// 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 var colorMI = ColorM{ initialized: true, es: [ColorMDim - 1][ColorMDim]float64{ {1, 0, 0, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 1, 0}, }, } // 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 } // 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 returns c. func (c *ColorM) Concat(other ColorM) ColorM { if !c.initialized { *c = colorMI } result := ColorM{} mul(&other, c, &result) *c = result return *c } // Add adds a color matrix with the other color matrix. // This returns c. func (c *ColorM) Add(other ColorM) ColorM { if !c.initialized { *c = colorMI } result := ColorM{} add(&other, c, &result) *c = result return *c } // SetElement sets an element at (i, j). func (c *ColorM) SetElement(i, j int, element float64) { if !c.initialized { *c = colorMI } c.es[i][j] = element } // Monochrome returns a color matrix to make an image monochrome. func Monochrome() ColorM { const r = 6968.0 / 32768.0 const g = 23434.0 / 32768.0 const b = 2366.0 / 32768.0 return ColorM{ initialized: true, es: [ColorMDim - 1][ColorMDim]float64{ {r, g, b, 0, 0}, {r, g, b, 0, 0}, {r, g, b, 0, 0}, {0, 0, 0, 1, 0}, }, } } // ScaleColor returns a color matrix that scales a color matrix by the given color (r, g, b, a). 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}, }, } } // TranslateColor returns a color matrix that translates a color matrix by the given color (r, g, b, a). 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}, }, } } // RotateHue returns a color matrix to rotate the hue func RotateHue(theta float64) ColorM { sin, cos := math.Sincos(theta) v1 := cos + (1.0-cos)/3.0 v2 := (1.0/3.0)*(1.0-cos) - math.Sqrt(1.0/3.0)*sin v3 := (1.0/3.0)*(1.0-cos) + math.Sqrt(1.0/3.0)*sin return ColorM{ initialized: true, es: [ColorMDim - 1][ColorMDim]float64{ {v1, v2, v3, 0, 0}, {v3, v1, v2, 0, 0}, {v2, v3, v1, 0, 0}, {0, 0, 0, 1, 0}, }, } } func rgba(r, g, b, a uint8) (float64, float64, float64, float64) { const max = math.MaxUint8 rf := float64(r) / max gf := float64(g) / max bf := float64(b) / max af := float64(a) / max return rf, gf, bf, af }