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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/invert.mjs"; //#region src/filters/Invert.ts const invertDefaultValues = { alpha: false, invert: true }; /** * @example * const filter = new Invert(); * object.filters.push(filter); * object.applyFilters(canvas.renderAll.bind(canvas)); */ var Invert = class extends BaseFilter { /** * Apply the Invert 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 } }) { for (let i = 0; i < data.length; i += 4) { data[i] = 255 - data[i]; data[i + 1] = 255 - data[i + 1]; data[i + 2] = 255 - data[i + 2]; if (this.alpha) data[i + 3] = 255 - data[i + 3]; } } getFragmentSource() { return fragmentSource; } /** * Invert filter isNeutralState implementation * Used only in image applyFilters to discard filters that will not have an effect * on the image * @param {Object} options **/ isNeutralState() { return !this.invert; } /** * 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.uniform1i(uniformLocations.uInvert, Number(this.invert)); gl.uniform1i(uniformLocations.uAlpha, Number(this.alpha)); } }; _defineProperty(Invert, "type", "Invert"); _defineProperty(Invert, "defaults", invertDefaultValues); _defineProperty(Invert, "uniformLocations", ["uInvert", "uAlpha"]); classRegistry.setClass(Invert); //#endregion export { Invert }; //# sourceMappingURL=Invert.mjs.map