Web Worker renders/analyses, WebGPU viewer and offline install landed in M15.2; viewer frames in frame workers fed by project diffs, Roto Brush propagation in a worker, non-blocking `wait: true` jobs and a browser Media Browser (File System Access folders, browser storage) in M13.10; WEB-1 in M13.24: GPU effects and the GPU compositor in the frame workers on their own WebGPU devices with deferred readbacks (frames render in passes; Backend Auto per comp), the disk cache in the Origin Private File System (written by the workers with sync access handles, LRU under the settings' limit, served after a reload), the storage manager (Settings ▸ Disk ▸ Browser Storage, `storage.info` / `storage.persist` / `storage.clear`), and a WGSL constant Chrome rejected (it disabled every GPU kernel in Chrome) fixed) |
| 3D | 88% | 5.5 | multi-view layouts, the Extended Viewer for Advanced 3D comps (Classic 3D Extended Viewer landed in M13.5 UI completion); collapsed precomps of another size seen through the parent's camera render (fixed in M13.2); stereo rigs, orbit nulls, lights controlled by the camera, cameras/lights from glTF models, environment backgrounds, Advanced 3D motion blur, blend modes and track mattes landed in M7.7; Classic 3D iris-shaped bokeh with highlights, progressive depth of field on tilted layers and the focus-link commands landed in M13.5; Advanced 3D depth of field with the iris and highlight options, collapsed precomps as real Advanced 3D geometry and extruded text/shape strokes landed in M13.8; Advanced 3D (glTF/OBJ models, primitives, extruded text and shapes, PBR, image-based light, shadow maps, GPU rasteriser) in M7.4–M7.6; Advanced 3D end to end on the GPU (motion blur, iris depth of field, compositing) in M13.11 |
| Effects | ≈ 85% | 3.0 | GPU versions of the remaining effects (166 run on the GPU since M13.13, EFF-5: Warp, Bezier Warp, Reshape, Smear, CC Bend It, CC Page Turn, Cartoon, Color Emboss, Circle, Ellipse, Iris Wipe, Bevel Alpha / Edges and Gaussian Blur (Legacy) joined the 152 of M13.9; simulations, 3D channel, VR, audio-driven, OCIO, text and the CC light / transition families still render on the CPU) and the missing controls listed as partial in [effects.md](effects.md) (every After Effects effect exists since M9.11, M12.5 and M12.6; parameter names, order, twirl-downs, popups, units and defaults were aligned in M9.12) |
| Effects | ≈ 85% | 3.0 | GPU versions of the remaining effects (196 run on the GPU since M13.22, EFF-5: the CC light family, the CC transitions, Block Dissolve, Radial Shadow, CC Bender / Blobbylize / Cylinder / Sphere / Spotlight / Environment, 3D Glasses, Numbers, Timecode and the time effects joined the 166 of M13.13; simulations, 3D channel, VR, audio-driven, OCIO and Card Wipe still render on the CPU) and the missing controls listed as partial in [effects.md](effects.md) (every After Effects effect exists since M9.11, M12.5 and M12.6; parameter names, order, twirl-downs, popups, units and defaults were aligned in M9.12) |
| Interface | 75% | 5.0 | more Learn tutorials and pixel-level fidelity of dialogs (the Home ▸ Templates gallery (eight original built-in templates, user templates from File ▸ Save as Template…) and View ▸ Simulate Output ▸ My Custom RGB… landed in M13.25; Timeline layer reordering by drag, a non-snapping viewer pan, a working rename field and twirl arrows, and the full set of property reveal shortcuts — double presses, Alt+Shift keyframes, Ctrl+` — landed in M13.17–M13.20; the Home ▸ Learn tab with interactive tutorials and a UI fidelity pass landed in M13.5 UI completion; visual editors for Lumetri RGB / hue-saturation curves, Colorama's output cycle wheel, Glow's colour map and Reshape's correspondence points (viewer handles), a scrolling Preview panel and AE-style Composition / Timeline tabs (close, label swatch, viewer lock) landed in M13.10; Timeline outline and Project panel columns scroll horizontally, the Layer Style dialog, ROI resize handles, Pan Behind snapping and 3D Reference Axes landed in M13.5; native macOS menu bar, Timeline columns/search/reveal-add, Home screen with recent projects and all AE workspaces landed; viewer rulers/snapping/channels/snapshots landed in M0.13) |
| Project | ≈ 68% | 5.5 | auto-save, folder moves, OCIO displays beyond the built-in tone map (Color Engine with OCIO/ACES working spaces, HDR compand/tone mapping, Rec. 2100 PQ/HLG output, Feet + Frames, display colour management, Simulate Output and the locked viewer landed in M7.7; proxies and Interpret Footage fields / pixel aspect / alpha guess landed: PRJ-8, PRJ-3) |
| Masks & roto | 74% | 5.0 | Roto Brush's learned (3.0) segmentation model (variable-width mask feather points with the Mask Feather tool landed in M13.5; mask tracking and Mask Interpolation landed in M6.6; Roto Brush & Refine Edge with graph-cut segmentation, flow propagation, edge matting, decontamination and Freeze in M6.7) |
| Preview | 77% | 2.8 | GPU compositing of Advanced 3D layers with blend modes / track mattes and of environment backgrounds (pooled GPU textures and fused quantisation since M13.13: Lower Third GPU warm 21 → 4 ms/frame, and Auto now picks the CPU or the GPU per comp from measured frame times; Advanced 3D runs — raster, motion blur, iris depth of field, compositing — and wireframes run on the GPU since M13.11: CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load; Classic 3D bokeh depth of field — iris shapes, highlights, fringe, progressive blur on tilted planes — runs in WGSL since M13.6: 3D Showcase GPU warm 205 → 54 ms/frame at full size on an M4 Pro; the Preview panel's five shortcuts with their own Include / Loop / Cache Before Playback / Range / Play From / Frame Rate / Skip / Resolution / Full Screen / stop options and `playback.settings.get/set` landed in M13.8; Classic 3D runs and adjustment layers composite on the GPU since M12.7; persistent disk cache with the blue cache bar landed; region of interest, snapshots, exposure and Fast Previews landed in M0.13) |
| Preview | 77% | 2.8 | GPU effects for simulations, 3D channel, VR, OCIO and Card Wipe (Advanced 3D layers with blend modes / track mattes / Preserve Transparency and environment backgrounds composite on the GPU since M13.22; pooled GPU textures and fused quantisation since M13.13: Lower Third GPU warm 21 → 4 ms/frame, and Auto now picks the CPU or the GPU per comp from measured frame times; Advanced 3D runs — raster, motion blur, iris depth of field, compositing — and wireframes run on the GPU since M13.11: CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load; Classic 3D bokeh depth of field — iris shapes, highlights, fringe, progressive blur on tilted planes — runs in WGSL since M13.6: 3D Showcase GPU warm 205 → 54 ms/frame at full size on an M4 Pro; the Preview panel's five shortcuts with their own Include / Loop / Cache Before Playback / Range / Play From / Frame Rate / Skip / Resolution / Full Screen / stop options and `playback.settings.get/set` landed in M13.8; Classic 3D runs and adjustment layers composite on the GPU since M12.7; persistent disk cache with the blue cache bar landed; region of interest, snapshots, exposure and Fast Previews landed in M0.13) |
| Tracking | ≈ 96% | 0.3 | face tracking is a classical (skin model + feature components + shape model) fitter, not a learned detector: profile views and occluded faces are weak; Rolling Shutter Ripple is approximated by Subspace Warp's mesh density (face tracking (Outline Only / Detailed Features with Face Track Points and Extract & Copy Face Measurements), Subspace Warp's content-preserving mesh warp on subspace-smoothed trajectories, and radial lens distortion (k1, k2) in the camera bundle adjustment with Undistort Footage landed in M13.3; Rolling Shutter Repair in M9.11; point tracker, mask tracking, Warp Stabilizer and the 3D Camera Tracker in M6.x / M12.5 / M12.6) |
| Paint | 0% | 4.0 | Brush, Clone Stamp, Eraser |
@@ -224,6 +224,43 @@ axes since M13.6; Advanced 3D's DOF has iris shapes since M13.8).
as real geometry lit by the parent (2D collapsed precomps draw nested 3D layers with the
parent's renderer); text and shape strokes extrude as bevelled meshes in paint order.
## Update: M13.22 GPU effects, part A
- **GPU ports (EFF-5)**: 30 more effects run on the GPU (196 GPU effects), each matching the
CPU oracle within 1/255 (8 bpc) / 1e-3 (32 bpc) on every tested pixel, directly on a buffer
(full and half resolution, as adjustment) and composited at 8 and 32 bpc:
- the CC light family: CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe
(`gpu::fx_light`);
- transitions and perspective (`gpu::fx_transition`): Block Dissolve (block indices computed
on the CPU per column / row sub-sample, so the hash sees the CPU's integers), CC Glass Wipe,
CC Grid Wipe, CC Image Wipe, CC Jaws, CC Line Sweep, CC Radial ScaleWipe, CC Scale Wipe, CC
Twister, CC WarpoMatic, Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC
Spotlight, CC Environment, 3D Glasses; other layers they read (gradient, reveal, backside,
environment, stereo views) are fitted on the CPU and uploaded;
- Numbers and Timecode (`gpu::fx_text`): the glyph coverage (fill and stroke ring) is
rasterised on the CPU with the effect's own stroke font and composited on the GPU with the
box, fill and stroke;
- time (`gpu::fx_time`): Time Difference, Time Displacement, CC Force Motion Blur, CC Wide
Time, Pixel Motion Blur and Timewarp fetch their frames through the host as Echo does and
combine them on the GPU (weighted sums one frame per pass, in the CPU's order); Time
Displacement's per-pixel times and Timewarp's motion vectors (block matching and smoothing)
are computed on the CPU, Timewarp's Whole Frames / Frame Mix / Pixel Motion frame building
and shutter average on the GPU.
- **Fallbacks and deviations**: Timewarp with a Matte Layer renders on the CPU
(`gpu_supported`); Card Wipe (the 3D card renderer shared with Card Dance and Shatter) and the
3D Camera Tracker stay on the CPU. CC Environment now fades nearly transparent environment
texels to black continuously (colour / max(alpha, 1e-3), on both paths) instead of a hard
1e-6 un-premultiply cut-off, which turned the filtered map's float noise into colour. CC
Sphere / CC Environment keep their longitude on the side of the ±180° seam the ray's sign
puts it (a GPU's approximate `atan2` can land across it).
- **Advanced 3D compositing on the GPU (3D-3, PRV-3)**: runs with blend modes, track mattes
(2D, or 3D mattes drawn through the camera) or Preserve Transparency no longer read back:
`Renderer::split_adv_run` hands `draw_run`'s split path to the GPU (main scene, then each
special layer far to near, hidden behind the nearer main scene and composited through the 2D
kernels), and Environment Light Background skies draw in a kernel in Classic and Advanced 3D
comps. The GPU walk matches the CPU compositor on the same rasters exactly at 8 and 32 bpc,
with only the frame's own readback.
## Update: M13.13 GPU performance and the remaining GPU ports
- **Small comps on the GPU (PRV-3)**: the GPU frame allocated (and zero-initialised) several