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@itwin/frontend-devtools

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Debug menu and supporting UI widgets

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"use strict"; /*--------------------------------------------------------------------------------------------- * Copyright (c) Bentley Systems, Incorporated. All rights reserved. * See LICENSE.md in the project root for license terms and full copyright notice. *--------------------------------------------------------------------------------------------*/ /** @packageDocumentation * @module Effects */ Object.defineProperty(exports, "__esModule", { value: true }); exports.SaturationConfig = exports.SaturationEffect = void 0; const core_frontend_1 = require("@itwin/core-frontend"); const parseArgs_1 = require("../tools/parseArgs"); const EffectTools_1 = require("./EffectTools"); /** Adjusts the saturation of colors in a viewport. * @beta */ class SaturationEffect extends EffectTools_1.AddEffectTool { static toolId = "SaturationEffect"; get effectName() { return "Saturation"; } get textureCoordFromPosition() { return true; } get source() { // rgb <-> hsl conversion routines from https://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness return { // Vertex shader simply computes texture coordinate for source pixel. vertex: ` void effectMain(vec4 pos) { v_texCoord = textureCoordFromPosition(pos); }`, // Fragment shader converts color to HSV, adjusts the saturation, and converts back to RGB. fragment: ` vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec4 effectMain() { vec4 color = TEXTURE(u_diffuse, v_texCoord); color.rgb = rgb2hsv(color.rgb); color.rgb.y = color.rgb.y * u_saturationMult; color.rgb = hsv2rgb(color.rgb); return color; }`, }; } defineEffect(builder) { builder.addVarying("v_texCoord", core_frontend_1.VaryingType.Vec2); builder.addUniform({ name: "u_saturationMult", type: core_frontend_1.UniformType.Float, bind: (uniform) => uniform.setUniform1f(SaturationConfig.multiplier), }); } } exports.SaturationEffect = SaturationEffect; /** Configures the [[SaturationEffect]]. * @beta */ class SaturationConfig extends core_frontend_1.Tool { static toolId = "SaturationConfig"; static get minArgs() { return 0; } static get maxArgs() { return 1; } /** Multiplier applied to the saturation of each color in the source image. */ static multiplier = 2.0; async run(multiplier) { SaturationConfig.multiplier = multiplier ?? 2.0; (0, EffectTools_1.refreshViewportsForEffect)("fdt Saturation"); return true; } async parseAndRun(...input) { const args = (0, parseArgs_1.parseArgs)(input); return this.run(args.getFloat("s")); } } exports.SaturationConfig = SaturationConfig; //# sourceMappingURL=Saturation.js.map