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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/saturation.mjs";
//#region src/filters/Saturation.ts
const saturationDefaultValues = { saturation: 0 };
/**
* Saturate filter class
* @example
* const filter = new Saturation({
* saturation: 1
* });
* object.filters.push(filter);
* object.applyFilters();
*/
var Saturation = class extends BaseFilter {
getFragmentSource() {
return fragmentSource;
}
/**
* Apply the Saturation 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 adjust = -this.saturation;
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const max = Math.max(r, g, b);
data[i] += max !== r ? (max - r) * adjust : 0;
data[i + 1] += max !== g ? (max - g) * adjust : 0;
data[i + 2] += max !== b ? (max - b) * adjust : 0;
}
}
/**
* 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.uSaturation, -this.saturation);
}
isNeutralState() {
return this.saturation === 0;
}
};
_defineProperty(Saturation, "type", "Saturation");
_defineProperty(Saturation, "defaults", saturationDefaultValues);
_defineProperty(Saturation, "uniformLocations", ["uSaturation"]);
classRegistry.setClass(Saturation);
//#endregion
export { Saturation };
//# sourceMappingURL=Saturation.mjs.map