Source: filters/colormatrix/ColorMatrixFilter.js

import * as core from '../../core';
const glslify = require('glslify'); // eslint-disable-line no-undef

/**
 * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA
 * color and alpha values of every pixel on your displayObject to produce a result
 * with a new set of RGBA color and alpha values. It's pretty powerful!
 *
 * ```js
 *  let colorMatrix = new PIXI.ColorMatrixFilter();
 *  container.filters = [colorMatrix];
 *  colorMatrix.contrast(2);
 * ```
 * @author Clément Chenebault <clement@goodboydigital.com>
 * @class
 * @extends PIXI.Filter
 * @memberof PIXI.filters
 */
export default class ColorMatrixFilter extends core.Filter
{
    /**
     *
     */
    constructor()
    {
        super(
            // vertex shader
            glslify('../fragments/default.vert'),
            // fragment shader
            glslify('./colorMatrix.frag')
        );

        this.uniforms.m = [
            1, 0, 0, 0, 0,
            0, 1, 0, 0, 0,
            0, 0, 1, 0, 0,
            0, 0, 0, 1, 0];
    }

    /**
     * Transforms current matrix and set the new one
     *
     * @param {number[]} matrix - 5x4 matrix
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    _loadMatrix(matrix, multiply = false)
    {
        let newMatrix = matrix;

        if (multiply)
        {
            this._multiply(newMatrix, this.uniforms.m, matrix);
            newMatrix = this._colorMatrix(newMatrix);
        }

        // set the new matrix
        this.uniforms.m = newMatrix;
    }

    /**
     * Multiplies two mat5's
     *
     * @private
     * @param {number[]} out - 5x4 matrix the receiving matrix
     * @param {number[]} a - 5x4 matrix the first operand
     * @param {number[]} b - 5x4 matrix the second operand
     * @returns {number[]} 5x4 matrix
     */
    _multiply(out, a, b)
    {
        // Red Channel
        out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);
        out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);
        out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);
        out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);
        out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]);

        // Green Channel
        out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);
        out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);
        out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);
        out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);
        out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]);

        // Blue Channel
        out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);
        out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);
        out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);
        out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);
        out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]);

        // Alpha Channel
        out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);
        out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);
        out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);
        out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);
        out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]);

        return out;
    }

    /**
     * Create a Float32 Array and normalize the offset component to 0-1
     *
     * @private
     * @param {number[]} matrix - 5x4 matrix
     * @return {number[]} 5x4 matrix with all values between 0-1
     */
    _colorMatrix(matrix)
    {
        // Create a Float32 Array and normalize the offset component to 0-1
        const m = new Float32Array(matrix);

        m[4] /= 255;
        m[9] /= 255;
        m[14] /= 255;
        m[19] /= 255;

        return m;
    }

    /**
     * Adjusts brightness
     *
     * @param {number} b - value of the brigthness (0-1, where 0 is black)
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    brightness(b, multiply)
    {
        const matrix = [
            b, 0, 0, 0, 0,
            0, b, 0, 0, 0,
            0, 0, b, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Set the matrices in grey scales
     *
     * @param {number} scale - value of the grey (0-1, where 0 is black)
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    greyscale(scale, multiply)
    {
        const matrix = [
            scale, scale, scale, 0, 0,
            scale, scale, scale, 0, 0,
            scale, scale, scale, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Set the black and white matrice.
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    blackAndWhite(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Set the hue property of the color
     *
     * @param {number} rotation - in degrees
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    hue(rotation, multiply)
    {
        rotation = (rotation || 0) / 180 * Math.PI;

        const cosR = Math.cos(rotation);
        const sinR = Math.sin(rotation);
        const sqrt = Math.sqrt;

        /* a good approximation for hue rotation
         This matrix is far better than the versions with magic luminance constants
         formerly used here, but also used in the starling framework (flash) and known from this
         old part of the internet: quasimondo.com/archives/000565.php

         This new matrix is based on rgb cube rotation in space. Look here for a more descriptive
         implementation as a shader not a general matrix:
         https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js

         This is the source for the code:
         see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751
         */

        const w = 1 / 3;
        const sqrW = sqrt(w); // weight is

        const a00 = cosR + ((1.0 - cosR) * w);
        const a01 = (w * (1.0 - cosR)) - (sqrW * sinR);
        const a02 = (w * (1.0 - cosR)) + (sqrW * sinR);

        const a10 = (w * (1.0 - cosR)) + (sqrW * sinR);
        const a11 = cosR + (w * (1.0 - cosR));
        const a12 = (w * (1.0 - cosR)) - (sqrW * sinR);

        const a20 = (w * (1.0 - cosR)) - (sqrW * sinR);
        const a21 = (w * (1.0 - cosR)) + (sqrW * sinR);
        const a22 = cosR + (w * (1.0 - cosR));

        const matrix = [
            a00, a01, a02, 0, 0,
            a10, a11, a12, 0, 0,
            a20, a21, a22, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Set the contrast matrix, increase the separation between dark and bright
     * Increase contrast : shadows darker and highlights brighter
     * Decrease contrast : bring the shadows up and the highlights down
     *
     * @param {number} amount - value of the contrast (0-1)
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    contrast(amount, multiply)
    {
        const v = (amount || 0) + 1;
        const o = -128 * (v - 1);

        const matrix = [
            v, 0, 0, 0, o,
            0, v, 0, 0, o,
            0, 0, v, 0, o,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Set the saturation matrix, increase the separation between colors
     * Increase saturation : increase contrast, brightness, and sharpness
     *
     * @param {number} amount - The saturation amount (0-1)
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    saturate(amount = 0, multiply)
    {
        const x = (amount * 2 / 3) + 1;
        const y = ((x - 1) * -0.5);

        const matrix = [
            x, y, y, 0, 0,
            y, x, y, 0, 0,
            y, y, x, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Desaturate image (remove color)
     *
     * Call the saturate function
     *
     */
    desaturate() // eslint-disable-line no-unused-vars
    {
        this.saturate(-1);
    }

    /**
     * Negative image (inverse of classic rgb matrix)
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    negative(multiply)
    {
        const matrix = [
            0, 1, 1, 0, 0,
            1, 0, 1, 0, 0,
            1, 1, 0, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Sepia image
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    sepia(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Color motion picture process invented in 1916 (thanks Dominic Szablewski)
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    technicolor(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Polaroid filter
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    polaroid(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Filter who transforms : Red -> Blue and Blue -> Red
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    toBGR(multiply)
    {
        const matrix = [
            0, 0, 1, 0, 0,
            0, 1, 0, 0, 0,
            1, 0, 0, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    kodachrome(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Brown delicious browni filter (thanks Dominic Szablewski)
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    browni(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Vintage filter (thanks Dominic Szablewski)
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    vintage(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * We don't know exactly what it does, kind of gradient map, but funny to play with!
     *
     * @param {number} desaturation - Tone values.
     * @param {number} toned - Tone values.
     * @param {string} lightColor - Tone values, example: `0xFFE580`
     * @param {string} darkColor - Tone values, example: `0xFFE580`
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    colorTone(desaturation, toned, lightColor, darkColor, multiply)
    {
        desaturation = desaturation || 0.2;
        toned = toned || 0.15;
        lightColor = lightColor || 0xFFE580;
        darkColor = darkColor || 0x338000;

        const lR = ((lightColor >> 16) & 0xFF) / 255;
        const lG = ((lightColor >> 8) & 0xFF) / 255;
        const lB = (lightColor & 0xFF) / 255;

        const dR = ((darkColor >> 16) & 0xFF) / 255;
        const dG = ((darkColor >> 8) & 0xFF) / 255;
        const dB = (darkColor & 0xFF) / 255;

        const matrix = [
            0.3, 0.59, 0.11, 0, 0,
            lR, lG, lB, desaturation, 0,
            dR, dG, dB, toned, 0,
            lR - dR, lG - dG, lB - dB, 0, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Night effect
     *
     * @param {number} intensity - The intensity of the night effect.
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    night(intensity, multiply)
    {
        intensity = intensity || 0.1;
        const matrix = [
            intensity * (-2.0), -intensity, 0, 0, 0,
            -intensity, 0, intensity, 0, 0,
            0, intensity, intensity * 2.0, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Predator effect
     *
     * Erase the current matrix by setting a new indepent one
     *
     * @param {number} amount - how much the predator feels his future victim
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    predator(amount, multiply)
    {
        const matrix = [
            // row 1
            11.224130630493164 * amount,
            -4.794486999511719 * amount,
            -2.8746118545532227 * amount,
            0 * amount,
            0.40342438220977783 * amount,
            // row 2
            -3.6330697536468506 * amount,
            9.193157196044922 * amount,
            -2.951810836791992 * amount,
            0 * amount,
            -1.316135048866272 * amount,
            // row 3
            -3.2184197902679443 * amount,
            -4.2375030517578125 * amount,
            7.476448059082031 * amount,
            0 * amount,
            0.8044459223747253 * amount,
            // row 4
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * LSD effect
     *
     * Multiply the current matrix
     *
     * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,
     *  just set the current matrix with @param matrix
     */
    lsd(multiply)
    {
        const matrix = [
            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,
        ];

        this._loadMatrix(matrix, multiply);
    }

    /**
     * Erase the current matrix by setting the default one
     *
     */
    reset()
    {
        const matrix = [
            1, 0, 0, 0, 0,
            0, 1, 0, 0, 0,
            0, 0, 1, 0, 0,
            0, 0, 0, 1, 0,
        ];

        this._loadMatrix(matrix, false);
    }

    /**
     * The matrix of the color matrix filter
     *
     * @member {number[]}
     * @memberof PIXI.filters.ColorMatrixFilter#
     * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]
     */
    get matrix()
    {
        return this.uniforms.m;
    }

    /**
     * Sets the matrix directly.
     *
     * @param {number[]} value - the value to set to.
     */
    set matrix(value)
    {
        this.uniforms.m = value;
    }
}

// Americanized alias
ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;