{"version":3,"file":"Noise.min.mjs","sources":["../../../src/filters/Noise.ts"],"sourcesContent":["import type { TClassProperties } from '../typedefs';\nimport { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/noise';\n\nexport const noiseDefaultValues: Partial<TClassProperties<Noise>> = {\n  mainParameter: 'noise',\n  noise: 0,\n};\n\n/**\n * Noise filter class\n * @example\n * const filter = new Noise({\n *   noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\nexport class Noise extends BaseFilter {\n  /**\n   * Noise value, from\n   * @param {Number} noise\n   * @default\n   */\n  declare noise: number;\n\n  static type = 'Noise';\n\n  static defaults = noiseDefaultValues;\n\n  getFragmentSource() {\n    return fragmentSource;\n  }\n\n  /**\n   * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n   *\n   * @param {Object} options\n   * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n   */\n  applyTo2d({ imageData: { data } }: T2DPipelineState) {\n    if (this.noise === 0) {\n      return;\n    }\n    const noise = this.noise;\n    for (let i = 0; i < data.length; i += 4) {\n      const rand = (0.5 - Math.random()) * noise;\n      data[i] += rand;\n      data[i + 1] += rand;\n      data[i + 2] += rand;\n    }\n  }\n\n  /**\n   * Return WebGL uniform locations for this filter's shader.\n   *\n   * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n   * @param {WebGLShaderProgram} program This filter's compiled shader program.\n   */\n  getUniformLocations(\n    gl: WebGLRenderingContext,\n    program: WebGLProgram\n  ): TWebGLUniformLocationMap {\n    return {\n      uNoise: gl.getUniformLocation(program, 'uNoise'),\n      uSeed: gl.getUniformLocation(program, 'uSeed'),\n    };\n  }\n\n  /**\n   * Send data from this filter to its shader program's uniforms.\n   *\n   * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n   * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n   */\n  sendUniformData(\n    gl: WebGLRenderingContext,\n    uniformLocations: TWebGLUniformLocationMap\n  ) {\n    gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n    gl.uniform1f(uniformLocations.uSeed, Math.random());\n  }\n\n  /**\n   * Returns object representation of an instance\n   * @return {Object} Object representation of an instance\n   */\n  toObject() {\n    return { ...super.toObject(), noise: this.noise };\n  }\n}\n\nclassRegistry.setClass(Noise);\n"],"names":["noiseDefaultValues","mainParameter","noise","Noise","BaseFilter","getFragmentSource","fragmentSource","applyTo2d","_ref","imageData","data","this","i","length","rand","Math","random","getUniformLocations","gl","program","uNoise","getUniformLocation","uSeed","sendUniformData","uniformLocations","uniform1f","toObject","_objectSpread","super","_defineProperty","classRegistry","setClass"],"mappings":"yQAMO,MAAMA,EAAuD,CAClEC,cAAe,QACfC,MAAO,GAaF,MAAMC,UAAcC,EAYzBC,iBAAAA,GACE,OAAOC,CACT,CAQAC,SAAAA,CAASC,GAA4C,IAAzCC,WAAWC,KAAEA,IAA0BF,EACjD,GAAmB,IAAfG,KAAKT,MACP,OAEF,MAAMA,EAAQS,KAAKT,MACnB,IAAK,IAAIU,EAAI,EAAGA,EAAIF,EAAKG,OAAQD,GAAK,EAAG,CACvC,MAAME,GAAQ,GAAMC,KAAKC,UAAYd,EACrCQ,EAAKE,IAAME,EACXJ,EAAKE,EAAI,IAAME,EACfJ,EAAKE,EAAI,IAAME,CACjB,CACF,CAQAG,mBAAAA,CACEC,EACAC,GAEA,MAAO,CACLC,OAAQF,EAAGG,mBAAmBF,EAAS,UACvCG,MAAOJ,EAAGG,mBAAmBF,EAAS,SAE1C,CAQAI,eAAAA,CACEL,EACAM,GAEAN,EAAGO,UAAUD,EAAiBJ,OAAQT,KAAKT,MAAQ,KACnDgB,EAAGO,UAAUD,EAAiBF,MAAOP,KAAKC,SAC5C,CAMAU,QAAAA,GACE,OAAAC,EAAAA,EAAA,CAAA,EAAYC,MAAMF,YAAU,GAAA,CAAExB,MAAOS,KAAKT,OAC5C,EAtEA2B,EADW1B,EAAK,OAQF,SAAO0B,EARV1B,EAAK,WAUEH,GAgEpB8B,EAAcC,SAAS5B"}