Files
effector/README.md
T
SiandClaude Opus 5 d48a81c665 Offer standard web and print canvas formats
The canvas was two spin buttons, so "an Instagram story" or "A4 at 300 dpi"
was a number the user had to work out. src/core/canvas.cpp now holds one
table of standard sizes both front-ends read: a web format is a fixed pixel
size, a print format a sheet in millimetres that becomes pixels at a dpi.
Adding a format is a line in canvasFormats() — the dropdown, --format and
--help all walk the table.

The pixels stay the truth everywhere; renderChain never hears about formats.
A format is the presentation of a canvas, carried alongside the pixels in
Options and Project and empty for a custom size, and where one is named it
decides the pixels — so a project saved as A4 reopens as A4 rather than as
whatever it happened to measure.

In the interface a format fills the width and height in and greys them out
rather than hiding them: the size a sheet works out to is worth seeing. A
print format also shows a DPI row, and Custom hands the spins back keeping
the last size, which makes starting from a format and then tweaking it the
ordinary path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:34:17 +02:00

143 lines
5.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Effector
An image effects app: a GTK4 interface and a headless CLI over a set of
pluggable effects. Effects are self-contained classes that declare their own
parameters; the interface builds its widgets and the CLI builds its flags from
those declarations, so a new effect needs no UI or CLI code.
## Build
Requirements: a C++20 compiler (GCC 13+), CMake 3.20+, `gtkmm-4.0` and
`gdk-pixbuf-2.0` development packages. On Arch: `gcc cmake ninja gtkmm-4.0`.
```bash
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build
ctest --test-dir build --output-on-failure
```
The binary lands at `build/effector`; `cmake --install build --prefix ~/.local`
installs it to `~/.local/bin`.
## Run
```bash
build/effector # GTK interface
build/effector --list-effects
build/effector --help
```
Headless rendering, no display needed:
```bash
build/effector -o out.png -s 1920x1080 \
--strip-height 8 --jitter 4 --seed 42 photo1.jpg photo2.png
```
The canvas is either a size in pixels (`-s 1920x1080`, the Custom entry in the
interface) or one of the standard formats, which `--help` lists in full:
```bash
build/effector -o post.png --format instagram-post -e tiles
build/effector -o sheet.png --format a4 --dpi 300 -e scanlines
```
A web format — the Instagram sizes, Full HD, 4K UHD — is a fixed pixel size. A
print format — A5, A4, A3, US Letter — is a sheet of paper, and becomes pixels
at `--dpi` (36–1200, 300 by default), so A4 at 300 dpi is 2480×3508. Picking a
format in the interface fills the width and height in and greys them out;
Custom hands them back, keeping whatever the format last worked out to. A
format is saved with the project, so an A4 project reopens as A4 rather than as
the pixels it happened to be.
Any option can also be passed when launching the interface; it becomes the
starting state (images, canvas size, effect settings, seed).
Reading a batch of large photographs takes seconds, so it never blocks the
interface: decoding runs in the background and a progress window shows how many
files are done, which one is being read, and a Cancel button that stops the
batch. Small batches finish before the window would be drawn, so it only appears
if the decode is still going after 250 ms. On a terminal the headless mode keeps
a single `reading n/total` line updated on stderr; redirected output stays clean.
## Effects
### scanlines
Fills the canvas top to bottom with horizontal strips cut at random positions
from the source images. Strips are taken at native scale, cropped at a random
horizontal offset, and tiled when the source is narrower than the canvas.
| Parameter | Flag | Meaning |
|---|---|---|
| `strip_height` | `--strip-height` | Height in pixels of each extracted line |
| `jitter` | `--jitter` | Random ± variation of that height (0 = uniform) |
| `keep_order` | `--keep-order` | Cycle the images in order instead of picking randomly |
The seed makes a result reproducible: same sources, settings and seed give the
same image, on any machine — the generator (`src/core/rng.hpp`) is a hand-rolled
xoshiro256\*\* rather than `<random>`, whose distributions are not portable.
**Recreate** draws a new seed.
## Layout
```
src/core/ image buffer and IO, param specs, effect base, registry, rng, thread helper
src/effects/ one file per effect
src/cli/ argument parsing (flags generated from the registry)
src/gui/ gtkmm 4 interface
tests/ core checks, run by ctest
python-reference/ the original Python prototype, kept for reference only
```
`effector_core` is a GUI-free static library that links only gdk-pixbuf, so
headless rendering never touches GTK or a display. The GTK front end links on
top of it.
## Adding an effect
1. Create `src/effects/myeffect.{hpp,cpp}` with a subclass of `Effect`:
```cpp
class MyEffect : public Effect {
std::string name() const override { return "myeffect"; }
std::string title() const override { return "My Effect"; }
std::string description() const override { return "..."; }
const std::vector<ParamSpec>& params() const override {
static const std::vector<ParamSpec> specs = {
ParamSpec::makeInt("amount", "Amount", 4, 1, 64, "How much."),
};
return specs;
}
Image render(const std::vector<Image>& sources, int width, int height, Rng& rng,
const ParamValues& values) const override {
const long amount = paramInt(values, "amount", 4);
... // return a width x height RGB image
}
};
```
2. Add it to `_EFFECT_CLASSES`-style list in `src/core/registry.cpp` and to the
source list in `CMakeLists.txt`.
Widgets and flags follow from `params()` automatically. Draw everything random
from the `Rng` you are handed so results stay reproducible, and use
`parallelFor` (`src/core/parallel.hpp`) for the pixel work.
## Performance notes
The render loop first draws the whole strip plan from the seeded generator, then
copies the pixels in parallel across the hardware threads; each row is a
`memcpy`, and horizontal tiling doubles the filled span per pass. Source images
are decoded in parallel too, which is what dominates a headless run.
A 7680×4320 canvas at `--strip-height 2` from three multi-megapixel JPEGs renders
in ~35 ms, against ~73 ms for the Python prototype; the interface reports the
render time of the current preview in its status line.
Decoding threads take the next file from a shared cursor rather than a fixed
slice of the list, so one very large file cannot stall the files queued behind
it and progress advances at a steady rate.