// 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" ) // ColorMatrixDim is a dimension of a ColorMatrix. const ColorMatrixDim = 5 // A ColorMatrix represents a matrix to transform coloring when rendering an image. // // A ColorMatrix 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. type ColorMatrix struct { // es represents elements. es *[ColorMatrixDim - 1][ColorMatrixDim]float64 } func colorMatrixEsI() *[ColorMatrixDim - 1][ColorMatrixDim]float64 { return &[ColorMatrixDim - 1][ColorMatrixDim]float64{ {1, 0, 0, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 1, 0}, } } // NewColorMatrix returns an identity color matrix. func NewColorMatrix() ColorMatrix { return ColorMatrix{ es: colorMatrixEsI(), } } func (c ColorMatrix) dim() int { return ColorMatrixDim } // Element returns a value of a matrix at (i, j). func (c ColorMatrix) Element(i, j int) float64 { if c.es == nil { if i == j { return 1 } return 0 } return c.es[i][j] } // Concat multiplies a color matrix with the other color matrix. func (c *ColorMatrix) Concat(other ColorMatrix) { if c.es == nil { c.es = colorMatrixEsI() } result := ColorMatrix{} mul(&other, c, &result) *c = result } // Add adds a color matrix with the other color matrix. func (c *ColorMatrix) Add(other ColorMatrix) { if c.es == nil { c.es = colorMatrixEsI() } result := ColorMatrix{} add(&other, c, &result) *c = result } // SetElement sets an element at (i, j). func (c *ColorMatrix) SetElement(i, j int, element float64) { if c.es == nil { c.es = colorMatrixEsI() } c.es[i][j] = element } // Monochrome returns a color matrix to make an image monochrome. func Monochrome() ColorMatrix { const r = 6968.0 / 32768.0 const g = 23434.0 / 32768.0 const b = 2366.0 / 32768.0 return ColorMatrix{ &[ColorMatrixDim - 1][ColorMatrixDim]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) ColorMatrix { return ColorMatrix{ &[ColorMatrixDim - 1][ColorMatrixDim]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) ColorMatrix { return ColorMatrix{ &[ColorMatrixDim - 1][ColorMatrixDim]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) ColorMatrix { 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 ColorMatrix{ &[ColorMatrixDim - 1][ColorMatrixDim]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 }