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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/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