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