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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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import { defineProperty as _defineProperty } from '../../_virtual/_rollupPluginBabelHelpers.mjs'; import { BaseFilter } from './BaseFilter.mjs'; import { classRegistry } from '../ClassRegistry.mjs'; import { fragmentSource } from './shaders/constrast.mjs'; const contrastDefaultValues = { contrast: 0 }; /** * Contrast filter class * @example * const filter = new Contrast({ * contrast: 0.25 * }); * object.filters.push(filter); * object.applyFilters(); */ class Contrast extends BaseFilter { getFragmentSource() { return fragmentSource; } isNeutralState() { return this.contrast === 0; } /** * Apply the Contrast operation to a Uint8Array representing the pixels of an image. * * @param {Object} options * @param {ImageData} options.imageData The Uint8Array to be filtered. */ applyTo2d(_ref) { let { imageData: { data } } = _ref; const contrast = Math.floor(this.contrast * 255), contrastF = 259 * (contrast + 255) / (255 * (259 - contrast)); for (let i = 0; i < data.length; i += 4) { data[i] = contrastF * (data[i] - 128) + 128; data[i + 1] = contrastF * (data[i + 1] - 128) + 128; data[i + 2] = contrastF * (data[i + 2] - 128) + 128; } } /** * Send data from this filter to its shader program's uniforms. * * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader. * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects */ sendUniformData(gl, uniformLocations) { gl.uniform1f(uniformLocations.uContrast, this.contrast); } } /** * contrast value, range from -1 to 1. * @param {Number} contrast * @default 0 */ _defineProperty(Contrast, "type", 'Contrast'); _defineProperty(Contrast, "defaults", contrastDefaultValues); _defineProperty(Contrast, "uniformLocations", ['uContrast']); classRegistry.setClass(Contrast); export { Contrast, contrastDefaultValues }; //# sourceMappingURL=Contrast.mjs.map