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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 { 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);