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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package colorm
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import (
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"fmt"
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"image/color"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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)
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// Dim is a dimension of a ColorM.
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const Dim = affine.ColorMDim
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// ColorM represents a matrix to transform coloring when rendering an image.
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//
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// ColorM is applied to the straight alpha color
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// while an Image's pixels' format is alpha premultiplied.
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// Before applying a matrix, a color is un-multiplied, and after applying the matrix,
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// the color is multiplied again.
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//
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// The initial value is identity.
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type ColorM struct {
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impl affine.ColorM
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_ [0]func() // Marks as non-comparable.
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}
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func (c *ColorM) affineColorM() affine.ColorM {
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if c.impl != nil {
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return c.impl
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}
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return affine.ColorMIdentity{}
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}
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// String returns a string representation of ColorM.
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func (c *ColorM) String() string {
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return c.affineColorM().String()
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}
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// Reset resets the ColorM as identity.
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func (c *ColorM) Reset() {
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c.impl = affine.ColorMIdentity{}
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}
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// Apply pre-multiplies a vector (r, g, b, a, 1) by the matrix
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// where r, g, b, and a are clr's values in straight-alpha format.
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// In other words, Apply calculates ColorM * (r, g, b, a, 1)^T.
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func (c *ColorM) Apply(clr color.Color) color.Color {
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return c.affineColorM().Apply(clr)
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}
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// Concat multiplies a color matrix with the other color matrix.
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// This is same as muptiplying the matrix other and the matrix c in this order.
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func (c *ColorM) Concat(other ColorM) {
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o := other.impl
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if o == nil {
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return
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}
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c.impl = c.affineColorM().Concat(o)
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}
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// Scale scales the matrix by (r, g, b, a).
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func (c *ColorM) Scale(r, g, b, a float64) {
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c.impl = c.affineColorM().Scale(float32(r), float32(g), float32(b), float32(a))
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}
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// ScaleWithColor scales the matrix by clr.
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func (c *ColorM) ScaleWithColor(clr color.Color) {
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cr, cg, cb, ca := clr.RGBA()
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if ca == 0 {
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c.Scale(0, 0, 0, 0)
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return
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}
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c.Scale(float64(cr)/float64(ca), float64(cg)/float64(ca), float64(cb)/float64(ca), float64(ca)/0xffff)
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}
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// Translate translates the matrix by (r, g, b, a).
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func (c *ColorM) Translate(r, g, b, a float64) {
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c.impl = c.affineColorM().Translate(float32(r), float32(g), float32(b), float32(a))
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}
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// RotateHue rotates the hue.
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// theta represents rotating angle in radian.
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func (c *ColorM) RotateHue(theta float64) {
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c.ChangeHSV(theta, 1, 1)
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}
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// ChangeHSV changes HSV (Hue-Saturation-Value) values.
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// hueTheta is a radian value to rotate hue.
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// saturationScale is a value to scale saturation.
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// valueScale is a value to scale value (a.k.a. brightness).
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//
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// This conversion uses RGB to/from YCrCb conversion.
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func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale float64) {
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c.impl = affine.ChangeHSV(c.affineColorM(), hueTheta, float32(saturationScale), float32(valueScale))
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}
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// Element returns a value of a matrix at (i, j).
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func (c *ColorM) Element(i, j int) float64 {
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return float64(c.affineColorM().At(i, j))
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}
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// SetElement sets an element at (i, j).
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func (c *ColorM) SetElement(i, j int, element float64) {
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c.impl = affine.ColorMSetElement(c.affineColorM(), i, j, float32(element))
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}
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// IsInvertible returns a boolean value indicating
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// whether the matrix c is invertible or not.
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func (c *ColorM) IsInvertible() bool {
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return c.affineColorM().IsInvertible()
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}
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// Invert inverts the matrix.
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// If c is not invertible, Invert panics.
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func (c *ColorM) Invert() {
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c.impl = c.affineColorM().Invert()
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}
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// ReadElements reads the body part and the translation part to the given float32 slices.
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//
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// len(body) must be 16 and len(translation) must be 4. Otherwise, ReadElements panics.
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func (c *ColorM) ReadElements(body []float32, translation []float32) {
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if len(body) != 16 {
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panic(fmt.Sprintf("ebiten: len(body) must be 16 but %d", len(body)))
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}
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if len(translation) != 4 {
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panic(fmt.Sprintf("ebiten: len(translation) must be 4 but %d", len(translation)))
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}
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c.affineColorM().Elements(body, translation)
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}
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func uniforms(c ColorM) map[string]interface{} {
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var body [16]float32
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var translation [4]float32
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c.affineColorM().Elements(body[:], translation[:])
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uniforms := map[string]interface{}{}
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uniforms[builtinshader.UniformColorMBody] = body[:]
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uniforms[builtinshader.UniformColorMTranslation] = translation[:]
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return uniforms
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}
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type builtinShaderKey struct {
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filter builtinshader.Filter
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address builtinshader.Address
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}
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var (
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builtinShaders = map[builtinShaderKey]*ebiten.Shader{}
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builtinShadersM sync.Mutex
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)
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func builtinShader(filter builtinshader.Filter, address builtinshader.Address) *ebiten.Shader {
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builtinShadersM.Lock()
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defer builtinShadersM.Unlock()
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key := builtinShaderKey{
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filter: filter,
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address: address,
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}
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if s, ok := builtinShaders[key]; ok {
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return s
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}
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src := builtinshader.Shader(filter, address, true)
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s, err := ebiten.NewShader(src)
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if err != nil {
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panic(fmt.Sprintf("colorm: NewShader for a built-in shader failed: %v", err))
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}
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shader := s
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builtinShaders[key] = shader
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return shader
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}
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