import type { TClassProperties } from '../typedefs'; import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; import { classRegistry } from '../ClassRegistry'; import { fragmentSource } from './shaders/invert'; export const invertDefaultValues: Partial> = { alpha: false, invert: true, mainParameter: 'invert', }; /** * @example * const filter = new Invert(); * object.filters.push(filter); * object.applyFilters(canvas.renderAll.bind(canvas)); */ export class Invert extends BaseFilter { /** * Invert also alpha. * @param {Boolean} alpha * @default **/ declare alpha: boolean; /** * Filter invert. if false, does nothing * @param {Boolean} invert * @default */ declare invert: boolean; static type = 'Invert'; static defaults = invertDefaultValues; /** * 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 } }: T2DPipelineState) { 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]; } } } protected getFragmentSource(): string { 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; } /** * Return WebGL uniform locations for this filter's shader. * * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader. * @param {WebGLShaderProgram} program This filter's compiled shader program. */ getUniformLocations( gl: WebGLRenderingContext, program: WebGLProgram ): TWebGLUniformLocationMap { return { uInvert: gl.getUniformLocation(program, 'uInvert'), uAlpha: gl.getUniformLocation(program, 'uAlpha'), }; } /** * 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: WebGLRenderingContext, uniformLocations: TWebGLUniformLocationMap ) { gl.uniform1i(uniformLocations.uInvert, Number(this.invert)); gl.uniform1i(uniformLocations.uAlpha, Number(this.alpha)); } } classRegistry.setClass(Invert);