The two-dimensional counterpart of scanlines: rectangular tiles cut at random positions from the source images, in three arrangements. A grid draws its column widths and row heights once so the cells stay aligned even when jittered; brick repacks every row on its own so the vertical seams do not meet; scatter fills the canvas from one of the images and drops loose tiles over it. The plan is drawn serially from the rng as scanlines does, but scattered tiles overlap, so they are painted in plan order on one thread: letting threads race for the same pixels would leave the output depending on their scheduling. A source smaller than a tile is repeated to fill the cell, sideways and then downwards, which keeps grid and brick gapless. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Build and test
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build
ctest --test-dir build --output-on-failure
Everything is warning-clean under -Wall -Wextra -Wpedantic; keep it that way.
The test suite is a single hand-rolled binary (no framework), so there is no
per-test filter: run ./build/tests/effector_tests directly to see the section
headings (rng, registry, scanlines, tiles, blur, chain, project,
image io, batch loading) and the ok/FAIL lines. To iterate on one area, comment
out the other blocks in tests/core_tests.cpp or add a new
std::cout << "section\n" block — checks are plain
check(condition, "description") calls and main() returns the failure count.
Headless render (no display needed, the fastest end-to-end smoke test):
build/effector -o /tmp/out.png -s 800x600 --strip-height 6 --seed 1 a.jpg b.png
Running the GUI from this shell
GTK picks Wayland from an inherited WAYLAND_DISPLAY and will not draw into an
Xvfb display, which silently yields black screenshots. Under Xvfb always use:
env -u WAYLAND_DISPLAY GDK_BACKEND=x11 DISPLAY=:79 build/effector ...
Architecture
The plug-in contract is declarative
Effect (src/core/effect.hpp) exposes params() returning std::vector<ParamSpec>
(src/core/params.hpp). Those specs are the only thing the GUI and CLI know
about an effect: src/gui/window.cpp builds SpinButtons/Switches/DropDowns/file
choosers from them and src/cli/options.cpp generates flags from them
(strip_height → --strip-height). Never add effect-specific branches to the
GUI or the parser — add a ParamSpec instead. A Path param names a file on
disk; like a source path it is written relative to the project folder. A Text
param is free-form text the user types, and a Color param is a colour written
#rrggbb (parseColor/formatColor/paramColor in src/core/params.hpp),
shown as a colour button in the interface. Values
travel as ParamValues (a
map<string, variant<long,double,bool,string>>), read back with
paramInt/paramDouble/paramBool/paramChoice.
Whether an effect works from the loaded photographs is part of the same
contract: Effect::needsSources() (default true, false for blur). Only the
first stage ever sees the sources, so chainNeedsSources (src/core/chain.cpp)
just asks the first stage — a chain led by blur renders with no images loaded at
all, and both front-ends gate on that rather than on "are there any images".
Adding an effect: new src/effects/<name>.{hpp,cpp} subclassing Effect, one
line in the registry list in src/core/registry.cpp, one line in the
effector_core sources in CMakeLists.txt. Nothing else — it shows up in the
CLI, in the chain menu and as a cascade stage on its own.
Effects cascade
Effects are never applied on their own: renderChain (src/core/chain.cpp)
runs a std::vector<ChainStage> in order, handing stage 0 the loaded sources
and every later stage the previous stage's output as its only source. That is
the whole of the cascade — an effect neither knows nor cares whether its input
came from disk. All stages share one Rng and run strictly in sequence, so a
seed still reproduces the cascade byte for byte.
The interface builds the chain in the sidebar ("Effect chain": add from the
menu, reorder, remove, one stage selected at a time with its params below), the
CLI builds it from repeated -e: -e scanlines --strip-height 6 -e blur --radius 5. Flags share one namespace across all effects, so buildChain
(src/cli/options.cpp) hands each flag to the stage whose effect declares it —
two effects must not declare the same param key.
Projects are plain JSON
src/core/project.cpp reads and writes the whole setup — source paths, the
chain with its params, canvas and seed — as a small JSON file, with its own
minimal reader rather than a JSON dependency. Writing is driven by the effects'
ParamSpecs, not by whatever happens to sit in a stage's ParamValues, so a
key an effect does not declare is never written and never read back: an old
project keeps the defaults for params that did not exist when it was saved.
Source paths under the project's own folder are written relative, so a folder
can be moved or shared whole.
The interface opens and saves projects from the header-bar menu (New, Open,
Save, Save As, with the usual Ctrl+N/O/S accelerators); the window title shows
the project name. Opening one replaces the sources, so a decode still in flight
is discarded rather than mixed into the new project (dropLoadedImages_).
Two link targets, deliberately
effector_core (static) holds image IO, params, effects, rng and links only
gdk-pixbuf-2.0, pangocairo (the text effect's glyphs; Pango and Cairo need
no display) + Threads — no gtkmm, no display. The effector executable
adds src/main.cpp, src/cli/, src/gui/ and links gtkmm. Keep GTK out of
src/core/ and src/effects/; the tests link the core alone and rely on this.
Determinism is a contract
Rng (src/core/rng.hpp) is a hand-written xoshiro256** rather than
<random>, because libstdc++ distributions are not portable across
implementations. Same sources + settings + seed must produce byte-identical
output on any machine — the tests assert this. The one thing outside this is the
text effect's glyphs, which are whatever shapes the machine's fonts and
fontconfig give: everything it is handed, the rng included, is still used the
same way. Effects must draw every random
value from the Rng& they are handed, and must not depend on thread scheduling:
the scanlines effect first draws the whole strip plan serially from the rng,
then copies pixels in parallel.
Threading model
parallelFor(src/core/parallel.hpp) splits fixed contiguous chunks across hardware threads — used for pixel work, where items cost the same.loadImages(src/core/image.cpp) deliberately does not useparallelFor: files vary wildly in size, so workers pull the next index from a sharedstd::atomiccursor. It reports throughLoadProgress::onFile(called from decoding threads: must be thread-safe and non-blocking) and aborts whenLoadProgress::cancelis set, in which case the partial result is discarded by the caller, not used.- The GUI never blocks the main thread. Both decoding and rendering run on a
std::threadand signal back with aGlib::Dispatcher(loadProgress_/loadFinished_/renderDone_insrc/gui/window.hpp); the handlers are the only code that touches widgets. Renders are coalesced through a debounce timer (requestRender()→startRender()), and the progress window is created on a 250 ms delay so short batches never flash a dialog.loadWindow_is rebuilt from scratch each time, soloadBar_/loadFileLabel_are raw pointers that must be nulled incloseLoadWindow(). - Sources are held as an immutable
shared_ptr<const SourceList>and edited copy-on-write viamutateSources(), so a render in flight can never race with an add/remove.
Image buffer
Image is tightly packed 8-bit RGB with stride exactly width * 3 — effects
rely on this for memcpy, and GDK uploads the buffer as is. Decoding applies
EXIF orientation. Image::load throws; loadImages collects per-file
LoadFailures instead.
Reference
python-reference/ is the original Python prototype, kept only for comparison.
Do not modify it or import from it.