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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":"Contrast.mjs","names":[],"sources":["../../../src/filters/Contrast.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/constrast';\n\ntype ContrastOwnProps = {\n contrast: number;\n};\n\nexport const contrastDefaultValues: ContrastOwnProps = {\n contrast: 0,\n};\n\n/**\n * Contrast filter class\n * @example\n * const filter = new Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Contrast extends BaseFilter<'Contrast', ContrastOwnProps> {\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n declare contrast: ContrastOwnProps['contrast'];\n\n static type = 'Contrast';\n\n static defaults = contrastDefaultValues;\n\n static uniformLocations = ['uContrast'];\n\n getFragmentSource() {\n return fragmentSource;\n }\n\n isNeutralState() {\n return this.contrast === 0;\n }\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d({ imageData: { data } }: T2DPipelineState) {\n const contrast = Math.floor(this.contrast * 255),\n contrastF = (259 * (contrast + 255)) / (255 * (259 - contrast));\n\n for (let i = 0; i < data.length; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\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.uContrast, this.contrast);\n }\n}\n\nclassRegistry.setClass(Contrast);\n"],"mappings":";;;;;AASA,MAAa,wBAA0C,EACrD,UAAU,GACX;;;;;;;;;;AAWD,IAAa,WAAb,cAA8B,WAAyC;CAcrE,oBAAoB;AAClB,SAAO;;CAGT,iBAAiB;AACf,SAAO,KAAK,aAAa;;;;;;;;CAS3B,UAAU,EAAE,WAAW,EAAE,UAA4B;EACnD,MAAM,WAAW,KAAK,MAAM,KAAK,WAAW,IAAI,EAC9C,YAAa,OAAO,WAAW,QAAS,OAAO,MAAM;AAEvD,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;AACvC,QAAK,KAAK,aAAa,KAAK,KAAK,OAAO;AACxC,QAAK,IAAI,KAAK,aAAa,KAAK,IAAI,KAAK,OAAO;AAChD,QAAK,IAAI,KAAK,aAAa,KAAK,IAAI,KAAK,OAAO;;;;;;;;;CAUpD,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,WAAW,KAAK,SAAS;;;0BAzClD,QAAO,WAAW;0BAElB,YAAW,sBAAsB;0BAEjC,oBAAmB,CAAC,YAAY,CAAC;AAyC1C,cAAc,SAAS,SAAS"}