fabric
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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/vibrance';
export type VibranceOwnProps = {
vibrance: number;
};
export const vibranceDefaultValues: VibranceOwnProps = {
vibrance: 0,
};
/**
* Vibrance filter class
* @example
* const filter = new Vibrance({
* vibrance: 1
* });
* object.filters.push(filter);
* object.applyFilters();
*/
export class Vibrance extends BaseFilter<'Vibrance', VibranceOwnProps> {
/**
* Vibrance value, from -1 to 1.
* Increases/decreases the saturation of more muted colors with less effect on saturated colors.
* A value of 0 has no effect.
*
* @param {Number} vibrance
* @default
*/
declare vibrance: VibranceOwnProps['vibrance'];
static type = 'Vibrance';
static defaults = vibranceDefaultValues;
static uniformLocations = ['uVibrance'];
getFragmentSource() {
return fragmentSource;
}
/**
* Apply the Vibrance 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 adjust = -this.vibrance;
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const max = Math.max(r, g, b);
const avg = (r + g + b) / 3;
const amt = ((Math.abs(max - avg) * 2) / 255) * adjust;
data[i] += max !== r ? (max - r) * amt : 0;
data[i + 1] += max !== g ? (max - g) * amt : 0;
data[i + 2] += max !== b ? (max - b) * amt : 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 {TWebGLUniformLocationMap} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData(
gl: WebGLRenderingContext,
uniformLocations: TWebGLUniformLocationMap,
) {
gl.uniform1f(uniformLocations.uVibrance, -this.vibrance);
}
isNeutralState() {
return this.vibrance === 0;
}
}
classRegistry.setClass(Vibrance);