import type { TClassProperties } from '../typedefs'; import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; import { classRegistry } from '../ClassRegistry'; import { fragmentSource } from './shaders/saturation'; /** * Saturate filter class * @example * const filter = new Saturation({ * saturation: 1 * }); * object.filters.push(filter); * object.applyFilters(); */ export const saturationDefaultValues: Partial> = { saturation: 0, mainParameter: 'saturation', }; export class Saturation extends BaseFilter { /** * Saturation value, from -1 to 1. * Increases/decreases the color saturation. * A value of 0 has no effect. * * @param {Number} saturation * @default */ declare saturation: number; static type = 'Saturation'; static defaults = saturationDefaultValues; 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 } }: T2DPipelineState) { if (this.saturation === 0) { return; } const adjust = -this.saturation; for (let i = 0; i < data.length; i += 4) { const max = Math.max(data[i], data[i + 1], data[i + 2]); data[i] += max !== data[i] ? (max - data[i]) * adjust : 0; data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0; data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0; } } /** * 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 { uSaturation: gl.getUniformLocation(program, 'uSaturation'), }; } /** * 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.uniform1f(uniformLocations.uSaturation, -this.saturation); } } classRegistry.setClass(Saturation);