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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{"version":3,"file":"Brightness.mjs","names":[],"sources":["../../../src/filters/Brightness.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/brightness';\n\ntype BrightnessOwnProps = {\n brightness: number;\n};\n\nexport const brightnessDefaultValues: BrightnessOwnProps = {\n brightness: 0,\n};\n\n/**\n * Brightness filter class\n * @example\n * const filter = new Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Brightness extends BaseFilter<'Brightness', BrightnessOwnProps> {\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n */\n declare brightness: BrightnessOwnProps['brightness'];\n\n static type = 'Brightness';\n\n static defaults = brightnessDefaultValues;\n\n static uniformLocations = ['uBrightness'];\n\n getFragmentSource() {\n return fragmentSource;\n }\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d({ imageData: { data } }: T2DPipelineState) {\n const brightness = Math.round(this.brightness * 255);\n for (let i = 0; i < data.length; i += 4) {\n data[i] += brightness;\n data[i + 1] += brightness;\n data[i + 2] += brightness;\n }\n }\n\n isNeutralState() {\n return this.brightness === 0;\n }\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData(\n gl: WebGLRenderingContext,\n uniformLocations: TWebGLUniformLocationMap,\n ) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n }\n}\n\nclassRegistry.setClass(Brightness);\n"],"mappings":";;;;;AASA,MAAa,0BAA8C,EACzD,YAAY,GACb;;;;;;;;;;AAWD,IAAa,aAAb,cAAgC,WAA6C;CAe3E,oBAAoB;AAClB,SAAO;;;;;;;;CAST,UAAU,EAAE,WAAW,EAAE,UAA4B;EACnD,MAAM,aAAa,KAAK,MAAM,KAAK,aAAa,IAAI;AACpD,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;AACvC,QAAK,MAAM;AACX,QAAK,IAAI,MAAM;AACf,QAAK,IAAI,MAAM;;;CAInB,iBAAiB;AACf,SAAO,KAAK,eAAe;;;;;;;;CAS7B,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,aAAa,KAAK,WAAW;;;4BAvCtD,QAAO,aAAa;4BAEpB,YAAW,wBAAwB;4BAEnC,oBAAmB,CAAC,cAAc,CAAC;AAuC5C,cAAc,SAAS,WAAW"}