ebiten/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.
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package ebiten
import (
"math"
)
// ColorMDim is a dimension of a ColorM.
const ColorMDim = 5
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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.
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//
// The initial value is identity.
type ColorM struct {
initialized bool
es [ColorMDim - 1][ColorMDim]float64
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}
func (c *ColorM) dim() int {
return ColorMDim
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}
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func (c *ColorM) initialize() {
c.initialized = true
c.es[0][0] = 1
c.es[1][1] = 1
c.es[2][2] = 1
c.es[3][3] = 1
}
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// Element returns a value of a matrix at (i, j).
func (c *ColorM) 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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// 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) {
if !c.initialized {
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c.initialize()
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}
result := ColorM{}
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mul(&other, c, &result)
*c = result
}
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// Add adds a color matrix with the other color matrix.
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func (c *ColorM) Add(other ColorM) {
if !c.initialized {
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c.initialize()
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}
result := ColorM{}
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add(&other, c, &result)
*c = result
}
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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) {
if !c.initialized {
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c.initialize()
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}
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for i := 0; i < ColorMDim; i++ {
c.es[0][i] *= r
c.es[1][i] *= g
c.es[2][i] *= b
c.es[3][i] *= a
}
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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) {
if !c.initialized {
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c.initialize()
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}
c.es[0][4] += r
c.es[1][4] += g
c.es[2][4] += b
c.es[3][4] += a
}
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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{
initialized: true,
es: [ColorMDim - 1][ColorMDim]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},
},
}
yCbCrToRgb = ColorM{
initialized: true,
es: [ColorMDim - 1][ColorMDim]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},
},
}
)
// ChangeHSV changes HSV (Hue-Saturation-Value) values.
// 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)
c.Concat(rgbToYCbCr)
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c.Concat(ColorM{
initialized: true,
es: [ColorMDim - 1][ColorMDim]float64{
{1, 0, 0, 0, 0},
{0, cos, -sin, 0, 0},
{0, sin, cos, 0, 0},
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{0, 0, 0, 1, 0},
},
})
s := saturationScale
v := valueScale
c.Scale(v, s*v, s*v, 1)
c.Concat(yCbCrToRgb)
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}
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// SetElement sets an element at (i, j).
func (c *ColorM) SetElement(i, j int, element float64) {
if !c.initialized {
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c.initialize()
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}
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c.es[i][j] = element
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}
var monochrome ColorM
func init() {
monochrome.ChangeHSV(0, 0, 1)
}
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// Monochrome returns a color matrix to make an image monochrome.
func Monochrome() ColorM {
return monochrome
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}
// Deprecated as of 1.2.0-alpha. Use Scale instead.
func ScaleColor(r, g, b, a float64) ColorM {
return ColorM{
initialized: true,
es: [ColorMDim - 1][ColorMDim]float64{
{r, 0, 0, 0, 0},
{0, g, 0, 0, 0},
{0, 0, b, 0, 0},
{0, 0, 0, a, 0},
},
}
}
// Deprecated as of 1.2.0-alpha. Use Translate instead.
func TranslateColor(r, g, b, a float64) ColorM {
return ColorM{
initialized: true,
es: [ColorMDim - 1][ColorMDim]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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// Deprecated as of 1.2.0-alpha. Use RotateHue member function instead.
func RotateHue(theta float64) ColorM {
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c := ColorM{}
c.RotateHue(theta)
return c
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}