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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":"Gamma.min.mjs","names":[],"sources":["../../../src/filters/Gamma.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/gamma';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\n\nconst GAMMA = 'Gamma' as const;\n\nexport type GammaInput = [number, number, number];\n\nexport type GammaOwnProps = {\n gamma: GammaInput;\n};\n\nexport const gammaDefaultValues: GammaOwnProps = {\n gamma: [1, 1, 1],\n};\n\n/**\n * Gamma filter class\n * @example\n * const filter = new Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Gamma extends BaseFilter<typeof GAMMA, GammaOwnProps> {\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n */\n declare gamma: GammaOwnProps['gamma'];\n declare rgbValues?: {\n r: Uint8Array;\n g: Uint8Array;\n b: Uint8Array;\n };\n\n static type = GAMMA;\n\n static defaults = gammaDefaultValues;\n\n static uniformLocations = ['uGamma'];\n\n getFragmentSource() {\n return fragmentSource;\n }\n\n constructor(options: { gamma?: GammaInput } = {}) {\n super(options);\n this.gamma =\n options.gamma ||\n ((\n this.constructor as typeof Gamma\n ).defaults.gamma.concat() as GammaInput);\n }\n\n /**\n * Apply the Gamma 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 gamma = this.gamma,\n rInv = 1 / gamma[0],\n gInv = 1 / gamma[1],\n bInv = 1 / gamma[2];\n\n if (!this.rgbValues) {\n this.rgbValues = {\n r: new Uint8Array(256),\n g: new Uint8Array(256),\n b: new Uint8Array(256),\n };\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n const rgb = this.rgbValues;\n for (let i = 0; i < 256; i++) {\n rgb.r[i] = Math.pow(i / 255, rInv) * 255;\n rgb.g[i] = Math.pow(i / 255, gInv) * 255;\n rgb.b[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (let i = 0; i < data.length; i += 4) {\n data[i] = rgb.r[data[i]];\n data[i + 1] = rgb.g[data[i + 1]];\n data[i + 2] = rgb.b[data[i + 2]];\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.uniform3fv(uniformLocations.uGamma, this.gamma);\n }\n\n isNeutralState() {\n const { gamma } = this;\n return gamma[0] === 1 && gamma[1] === 1 && gamma[2] === 1;\n }\n\n toObject(): { type: typeof GAMMA; gamma: GammaInput } {\n return {\n type: GAMMA,\n gamma: this.gamma.concat() as GammaInput,\n };\n }\n}\n\nclassRegistry.setClass(Gamma);\n"],"mappings":"kRAKA,MAAM,EAAQ,QAqBd,IAAa,EAAb,cAA2B,CAAA,CAkBzB,mBAAA,CACE,OAAO,EAGT,YAAY,EAAkC,EAAA,CAAA,CAC5C,MAAM,EAAA,CACN,KAAK,MACH,EAAQ,OAEN,KAAK,YACL,SAAS,MAAM,QAAA,CASrB,UAAA,CAAY,UAAA,CAAW,KAAE,IAAA,CACvB,IAAM,EAAQ,KAAK,MACjB,EAAO,EAAI,EAAM,GACjB,EAAO,EAAI,EAAM,GACjB,EAAO,EAAI,EAAM,GAEd,KAAK,YACR,KAAK,UAAY,CACf,EAAG,IAAI,WAAW,IAAA,CAClB,EAAG,IAAI,WAAW,IAAA,CAClB,EAAG,IAAI,WAAW,IAAA,CAAA,EAMtB,IAAM,EAAM,KAAK,UACjB,IAAK,IAAI,EAAI,EAAG,EAAI,IAAK,IACvB,EAAI,EAAE,GAA+B,KAAjB,EAAI,MAAK,EAC7B,EAAI,EAAE,GAA+B,KAAjB,EAAI,MAAK,EAC7B,EAAI,EAAE,GAA+B,KAAjB,EAAI,MAAK,EAE/B,IAAK,IAAI,EAAI,EAAG,EAAI,EAAK,OAAQ,GAAK,EACpC,EAAK,GAAK,EAAI,EAAE,EAAK,IACrB,EAAK,EAAI,GAAK,EAAI,EAAE,EAAK,EAAI,IAC7B,EAAK,EAAI,GAAK,EAAI,EAAE,EAAK,EAAI,IAUjC,gBACE,EACA,EAAA,CAEA,EAAG,WAAW,EAAiB,OAAQ,KAAK,MAAA,CAG9C,gBAAA,CACE,GAAA,CAAM,MAAE,GAAU,KAClB,OAAO,EAAM,KAAO,GAAK,EAAM,KAAO,GAAK,EAAM,KAAO,EAG1D,UAAA,CACE,MAAO,CACL,KAAM,EACN,MAAO,KAAK,MAAM,QAAA,CAAA,GAAA,EAAA,EA3Ef,OAAO,EAAA,CAAA,EAAA,EAEP,WA3BwC,CAC/C,MAAO,CAAC,EAAG,EAAG,EAAA,CAAA,CAAA,CAAA,EAAA,EA4BP,mBAAmB,CAAC,SAAA,CAAA,CA4E7B,EAAc,SAAS,EAAA,CAAA,OAAA,KAAA"}