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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
72 lines (66 loc) • 1.92 kB
JavaScript
import { defineProperty as _defineProperty } from '../../_virtual/_rollupPluginBabelHelpers.mjs';
import { BaseFilter } from './BaseFilter.mjs';
import { classRegistry } from '../ClassRegistry.mjs';
import { fragmentSource } from './shaders/noise.mjs';
const noiseDefaultValues = {
noise: 0
};
/**
* Noise filter class
* @example
* const filter = new Noise({
* noise: 700
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
class Noise extends BaseFilter {
getFragmentSource() {
return fragmentSource;
}
/**
* Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
*
* @param {Object} options
* @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
*/
applyTo2d(_ref) {
let {
imageData: {
data
}
} = _ref;
const noise = this.noise;
for (let i = 0; i < data.length; i += 4) {
const rand = (0.5 - Math.random()) * noise;
data[i] += rand;
data[i + 1] += rand;
data[i + 2] += rand;
}
}
/**
* 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.uNoise, this.noise / 255);
gl.uniform1f(uniformLocations.uSeed, Math.random());
}
isNeutralState() {
return this.noise === 0;
}
}
/**
* Noise value, from
* @param {Number} noise
* @default
*/
_defineProperty(Noise, "type", 'Noise');
_defineProperty(Noise, "defaults", noiseDefaultValues);
_defineProperty(Noise, "uniformLocations", ['uNoise', 'uSeed']);
classRegistry.setClass(Noise);
export { Noise, noiseDefaultValues };
//# sourceMappingURL=Noise.mjs.map