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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/noise';
export type NoiseOwnProps = {
noise: number;
};
export const noiseDefaultValues: NoiseOwnProps = {
noise: 0,
};
/**
* Noise filter class
* @example
* const filter = new Noise({
* noise: 700
* });
* object.filters.push(filter);
* object.applyFilters();
* canvas.renderAll();
*/
export class Noise extends BaseFilter<'Noise', NoiseOwnProps> {
/**
* Noise value, from
* @param {Number} noise
* @default
*/
declare noise: NoiseOwnProps['noise'];
static type = 'Noise';
static defaults = noiseDefaultValues;
static uniformLocations = ['uNoise', 'uSeed'];
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 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: WebGLRenderingContext,
uniformLocations: TWebGLUniformLocationMap,
) {
gl.uniform1f(uniformLocations.uNoise, this.noise / 255);
gl.uniform1f(uniformLocations.uSeed, Math.random());
}
isNeutralState() {
return this.noise === 0;
}
}
classRegistry.setClass(Noise);