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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 { _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/constrast.mjs"; //#region src/filters/Contrast.ts const contrastDefaultValues = { contrast: 0 }; /** * Contrast filter class * @example * const filter = new Contrast({ * contrast: 0.25 * }); * object.filters.push(filter); * object.applyFilters(); */ var Contrast = class extends BaseFilter { getFragmentSource() { return fragmentSource; } isNeutralState() { return this.contrast === 0; } /** * Apply the Contrast operation to a Uint8Array representing the pixels of an image. * * @param {Object} options * @param {ImageData} options.imageData The Uint8Array to be filtered. */ applyTo2d({ imageData: { data } }) { const contrast = Math.floor(this.contrast * 255), contrastF = 259 * (contrast + 255) / (255 * (259 - contrast)); for (let i = 0; i < data.length; i += 4) { data[i] = contrastF * (data[i] - 128) + 128; data[i + 1] = contrastF * (data[i + 1] - 128) + 128; data[i + 2] = contrastF * (data[i + 2] - 128) + 128; } } /** * 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.uContrast, this.contrast); } }; _defineProperty(Contrast, "type", "Contrast"); _defineProperty(Contrast, "defaults", contrastDefaultValues); _defineProperty(Contrast, "uniformLocations", ["uContrast"]); classRegistry.setClass(Contrast); //#endregion export { Contrast }; //# sourceMappingURL=Contrast.mjs.map