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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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text/typescript
import { BaseFilter } from './BaseFilter';
import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';
import { classRegistry } from '../ClassRegistry';
import { fragmentSource } from './shaders/brightness';
type BrightnessOwnProps = {
brightness: number;
};
export const brightnessDefaultValues: BrightnessOwnProps = {
brightness: 0,
};
/**
* Brightness filter class
* @example
* const filter = new Brightness({
* brightness: 0.05
* });
* object.filters.push(filter);
* object.applyFilters();
*/
export class Brightness extends BaseFilter<'Brightness', BrightnessOwnProps> {
/**
* Brightness value, from -1 to 1.
* translated to -255 to 255 for 2d
* 0.0039215686 is the part of 1 that get translated to 1 in 2d
* @param {Number} brightness
* @default
*/
declare brightness: BrightnessOwnProps['brightness'];
static type = 'Brightness';
static defaults = brightnessDefaultValues;
static uniformLocations = ['uBrightness'];
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({ imageData: { data } }: T2DPipelineState) {
const brightness = Math.round(this.brightness * 255);
for (let i = 0; i < data.length; i += 4) {
data[i] += brightness;
data[i + 1] += brightness;
data[i + 2] += brightness;
}
}
isNeutralState() {
return this.brightness === 0;
}
/**
* 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: WebGLRenderingContext,
uniformLocations: TWebGLUniformLocationMap,
) {
gl.uniform1f(uniformLocations.uBrightness, this.brightness);
}
}
classRegistry.setClass(Brightness);