// 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 ebiten import ( "math" ) // ColorMDim is a dimension of a ColorM. const ColorMDim = 5 // 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 { initialized bool es [ColorMDim - 1][ColorMDim]float64 } func (c *ColorM) dim() int { return ColorMDim } 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 } // Element returns a value of a matrix at (i, j). func (c *ColorM) Element(i, j int) float64 { if !c.initialized { if i == j { return 1 } return 0 } return c.es[i][j] } // 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. func (c *ColorM) Concat(other ColorM) { if !c.initialized { c.initialize() } result := ColorM{} mul(&other, c, &result) *c = result } // Add adds a color matrix with the other color matrix. func (c *ColorM) Add(other ColorM) { if !c.initialized { c.initialize() } result := ColorM{} add(&other, c, &result) *c = result } // Scale scales the matrix by (r, g, b, a). func (c *ColorM) Scale(r, g, b, a float64) { if !c.initialized { c.initialize() } 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 } } // Translate translates the matrix by (r, g, b, a). func (c *ColorM) Translate(r, g, b, a float64) { if !c.initialized { c.initialize() } c.es[0][4] += r c.es[1][4] += g c.es[2][4] += b c.es[3][4] += a } // 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) 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}, {0, 0, 0, 1, 0}, }, }) s := saturationScale v := valueScale c.Scale(v, s*v, s*v, 1) c.Concat(yCbCrToRgb) } // SetElement sets an element at (i, j). func (c *ColorM) SetElement(i, j int, element float64) { if !c.initialized { c.initialize() } c.es[i][j] = element } 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 } // 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}, }, } } // Deprecated as of 1.2.0-alpha. Use RotateHue member function instead. func RotateHue(theta float64) ColorM { c := ColorM{} c.RotateHue(theta) return c }