mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
affine: Separate ColorM impl into two slices
This fix avoids unnecessary allocating arrays.
This commit is contained in:
parent
d70e703d5e
commit
95480d0644
@ -87,7 +87,11 @@ func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale
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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 c.impl.UnsafeElements()[i*affine.ColorMDim+j]
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b, t := c.impl.UnsafeElements()
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if j < ColorMDim-1 {
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return b[i*(ColorMDim-1)+j]
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}
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return t[i]
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}
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// SetElement sets an element at (i, j).
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@ -25,17 +25,14 @@ func add(lhs, rhs []float64, dim int) []float64 {
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return result
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}
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func mul(lhs, rhs []float64, dim int) []float64 {
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func mulSquare(lhs, rhs []float64, dim int) []float64 {
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result := make([]float64, len(lhs))
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for i := 0; i < dim-1; i++ {
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for i := 0; i < dim; i++ {
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for j := 0; j < dim; j++ {
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e := 0.0
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for k := 0; k < dim-1; k++ {
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for k := 0; k < dim; k++ {
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e += lhs[i*dim+k] * rhs[k*dim+j]
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}
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if j == dim-1 {
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e += lhs[i*dim+j]
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}
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result[i*dim+j] = e
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}
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}
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@ -23,11 +23,14 @@ import (
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const ColorMDim = 5
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var (
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colorMIdentityElements = []float64{
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1, 0, 0, 0, 0,
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0, 1, 0, 0, 0,
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0, 0, 1, 0, 0,
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0, 0, 0, 1, 0,
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colorMIdentityBody = []float64{
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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}
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colorMIdentityTranslate = []float64{
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0, 0, 0, 0,
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}
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)
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@ -42,11 +45,13 @@ var (
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type ColorM struct {
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// When elements is nil, this matrix is identity.
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// elements is immutable and a new array must be created when updating.
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elements []float64
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body []float64 // TODO: Transpose this to pass this OpenGL easily
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translate []float64
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}
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func (c *ColorM) Reset() {
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c.elements = nil
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c.body = nil
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c.translate = nil
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}
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func clamp(x float64) float64 {
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@ -60,22 +65,24 @@ func clamp(x float64) float64 {
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}
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func (c *ColorM) Apply(clr color.Color) color.Color {
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if c.elements == nil {
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if c.body == nil {
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return clr
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}
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r, g, b, a := clr.RGBA()
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if a == 0 {
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return color.Transparent
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}
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// Unmultiply alpha
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rf := float64(r) / float64(a)
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gf := float64(g) / float64(a)
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bf := float64(b) / float64(a)
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af := float64(a) / 0xffff
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e := c.elements
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rf2 := e[0]*rf + e[1]*gf + e[2]*bf + e[3]*af + e[4]
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gf2 := e[5]*rf + e[6]*gf + e[7]*bf + e[8]*af + e[9]
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bf2 := e[10]*rf + e[11]*gf + e[12]*bf + e[13]*af + e[14]
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af2 := e[15]*rf + e[16]*gf + e[17]*bf + e[18]*af + e[19]
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eb := c.body
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et := c.translate
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rf2 := eb[0]*rf + eb[1]*gf + eb[2]*bf + eb[3]*af + et[0]
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gf2 := eb[4]*rf + eb[5]*gf + eb[6]*bf + eb[7]*af + et[1]
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bf2 := eb[8]*rf + eb[9]*gf + eb[10]*bf + eb[11]*af + et[2]
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af2 := eb[12]*rf + eb[13]*gf + eb[14]*bf + eb[15]*af + et[3]
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rf2 = clamp(rf2)
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gf2 = clamp(gf2)
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bf2 = clamp(bf2)
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@ -88,36 +95,52 @@ func (c *ColorM) Apply(clr color.Color) color.Color {
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}
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}
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func (c *ColorM) UnsafeElements() []float64 {
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if c.elements == nil {
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c.elements = colorMIdentityElements
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func (c *ColorM) UnsafeElements() ([]float64, []float64) {
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if c.body == nil {
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c.body = colorMIdentityBody
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c.translate = colorMIdentityTranslate
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}
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return c.elements
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return c.body, c.translate
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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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if c.elements == nil {
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c.elements = colorMIdentityElements
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if c.body == nil {
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c.body = colorMIdentityBody
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c.translate = colorMIdentityTranslate
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}
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if j < (ColorMDim - 1) {
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es := make([]float64, len(c.body))
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copy(es, c.body)
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es[i*(ColorMDim-1)+j] = element
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c.body = es
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} else {
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es := make([]float64, len(c.translate))
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copy(es, c.translate)
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es[i] = element
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c.translate = es
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}
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es := make([]float64, len(c.elements))
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copy(es, c.elements)
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es[i*ColorMDim+j] = element
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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 {
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if other.elements == nil {
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if c.body == nil {
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if other.body == nil {
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return true
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}
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c.elements = colorMIdentityElements
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c.body = colorMIdentityBody
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c.translate = colorMIdentityTranslate
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}
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if other.elements == nil {
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other.elements = colorMIdentityElements
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if other.body == nil {
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other.body = colorMIdentityBody
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other.translate = colorMIdentityTranslate
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}
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for i := range c.elements {
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if c.elements[i] != other.elements[i] {
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for i := range c.body {
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if c.body[i] != other.body[i] {
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return false
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}
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}
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for i := range c.translate {
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if c.translate[i] != other.translate[i] {
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return false
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}
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}
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@ -127,66 +150,76 @@ func (c *ColorM) Equals(other *ColorM) bool {
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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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if c.elements == nil {
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c.elements = colorMIdentityElements
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if c.body == nil {
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c.body = colorMIdentityBody
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c.translate = colorMIdentityTranslate
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}
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if other.elements == nil {
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other.elements = colorMIdentityElements
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if other.body == nil {
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other.body = colorMIdentityBody
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other.translate = colorMIdentityTranslate
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}
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c.body = mulSquare(other.body, c.body, ColorMDim-1)
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lhsb := other.body
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lhst := other.translate
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rhst := c.translate
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c.translate = []float64{
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lhsb[0]*rhst[0] + lhsb[1]*rhst[1] + lhsb[2]*rhst[2] + lhsb[3]*rhst[3] + lhst[0],
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lhsb[4]*rhst[0] + lhsb[5]*rhst[1] + lhsb[6]*rhst[2] + lhsb[7]*rhst[3] + lhst[1],
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lhsb[8]*rhst[0] + lhsb[9]*rhst[1] + lhsb[10]*rhst[2] + lhsb[11]*rhst[3] + lhst[2],
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lhsb[12]*rhst[0] + lhsb[13]*rhst[1] + lhsb[14]*rhst[2] + lhsb[15]*rhst[3] + lhst[3],
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}
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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 {
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c.elements = colorMIdentityElements
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}
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if other.elements == nil {
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other.elements = colorMIdentityElements
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}
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c.elements = add(other.elements, c.elements, ColorMDim)
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// Do nothing.
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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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if c.elements == nil {
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c.elements = []float64{
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r, 0, 0, 0, 0,
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0, g, 0, 0, 0,
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0, 0, b, 0, 0,
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0, 0, 0, a, 0,
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if c.body == nil {
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c.body = []float64{
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r, 0, 0, 0,
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0, g, 0, 0,
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0, 0, b, 0,
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0, 0, 0, a,
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}
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c.translate = colorMIdentityTranslate
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return
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}
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es := make([]float64, len(c.elements))
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copy(es, c.elements)
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for i := 0; i < ColorMDim; i++ {
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es := make([]float64, len(c.body))
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copy(es, c.body)
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for i := 0; i < ColorMDim-1; i++ {
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es[i] *= r
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es[i+ColorMDim] *= g
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es[i+ColorMDim*2] *= b
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es[i+ColorMDim*3] *= a
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es[i+(ColorMDim-1)] *= g
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es[i+(ColorMDim-1)*2] *= b
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es[i+(ColorMDim-1)*3] *= a
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}
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c.body = es
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c.translate = []float64{
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c.translate[0] * r,
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c.translate[1] * g,
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c.translate[2] * b,
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c.translate[3] * a,
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}
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c.elements = es
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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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if c.elements == nil {
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c.elements = []float64{
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1, 0, 0, 0, r,
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0, 1, 0, 0, g,
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0, 0, 1, 0, b,
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0, 0, 0, 1, a,
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}
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if c.body == nil {
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c.body = colorMIdentityBody
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c.translate = []float64{r, g, b, a}
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return
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}
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es := make([]float64, len(c.elements))
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copy(es, c.elements)
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es[4] += r
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es[4+ColorMDim] += g
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es[4+ColorMDim*2] += b
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es[4+ColorMDim*3] += a
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c.elements = es
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es := make([]float64, len(c.translate))
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copy(es, c.translate)
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es[0] += r
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es[1] += g
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es[2] += b
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es[3] += a
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c.translate = es
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}
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var (
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@ -196,20 +229,22 @@ var (
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// Cr: [-0.5 - 0.5]
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rgbToYCbCr = ColorM{
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elements: []float64{
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0.2990, 0.5870, 0.1140, 0, 0,
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-0.1687, -0.3313, 0.5000, 0, 0,
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0.5000, -0.4187, -0.0813, 0, 0,
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0, 0, 0, 1, 0,
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body: []float64{
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0.2990, 0.5870, 0.1140, 0,
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-0.1687, -0.3313, 0.5000, 0,
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0.5000, -0.4187, -0.0813, 0,
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0, 0, 0, 1,
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},
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translate: []float64{0, 0, 0, 0},
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}
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yCbCrToRgb = ColorM{
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elements: []float64{
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1, 0, 1.40200, 0, 0,
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1, -0.34414, -0.71414, 0, 0,
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1, 1.77200, 0, 0, 0,
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0, 0, 0, 1, 0,
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body: []float64{
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1, 0, 1.40200, 0,
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1, -0.34414, -0.71414, 0,
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1, 1.77200, 0, 0,
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0, 0, 0, 1,
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},
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translate: []float64{0, 0, 0, 0},
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}
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)
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@ -223,12 +258,13 @@ func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale
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sin, cos := math.Sincos(hueTheta)
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c.Concat(&rgbToYCbCr)
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c.Concat(&ColorM{
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elements: []float64{
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1, 0, 0, 0, 0,
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0, cos, -sin, 0, 0,
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0, sin, cos, 0, 0,
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0, 0, 0, 1, 0,
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body: []float64{
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1, 0, 0, 0,
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0, cos, -sin, 0,
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0, sin, cos, 0,
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0, 0, 0, 1,
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},
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translate: []float64{0, 0, 0, 0},
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})
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s := saturationScale
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v := valueScale
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@ -264,19 +264,14 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, sourceW
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copy(s.lastProjectionMatrix, proj)
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}
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e := [4][5]float32{}
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es := colorM.UnsafeElements()
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for i := 0; i < 4; i++ {
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for j := 0; j < 5; j++ {
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e[i][j] = float32(es[i*affine.ColorMDim+j])
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}
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}
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esBody, esTranslate := colorM.UnsafeElements()
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colorMatrix := []float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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// transpose
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colorMatrix := make([]float32, (affine.ColorMDim-1)*(affine.ColorMDim-1))
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for i := 0; i < affine.ColorMDim-1; i++ {
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for j := 0; j < affine.ColorMDim-1; j++ {
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colorMatrix[i+j*(affine.ColorMDim-1)] = float32(esBody[i*(affine.ColorMDim-1)+j])
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}
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}
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if !areSameFloat32Array(s.lastColorMatrix, colorMatrix) {
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c.UniformFloats(program, "color_matrix", colorMatrix)
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@ -286,7 +281,10 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, sourceW
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copy(s.lastColorMatrix, colorMatrix)
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}
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colorMatrixTranslation := []float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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float32(esTranslate[0]),
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float32(esTranslate[1]),
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float32(esTranslate[2]),
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float32(esTranslate[3]),
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}
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if !areSameFloat32Array(s.lastColorMatrixTranslation, colorMatrixTranslation) {
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c.UniformFloats(program, "color_matrix_translation", colorMatrixTranslation)
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