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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":"Convolute.mjs","names":[],"sources":["../../../src/filters/Convolute.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/convolute';\n\nexport type ConvoluteOwnProps = {\n opaque: boolean;\n matrix: number[];\n};\n\nexport const convoluteDefaultValues: ConvoluteOwnProps = {\n opaque: false,\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n};\n\n/**\n * Adapted from <a href=\"http://www.html5rocks.com/en/tutorials/canvas/imagefilters/\">html5rocks article</a>\n * @example <caption>Sharpen filter</caption>\n * const filter = new Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example <caption>Blur filter</caption>\n * const filter = new Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example <caption>Emboss filter</caption>\n * const filter = new Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example <caption>Emboss filter with opaqueness</caption>\n * const filter = new Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\nexport class Convolute extends BaseFilter<'Convolute', ConvoluteOwnProps> {\n /*\n * Opaque value (true/false)\n */\n declare opaque: ConvoluteOwnProps['opaque'];\n\n /*\n * matrix for the filter, max 9x9\n */\n declare matrix: ConvoluteOwnProps['matrix'];\n\n static type = 'Convolute';\n\n static defaults = convoluteDefaultValues;\n\n static uniformLocations = ['uMatrix', 'uOpaque', 'uHalfSize', 'uSize'];\n\n getCacheKey() {\n return `${this.type}_${Math.sqrt(this.matrix.length)}_${\n this.opaque ? 1 : 0\n }` as keyof typeof fragmentSource;\n }\n\n getFragmentSource() {\n return fragmentSource[this.getCacheKey()];\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(options: T2DPipelineState) {\n const imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0;\n let r, g, b, a, dstOff, scx, scy, srcOff, wt, x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0;\n g = 0;\n b = 0;\n a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n } else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\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.uniform1fv(uniformLocations.uMatrix, this.matrix);\n }\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject() {\n return {\n ...super.toObject(),\n opaque: this.opaque,\n matrix: [...this.matrix],\n };\n }\n}\n\nclassRegistry.setClass(Convolute);\n"],"mappings":";;;;;AAUA,MAAa,yBAA4C;CACvD,QAAQ;CACR,QAAQ;EAAC;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAG;EAAE;CACpC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CD,IAAa,YAAb,cAA+B,WAA2C;CAiBxE,cAAc;AACZ,SAAO,GAAG,KAAK,KAAK,GAAG,KAAK,KAAK,KAAK,OAAO,OAAO,CAAC,GACnD,KAAK,SAAS,IAAI;;CAItB,oBAAoB;AAClB,SAAO,eAAe,KAAK,aAAa;;;;;;;;CAS1C,UAAU,SAA2B;EACnC,MAAM,YAAY,QAAQ,WACxB,OAAO,UAAU,MACjB,UAAU,KAAK,QACf,OAAO,KAAK,MAAM,KAAK,KAAK,QAAQ,OAAO,CAAC,EAC5C,WAAW,KAAK,MAAM,OAAO,EAAE,EAC/B,KAAK,UAAU,OACf,KAAK,UAAU,QACf,SAAS,QAAQ,IAAI,gBAAgB,IAAI,GAAG,EAC5C,MAAM,OAAO,MAEb,WAAW,KAAK,SAAS,IAAI;EAC/B,IAAI,GAAG,GAAG,GAAG,GAAG,QAAQ,KAAK,KAAK,QAAQ,IAAI,GAAG,GAAG,IAAI;AAExD,OAAK,IAAI,GAAG,IAAI,IAAI,IAClB,MAAK,IAAI,GAAG,IAAI,IAAI,KAAK;AACvB,aAAU,IAAI,KAAK,KAAK;AAGxB,OAAI;AACJ,OAAI;AACJ,OAAI;AACJ,OAAI;AAEJ,QAAK,KAAK,GAAG,KAAK,MAAM,KACtB,MAAK,KAAK,GAAG,KAAK,MAAM,MAAM;AAC5B,UAAM,IAAI,KAAK;AACf,UAAM,IAAI,KAAK;AAEf,QAAI,MAAM,KAAK,OAAO,MAAM,MAAM,KAAK,OAAO,GAC5C;AAGF,cAAU,MAAM,KAAK,OAAO;AAC5B,SAAK,QAAQ,KAAK,OAAO;AAEzB,SAAK,KAAK,UAAU;AACpB,SAAK,KAAK,SAAS,KAAK;AACxB,SAAK,KAAK,SAAS,KAAK;AAExB,QAAI,CAAC,SACH,MAAK,KAAK,SAAS,KAAK;;AAI9B,OAAI,UAAU;AACd,OAAI,SAAS,KAAK;AAClB,OAAI,SAAS,KAAK;AAClB,OAAI,CAAC,SACH,KAAI,SAAS,KAAK;OAElB,KAAI,SAAS,KAAK,KAAK,SAAS;;AAItC,UAAQ,YAAY;;;;;;;;CAStB,gBACE,IACA,kBACA;AACA,KAAG,WAAW,iBAAiB,SAAS,KAAK,OAAO;;;;;;CAOtD,WAAW;AACT,SAAO;GACL,GAAG,MAAM,UAAU;GACnB,QAAQ,KAAK;GACb,QAAQ,CAAC,GAAG,KAAK,OAAO;GACzB;;;2BAtGI,QAAO,YAAY;2BAEnB,YAAW,uBAAuB;2BAElC,oBAAmB;CAAC;CAAW;CAAW;CAAa;CAAQ,CAAC;AAsGzE,cAAc,SAAS,UAAU"}