ebiten/colormatrix.go

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// Copyright 2014 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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package ebiten
import (
"math"
)
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// ColorMatrixDim is a dimension of a ColorMatrix.
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const ColorMatrixDim = 5
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// A ColorMatrix represents a matrix to transform coloring when rendering an image.
//
// A ColorMatrix is applied to the source alpha color
// while an Image's pixels' format is alpha premultiplied.
// Before applying a matrix, a color is un-multiplied, and after applying the matrix,
// the color is multiplied again.
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//
// The initial value is identity.
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type ColorMatrix struct {
initialized bool
es [ColorMatrixDim - 1][ColorMatrixDim]float64
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}
func colorMatrixEsI() [ColorMatrixDim - 1][ColorMatrixDim]float64 {
return [ColorMatrixDim - 1][ColorMatrixDim]float64{
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{1, 0, 0, 0, 0},
{0, 1, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 1, 0},
}
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}
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func (c ColorMatrix) dim() int {
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return ColorMatrixDim
}
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// Element returns a value of a matrix at (i, j).
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func (c ColorMatrix) Element(i, j int) float64 {
if !c.initialized {
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if i == j {
return 1
}
return 0
}
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return c.es[i][j]
}
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// Concat multiplies a color matrix with the other color matrix.
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func (c *ColorMatrix) Concat(other ColorMatrix) {
if !c.initialized {
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c.es = colorMatrixEsI()
c.initialized = true
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}
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result := ColorMatrix{}
mul(&other, c, &result)
*c = result
}
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// Add adds a color matrix with the other color matrix.
func (c *ColorMatrix) Add(other ColorMatrix) {
if !c.initialized {
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c.es = colorMatrixEsI()
c.initialized = true
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}
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result := ColorMatrix{}
add(&other, c, &result)
*c = result
}
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// SetElement sets an element at (i, j).
func (c *ColorMatrix) SetElement(i, j int, element float64) {
if !c.initialized {
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c.es = colorMatrixEsI()
c.initialized = true
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}
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c.es[i][j] = element
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}
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// Monochrome returns a color matrix to make an image monochrome.
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func Monochrome() ColorMatrix {
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const r = 6968.0 / 32768.0
const g = 23434.0 / 32768.0
const b = 2366.0 / 32768.0
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return ColorMatrix{
initialized: true,
es: [ColorMatrixDim - 1][ColorMatrixDim]float64{
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{r, g, b, 0, 0},
{r, g, b, 0, 0},
{r, g, b, 0, 0},
{0, 0, 0, 1, 0},
},
}
}
// ScaleColor returns a color matrix that scales a color matrix by the given color (r, g, b, a).
func ScaleColor(r, g, b, a float64) ColorMatrix {
return ColorMatrix{
initialized: true,
es: [ColorMatrixDim - 1][ColorMatrixDim]float64{
{r, 0, 0, 0, 0},
{0, g, 0, 0, 0},
{0, 0, b, 0, 0},
{0, 0, 0, a, 0},
},
}
}
// TranslateColor returns a color matrix that translates a color matrix by the given color (r, g, b, a).
func TranslateColor(r, g, b, a float64) ColorMatrix {
return ColorMatrix{
initialized: true,
es: [ColorMatrixDim - 1][ColorMatrixDim]float64{
{1, 0, 0, 0, r},
{0, 1, 0, 0, g},
{0, 0, 1, 0, b},
{0, 0, 0, 1, a},
},
}
}
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// RotateHue returns a color matrix to rotate the hue
func RotateHue(theta float64) ColorMatrix {
sin, cos := math.Sincos(theta)
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v1 := cos + (1.0-cos)/3.0
v2 := (1.0/3.0)*(1.0-cos) - math.Sqrt(1.0/3.0)*sin
v3 := (1.0/3.0)*(1.0-cos) + math.Sqrt(1.0/3.0)*sin
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return ColorMatrix{
initialized: true,
es: [ColorMatrixDim - 1][ColorMatrixDim]float64{
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{v1, v2, v3, 0, 0},
{v3, v1, v2, 0, 0},
{v2, v3, v1, 0, 0},
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{0, 0, 0, 1, 0},
},
}
}
func rgba(r, g, b, a uint8) (float64, float64, float64, float64) {
const max = math.MaxUint8
rf := float64(r) / max
gf := float64(g) / max
bf := float64(b) / max
af := float64(a) / max
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return rf, gf, bf, af
}