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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":"Invert.min.mjs","names":[],"sources":["../../../src/filters/Invert.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/invert';\n\nexport type InvertOwnProps = {\n alpha: boolean;\n invert: boolean;\n};\n\nexport const invertDefaultValues: InvertOwnProps = {\n alpha: false,\n invert: true,\n};\n\n/**\n * @example\n * const filter = new Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\nexport class Invert extends BaseFilter<'Invert', InvertOwnProps> {\n /**\n * Invert also alpha.\n * @param {Boolean} alpha\n **/\n declare alpha: InvertOwnProps['alpha'];\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n */\n declare invert: InvertOwnProps['invert'];\n\n static type = 'Invert';\n\n static defaults = invertDefaultValues;\n\n static uniformLocations = ['uInvert', 'uAlpha'];\n\n /**\n * Apply the Invert 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 for (let i = 0; i < data.length; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n\n if (this.alpha) {\n data[i + 3] = 255 - data[i + 3];\n }\n }\n }\n\n protected getFragmentSource(): string {\n return fragmentSource;\n }\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState() {\n return !this.invert;\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.uniform1i(uniformLocations.uInvert, Number(this.invert));\n gl.uniform1i(uniformLocations.uAlpha, Number(this.alpha));\n }\n}\n\nclassRegistry.setClass(Invert);\n"],"mappings":"mRAqBA,IAAa,EAAb,cAA4B,CAAA,CAyB1B,UAAA,CAAY,UAAA,CAAW,KAAE,IAAA,CACvB,IAAK,IAAI,EAAI,EAAG,EAAI,EAAK,OAAQ,GAAK,EACpC,EAAK,GAAK,IAAM,EAAK,GACrB,EAAK,EAAI,GAAK,IAAM,EAAK,EAAI,GAC7B,EAAK,EAAI,GAAK,IAAM,EAAK,EAAI,GAEzB,KAAK,QACP,EAAK,EAAI,GAAK,IAAM,EAAK,EAAI,IAKnC,mBAAA,CACE,OAAO,EAST,gBAAA,CACE,MAAA,CAAQ,KAAK,OASf,gBACE,EACA,EAAA,CAEA,EAAG,UAAU,EAAiB,QAAS,OAAO,KAAK,OAAA,CAAA,CACnD,EAAG,UAAU,EAAiB,OAAQ,OAAO,KAAK,MAAA,CAAA,GAAA,EAAA,EAjD7C,OAAO,SAAA,CAAA,EAAA,EAEP,WA1B0C,CACjD,MAAA,CAAO,EACP,OAAA,CAAQ,EAAA,CAAA,CAAA,EAAA,EA0BD,mBAAmB,CAAC,UAAW,SAAA,CAAA,CAiDxC,EAAc,SAAS,EAAA,CAAA,OAAA,KAAA"}