image-distort-filter-for-fabric
by Steve Eberhardt
HTML
<script src="https://cdn.jsdelivr.net/npm/[email protected]/lodash.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/fabric.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/js/verb.min.js"></script>
<canvas id="canvas"></canvas>
Babel + JSX
fabric.textureSize = 4096;
// Set default filter backend
fabric.filterBackend = new fabric.WebglFilterBackend();
fabric.isWebglSupported(fabric.textureSize);
fabric.Image.filters.Perspective = class extends fabric.Image.filters.BaseFilter {
/**
* Constructor
* @param {Object} [options] Options object
*/
constructor(options) {
super();
if (options) this.setOptions(options);
this.applyPixelRatio();
}
type = 'Perspective';
pixelRatio = fabric.devicePixelRatio;
bounds = {width: 0, height: 0, minX: 0, maxX: 0, minY: 0, maxY: 0};
hasRelativeCoordinates = true;
/**
* Array of attributes to send with buffers. do not modify
* @private
*//** @ts-ignore */
vertexSource = `
precision mediump float;
attribute vec2 aPosition;
attribute vec2 aUvs;
uniform float uStepW;
uniform float uStepH;
varying vec2 vUvs;
vec2 uResolution;
void main() {
vUvs = aUvs;
uResolution = vec2(uStepW, uStepH);
gl_Position = vec4(uResolution * aPosition * 2.0 - 1.0, 0.0, 1.0);
}
`;
fragmentSource = `
precision mediump float;
varying vec2 vUvs;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vUvs);
}
`;
/**
* Return a map of attribute names to WebGLAttributeLocation objects.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {WebGLShaderProgram} program The shader program from which to take attribute locations.
* @returns {Object} A map of attribute names to attribute locations.
*/
getAttributeLocations(gl, program) {
return {
aPosition: gl.getAttribLocation(program, 'aPosition'),
aUvs: gl.getAttribLocation(program, 'aUvs'),
};
}
/**
* Send attribute data from...