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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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JavaScript
import { _defineProperty } from "../../_virtual/_@oxc-project_runtime@0.122.0/helpers/defineProperty.mjs";
import { classRegistry } from "../ClassRegistry.mjs";
import { BaseFilter } from "./BaseFilter.mjs";
import { fragmentSource } from "./shaders/brightness.mjs";
//#region src/filters/Brightness.ts
const brightnessDefaultValues = { brightness: 0 };
/**
* Brightness filter class
* @example
* const filter = new Brightness({
* brightness: 0.05
* });
* object.filters.push(filter);
* object.applyFilters();
*/
var Brightness = class extends BaseFilter {
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 } }) {
const brightness = Math.round(this.brightness * 255);
for (let i = 0; i < data.length; i += 4) {
data[i] += brightness;
data[i + 1] += brightness;
data[i + 2] += brightness;
}
}
isNeutralState() {
return this.brightness === 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 {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
*/
sendUniformData(gl, uniformLocations) {
gl.uniform1f(uniformLocations.uBrightness, this.brightness);
}
};
_defineProperty(Brightness, "type", "Brightness");
_defineProperty(Brightness, "defaults", brightnessDefaultValues);
_defineProperty(Brightness, "uniformLocations", ["uBrightness"]);
classRegistry.setClass(Brightness);
//#endregion
export { Brightness };
//# sourceMappingURL=Brightness.mjs.map