// Copyright 2022 The Ebitengine Authors // // 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 colorm import ( "fmt" "image/color" "sync" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/internal/affine" "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" ) // Dim is a dimension of a ColorM. const Dim = affine.ColorMDim // ColorM represents a matrix to transform coloring when rendering an image. // // ColorM is applied to the straight 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 { impl affine.ColorM _ [0]func() // Marks as non-comparable. } func (c *ColorM) affineColorM() affine.ColorM { if c.impl != nil { return c.impl } return affine.ColorMIdentity{} } // String returns a string representation of ColorM. func (c *ColorM) String() string { return c.affineColorM().String() } // Reset resets the ColorM as identity. func (c *ColorM) Reset() { c.impl = affine.ColorMIdentity{} } // Apply pre-multiplies a vector (r, g, b, a, 1) by the matrix // where r, g, b, and a are clr's values in straight-alpha format. // In other words, Apply calculates ColorM * (r, g, b, a, 1)^T. func (c *ColorM) Apply(clr color.Color) color.Color { return c.affineColorM().Apply(clr) } // 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) { o := other.impl if o == nil { return } c.impl = c.affineColorM().Concat(o) } // Scale scales the matrix by (r, g, b, a). func (c *ColorM) Scale(r, g, b, a float64) { c.impl = c.affineColorM().Scale(float32(r), float32(g), float32(b), float32(a)) } // ScaleWithColor scales the matrix by clr. func (c *ColorM) ScaleWithColor(clr color.Color) { cr, cg, cb, ca := clr.RGBA() if ca == 0 { c.Scale(0, 0, 0, 0) return } c.Scale(float64(cr)/float64(ca), float64(cg)/float64(ca), float64(cb)/float64(ca), float64(ca)/0xffff) } // Translate translates the matrix by (r, g, b, a). func (c *ColorM) Translate(r, g, b, a float64) { c.impl = c.affineColorM().Translate(float32(r), float32(g), float32(b), float32(a)) } // RotateHue rotates the hue. // theta represents rotating angle in radian. func (c *ColorM) RotateHue(theta float64) { c.ChangeHSV(theta, 1, 1) } // ChangeHSV changes HSV (Hue-Saturation-Value) values. // hueTheta is a radian value to rotate 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) { c.impl = affine.ChangeHSV(c.affineColorM(), hueTheta, float32(saturationScale), float32(valueScale)) } // Element returns a value of a matrix at (i, j). func (c *ColorM) Element(i, j int) float64 { return float64(c.affineColorM().At(i, j)) } // SetElement sets an element at (i, j). func (c *ColorM) SetElement(i, j int, element float64) { c.impl = affine.ColorMSetElement(c.affineColorM(), i, j, float32(element)) } // IsInvertible returns a boolean value indicating // whether the matrix c is invertible or not. func (c *ColorM) IsInvertible() bool { return c.affineColorM().IsInvertible() } // Invert inverts the matrix. // If c is not invertible, Invert panics. func (c *ColorM) Invert() { c.impl = c.affineColorM().Invert() } // ReadElements reads the body part and the translation part to the given float32 slices. // // len(body) must be 16 and len(translation) must be 4. Otherwise, ReadElements panics. func (c *ColorM) ReadElements(body []float32, translation []float32) { if len(body) != 16 { panic(fmt.Sprintf("ebiten: len(body) must be 16 but %d", len(body))) } if len(translation) != 4 { panic(fmt.Sprintf("ebiten: len(translation) must be 4 but %d", len(translation))) } c.affineColorM().Elements(body, translation) } func uniforms(c ColorM) map[string]interface{} { var body [16]float32 var translation [4]float32 c.affineColorM().Elements(body[:], translation[:]) uniforms := map[string]interface{}{} uniforms[builtinshader.UniformColorMBody] = body[:] uniforms[builtinshader.UniformColorMTranslation] = translation[:] return uniforms } type builtinShaderKey struct { filter builtinshader.Filter address builtinshader.Address } var ( builtinShaders = map[builtinShaderKey]*ebiten.Shader{} builtinShadersM sync.Mutex ) func builtinShader(filter builtinshader.Filter, address builtinshader.Address) *ebiten.Shader { builtinShadersM.Lock() defer builtinShadersM.Unlock() key := builtinShaderKey{ filter: filter, address: address, } if s, ok := builtinShaders[key]; ok { return s } src := builtinshader.Shader(filter, address, true) s, err := ebiten.NewShader(src) if err != nil { panic(fmt.Sprintf("colorm: NewShader for a built-in shader failed: %v", err)) } shader := s builtinShaders[key] = shader return shader }