import type { TClassProperties } from '../typedefs'; import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; import { classRegistry } from '../ClassRegistry'; import { fragmentSource } from './shaders/vibrance'; export const vibranceDefaultValues: Partial> = { vibrance: 0, mainParameter: 'vibrance', }; /** * Vibrance filter class * @example * const filter = new Vibrance({ * vibrance: 1 * }); * object.filters.push(filter); * object.applyFilters(); */ export class Vibrance extends BaseFilter { /** * Vibrance value, from -1 to 1. * Increases/decreases the saturation of more muted colors with less effect on saturated colors. * A value of 0 has no effect. * * @param {Number} vibrance * @default */ declare vibrance: number; static type = 'Vibrance'; static defaults = vibranceDefaultValues; getFragmentSource() { return fragmentSource; } /** * Apply the Vibrance 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.vibrance === 0) { return; } const adjust = -this.vibrance; for (let i = 0; i < data.length; i += 4) { const max = Math.max(data[i], data[i + 1], data[i + 2]); const avg = (data[i] + data[i + 1] + data[i + 2]) / 3; const amt = ((Math.abs(max - avg) * 2) / 255) * adjust; data[i] += max !== data[i] ? (max - data[i]) * amt : 0; data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * amt : 0; data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * amt : 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 { uVibrance: gl.getUniformLocation(program, 'uVibrance'), }; } /** * 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.uVibrance, -this.vibrance); } } classRegistry.setClass(Vibrance);