ebiten/internal/affine/colorm.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.
package affine
import (
"math"
)
// ColorMDim is a dimension of a ColorM.
const ColorMDim = 5
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var (
colorMIdentityElements = []float64{
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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)
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// A ColorM represents a matrix to transform coloring when rendering an image.
//
// A ColorM 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.
//
// The initial value is identity.
type ColorM struct {
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// When elements is nil, this matrix is identity.
// elements is immutable and a new array must be created when updating.
elements []float64
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}
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func (c *ColorM) Reset() {
c.elements = nil
}
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func (c *ColorM) UnsafeElements() []float64 {
if c.elements == nil {
c.elements = colorMIdentityElements
}
return c.elements
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}
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// SetElement sets an element at (i, j).
func (c *ColorM) SetElement(i, j int, element float64) {
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if c.elements == nil {
c.elements = colorMIdentityElements
}
es := make([]float64, len(c.elements))
copy(es, c.elements)
es[i*ColorMDim+j] = element
c.elements = es
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}
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func (c *ColorM) Equals(other *ColorM) bool {
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if c.elements == nil {
if other.elements == nil {
return true
}
c.elements = colorMIdentityElements
}
if other.elements == nil {
other.elements = colorMIdentityElements
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}
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for i := range c.elements {
if c.elements[i] != other.elements[i] {
return false
}
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}
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return true
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}
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// Concat multiplies a color matrix with the other color matrix.
// 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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if c.elements == nil {
c.elements = colorMIdentityElements
}
if other.elements == nil {
other.elements = colorMIdentityElements
}
c.elements = mul(other.elements, c.elements, ColorMDim)
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}
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// Add is deprecated.
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func (c *ColorM) Add(other ColorM) {
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if c.elements == nil {
c.elements = colorMIdentityElements
}
if other.elements == nil {
other.elements = colorMIdentityElements
}
c.elements = add(other.elements, c.elements, ColorMDim)
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}
// Scale scales the matrix by (r, g, b, a).
func (c *ColorM) Scale(r, g, b, a float64) {
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if c.elements == nil {
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c.elements = []float64{
r, 0, 0, 0, 0,
0, g, 0, 0, 0,
0, 0, b, 0, 0,
0, 0, 0, a, 0,
}
return
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}
es := make([]float64, len(c.elements))
copy(es, c.elements)
for i := 0; i < ColorMDim; i++ {
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es[i] *= r
es[i+ColorMDim] *= g
es[i+ColorMDim*2] *= b
es[i+ColorMDim*3] *= a
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}
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c.elements = es
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}
// Translate translates the matrix by (r, g, b, a).
func (c *ColorM) Translate(r, g, b, a float64) {
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if c.elements == nil {
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c.elements = []float64{
1, 0, 0, 0, r,
0, 1, 0, 0, g,
0, 0, 1, 0, b,
0, 0, 0, 1, a,
}
return
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}
es := make([]float64, len(c.elements))
copy(es, c.elements)
es[4] += r
es[4+ColorMDim] += g
es[4+ColorMDim*2] += b
es[4+ColorMDim*3] += a
c.elements = es
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}
// RotateHue rotates the hue.
func (c *ColorM) RotateHue(theta float64) {
c.ChangeHSV(theta, 1, 1)
}
var (
// The YCbCr value ranges are:
// Y: [ 0 - 1 ]
// Cb: [-0.5 - 0.5]
// Cr: [-0.5 - 0.5]
rgbToYCbCr = ColorM{
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elements: []float64{
0.2990, 0.5870, 0.1140, 0, 0,
-0.1687, -0.3313, 0.5000, 0, 0,
0.5000, -0.4187, -0.0813, 0, 0,
0, 0, 0, 1, 0,
},
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}
yCbCrToRgb = ColorM{
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elements: []float64{
1, 0, 1.40200, 0, 0,
1, -0.34414, -0.71414, 0, 0,
1, 1.77200, 0, 0, 0,
0, 0, 0, 1, 0,
},
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}
)
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// ChangeHSV changes HSV (Hue-Saturation-Value) elements.
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// hueTheta is a radian value to ratate hue.
// saturationScale is a value to scale saturation.
// valueScale is a value to scale value (a.k.a. brightness).
//
// This conversion uses RGB to/from YCrCb conversion.
func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale float64) {
sin, cos := math.Sincos(hueTheta)
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c.Concat(&rgbToYCbCr)
c.Concat(&ColorM{
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elements: []float64{
1, 0, 0, 0, 0,
0, cos, -sin, 0, 0,
0, sin, cos, 0, 0,
0, 0, 0, 1, 0,
},
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})
s := saturationScale
v := valueScale
c.Scale(v, s*v, s*v, 1)
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c.Concat(&yCbCrToRgb)
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}
var monochrome ColorM
func init() {
monochrome.ChangeHSV(0, 0, 1)
}
// Monochrome returns a color matrix to make an image monochrome.
func Monochrome() ColorM {
return monochrome
}
// ScaleColor is deprecated as of 1.2.0-alpha. Use Scale instead.
func ScaleColor(r, g, b, a float64) ColorM {
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c := ColorM{}
c.Scale(r, g, b, a)
return c
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}
// TranslateColor is deprecated as of 1.2.0-alpha. Use Translate instead.
func TranslateColor(r, g, b, a float64) ColorM {
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c := ColorM{}
c.Translate(r, g, b, a)
return c
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}
// RotateHue is deprecated as of 1.2.0-alpha. Use RotateHue member function instead.
func RotateHue(theta float64) ColorM {
c := ColorM{}
c.RotateHue(theta)
return c
}