// 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 ( "image/color" "math" ) // ColorMDim is a dimension of a ColorM. const ColorMDim = 5 var ( colorMIdentityBody = []float32{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, } colorMIdentityTranslate = []float32{ 0, 0, 0, 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. body []float32 // TODO: Transpose this to pass this OpenGL easily translate []float32 } func (c *ColorM) Reset() { c.body = nil c.translate = nil } func clamp(x float32) float32 { if x > 1 { return 1 } if x < 0 { return 0 } return x } func (c *ColorM) Apply(clr color.Color) color.Color { if c.body == nil { return clr } r, g, b, a := clr.RGBA() if a == 0 { return color.Transparent } // Unmultiply alpha rf := float32(r) / float32(a) gf := float32(g) / float32(a) bf := float32(b) / float32(a) af := float32(a) / 0xffff eb := c.body et := c.translate rf2 := eb[0]*rf + eb[1]*gf + eb[2]*bf + eb[3]*af + et[0] gf2 := eb[4]*rf + eb[5]*gf + eb[6]*bf + eb[7]*af + et[1] bf2 := eb[8]*rf + eb[9]*gf + eb[10]*bf + eb[11]*af + et[2] af2 := eb[12]*rf + eb[13]*gf + eb[14]*bf + eb[15]*af + et[3] rf2 = clamp(rf2) gf2 = clamp(gf2) bf2 = clamp(bf2) af2 = clamp(af2) return color.NRGBA64{ R: uint16(rf2 * 0xffff), G: uint16(gf2 * 0xffff), B: uint16(bf2 * 0xffff), A: uint16(af2 * 0xffff), } } func (c *ColorM) UnsafeElements() ([]float32, []float32) { if c.body == nil { c.body = colorMIdentityBody c.translate = colorMIdentityTranslate } return c.body, c.translate } // SetElement sets an element at (i, j). func (c *ColorM) SetElement(i, j int, element float32) { if c.body == nil { c.body = colorMIdentityBody c.translate = colorMIdentityTranslate } if j < (ColorMDim - 1) { es := make([]float32, len(c.body)) copy(es, c.body) es[i*(ColorMDim-1)+j] = element c.body = es } else { es := make([]float32, len(c.translate)) copy(es, c.translate) es[i] = element c.translate = es } } func (c *ColorM) Equals(other *ColorM) bool { if c.body == nil { if other.body == nil { return true } c.body = colorMIdentityBody c.translate = colorMIdentityTranslate } if other.body == nil { other.body = colorMIdentityBody other.translate = colorMIdentityTranslate } for i := range c.body { if c.body[i] != other.body[i] { return false } } for i := range c.translate { if c.translate[i] != other.translate[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.body == nil { c.body = colorMIdentityBody c.translate = colorMIdentityTranslate } if other.body == nil { other.body = colorMIdentityBody other.translate = colorMIdentityTranslate } c.body = mulSquare(other.body, c.body, ColorMDim-1) lhsb := other.body lhst := other.translate rhst := c.translate c.translate = []float32{ lhsb[0]*rhst[0] + lhsb[1]*rhst[1] + lhsb[2]*rhst[2] + lhsb[3]*rhst[3] + lhst[0], lhsb[4]*rhst[0] + lhsb[5]*rhst[1] + lhsb[6]*rhst[2] + lhsb[7]*rhst[3] + lhst[1], lhsb[8]*rhst[0] + lhsb[9]*rhst[1] + lhsb[10]*rhst[2] + lhsb[11]*rhst[3] + lhst[2], lhsb[12]*rhst[0] + lhsb[13]*rhst[1] + lhsb[14]*rhst[2] + lhsb[15]*rhst[3] + lhst[3], } } // Add is deprecated. func (c *ColorM) Add(other ColorM) { // Implementation is just for backward compatibility. if c.body == nil { c.body = colorMIdentityBody c.translate = colorMIdentityTranslate } if other.body == nil { other.body = colorMIdentityBody other.translate = colorMIdentityTranslate } body := make([]float32, len(c.body)) for i := range c.body { body[i] = c.body[i] + other.body[i] } translate := make([]float32, len(c.translate)) for i := range c.translate { translate[i] = c.translate[i] + other.translate[i] } c.body = body c.translate = translate } // Scale scales the matrix by (r, g, b, a). func (c *ColorM) Scale(r, g, b, a float32) { if c.body == nil { c.body = []float32{ r, 0, 0, 0, 0, g, 0, 0, 0, 0, b, 0, 0, 0, 0, a, } c.translate = colorMIdentityTranslate return } es := make([]float32, len(c.body)) copy(es, c.body) for i := 0; i < ColorMDim-1; i++ { es[i] *= r es[i+(ColorMDim-1)] *= g es[i+(ColorMDim-1)*2] *= b es[i+(ColorMDim-1)*3] *= a } c.body = es c.translate = []float32{ c.translate[0] * r, c.translate[1] * g, c.translate[2] * b, c.translate[3] * a, } } // Translate translates the matrix by (r, g, b, a). func (c *ColorM) Translate(r, g, b, a float32) { if c.body == nil { c.body = colorMIdentityBody c.translate = []float32{r, g, b, a} return } es := make([]float32, len(c.translate)) copy(es, c.translate) es[0] += r es[1] += g es[2] += b es[3] += a c.translate = es } var ( // The YCbCr value ranges are: // Y: [ 0 - 1 ] // Cb: [-0.5 - 0.5] // Cr: [-0.5 - 0.5] rgbToYCbCr = ColorM{ body: []float32{ 0.2990, 0.5870, 0.1140, 0, -0.1687, -0.3313, 0.5000, 0, 0.5000, -0.4187, -0.0813, 0, 0, 0, 0, 1, }, translate: []float32{0, 0, 0, 0}, } yCbCrToRgb = ColorM{ body: []float32{ 1, 0, 1.40200, 0, 1, -0.34414, -0.71414, 0, 1, 1.77200, 0, 0, 0, 0, 0, 1, }, translate: []float32{0, 0, 0, 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 float32, valueScale float32) { sin, cos := math.Sincos(hueTheta) s32, c32 := float32(sin), float32(cos) c.Concat(&rgbToYCbCr) c.Concat(&ColorM{ body: []float32{ 1, 0, 0, 0, 0, c32, -s32, 0, 0, s32, c32, 0, 0, 0, 0, 1, }, translate: []float32{0, 0, 0, 0}, }) s := saturationScale v := valueScale c.Scale(v, s*v, s*v, 1) c.Concat(&yCbCrToRgb) }