mirror of https://github.com/axmolengine/axmol.git
832 lines
20 KiB
C++
832 lines
20 KiB
C++
|
/**
|
||
|
* glslutils, for color translate matrix
|
||
|
* reference: http://graficaobscura.com/matrix/index.html
|
||
|
* @autohr HALX99 2016
|
||
|
* Copyright (c) x-studio365 2016.
|
||
|
*/
|
||
|
#ifndef _GLSLUTILS_H_
|
||
|
#define _GLSLUTILS_H_
|
||
|
#include "matrix3f.hpp"
|
||
|
#include "cocos2d.h"
|
||
|
#include <string>
|
||
|
typedef float _M3X3[3][3];
|
||
|
typedef float _M4X4[4][4];
|
||
|
|
||
|
static cocos2d::Vec3 fastest_rgb2hsv(const cocos2d::Color3B& rgb)
|
||
|
{
|
||
|
float r = rgb.r / 255.0f;
|
||
|
float g = rgb.g / 255.0f;
|
||
|
float b = rgb.b / 255.0f;
|
||
|
|
||
|
float h, s, v;
|
||
|
|
||
|
float K = 0.f;
|
||
|
|
||
|
if (g < b)
|
||
|
{
|
||
|
std::swap(g, b);
|
||
|
K = -1.f;
|
||
|
}
|
||
|
|
||
|
if (r < g)
|
||
|
{
|
||
|
std::swap(r, g);
|
||
|
K = -2.f / 6.f - K;
|
||
|
}
|
||
|
|
||
|
float chroma = r - std::min(g, b);
|
||
|
h = fabs(K + (g - b) / (6.f * chroma + 1e-20f));
|
||
|
s = chroma / (r + 1e-20f);
|
||
|
v = r;
|
||
|
|
||
|
return cocos2d::Vec3(h, s, v);
|
||
|
}
|
||
|
|
||
|
static cocos2d::Vec3 rgb2hsv(const cocos2d::Color3B& rgb)
|
||
|
{
|
||
|
unsigned char dst_h, dst_s, dst_v;
|
||
|
|
||
|
float r = rgb.r / 255.0f;
|
||
|
float g = rgb.g / 255.0f;
|
||
|
float b = rgb.b / 255.0f;
|
||
|
|
||
|
float h, s, v; // h:0-360.0, s:0.0-1.0, v:0.0-1.0
|
||
|
|
||
|
float max = std::max({ r, g, b });
|
||
|
float min = std::min({ r, g, b });
|
||
|
|
||
|
v = max;
|
||
|
|
||
|
if (max == 0.0f) {
|
||
|
s = 0;
|
||
|
h = 0;
|
||
|
}
|
||
|
else if (max - min == 0.0f) {
|
||
|
s = 0;
|
||
|
h = 0;
|
||
|
}
|
||
|
else {
|
||
|
s = (max - min) / max;
|
||
|
|
||
|
if (max == r) {
|
||
|
h = 60 * ((g - b) / (max - min)) + 0;
|
||
|
}
|
||
|
else if (max == g) {
|
||
|
h = 60 * ((b - r) / (max - min)) + 120;
|
||
|
}
|
||
|
else {
|
||
|
h = 60 * ((r - g) / (max - min)) + 240;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (h < 0) h += 360.0f;
|
||
|
|
||
|
dst_h = (unsigned char)(h / 2); // dst_h : 0-180
|
||
|
dst_s = (unsigned char)(s/* * 255*/); // dst_s : 0-255
|
||
|
dst_v = (unsigned char)(v /** 255*/); // dst_v : 0-255
|
||
|
|
||
|
return cocos2d::Vec3(dst_h / 180.f, dst_s, dst_v);
|
||
|
}
|
||
|
|
||
|
static void hsv2rgb(const unsigned char &src_h, const unsigned char &src_s, const unsigned char &src_v, unsigned char &dst_r, unsigned char &dst_g, unsigned char &dst_b)
|
||
|
{
|
||
|
float h = src_h * 2.0f; // 0-360
|
||
|
float s = src_s / 255.0f; // 0.0-1.0
|
||
|
float v = src_v / 255.0f; // 0.0-1.0
|
||
|
|
||
|
float r, g, b; // 0.0-1.0
|
||
|
|
||
|
int hi = (int)(h / 60.0f) % 6;
|
||
|
float f = (h / 60.0f) - hi;
|
||
|
float p = v * (1.0f - s);
|
||
|
float q = v * (1.0f - s * f);
|
||
|
float t = v * (1.0f - s * (1.0f - f));
|
||
|
|
||
|
switch (hi) {
|
||
|
case 0: r = v, g = t, b = p; break;
|
||
|
case 1: r = q, g = v, b = p; break;
|
||
|
case 2: r = p, g = v, b = t; break;
|
||
|
case 3: r = p, g = q, b = v; break;
|
||
|
case 4: r = t, g = p, b = v; break;
|
||
|
case 5: r = v, g = p, b = q; break;
|
||
|
}
|
||
|
|
||
|
dst_r = (unsigned char)(r * 255); // dst_r : 0-255
|
||
|
dst_g = (unsigned char)(g * 255); // dst_r : 0-255
|
||
|
dst_b = (unsigned char)(b * 255); // dst_r : 0-255
|
||
|
}
|
||
|
|
||
|
namespace glslutils
|
||
|
{
|
||
|
#define FLT_SQRT_2 1.4142135623730950488016887242097
|
||
|
#define FLT_SQRT_3 1.7320508075688772935274463415059
|
||
|
#define FLT_XRS (1 / FLT_SQRT_2)
|
||
|
#define FLT_XRC FLT_XRS
|
||
|
#define FLT_YRS (-1 / FLT_SQRT_3)
|
||
|
#define FLT_YRC (FLT_SQRT_2 / FLT_SQRT_3)
|
||
|
#define RLUM (0.3086)
|
||
|
#define GLUM (0.6094)
|
||
|
#define BLUM (0.0820)
|
||
|
|
||
|
|
||
|
static void printmat3(float mat[3][3])
|
||
|
{
|
||
|
int x, y;
|
||
|
char svalue[256];
|
||
|
int n = 0;
|
||
|
for (y = 0; y < 3; y++) {
|
||
|
for (x = 0; x < 3; x++)
|
||
|
n += sprintf(svalue + n, "%f ", mat[y][x]);
|
||
|
n += sprintf(svalue + n, "\n");
|
||
|
}
|
||
|
n += sprintf(svalue + n, "\n");
|
||
|
|
||
|
cocos2d::log("%s", svalue);
|
||
|
}
|
||
|
|
||
|
static void printmat4(float mat[4][4])
|
||
|
{
|
||
|
int x, y;
|
||
|
char svalue[256];
|
||
|
int n = 0;
|
||
|
for (y = 0; y < 4; y++) {
|
||
|
for (x = 0; x < 4; x++)
|
||
|
n += sprintf(svalue + n, "%f ", mat[y][x]);
|
||
|
n += sprintf(svalue + n, "\n");
|
||
|
}
|
||
|
n += sprintf(svalue + n, "\n");
|
||
|
|
||
|
cocos2d::log("%s", svalue);
|
||
|
}
|
||
|
|
||
|
inline void printmat3(float(&mat)[9])
|
||
|
{
|
||
|
printmat3((_M3X3&)mat);
|
||
|
}
|
||
|
|
||
|
inline void printmat4(float(&mat)[16])
|
||
|
{
|
||
|
printmat4((_M4X4&)mat);
|
||
|
}
|
||
|
|
||
|
inline void createRotationX(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
dst->m[5] = cv;
|
||
|
dst->m[6] = sv;
|
||
|
dst->m[9] = -sv;
|
||
|
dst->m[10] = cv;
|
||
|
}
|
||
|
|
||
|
inline void createRotationY(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
dst->m[0] = cv;
|
||
|
dst->m[2] = -sv;
|
||
|
dst->m[8] = sv;
|
||
|
dst->m[10] = cv;
|
||
|
}
|
||
|
|
||
|
inline void createRotationZ(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
dst->m[0] = cv;
|
||
|
dst->m[1] = sv;
|
||
|
dst->m[4] = -sv;
|
||
|
dst->m[5] = cv;
|
||
|
}
|
||
|
|
||
|
inline void rotateX(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
cocos2d::Mat4 temp;
|
||
|
createRotationX(&temp, sv, cv);
|
||
|
cocos2d::Mat4::multiply(temp, *dst, dst);
|
||
|
}
|
||
|
|
||
|
inline void rotateY(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
cocos2d::Mat4 temp;
|
||
|
createRotationY(&temp, sv, cv);
|
||
|
cocos2d::Mat4::multiply(temp, *dst, dst); // dst->multiply(temp); pitfall: matrix1 * matrix2 != matrix2 * matrix1
|
||
|
}
|
||
|
|
||
|
inline void rotateZ(cocos2d::Mat4* dst, float sv, float cv)
|
||
|
{
|
||
|
cocos2d::Mat4 temp;
|
||
|
createRotationZ(&temp, sv, cv);
|
||
|
cocos2d::Mat4::multiply(temp, *dst, dst);
|
||
|
}
|
||
|
|
||
|
inline void rotateZ(cocos2d::Mat4* dst, float angle)
|
||
|
{
|
||
|
cocos2d::Mat4 temp;
|
||
|
cocos2d::Mat4::createRotationZ(angle, &temp);
|
||
|
cocos2d::Mat4::multiply(temp, *dst, dst);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* matrixmult -
|
||
|
* multiply two matricies
|
||
|
*/
|
||
|
static void matrixmult(float a[4][4], float b[4][4], float c[4][4])
|
||
|
{
|
||
|
int x, y;
|
||
|
float temp[4][4];
|
||
|
|
||
|
for (y = 0; y < 4; y++)
|
||
|
for (x = 0; x < 4; x++) {
|
||
|
temp[y][x] = b[y][0] * a[0][x]
|
||
|
+ b[y][1] * a[1][x]
|
||
|
+ b[y][2] * a[2][x]
|
||
|
+ b[y][3] * a[3][x];
|
||
|
}
|
||
|
for (y = 0; y < 4; y++)
|
||
|
for (x = 0; x < 4; x++)
|
||
|
c[y][x] = temp[y][x];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* identmat -
|
||
|
* make an identity matrix
|
||
|
*/
|
||
|
inline void identmat(float *matrix)
|
||
|
{
|
||
|
*matrix++ = 1.0; /* row 1 */
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0; /* row 2 */
|
||
|
*matrix++ = 1.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0; /* row 3 */
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 1.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0; /* row 4 */
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 0.0;
|
||
|
*matrix++ = 1.0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* xformpnt -
|
||
|
* transform a 3D point using a matrix
|
||
|
*/
|
||
|
inline void xformpnt(float matrix[4][4], float x, float y, float z, float *tx, float *ty, float *tz)
|
||
|
{
|
||
|
*tx = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + matrix[3][0];
|
||
|
*ty = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + matrix[3][1];
|
||
|
*tz = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + matrix[3][2];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* cscalemat -
|
||
|
* make a color scale marix
|
||
|
*/
|
||
|
inline void cscalemat(float mat[4][4], float rscale, float gscale, float bscale)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = rscale;
|
||
|
mmat[0][1] = 0.0;
|
||
|
mmat[0][2] = 0.0;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = 0.0;
|
||
|
mmat[1][1] = gscale;
|
||
|
mmat[1][2] = 0.0;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
|
||
|
mmat[2][0] = 0.0;
|
||
|
mmat[2][1] = 0.0;
|
||
|
mmat[2][2] = bscale;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* lummat -
|
||
|
* make a luminance marix
|
||
|
*/
|
||
|
inline void lummat(float mat[4][4])
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
float rwgt, gwgt, bwgt;
|
||
|
|
||
|
rwgt = RLUM;
|
||
|
gwgt = GLUM;
|
||
|
bwgt = BLUM;
|
||
|
mmat[0][0] = rwgt;
|
||
|
mmat[0][1] = rwgt;
|
||
|
mmat[0][2] = rwgt;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = gwgt;
|
||
|
mmat[1][1] = gwgt;
|
||
|
mmat[1][2] = gwgt;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = bwgt;
|
||
|
mmat[2][1] = bwgt;
|
||
|
mmat[2][2] = bwgt;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* saturatemat -
|
||
|
* make a saturation marix
|
||
|
*/
|
||
|
inline void saturatemat(float mat[4][4], float sat)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
float a, b, c, d, e, f, g, h, i;
|
||
|
float rwgt, gwgt, bwgt;
|
||
|
|
||
|
rwgt = RLUM;
|
||
|
gwgt = GLUM;
|
||
|
bwgt = BLUM;
|
||
|
|
||
|
a = (1.0 - sat)*rwgt + sat;
|
||
|
b = (1.0 - sat)*rwgt;
|
||
|
c = (1.0 - sat)*rwgt;
|
||
|
d = (1.0 - sat)*gwgt;
|
||
|
e = (1.0 - sat)*gwgt + sat;
|
||
|
f = (1.0 - sat)*gwgt;
|
||
|
g = (1.0 - sat)*bwgt;
|
||
|
h = (1.0 - sat)*bwgt;
|
||
|
i = (1.0 - sat)*bwgt + sat;
|
||
|
mmat[0][0] = a;
|
||
|
mmat[0][1] = b;
|
||
|
mmat[0][2] = c;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = d;
|
||
|
mmat[1][1] = e;
|
||
|
mmat[1][2] = f;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = g;
|
||
|
mmat[2][1] = h;
|
||
|
mmat[2][2] = i;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* offsetmat -
|
||
|
* offset r, g, and b
|
||
|
*/
|
||
|
inline void offsetmat(float mat[4][4], float roffset, float goffset, float boffset)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = 1.0;
|
||
|
mmat[0][1] = 0.0;
|
||
|
mmat[0][2] = 0.0;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = 0.0;
|
||
|
mmat[1][1] = 1.0;
|
||
|
mmat[1][2] = 0.0;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = 0.0;
|
||
|
mmat[2][1] = 0.0;
|
||
|
mmat[2][2] = 1.0;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = roffset;
|
||
|
mmat[3][1] = goffset;
|
||
|
mmat[3][2] = boffset;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* xrotate -
|
||
|
* rotate about the x (red) axis
|
||
|
*/
|
||
|
inline void xrotatemat(float mat[4][4], float rs, float rc)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = 1.0;
|
||
|
mmat[0][1] = 0.0;
|
||
|
mmat[0][2] = 0.0;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = 0.0;
|
||
|
mmat[1][1] = rc;
|
||
|
mmat[1][2] = rs;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = 0.0;
|
||
|
mmat[2][1] = -rs;
|
||
|
mmat[2][2] = rc;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* yrotate -
|
||
|
* rotate about the y (green) axis
|
||
|
*/
|
||
|
inline void yrotatemat(float mat[4][4], float rs, float rc)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = rc;
|
||
|
mmat[0][1] = 0.0;
|
||
|
mmat[0][2] = -rs;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = 0.0;
|
||
|
mmat[1][1] = 1.0;
|
||
|
mmat[1][2] = 0.0;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = rs;
|
||
|
mmat[2][1] = 0.0;
|
||
|
mmat[2][2] = rc;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* zrotate -
|
||
|
* rotate about the z (blue) axis
|
||
|
*/
|
||
|
inline void zrotatemat(float mat[4][4], float rs, float rc)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = rc;
|
||
|
mmat[0][1] = rs;
|
||
|
mmat[0][2] = 0.0;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = -rs;
|
||
|
mmat[1][1] = rc;
|
||
|
mmat[1][2] = 0.0;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = 0.0;
|
||
|
mmat[2][1] = 0.0;
|
||
|
mmat[2][2] = 1.0;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* zshear -
|
||
|
* shear z using x and y.
|
||
|
*/
|
||
|
inline void zshearmat(float mat[4][4], float dx, float dy)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
|
||
|
mmat[0][0] = 1.0;
|
||
|
mmat[0][1] = 0.0;
|
||
|
mmat[0][2] = dx;
|
||
|
mmat[0][3] = 0.0;
|
||
|
|
||
|
mmat[1][0] = 0.0;
|
||
|
mmat[1][1] = 1.0;
|
||
|
mmat[1][2] = dy;
|
||
|
mmat[1][3] = 0.0;
|
||
|
|
||
|
mmat[2][0] = 0.0;
|
||
|
mmat[2][1] = 0.0;
|
||
|
mmat[2][2] = 1.0;
|
||
|
mmat[2][3] = 0.0;
|
||
|
|
||
|
mmat[3][0] = 0.0;
|
||
|
mmat[3][1] = 0.0;
|
||
|
mmat[3][2] = 0.0;
|
||
|
mmat[3][3] = 1.0;
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* simplehuerotatemat -
|
||
|
* simple hue rotation. This changes luminance
|
||
|
*/
|
||
|
inline void simplehuerotatemat(float mat[4][4], float rot)
|
||
|
{
|
||
|
cocos2d::log("************* simplehuerotatemat");
|
||
|
|
||
|
float mag;
|
||
|
float xrs, xrc;
|
||
|
float yrs, yrc;
|
||
|
float zrs, zrc;
|
||
|
identmat((float*)mat);
|
||
|
|
||
|
/* rotate the grey vector into positive Z */
|
||
|
mag = sqrt(2.0);
|
||
|
xrs = 1.0 / mag;
|
||
|
xrc = 1.0 / mag;
|
||
|
xrotatemat(mat, xrs, xrc);
|
||
|
//printmat(mat);
|
||
|
|
||
|
mag = sqrt(3.0);
|
||
|
yrs = -1.0 / mag;
|
||
|
yrc = sqrt(2.0) / mag;
|
||
|
yrotatemat(mat, yrs, yrc);
|
||
|
//printmat(mat);
|
||
|
|
||
|
/* rotate the hue */
|
||
|
zrs = sin(rot);
|
||
|
zrc = cos(rot);
|
||
|
zrotatemat(mat, zrs, zrc);
|
||
|
//printmat(mat);
|
||
|
|
||
|
/* rotate the grey vector back into place */
|
||
|
yrotatemat(mat, -yrs, yrc);
|
||
|
// printmat(mat);
|
||
|
xrotatemat(mat, -xrs, xrc);
|
||
|
//printmat(mat);
|
||
|
|
||
|
cocos2d::log("############## simplehuerotatemat");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* huerotatemat -
|
||
|
* rotate the hue, while maintaining luminance.
|
||
|
*/
|
||
|
inline void huerotatemat(float mat[4][4], float rot)
|
||
|
{
|
||
|
float mmat[4][4];
|
||
|
float mag;
|
||
|
float lx, ly, lz;
|
||
|
float xrs, xrc;
|
||
|
float yrs, yrc;
|
||
|
float zrs, zrc;
|
||
|
float zsx, zsy;
|
||
|
|
||
|
identmat((float*)mat);
|
||
|
identmat((float*)&mmat);
|
||
|
|
||
|
/* rotate the grey vector into positive Z */
|
||
|
mag = sqrt(2.0);
|
||
|
xrs = 1.0 / mag;
|
||
|
xrc = 1.0 / mag;
|
||
|
xrotatemat(mmat, xrs, xrc);
|
||
|
mag = sqrt(3.0);
|
||
|
yrs = -1.0 / mag;
|
||
|
yrc = sqrt(2.0) / mag;
|
||
|
yrotatemat(mmat, yrs, yrc);
|
||
|
|
||
|
/* shear the space to make the luminance plane horizontal */
|
||
|
xformpnt(mmat, RLUM, GLUM, BLUM, &lx, &ly, &lz);
|
||
|
zsx = lx / lz;
|
||
|
zsy = ly / lz;
|
||
|
zshearmat(mmat, zsx, zsy);
|
||
|
|
||
|
/* rotate the hue */
|
||
|
zrs = sin(rot);
|
||
|
zrc = cos(rot);
|
||
|
zrotatemat(mmat, zrs, zrc);
|
||
|
|
||
|
/* unshear the space to put the luminance plane back */
|
||
|
zshearmat(mmat, -zsx, -zsy);
|
||
|
|
||
|
/* rotate the grey vector back into place */
|
||
|
yrotatemat(mmat, -yrs, yrc);
|
||
|
xrotatemat(mmat, -xrs, xrc);
|
||
|
|
||
|
matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* xformpnt -
|
||
|
* transform a 3D point using a matrix
|
||
|
*/
|
||
|
inline void xformpnt(Matrix3f* matrix, float x, float y, float z, float *tx, float *ty, float *tz)
|
||
|
{
|
||
|
*tx = x*matrix->m[0] + y*matrix->m[3] + z*matrix->m[6];
|
||
|
*ty = x*matrix->m[1] + y*matrix->m[4] + z*matrix->m[7];
|
||
|
*tz = x*matrix->m[2] + y*matrix->m[5] + z*matrix->m[8];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* zshear -
|
||
|
* shear z using x and y.
|
||
|
*/
|
||
|
inline void zshearmat(Matrix3f* mat, float dx, float dy)
|
||
|
{
|
||
|
// float mmat[4][4];
|
||
|
Matrix3f mmat;
|
||
|
//mmat[0][0] = 1.0;
|
||
|
//mmat[0][1] = 0.0;
|
||
|
mmat.m[2] = dx;
|
||
|
//mmat[0][3] = 0.0;
|
||
|
|
||
|
//mmat[1][0] = 0.0;
|
||
|
//mmat[1][1] = 1.0;
|
||
|
mmat.m[5] = dy;
|
||
|
//mmat[1][3] = 0.0;
|
||
|
|
||
|
//mmat[2][0] = 0.0;
|
||
|
//mmat[2][1] = 0.0;
|
||
|
//mmat[2][2] = 1.0;
|
||
|
//mmat[2][3] = 0.0;
|
||
|
|
||
|
//mmat[3][0] = 0.0;
|
||
|
//mmat[3][1] = 0.0;
|
||
|
//mmat[3][2] = 0.0;
|
||
|
//mmat[3][3] = 1.0;
|
||
|
mat->mult(mmat);//matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
inline void createHueMatrix(cocos2d::Mat4* dst, float angle)
|
||
|
{
|
||
|
cocos2d::log("************* createHueMatrix4f");
|
||
|
|
||
|
memcpy(dst, &dst->IDENTITY, sizeof(*dst));
|
||
|
|
||
|
/* rotate the grey vector into positive Z */
|
||
|
createRotationX(dst, FLT_XRS, FLT_XRC);// rotateX(dst, FLT_XRS, FLT_XRC);
|
||
|
rotateY(dst, FLT_YRS, FLT_YRC);
|
||
|
|
||
|
/* rotate the hue */
|
||
|
rotateZ(dst, angle);
|
||
|
|
||
|
/* rotate the grey vector back into place */
|
||
|
rotateY(dst, -FLT_YRS, FLT_YRC);
|
||
|
rotateX(dst, -FLT_XRS, FLT_XRC);
|
||
|
|
||
|
cocos2d::log("############## createHueMatrix4f");
|
||
|
}
|
||
|
|
||
|
inline void setMatrixHueOptimized(Matrix3f* dst, float angle)
|
||
|
{
|
||
|
float lx, ly, lz;
|
||
|
float zsx, zsy;
|
||
|
// memcpy(dst, &dst->IDENTITY, sizeof(*dst));
|
||
|
|
||
|
/* rotate the grey vector into positive Z */
|
||
|
dst->createRotationX(FLT_XRS, FLT_XRC);// rotateX(dst, FLT_XRS, FLT_XRC);
|
||
|
dst->rotateY(FLT_YRS, FLT_YRC);
|
||
|
|
||
|
/* shear the space to make the luminance plane horizontal */
|
||
|
xformpnt(dst, RLUM, GLUM, BLUM, &lx, &ly, &lz);
|
||
|
zsx = lx / lz;
|
||
|
zsy = ly / lz;
|
||
|
zshearmat(dst, zsx, zsy);
|
||
|
|
||
|
/* rotate the hue */
|
||
|
dst->rotateZ(angle);
|
||
|
|
||
|
/* unshear the space to put the luminance plane back */
|
||
|
zshearmat(dst, -zsx, -zsy);
|
||
|
|
||
|
/* rotate the grey vector back into place */
|
||
|
dst->rotateY(-FLT_YRS, FLT_YRC);
|
||
|
dst->rotateX(-FLT_XRS, FLT_XRC);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Hue -
|
||
|
* HSV - H
|
||
|
*/
|
||
|
inline void setMatrixHue(Matrix3f* dst, float angle)
|
||
|
{
|
||
|
cocos2d::log("************* createHueMatrix3f");
|
||
|
|
||
|
// memcpy(dst, &dst->IDENTITY, sizeof(*dst));
|
||
|
|
||
|
/* rotate the grey vector into positive Z */
|
||
|
dst->createRotationX(FLT_XRS, FLT_XRC);// rotateX(dst, FLT_XRS, FLT_XRC);
|
||
|
dst->rotateY(FLT_YRS, FLT_YRC);
|
||
|
|
||
|
/* rotate the hue */
|
||
|
dst->rotateZ(angle);
|
||
|
|
||
|
/* rotate the grey vector back into place */
|
||
|
dst->rotateY(-FLT_YRS, FLT_YRC);
|
||
|
dst->rotateX(-FLT_XRS, FLT_XRC);
|
||
|
|
||
|
cocos2d::log("############## createHueMatrix3f");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* saturatemat - 0~1, 0%~100% ?
|
||
|
* HSV - S
|
||
|
*/
|
||
|
inline void setMatrixSat(Matrix3f* dst, float sat)
|
||
|
{
|
||
|
Matrix3f temp;
|
||
|
float a, b, c, d, e, f, g, h, i;
|
||
|
float rwgt, gwgt, bwgt;
|
||
|
|
||
|
rwgt = RLUM;
|
||
|
gwgt = GLUM;
|
||
|
bwgt = BLUM;
|
||
|
|
||
|
a = (1.0 - sat)*rwgt + sat;
|
||
|
b = (1.0 - sat)*rwgt;
|
||
|
c = (1.0 - sat)*rwgt;
|
||
|
d = (1.0 - sat)*gwgt;
|
||
|
e = (1.0 - sat)*gwgt + sat;
|
||
|
f = (1.0 - sat)*gwgt;
|
||
|
g = (1.0 - sat)*bwgt;
|
||
|
h = (1.0 - sat)*bwgt;
|
||
|
i = (1.0 - sat)*bwgt + sat;
|
||
|
temp.m[0] = a;
|
||
|
temp.m[1] = b;
|
||
|
temp.m[2] = c;
|
||
|
// mmat[0][3] = 0.0;
|
||
|
|
||
|
temp.m[3] = d;
|
||
|
temp.m[4] = e;
|
||
|
temp.m[5] = f;
|
||
|
//mmat[1][3] = 0.0;
|
||
|
|
||
|
temp.m[6] = g;
|
||
|
temp.m[7] = h;
|
||
|
temp.m[8] = i;
|
||
|
// mmat[2][3] = 0.0;
|
||
|
|
||
|
//mmat[3][0] = 0.0;
|
||
|
//mmat[3][1] = 0.0;
|
||
|
//mmat[3][2] = 0.0;
|
||
|
//mmat[3][3] = 1.0;
|
||
|
// matrixmult(mmat, mat, mat);
|
||
|
dst->mult(temp);
|
||
|
}
|
||
|
|
||
|
/* Value
|
||
|
* HSV - V: 0~1, 0%, 100%
|
||
|
*/
|
||
|
inline void setMatrixVal(Matrix3f* dst, float value)
|
||
|
{
|
||
|
// float mmat[4][4];
|
||
|
Matrix3f temp;
|
||
|
temp.m[0] = value;
|
||
|
//temp.m[1] = 0.0;
|
||
|
//temp.m[2] = 0.0;
|
||
|
//mmat[0][3] = 0.0;
|
||
|
|
||
|
//mmat[1][0] = 0.0;
|
||
|
temp.m[4] = value;
|
||
|
// mmat[1][2] = 0.0;
|
||
|
//mmat[1][3] = 0.0;
|
||
|
|
||
|
|
||
|
//mmat[2][0] = 0.0;
|
||
|
//mmat[2][1] = 0.0;
|
||
|
temp.m[8] = value;
|
||
|
//mmat[2][3] = 0.0;
|
||
|
|
||
|
dst->mult(temp);
|
||
|
// matrixmult(mmat, mat, mat);
|
||
|
}
|
||
|
|
||
|
bool enableNodeIntelliShading(cocos2d::Node* node,
|
||
|
bool noMVP,
|
||
|
const cocos2d::Vec3& hsv,
|
||
|
const cocos2d::Vec3& filter = cocos2d::Vec3(1.0f, 0.45f, 0.3109),
|
||
|
bool forceShading = false,
|
||
|
const cocos2d::Vec3& hsvShading = cocos2d::Vec3::ZERO);
|
||
|
|
||
|
void updateNodeHsv(cocos2d::Node* node,
|
||
|
const cocos2d::Vec3& hsv,
|
||
|
const cocos2d::Vec3& filter = cocos2d::Vec3(1.0f, 0.45f, 0.3109),
|
||
|
bool forceShading = false,
|
||
|
const cocos2d::Vec3& hsvShading = cocos2d::Vec3::ZERO);
|
||
|
|
||
|
backend::Program* addPositionTextureColorGLProgram(const std::string& fragFile, bool noMVP, bool refresh = false);
|
||
|
};
|
||
|
|
||
|
#endif
|