phaser/src/display/ColorMatrix.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
/**
* @classdesc
* The ColorMatrix class creates a 5x4 matrix that can be used in shaders and graphics
* operations. It provides methods required to modify the color values, such as adjusting
* the brightness, setting a sepia tone, hue rotation and more.
*
* Use the method `getData` to return a Float32Array containing the current color values.
*
* @class ColorMatrix
* @memberof Phaser.Display
* @constructor
* @since 3.50.0
*/
var ColorMatrix = new Class({
initialize:
function ColorMatrix ()
{
/**
* Internal ColorMatrix array.
*
* @name Phaser.Display.ColorMatrix#_matrix
* @type {number[]}
* @private
* @since 3.50.0
*/
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this._matrix = [
1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 1, 0
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];
/**
* The value that determines how much of the original color is used
* when mixing the colors. A value between 0 (all original) and 1 (all final)
*
* @name Phaser.Display.ColorMatrix#alpha
* @type {number}
* @since 3.50.0
*/
this.alpha = 1;
/**
* Is the ColorMatrix array dirty?
*
* @name Phaser.Display.ColorMatrix#_dirty
* @type {boolean}
* @private
* @since 3.50.0
*/
this._dirty = true;
/**
* The matrix data as a Float32Array.
*
* Returned by the `getData` method.
*
* @name Phaser.Display.ColorMatrix#data
* @type {Float32Array}
* @private
* @since 3.50.0
*/
this._data;
},
/**
* Sets this ColorMatrix from the given array of color values.
*
* @method Phaser.Display.ColorMatrix#set
* @since 3.50.0
*
* @param {number[]} value - The ColorMatrix values to set.
*
* @return {this} This ColorMatrix instance.
*/
set: function (value)
{
this._matrix = value;
this._dirty = true;
return this;
},
/**
* Resets the ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#reset
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
reset: function ()
{
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// Long-winded, but saves on gc, which happens a lot in Post FX Shaders
// that reset the ColorMatrix every frame.
var m = this._matrix;
m[0] = 1;
m[1] = 0;
m[2] = 0;
m[3] = 0;
m[4] = 0;
m[5] = 0;
m[6] = 1;
m[7] = 0;
m[8] = 0;
m[9] = 0;
m[10] = 0;
m[11] = 0;
m[12] = 1;
m[13] = 0;
m[14] = 0;
m[15] = 0;
m[16] = 0;
m[17] = 0;
m[18] = 1;
m[19] = 0;
this._dirty = true;
return this;
},
/**
* Gets the ColorMatrix as a Float32Array.
*
* Can be used directly as a 1fv shader uniform value.
*
* @method Phaser.Display.ColorMatrix#getData
* @since 3.50.0
*
* @return {Float32Array} The ColorMatrix as a Float32Array.
*/
getData: function ()
{
if (this._dirty)
{
var f32 = new Float32Array(this._matrix);
f32[4] /= 255;
f32[9] /= 255;
f32[14] /= 255;
f32[19] /= 255;
this._data = f32;
this._dirty = false;
}
return this._data;
},
/**
* Changes the brightness of this ColorMatrix by the given amount.
*
* @method Phaser.Display.ColorMatrix#brightness
* @since 3.50.0
*
* @param {number} [value=0] - The amount of brightness to apply to this ColorMatrix. Between 0 (black) and 1.
*
* @return {this} This ColorMatrix instance.
*/
brightness: function (value)
{
if (value === undefined) { value = 0; }
var b = value;
return this.multiply([
b, 0, 0, 0, 0,
0, b, 0, 0, 0,
0, 0, b, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Changes the saturation of this ColorMatrix by the given amount.
*
* @method Phaser.Display.ColorMatrix#saturate
* @since 3.50.0
*
* @param {number} [value=0] - The amount of saturation to apply to this ColorMatrix.
*
* @return {this} This ColorMatrix instance.
*/
saturate: function (value)
{
if (value === undefined) { value = 0; }
var x = (value * 2 / 3) + 1;
var y = ((x - 1) * -0.5);
return this.multiply([
x, y, y, 0, 0,
y, x, y, 0, 0,
y, y, x, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Desaturates this ColorMatrix (removes color from it).
*
* @method Phaser.Display.ColorMatrix#saturation
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
desaturate: function ()
{
return this.saturate(-1);
},
/**
* Rotates the hues of this ColorMatrix by the value given.
*
* @method Phaser.Display.ColorMatrix#hue
* @since 3.50.0
*
* @param {number} [rotation=0] - The amount of hue rotation to apply to this ColorMatrix, in degrees.
*
* @return {this} This ColorMatrix instance.
*/
hue: function (rotation)
{
if (rotation === undefined) { rotation = 0; }
rotation = rotation / 180 * Math.PI;
var cos = Math.cos(rotation);
var sin = Math.sin(rotation);
var lumR = 0.213;
var lumG = 0.715;
var lumB = 0.072;
return this.multiply([
lumR + cos * (1 - lumR) + sin * (-lumR),lumG + cos * (-lumG) + sin * (-lumG),lumB + cos * (-lumB) + sin * (1 - lumB), 0, 0,
lumR + cos * (-lumR) + sin * (0.143),lumG + cos * (1 - lumG) + sin * (0.140),lumB + cos * (-lumB) + sin * (-0.283), 0, 0,
lumR + cos * (-lumR) + sin * (-(1 - lumR)),lumG + cos * (-lumG) + sin * (lumG),lumB + cos * (1 - lumB) + sin * (lumB), 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Sets this ColorMatrix to be grayscale.
*
* @method Phaser.Display.ColorMatrix#grayscale
* @since 3.50.0
*
* @param {number} [value=1] - The grayscale scale (0 is black).
*
* @return {this} This ColorMatrix instance.
*/
grayscale: function (value)
{
if (value === undefined) { value = 1; }
return this.saturation(-value);
},
/**
* Sets this ColorMatrix to be black and white.
*
* @method Phaser.Display.ColorMatrix#blackWhite
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
blackWhite: function ()
{
return this.multiply([
0.3, 0.6, 0.1, 0, 0,
0.3, 0.6, 0.1, 0, 0,
0.3, 0.6, 0.1, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Change the contrast of this ColorMatrix by the amount given.
*
* @method Phaser.Display.ColorMatrix#contrast
* @since 3.50.0
*
* @param {number} [value=0] - The amount of contrast to apply to this ColorMatrix.
*
* @return {this} This ColorMatrix instance.
*/
contrast: function (value)
{
if (value === undefined) { value = 0; }
var v = value + 1;
var o = -0.5 * (v - 1);
return this.multiply([
v, 0, 0, 0, o,
0, v, 0, 0, o,
0, 0, v, 0, o,
0, 0, 0, 1, 0
]);
},
/**
* Converts this ColorMatrix to have negative values.
*
* @method Phaser.Display.ColorMatrix#negative
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
negative: function ()
{
return this.multiply([
-1, 0, 0, 1, 0,
0, -1, 0, 1, 0,
0, 0, -1, 1, 0,
0, 0, 0, 1, 0
]);
},
/**
* Apply a desaturated luminance to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#desaturateLuminance
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
desaturateLuminance: function ()
{
return this.multiply([
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0, 0, 0, 1, 0
]);
},
/**
* Applies a sepia tone to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#sepia
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
sepia: function ()
{
return this.multiply([
0.393, 0.7689999, 0.18899999, 0, 0,
0.349, 0.6859999, 0.16799999, 0, 0,
0.272, 0.5339999, 0.13099999, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Applies a night vision tone to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#night
* @since 3.50.0
*
* @param {number} [intensity=0.1] - The intensity of this effect.
*
* @return {this} This ColorMatrix instance.
*/
night: function (intensity)
{
if (intensity === undefined) { intensity = 0.1; }
return this.multiply([
intensity * (-2.0), -intensity, 0, 0, 0,
-intensity, 0, intensity, 0, 0,
0, intensity, intensity * 2.0, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Applies a trippy color tone to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#lsd
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
lsd: function ()
{
return this.multiply([
2, -0.4, 0.5, 0, 0,
-0.5, 2, -0.4, 0, 0,
-0.4, -0.5, 3, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Applies a brown tone to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#brown
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
brown: function ()
{
return this.multiply([
0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,
-0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,
0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,
0, 0, 0, 1, 0
]);
},
/**
* Applies a vintage pinhole color effect to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#vintagePinhole
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
vintagePinhole: function ()
{
return this.multiply([
0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,
0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,
0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,
0, 0, 0, 1, 0
]);
},
/**
* Applies a kodachrome color effect to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#kodachrome
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
kodachrome: function ()
{
return this.multiply([
1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,
-0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,
-0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,
0, 0, 0, 1, 0
]);
},
/**
* Applies a technicolor color effect to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#technicolor
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
technicolor: function ()
{
return this.multiply([
1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,
-0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,
-0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,
0, 0, 0, 1, 0
]);
},
/**
* Applies a polaroid color effect to this ColorMatrix.
*
* @method Phaser.Display.ColorMatrix#polaroid
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
polaroid: function ()
{
return this.multiply([
1.438, -0.062, -0.062, 0, 0,
-0.122, 1.378, -0.122, 0, 0,
-0.016, -0.016, 1.483, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Shifts the values of this ColorMatrix into BGR order.
*
* @method Phaser.Display.ColorMatrix#shiftToBGR
* @since 3.50.0
*
* @return {this} This ColorMatrix instance.
*/
shiftToBGR: function ()
{
return this.multiply([
0, 0, 1, 0, 0,
0, 1, 0, 0, 0,
1, 0, 0, 0, 0,
0, 0, 0, 1, 0
]);
},
/**
* Multiplies the two given matrices.
*
* @method Phaser.Display.ColorMatrix#multiply
* @since 3.50.0
*
* @param {number[]} a - The 5x4 array to multiply with ColorMatrix._matrix.
*
* @return {this} This ColorMatrix instance.
*/
multiply: function (a)
{
// Duplicate _matrix into c
var m = this._matrix;
var c = [];
for (var i = 0; i < 20; i++)
{
c[i] = m[i];
}
// R
m[0] = (c[0] * a[0]) + (c[1] * a[5]) + (c[2] * a[10]) + (c[3] * a[15]);
m[1] = (c[0] * a[1]) + (c[1] * a[6]) + (c[2] * a[11]) + (c[3] * a[16]);
m[2] = (c[0] * a[2]) + (c[1] * a[7]) + (c[2] * a[12]) + (c[3] * a[17]);
m[3] = (c[0] * a[3]) + (c[1] * a[8]) + (c[2] * a[13]) + (c[3] * a[18]);
m[4] = (c[0] * a[4]) + (c[1] * a[9]) + (c[2] * a[14]) + (c[3] * a[19]) + c[4];
// G
m[5] = (c[5] * a[0]) + (c[6] * a[5]) + (c[7] * a[10]) + (c[8] * a[15]);
m[6] = (c[5] * a[1]) + (c[6] * a[6]) + (c[7] * a[11]) + (c[8] * a[16]);
m[7] = (c[5] * a[2]) + (c[6] * a[7]) + (c[7] * a[12]) + (c[8] * a[17]);
m[8] = (c[5] * a[3]) + (c[6] * a[8]) + (c[7] * a[13]) + (c[8] * a[18]);
m[9] = (c[5] * a[4]) + (c[6] * a[9]) + (c[7] * a[14]) + (c[8] * a[19]) + c[9];
// B
m[10] = (c[10] * a[0]) + (c[11] * a[5]) + (c[12] * a[10]) + (c[13] * a[15]);
m[11] = (c[10] * a[1]) + (c[11] * a[6]) + (c[12] * a[11]) + (c[13] * a[16]);
m[12] = (c[10] * a[2]) + (c[11] * a[7]) + (c[12] * a[12]) + (c[13] * a[17]);
m[13] = (c[10] * a[3]) + (c[11] * a[8]) + (c[12] * a[13]) + (c[13] * a[18]);
m[14] = (c[10] * a[4]) + (c[11] * a[9]) + (c[12] * a[14]) + (c[13] * a[19]) + c[14];
// A
m[15] = (c[15] * a[0]) + (c[16] * a[5]) + (c[17] * a[10]) + (c[18] * a[15]);
m[16] = (c[15] * a[1]) + (c[16] * a[6]) + (c[17] * a[11]) + (c[18] * a[16]);
m[17] = (c[15] * a[2]) + (c[16] * a[7]) + (c[17] * a[12]) + (c[18] * a[17]);
m[18] = (c[15] * a[3]) + (c[16] * a[8]) + (c[17] * a[13]) + (c[18] * a[18]);
m[19] = (c[15] * a[4]) + (c[16] * a[9]) + (c[17] * a[14]) + (c[18] * a[19]) + c[19];
this._dirty = true;
return this;
}
});
module.exports = ColorMatrix;