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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/pixelate';
export type PixelateOwnProps = {
blocksize: number;
};
export const pixelateDefaultValues: PixelateOwnProps = {
blocksize: 4,
};
/**
* Pixelate filter class
* @example
* const filter = new Pixelate({
* blocksize: 8
* });
* object.filters.push(filter);
* object.applyFilters();
*/
export class Pixelate extends BaseFilter<'Pixelate', PixelateOwnProps> {
declare blocksize: PixelateOwnProps['blocksize'];
static type = 'Pixelate';
static defaults = pixelateDefaultValues;
static uniformLocations = ['uBlocksize'];
/**
* Apply the Pixelate 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, width, height } }: T2DPipelineState) {
for (let i = 0; i < height; i += this.blocksize) {
for (let j = 0; j < width; j += this.blocksize) {
const index = i * 4 * width + j * 4;
const r = data[index];
const g = data[index + 1];
const b = data[index + 2];
const a = data[index + 3];
for (let _i = i; _i < Math.min(i + this.blocksize, height); _i++) {
for (let _j = j; _j < Math.min(j + this.blocksize, width); _j++) {
const index = _i * 4 * width + _j * 4;
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = a;
}
}
}
}
}
/**
* Indicate when the filter is not gonna apply changes to the image
**/
isNeutralState() {
return this.blocksize === 1;
}
protected getFragmentSource(): string {
return fragmentSource;
}
/**
* 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.uBlocksize, this.blocksize);
}
}
classRegistry.setClass(Pixelate);