ebiten/internal/affine/colorm.go
Hajime Hoshi 95480d0644 affine: Separate ColorM impl into two slices
This fix avoids unnecessary allocating arrays.
2018-02-12 19:01:01 +09:00

274 lines
6.3 KiB
Go

// 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 = []float64{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
}
colorMIdentityTranslate = []float64{
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 []float64 // TODO: Transpose this to pass this OpenGL easily
translate []float64
}
func (c *ColorM) Reset() {
c.body = nil
c.translate = nil
}
func clamp(x float64) float64 {
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 := float64(r) / float64(a)
gf := float64(g) / float64(a)
bf := float64(b) / float64(a)
af := float64(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() ([]float64, []float64) {
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 float64) {
if c.body == nil {
c.body = colorMIdentityBody
c.translate = colorMIdentityTranslate
}
if j < (ColorMDim - 1) {
es := make([]float64, len(c.body))
copy(es, c.body)
es[i*(ColorMDim-1)+j] = element
c.body = es
} else {
es := make([]float64, 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 = []float64{
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) {
// Do nothing.
}
// Scale scales the matrix by (r, g, b, a).
func (c *ColorM) Scale(r, g, b, a float64) {
if c.body == nil {
c.body = []float64{
r, 0, 0, 0,
0, g, 0, 0,
0, 0, b, 0,
0, 0, 0, a,
}
c.translate = colorMIdentityTranslate
return
}
es := make([]float64, 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 = []float64{
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 float64) {
if c.body == nil {
c.body = colorMIdentityBody
c.translate = []float64{r, g, b, a}
return
}
es := make([]float64, 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: []float64{
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: []float64{0, 0, 0, 0},
}
yCbCrToRgb = ColorM{
body: []float64{
1, 0, 1.40200, 0,
1, -0.34414, -0.71414, 0,
1, 1.77200, 0, 0,
0, 0, 0, 1,
},
translate: []float64{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 float64, valueScale float64) {
sin, cos := math.Sincos(hueTheta)
c.Concat(&rgbToYCbCr)
c.Concat(&ColorM{
body: []float64{
1, 0, 0, 0,
0, cos, -sin, 0,
0, sin, cos, 0,
0, 0, 0, 1,
},
translate: []float64{0, 0, 0, 0},
})
s := saturationScale
v := valueScale
c.Scale(v, s*v, s*v, 1)
c.Concat(&yCbCrToRgb)
}