{"version":3,"file":"Invert.mjs","names":[],"sources":["../../../src/filters/Invert.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/invert';\n\nexport type InvertOwnProps = {\n  alpha: boolean;\n  invert: boolean;\n};\n\nexport const invertDefaultValues: InvertOwnProps = {\n  alpha: false,\n  invert: true,\n};\n\n/**\n * @example\n * const filter = new Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\nexport class Invert extends BaseFilter<'Invert', InvertOwnProps> {\n  /**\n   * Invert also alpha.\n   * @param {Boolean} alpha\n   **/\n  declare alpha: InvertOwnProps['alpha'];\n\n  /**\n   * Filter invert. if false, does nothing\n   * @param {Boolean} invert\n   */\n  declare invert: InvertOwnProps['invert'];\n\n  static type = 'Invert';\n\n  static defaults = invertDefaultValues;\n\n  static uniformLocations = ['uInvert', 'uAlpha'];\n\n  /**\n   * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n   *\n   * @param {Object} options\n   * @param {ImageData} options.imageData The Uint8Array to be filtered.\n   */\n  applyTo2d({ imageData: { data } }: T2DPipelineState) {\n    for (let i = 0; i < data.length; i += 4) {\n      data[i] = 255 - data[i];\n      data[i + 1] = 255 - data[i + 1];\n      data[i + 2] = 255 - data[i + 2];\n\n      if (this.alpha) {\n        data[i + 3] = 255 - data[i + 3];\n      }\n    }\n  }\n\n  protected getFragmentSource(): string {\n    return fragmentSource;\n  }\n\n  /**\n   * Invert filter isNeutralState implementation\n   * Used only in image applyFilters to discard filters that will not have an effect\n   * on the image\n   * @param {Object} options\n   **/\n  isNeutralState() {\n    return !this.invert;\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.uniform1i(uniformLocations.uInvert, Number(this.invert));\n    gl.uniform1i(uniformLocations.uAlpha, Number(this.alpha));\n  }\n}\n\nclassRegistry.setClass(Invert);\n"],"mappings":";;;;;AAUA,MAAa,sBAAsC;CACjD,OAAO;CACP,QAAQ;CACT;;;;;;;AAQD,IAAa,SAAb,cAA4B,WAAqC;;;;;;;CAyB/D,UAAU,EAAE,WAAW,EAAE,UAA4B;AACnD,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;AACvC,QAAK,KAAK,MAAM,KAAK;AACrB,QAAK,IAAI,KAAK,MAAM,KAAK,IAAI;AAC7B,QAAK,IAAI,KAAK,MAAM,KAAK,IAAI;AAE7B,OAAI,KAAK,MACP,MAAK,IAAI,KAAK,MAAM,KAAK,IAAI;;;CAKnC,oBAAsC;AACpC,SAAO;;;;;;;;CAST,iBAAiB;AACf,SAAO,CAAC,KAAK;;;;;;;;CASf,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,SAAS,OAAO,KAAK,OAAO,CAAC;AAC3D,KAAG,UAAU,iBAAiB,QAAQ,OAAO,KAAK,MAAM,CAAC;;;wBAjDpD,QAAO,SAAS;wBAEhB,YAAW,oBAAoB;wBAE/B,oBAAmB,CAAC,WAAW,SAAS,CAAC;AAiDlD,cAAc,SAAS,OAAO"}