{"version":3,"file":"Blur.min.mjs","names":[],"sources":["../../../src/filters/Blur.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type {\n  TWebGLPipelineState,\n  T2DPipelineState,\n  TWebGLUniformLocationMap,\n} from './typedefs';\nimport { isWebGLPipelineState } from './utils';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/blur';\n\ntype BlurOwnProps = {\n  blur: number;\n};\n\nexport const blurDefaultValues: BlurOwnProps = {\n  blur: 0,\n};\n\n/**\n * Blur filter class\n * @example\n * const filter = new Blur({\n *   blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\nexport class Blur extends BaseFilter<'Blur', BlurOwnProps> {\n  /**\n   * blur value, in percentage of image dimensions.\n   * specific to keep the image blur constant at different resolutions\n   * range between 0 and 1.\n   * @type Number\n   */\n  declare blur: BlurOwnProps['blur'];\n\n  declare horizontal: boolean;\n  declare aspectRatio: number;\n\n  static type = 'Blur';\n\n  static defaults = blurDefaultValues;\n\n  static uniformLocations = ['uDelta'];\n\n  getFragmentSource(): string {\n    return fragmentSource;\n  }\n\n  applyTo(options: TWebGLPipelineState | T2DPipelineState) {\n    if (isWebGLPipelineState(options)) {\n      // this aspectRatio is used to give the same blur to vertical and horizontal\n      this.aspectRatio = options.sourceWidth / options.sourceHeight;\n      options.passes++;\n      this._setupFrameBuffer(options);\n      this.horizontal = true;\n      this.applyToWebGL(options);\n      this._swapTextures(options);\n      this._setupFrameBuffer(options);\n      this.horizontal = false;\n      this.applyToWebGL(options);\n      this._swapTextures(options);\n    } else {\n      this.applyTo2d(options);\n    }\n  }\n\n  applyTo2d({ imageData: { data, width, height } }: T2DPipelineState) {\n    // this code mimic the shader for output consistency\n    // it samples 31 pixels across the image over a distance that depends from the blur value.\n    this.aspectRatio = width / height;\n    this.horizontal = true;\n    let blurValue = this.getBlurValue() * width;\n    const imageData = new Uint8ClampedArray(data);\n    const samples = 15;\n    const bytesInRow = 4 * width;\n    for (let i = 0; i < data.length; i += 4) {\n      let r = 0.0,\n        g = 0.0,\n        b = 0.0,\n        a = 0.0,\n        totalA = 0;\n      const minIRow = i - (i % bytesInRow);\n      const maxIRow = minIRow + bytesInRow;\n      // for now let's keep noise out of the way\n      // let pixelOffset = 0;\n      // const offset = Math.random() * 3;\n      // if (offset > 2) {\n      //   pixelOffset = 4;\n      // } else if (offset < 1) {\n      //   pixelOffset = -4;\n      // }\n      for (let j = -samples + 1; j < samples; j++) {\n        const percent = j / samples;\n        const distance = Math.floor(blurValue * percent) * 4;\n        const weight = 1 - Math.abs(percent);\n        let sampledPixel = i + distance; // + pixelOffset;\n        // try to implement edge mirroring\n        if (sampledPixel < minIRow) {\n          sampledPixel = minIRow;\n        } else if (sampledPixel > maxIRow) {\n          sampledPixel = maxIRow;\n        }\n        const localAlpha = data[sampledPixel + 3] * weight;\n        r += data[sampledPixel] * localAlpha;\n        g += data[sampledPixel + 1] * localAlpha;\n        b += data[sampledPixel + 2] * localAlpha;\n        a += localAlpha;\n        totalA += weight;\n      }\n      imageData[i] = r / a;\n      imageData[i + 1] = g / a;\n      imageData[i + 2] = b / a;\n      imageData[i + 3] = a / totalA;\n    }\n    this.horizontal = false;\n    blurValue = this.getBlurValue() * height;\n    for (let i = 0; i < imageData.length; i += 4) {\n      let r = 0.0,\n        g = 0.0,\n        b = 0.0,\n        a = 0.0,\n        totalA = 0;\n      const minIRow = i % bytesInRow;\n      const maxIRow = imageData.length - bytesInRow + minIRow;\n      // for now let's keep noise out of the way\n      // let pixelOffset = 0;\n      // const offset = Math.random() * 3;\n      // if (offset > 2) {\n      //   pixelOffset = bytesInRow;\n      // } else if (offset < 1) {\n      //   pixelOffset = -bytesInRow;\n      // }\n      for (let j = -samples + 1; j < samples; j++) {\n        const percent = j / samples;\n        const distance = Math.floor(blurValue * percent) * bytesInRow;\n        const weight = 1 - Math.abs(percent);\n        let sampledPixel = i + distance; // + pixelOffset;\n        // try to implement edge mirroring\n        if (sampledPixel < minIRow) {\n          sampledPixel = minIRow;\n        } else if (sampledPixel > maxIRow) {\n          sampledPixel = maxIRow;\n        }\n        const localAlpha = imageData[sampledPixel + 3] * weight;\n        r += imageData[sampledPixel] * localAlpha;\n        g += imageData[sampledPixel + 1] * localAlpha;\n        b += imageData[sampledPixel + 2] * localAlpha;\n        a += localAlpha;\n        totalA += weight;\n      }\n      data[i] = r / a;\n      data[i + 1] = g / a;\n      data[i + 2] = b / a;\n      data[i + 3] = a / totalA;\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    const delta = this.chooseRightDelta();\n    gl.uniform2fv(uniformLocations.uDelta, delta);\n  }\n\n  isNeutralState() {\n    return this.blur === 0;\n  }\n\n  getBlurValue(): number {\n    let blurScale = 1;\n    const { horizontal, aspectRatio } = this;\n    if (horizontal) {\n      if (aspectRatio > 1) {\n        // image is wide, i want to shrink radius horizontal\n        blurScale = 1 / aspectRatio;\n      }\n    } else {\n      if (aspectRatio < 1) {\n        // image is tall, i want to shrink radius vertical\n        blurScale = aspectRatio;\n      }\n    }\n    return blurScale * this.blur * 0.12;\n  }\n\n  /**\n   * choose right value of image percentage to blur with\n   * @returns {Array} a numeric array with delta values\n   */\n  chooseRightDelta() {\n    const blur = this.getBlurValue();\n    return this.horizontal ? [blur, 0] : [0, blur];\n  }\n}\n\nclassRegistry.setClass(Blur);\n"],"mappings":"wUA4BA,IAAa,EAAb,cAA0B,CAAA,CAkBxB,mBAAA,CACE,OAAO,EAGT,QAAQ,EAAA,CACF,EAAqB,EAAA,EAEvB,KAAK,YAAc,EAAQ,YAAc,EAAQ,aACjD,EAAQ,SACR,KAAK,kBAAkB,EAAA,CACvB,KAAK,WAAA,CAAa,EAClB,KAAK,aAAa,EAAA,CAClB,KAAK,cAAc,EAAA,CACnB,KAAK,kBAAkB,EAAA,CACvB,KAAK,WAAA,CAAa,EAClB,KAAK,aAAa,EAAA,CAClB,KAAK,cAAc,EAAA,EAEnB,KAAK,UAAU,EAAA,CAInB,UAAA,CAAY,UAAA,CAAW,KAAE,EAAA,MAAM,EAAA,OAAO,IAAA,CAGpC,KAAK,YAAc,EAAQ,EAC3B,KAAK,WAAA,CAAa,EAClB,IAAI,EAAY,KAAK,cAAA,CAAiB,EAChC,EAAY,IAAI,kBAAkB,EAAA,CAElC,EAAa,EAAI,EACvB,IAAK,IAAI,EAAI,EAAG,EAAI,EAAK,OAAQ,GAAK,EAAG,CACvC,IAAI,EAAI,EACN,EAAI,EACJ,EAAI,EACJ,EAAI,EACJ,EAAS,EACL,EAAU,EAAK,EAAI,EACnB,EAAU,EAAU,EAS1B,IAAK,IAAI,EAAA,IAAkB,EAAI,GAAS,IAAK,CAC3C,IAAM,EAAU,EAAI,GACd,EAA6C,EAAlC,KAAK,MAAM,EAAY,EAAA,CAClC,EAAS,EAAI,KAAK,IAAI,EAAA,CACxB,EAAe,EAAI,EAEnB,EAAe,EACjB,EAAe,EACN,EAAe,IACxB,EAAe,GAEjB,IAAM,EAAa,EAAK,EAAe,GAAK,EAC5C,GAAK,EAAK,GAAgB,EAC1B,GAAK,EAAK,EAAe,GAAK,EAC9B,GAAK,EAAK,EAAe,GAAK,EAC9B,GAAK,EACL,GAAU,EAEZ,EAAU,GAAK,EAAI,EACnB,EAAU,EAAI,GAAK,EAAI,EACvB,EAAU,EAAI,GAAK,EAAI,EACvB,EAAU,EAAI,GAAK,EAAI,EAEzB,KAAK,WAAA,CAAa,EAClB,EAAY,KAAK,cAAA,CAAiB,EAClC,IAAK,IAAI,EAAI,EAAG,EAAI,EAAU,OAAQ,GAAK,EAAG,CAC5C,IAAI,EAAI,EACN,EAAI,EACJ,EAAI,EACJ,EAAI,EACJ,EAAS,EACL,EAAU,EAAI,EACd,EAAU,EAAU,OAAS,EAAa,EAShD,IAAK,IAAI,EAAA,IAAkB,EAAI,GAAS,IAAK,CAC3C,IAAM,EAAU,EAAI,GACd,EAAW,KAAK,MAAM,EAAY,EAAA,CAAW,EAC7C,EAAS,EAAI,KAAK,IAAI,EAAA,CACxB,EAAe,EAAI,EAEnB,EAAe,EACjB,EAAe,EACN,EAAe,IACxB,EAAe,GAEjB,IAAM,EAAa,EAAU,EAAe,GAAK,EACjD,GAAK,EAAU,GAAgB,EAC/B,GAAK,EAAU,EAAe,GAAK,EACnC,GAAK,EAAU,EAAe,GAAK,EACnC,GAAK,EACL,GAAU,EAEZ,EAAK,GAAK,EAAI,EACd,EAAK,EAAI,GAAK,EAAI,EAClB,EAAK,EAAI,GAAK,EAAI,EAClB,EAAK,EAAI,GAAK,EAAI,GAUtB,gBACE,EACA,EAAA,CAEA,IAAM,EAAQ,KAAK,kBAAA,CACnB,EAAG,WAAW,EAAiB,OAAQ,EAAA,CAGzC,gBAAA,CACE,OAAO,KAAK,OAAS,EAGvB,cAAA,CACE,IAAI,EAAY,EAChB,CAAM,WAAE,EAAA,YAAY,GAAgB,KAYpC,OAXI,EACE,EAAc,IAEhB,EAAY,EAAI,GAGd,EAAc,IAEhB,EAAY,GAGT,EAAY,KAAK,KAAO,IAOjC,kBAAA,CACE,IAAM,EAAO,KAAK,cAAA,CAClB,OAAO,KAAK,WAAa,CAAC,EAAM,EAAA,CAAK,CAAC,EAAG,EAAA,GAAA,EAAA,EAhKpC,OAAO,OAAA,CAAA,EAAA,EAEP,WA5BsC,CAC7C,KAAM,EAAA,CAAA,CAAA,EAAA,EA6BC,mBAAmB,CAAC,SAAA,CAAA,CAgK7B,EAAc,SAAS,EAAA,CAAA,OAAA,KAAA"}