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Filters.js
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executable file
·347 lines (306 loc) · 9.39 KB
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window.Filters = {};
Filters.tmpCanvas = document.createElement('canvas');
Filters.tmpCtx = Filters.tmpCanvas.getContext('2d');
Filters.createImageData = function(w,h) {
return this.tmpCtx.createImageData(w,h);
};
Filters.grayscale = function(imageData) {
var pixels = imageData.data;
for (var i=0; i<pixels.length; i+=4) {
var r = pixels[i];
var g = pixels[i+1];
var b = pixels[i+2];
// CIE luminance for the RGB
var v = 0.2126*r + 0.7152*g + 0.0722*b;
pixels[i] = pixels[i+1] = pixels[i+2] = v
}
return imageData;
};
Filters.threshold = function (imageData, threshold) {
var pixels = imageData.data;
for (var i=0; i<pixels.length; i += 4) {
var r = pixels[i];
var g = pixels[i+1];
var b = pixels[i+2];
var v = (0.2126*r + 0.7152*g + 0.0722*b >= threshold) ? 255 : 0;
pixels[i] = pixels[i+1] = pixels[i+2] = v
}
return imageData;
}
Filters.brightness = function(imageData, adjustment) {
var pixels = imageData.data;
for (var i=0; i < pixels.length; i += 4) {
pixels[i] += adjustment;
pixels[i+1] += adjustment;
pixels[i+2] += adjustment;
}
return imageData;
};
Filters.convolute = function(imageData, weights, opaque) {
var side = Math.round(Math.sqrt(weights.length));
var halfSide = Math.floor(side/2);
var src = imageData.data;
var sw = imageData.width;
var sh = imageData.height;
// pad output by the convolution matrix
var w = sw;
var h = sh;
var output = Filters.createImageData(w, h);
var dst = output.data;
// go through the destination image pixels
var alphaFac = opaque ? 1 : 0;
for (var y=0; y<h; y++) {
for (var x=0; x<w; x++) {
var sy = y;
var sx = x;
var dstOff = (y*w+x)*4;
// calculate the weighed sum of the source image pixels that
// fall under the convolution matrix
var r=0, g=0, b=0, a=0;
for (var cy=0; cy<side; cy++) {
for (var cx=0; cx<side; cx++) {
var scy = sy + cy - halfSide;
var scx = sx + cx - halfSide;
if (scy >= 0 && scy < sh && scx >= 0 && scx < sw) {
var srcOff = (scy*sw+scx)*4;
var wt = weights[cy*side+cx];
r += src[srcOff] * wt;
g += src[srcOff+1] * wt;
b += src[srcOff+2] * wt;
a += src[srcOff+3] * wt;
}
}
}
dst[dstOff] = r;
dst[dstOff+1] = g;
dst[dstOff+2] = b;
dst[dstOff+3] = a + alphaFac*(255-a);
}
}
return output;
};
if (!window.Float32Array)
Float32Array = Array;
Filters.convoluteFloat32 = function(imageData, weights, opaque) {
var side = Math.round(Math.sqrt(weights.length));
var halfSide = Math.floor(side/2);
var src = imageData.data;
var sw = imageData.width;
var sh = imageData.height;
var w = sw;
var h = sh;
var output = {
width: w, height: h, data: new Float32Array(w*h*4)
};
var dst = output.data;
var alphaFac = opaque ? 1 : 0;
for (var y=0; y<h; y++) {
for (var x=0; x<w; x++) {
var sy = y;
var sx = x;
var dstOff = (y*w+x)*4;
var r=0, g=0, b=0, a=0;
for (var cy=0; cy<side; cy++) {
for (var cx=0; cx<side; cx++) {
var scy = Math.min(sh-1, Math.max(0, sy + cy - halfSide));
var scx = Math.min(sw-1, Math.max(0, sx + cx - halfSide));
var srcOff = (scy*sw+scx)*4;
var wt = weights[cy*side+cx];
r += src[srcOff] * wt;
g += src[srcOff+1] * wt;
b += src[srcOff+2] * wt;
a += src[srcOff+3] * wt;
}
}
dst[dstOff] = r;
dst[dstOff+1] = g;
dst[dstOff+2] = b;
dst[dstOff+3] = a + alphaFac*(255-a);
}
}
return output;
};
Filters.edge = function (imageData, mono, invert, rWeightNumerator, gWeightNumerator, bWeightNumerator) {
var src = imageData.data,
h = imageData.height,
w = imageData.width,
c = -1/8,
rWeight = rWeightNumerator/c,
gWeight = gWeightNumerator/c,
bWeight = bWeightNumerator/c;
var output = Filters.createImageData(w, h);
var dst = output.data;
for (var y = 1; y <= h; y++) {
var offsetY = (y-1)*w*4;
var prevY = (y == 1) ? 0 : y-2;
var nextY = (y == h) ? y - 1 : y;
var offsetYPrev = prevY*w*4;
var offsetYNext = nextY*w*4;
for (var x = 1; x <= w; x++) {
var offset = offsetY + (x*4-4);
var offsetPrev = offsetYPrev + ((x == 1) ? 0 : x-2) * 4;
var offsetNext = offsetYNext + ((x == w) ? x - 1 : x) * 4;
var r = ((src[offsetPrev-4]
+ src[offsetPrev]
+ src[offsetPrev+4]
+ src[offset-4]
+ src[offset+4]
+ src[offsetNext-4]
+ src[offsetNext]
+ src[offsetNext+4]) * c
+ src[offset])
* rWeight;
var g = ((src[offsetPrev-3]
+ src[offsetPrev+1]
+ src[offsetPrev+5]
+ src[offset-3]
+ src[offset+5]
+ src[offsetNext-3]
+ src[offsetNext+1]
+ src[offsetNext+5]) * c
+ src[offset+1])
* gWeight;
var b = ((src[offsetPrev-2]
+ src[offsetPrev+2]
+ src[offsetPrev+6]
+ src[offset-2]
+ src[offset+6]
+ src[offsetNext-2]
+ src[offsetNext+2]
+ src[offsetNext+6]) * c
+ src[offset+2])
* bWeight;
if (mono) {
var brightness = (r*0.3 + g*0.59 + b*0.11);
if (invert) brightness = 255 - brightness;
if (brightness < 0 ) brightness = 0;
if (brightness > 255 ) brightness = 255;
r = g = b = brightness;
} else {
if (invert) {
r = 255 - r;
g = 255 - g;
b = 255 - b;
}
if (r < 0 ) r = 0;
if (g < 0 ) g = 0;
if (b < 0 ) b = 0;
if (r > 255 ) r = 255;
if (g > 255 ) g = 255;
if (b > 255 ) b = 255;
}
dst[offset] = r;
dst[offset+1] = g;
dst[offset+2] = b;
dst[offset+3] = 255;
}
}
return output;
};
Filters.hst = function(imageData, hue, saturation, lightness) {
hue = (hue % 360) / 360;
saturation = saturation / 100;
lightness = lightness / 100;
var hue6 = hue * 6,
satMul = saturation < 0 ? (1+saturation) : (1+saturation*2), // this seems to give the same result as Photoshop
light255 = lightness * 255,
lightp1 = 1 + lightness,
lightm1 = 1 - lightness;
pixels = imageData.data;
//pixel iteration
for (var y = 0; y < imageData.height; y++) {
for (var x = 0; x < imageData.width; x++) {
var offset = (x + y * imageData.width) * 4,
r = pixels[offset],
g = pixels[offset + 1],
b = pixels[offset + 2];
if (hue != 0 || saturation != 0) {
// ok, here comes rgb to hsl + adjust + hsl to rgb, all in one jumbled mess.
// It's not so pretty, but it's been optimized to get somewhat decent performance.
// The transforms were originally adapted from the ones found in Graphics Gems, but have been heavily modified.
var vs = r;
if (g > vs) vs = g;
if (b > vs) vs = b;
var ms = r;
if (g < ms) ms = g;
if (b < ms) ms = b;
var vm = (vs-ms);
var l = (ms+vs)/510;
if (l > 0) {
if (vm > 0) {
if (l <= 0.5) {
var s = vm / (vs+ms) * satMul;
if (s > 1) s = 1;
var v = (l * (1+s));
} else {
var s = vm / (510-vs-ms) * satMul;
if (s > 1) s = 1;
var v = (l+s - l*s);
}
if (r == vs) {
if (g == ms)
var h = 5 + ((vs-b)/vm) + hue6;
else
var h = 1 - ((vs-g)/vm) + hue6;
} else if (g == vs) {
if (b == ms)
var h = 1 + ((vs-r)/vm) + hue6;
else
var h = 3 - ((vs-b)/vm) + hue6;
} else {
if (r == ms)
var h = 3 + ((vs-g)/vm) + hue6;
else
var h = 5 - ((vs-r)/vm) + hue6;
}
if (h < 0) h+=6;
if (h >= 6) h-=6;
var m = (l+l-v);
var sextant = h>>0;
if (sextant == 0) {
r = v*255; g = (m+((v-m)*(h-sextant)))*255; b = m*255;
} else if (sextant == 1) {
r = (v-((v-m)*(h-sextant)))*255; g = v*255; b = m*255;
} else if (sextant == 2) {
r = m*255; g = v*255; b = (m+((v-m)*(h-sextant)))*255;
} else if (sextant == 3) {
r = m*255; g = (v-((v-m)*(h-sextant)))*255; b = v*255;
} else if (sextant == 4) {
r = (m+((v-m)*(h-sextant)))*255; g = m*255; b = v*255;
} else if (sextant == 5) {
r = v*255; g = m*255; b = (v-((v-m)*(h-sextant)))*255;
}
}
}
}
if (lightness < 0) {
r *= lightp1;
g *= lightp1;
b *= lightp1;
} else if (lightness > 0) {
r = (r * lightm1) + light255;
g = (g * lightm1) + light255;
b = (b * lightm1) + light255;
}
if (r < 0)
pixels[offset] = 0
else if (r > 255)
pixels[offset] = 255
else
pixels[offset] = r;
if (g < 0)
pixels[offset + 1] = 0
else if (g > 255)
pixels[offset + 1] = 255
else
pixels[offset + 1] = g;
if (b < 0)
pixels[offset + 2] = 0
else if (b > 255)
pixels[offset + 2] = 255
else
pixels[offset + 2] = b;
}
}
return imageData;
}