{"version":3,"file":"Brightness.mjs","names":[],"sources":["../../../src/filters/Brightness.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/brightness';\n\ntype BrightnessOwnProps = {\n  brightness: number;\n};\n\nexport const brightnessDefaultValues: BrightnessOwnProps = {\n  brightness: 0,\n};\n\n/**\n * Brightness filter class\n * @example\n * const filter = new Brightness({\n *   brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Brightness extends BaseFilter<'Brightness', BrightnessOwnProps> {\n  /**\n   * Brightness value, from -1 to 1.\n   * translated to -255 to 255 for 2d\n   * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n   * @param {Number} brightness\n   */\n  declare brightness: BrightnessOwnProps['brightness'];\n\n  static type = 'Brightness';\n\n  static defaults = brightnessDefaultValues;\n\n  static uniformLocations = ['uBrightness'];\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    const brightness = Math.round(this.brightness * 255);\n    for (let i = 0; i < data.length; i += 4) {\n      data[i] += brightness;\n      data[i + 1] += brightness;\n      data[i + 2] += brightness;\n    }\n  }\n\n  isNeutralState() {\n    return this.brightness === 0;\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.uBrightness, this.brightness);\n  }\n}\n\nclassRegistry.setClass(Brightness);\n"],"mappings":";;;;;AASA,MAAa,0BAA8C,EACzD,YAAY,GACb;;;;;;;;;;AAWD,IAAa,aAAb,cAAgC,WAA6C;CAe3E,oBAAoB;AAClB,SAAO;;;;;;;;CAST,UAAU,EAAE,WAAW,EAAE,UAA4B;EACnD,MAAM,aAAa,KAAK,MAAM,KAAK,aAAa,IAAI;AACpD,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;AACvC,QAAK,MAAM;AACX,QAAK,IAAI,MAAM;AACf,QAAK,IAAI,MAAM;;;CAInB,iBAAiB;AACf,SAAO,KAAK,eAAe;;;;;;;;CAS7B,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,aAAa,KAAK,WAAW;;;4BAvCtD,QAAO,aAAa;4BAEpB,YAAW,wBAAwB;4BAEnC,oBAAmB,CAAC,cAAc,CAAC;AAuC5C,cAAc,SAAS,WAAW"}