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Add RotateHue
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@ -68,9 +68,9 @@ func (c *ColorMatrix) setElement(i, j int, element float64) {
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// Monochrome returns a color matrix to make an image monochrome.
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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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func Monochrome() ColorMatrix {
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const r float64 = 6968.0 / 32768.0
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const r = 6968.0 / 32768.0
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const g float64 = 23434.0 / 32768.0
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const g = 23434.0 / 32768.0
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const b float64 = 2366.0 / 32768.0
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const b = 2366.0 / 32768.0
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return ColorMatrix{
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return ColorMatrix{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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{r, g, b, 0, 0},
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{r, g, b, 0, 0},
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@ -81,6 +81,23 @@ func Monochrome() ColorMatrix {
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}
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}
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}
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}
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// RotateHue returns a color matrix to rotate the hue
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func RotateHue(theta float64) ColorMatrix {
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sin, cos := math.Sincos(theta)
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v1 := cos + (1.0-cos)/3.0
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v2 := 1.0/3.0*(1.0-cos) - math.Sqrt(1.0/3.0)*sin
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v3 := 1.0/3.0*(1.0-cos) + math.Sqrt(1.0/3.0)*sin
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// TODO: Need to clamp the values between 0 and 1?
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return ColorMatrix{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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{v1, v2, v3, 0, 0},
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{v3, v1, v2, 0, 0},
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{v2, v3, v1, 0, 0},
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{0, 0, 0, 1, 0},
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},
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}
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}
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func rgba(clr color.Color) (float64, float64, float64, float64) {
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func rgba(clr color.Color) (float64, float64, float64, float64) {
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r, g, b, a := clr.RGBA()
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r, g, b, a := clr.RGBA()
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rf := float64(r) / float64(math.MaxUint16)
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rf := float64(r) / float64(math.MaxUint16)
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@ -4,7 +4,9 @@ import (
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"fmt"
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"fmt"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"image/color"
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"log"
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"log"
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"math"
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"runtime"
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"runtime"
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)
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)
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@ -14,11 +16,15 @@ const (
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)
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)
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type Game struct {
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type Game struct {
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count int
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brushRenderTarget ebiten.RenderTargetID
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brushRenderTarget ebiten.RenderTargetID
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canvasRenderTarget ebiten.RenderTargetID
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canvasRenderTarget ebiten.RenderTargetID
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}
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}
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func (g *Game) Update() error {
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func (g *Game) Update() error {
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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g.count++
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}
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return nil
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return nil
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}
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}
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@ -31,7 +37,7 @@ func (g *Game) Draw(gr ebiten.GraphicsContext) error {
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}
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}
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gr.PushRenderTarget(g.brushRenderTarget)
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gr.PushRenderTarget(g.brushRenderTarget)
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gr.Fill(0, 0, 0)
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gr.Fill(0xff, 0xff, 0xff)
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gr.PopRenderTarget()
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gr.PopRenderTarget()
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}
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}
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if g.canvasRenderTarget.IsNil() {
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if g.canvasRenderTarget.IsNil() {
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@ -50,7 +56,11 @@ func (g *Game) Draw(gr ebiten.GraphicsContext) error {
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gr.PushRenderTarget(g.canvasRenderTarget)
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gr.PushRenderTarget(g.canvasRenderTarget)
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geo := ebiten.GeometryMatrixI()
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geo := ebiten.GeometryMatrixI()
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geo.Translate(float64(mx), float64(my))
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geo.Translate(float64(mx), float64(my))
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ebiten.DrawWhole(gr.RenderTarget(g.brushRenderTarget), 1, 1, geo, ebiten.ColorMatrixI())
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clr := ebiten.ColorMatrixI()
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clr.Scale(color.RGBA{0xff, 0xff, 0x00, 0xff})
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theta := 2.0 * math.Pi * float64(g.count%60) / 60.0
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clr.Concat(ebiten.RotateHue(theta))
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ebiten.DrawWhole(gr.RenderTarget(g.brushRenderTarget), 1, 1, geo, clr)
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gr.PopRenderTarget()
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gr.PopRenderTarget()
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}
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}
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