// 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 affine import ( "math" ) // ColorMDim is a dimension of a ColorM. const ColorMDim = 5 var ( colorMIdentityElements = []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 { // When elements is nil, this matrix is identity. // elements is immutable and a new array must be created when updating. elements []float64 } func (c *ColorM) UnsafeElements() []float64 { if c.elements == nil { c.elements = colorMIdentityElements } return c.elements } // SetElement sets an element at (i, j). func (c *ColorM) SetElement(i, j int, element float64) { if c.elements == nil { c.elements = colorMIdentityElements } es := make([]float64, len(c.elements)) copy(es, c.elements) es[i*ColorMDim+j] = element c.elements = es } func (c *ColorM) Equals(other *ColorM) bool { if c.elements == nil { if other.elements == nil { return true } c.elements = colorMIdentityElements } if other.elements == nil { other.elements = colorMIdentityElements } for i := range c.elements { if c.elements[i] != other.elements[i] { return false } } return true } // 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.elements == nil { c.elements = colorMIdentityElements } if other.elements == nil { other.elements = colorMIdentityElements } c.elements = mul(other.elements, c.elements, ColorMDim) } // Add is deprecated. func (c *ColorM) Add(other ColorM) { if c.elements == nil { c.elements = colorMIdentityElements } if other.elements == nil { other.elements = colorMIdentityElements } c.elements = add(other.elements, c.elements, ColorMDim) } // Scale scales the matrix by (r, g, b, a). func (c *ColorM) Scale(r, g, b, a float64) { if c.elements == nil { c.elements = []float64{ r, 0, 0, 0, 0, 0, g, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, a, 0, } return } es := make([]float64, len(c.elements)) copy(es, c.elements) for i := 0; i < ColorMDim; i++ { es[i] *= r es[i+ColorMDim] *= g es[i+ColorMDim*2] *= b es[i+ColorMDim*3] *= a } c.elements = es } // Translate translates the matrix by (r, g, b, a). func (c *ColorM) Translate(r, g, b, a float64) { if c.elements == nil { c.elements = []float64{ 1, 0, 0, 0, r, 0, 1, 0, 0, g, 0, 0, 1, 0, b, 0, 0, 0, 1, a, } return } es := make([]float64, len(c.elements)) copy(es, c.elements) es[4] += r es[4+ColorMDim] += g es[4+ColorMDim*2] += b es[4+ColorMDim*3] += a c.elements = es } // 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{ elements: []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{ elements: []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) elements. // 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{ elements: []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) } 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 } // ScaleColor is deprecated as of 1.2.0-alpha. Use Scale instead. func ScaleColor(r, g, b, a float64) ColorM { c := ColorM{} c.Scale(r, g, b, a) return c } // TranslateColor is deprecated as of 1.2.0-alpha. Use Translate instead. func TranslateColor(r, g, b, a float64) ColorM { c := ColorM{} c.Translate(r, g, b, a) return c } // RotateHue is deprecated as of 1.2.0-alpha. Use RotateHue member function instead. func RotateHue(theta float64) ColorM { c := ColorM{} c.RotateHue(theta) return c }