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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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JavaScript
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