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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/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);