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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/noise.mjs"; //#region src/filters/Noise.ts const noiseDefaultValues = { noise: 0 }; /** * Noise filter class * @example * const filter = new Noise({ * noise: 700 * }); * object.filters.push(filter); * object.applyFilters(); * canvas.renderAll(); */ var Noise = class extends BaseFilter { getFragmentSource() { return fragmentSource; } /** * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image. * * @param {Object} options * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered. */ applyTo2d({ imageData: { data } }) { const noise = this.noise; for (let i = 0; i < data.length; i += 4) { const rand = (.5 - Math.random()) * noise; data[i] += rand; data[i + 1] += rand; data[i + 2] += rand; } } /** * 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.uniform1f(uniformLocations.uNoise, this.noise / 255); gl.uniform1f(uniformLocations.uSeed, Math.random()); } isNeutralState() { return this.noise === 0; } }; _defineProperty(Noise, "type", "Noise"); _defineProperty(Noise, "defaults", noiseDefaultValues); _defineProperty(Noise, "uniformLocations", ["uNoise", "uSeed"]); classRegistry.setClass(Noise); //#endregion export { Noise }; //# sourceMappingURL=Noise.mjs.map