axmol/cocos/renderer/CCColorizer.cpp

1019 lines
23 KiB
C++

#include "CCColorizer.h"
#include "math/Mat3.h"
#include "2d/CCNode.h"
#include "renderer/ccShaders.h"
#include "renderer/backend/ProgramCache.h"
#include "renderer/backend/Device.h"
NS_CC_BEGIN
static const char* s_smart_hsv_frag = R"(
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
// HSV matrix
uniform mat3 u_mix_hsv;
// filter color RGB values
uniform vec3 u_filter_rgb;
// force shading HSV values
uniform vec3 u_shading_hsv;
// whether use force shading
uniform int u_force_shading;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
vec4 pixColor = texture2D(CC_Texture0, v_texCoord); // * v_fragmentColor;
vec3 rgbColor = u_mix_hsv * pixColor.rgb;
float sum = pixColor.r + pixColor.g + pixColor.b;
float rv = pixColor.r / sum;
float gv = pixColor.g / sum;
float bv = pixColor.b / sum;
if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || pixColor.a < 0.1)
{ // color filters, resume to original color
rgbColor = pixColor.rgb;
rgbColor.r *= v_fragmentColor.a;
rgbColor.g *= v_fragmentColor.a;
rgbColor.b *= v_fragmentColor.a;
}
else { // shading color
if(pixColor.a > 0.0) {
if( u_force_shading != 0 ) { // force shading color
if(gv > 0.115 && rgbColor.g > 0.115 && !(abs(rv - gv) < 0.10589 && abs(rv - bv) < 0.10589 && abs(gv - bv) < 0.0909) || ( rgbColor.b > 0.6280 && (bv - rv) > 0.0599 ) ) { // currently is yellow, TODO: use hh,ss,vv
rgbColor.r = min(1.0, rgbColor.g * 1.2525);
rgbColor.b *= rgbColor.b;
rgbColor.g *= 0.9025;
rgbColor.r *= v_fragmentColor.a;
rgbColor.g *= v_fragmentColor.a;
rgbColor.b *= v_fragmentColor.a;
}
}
}
}
rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb;
gl_FragColor = vec4(rgbColor, pixColor.a * v_fragmentColor.a);
}
)";
static const char* s_smart_hsv_frag_as = R"(#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
// HSV matrix
uniform mat3 u_mix_hsv;
// filter color RGB values
uniform vec3 u_filter_rgb;
// force shading HSV values
uniform vec3 u_shading_hsv;
// whether use force shading
uniform int u_force_shading;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
vec4 texColor = vec4(texture2D(CC_Texture0, v_texCoord).rgb, texture2D(CC_Texture1, v_texCoord).r);
texColor.rgb *= texColor.a; // Premultiply with Alpha channel
vec3 rgbColor = u_mix_hsv * texColor.rgb;
float sum = texColor.r + texColor.g + texColor.b;
float rv = texColor.r / sum;
float gv = texColor.g / sum;
float bv = texColor.b / sum;
if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || texColor.a < 0.1)
{ // color filters, resume to original color
rgbColor = texColor.rgb;
rgbColor.r *= v_fragmentColor.a;
rgbColor.g *= v_fragmentColor.a;
rgbColor.b *= v_fragmentColor.a;
}
else { // shading color
if(texColor.a > 0.0) {
if( u_force_shading != 0 ) { // force shading color
if(gv > 0.115 && rgbColor.g > 0.115 && !(abs(rv - gv) < 0.10589 && abs(rv - bv) < 0.10589 && abs(gv - bv) < 0.0909) || ( rgbColor.b > 0.6280 && (bv - rv) > 0.0599 ) ) { // currently is yellow, TODO: use hh,ss,vv
rgbColor.r = min(1.0, rgbColor.g * 1.2525);
rgbColor.b *= rgbColor.b;
rgbColor.g *= 0.9025;
rgbColor.r *= v_fragmentColor.a;
rgbColor.g *= v_fragmentColor.a;
rgbColor.b *= v_fragmentColor.a;
}
}
}
}
rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb;
gl_FragColor = vec4(rgbColor, texColor.a * v_fragmentColor.a);
}
)";
#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)
typedef float _M3X3[3][3];
typedef float _M4X4[4][4];
static Vec3 fastest_rgb2hsv(const 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 Vec3(h, s, v);
}
static Vec3 rgb2hsv(const 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 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
}
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");
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");
log("%s", svalue);
}
inline void printmat3(float(&mat)[9])
{
printmat3((_M3X3&)mat);
}
inline void printmat4(float(&mat)[16])
{
printmat4((_M4X4&)mat);
}
inline void createRotationX(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(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(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(Mat4* dst, float sv, float cv)
{
Mat4 temp;
createRotationX(&temp, sv, cv);
Mat4::multiply(temp, *dst, dst);
}
inline void rotateY(Mat4* dst, float sv, float cv)
{
Mat4 temp;
createRotationY(&temp, sv, cv);
Mat4::multiply(temp, *dst, dst); // dst->multiply(temp); pitfall: matrix1 * matrix2 != matrix2 * matrix1
}
inline void rotateZ(Mat4* dst, float sv, float cv)
{
Mat4 temp;
createRotationZ(&temp, sv, cv);
Mat4::multiply(temp, *dst, dst);
}
inline void rotateZ(Mat4* dst, float angle)
{
Mat4 temp;
Mat4::createRotationZ(angle, &temp);
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
*/
static 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
*/
static 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
*/
static 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
*/
static 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
*/
static 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
*/
static 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
*/
static 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.
*/
static 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
*/
static void simplehuerotatemat(float mat[4][4], float rot)
{
// 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);
// log("############## simplehuerotatemat");
}
/*
* huerotatemat -
* rotate the hue, while maintaining luminance.
*/
static 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
*/
static void xformpnt(Mat3* 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.
*/
static void zshearmat(Mat3* mat, float dx, float dy)
{
// float mmat[4][4];
Mat3 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);
}
static void createHueMatrix(Mat4* dst, float angle)
{
// 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);
// log("############## createHueMatrix4f");
}
static void setMatrixHueOptimized(Mat3* 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
*/
static void setMatrixHue(Mat3* dst, float angle)
{
log("************* createHueMat3");
// 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);
log("############## createHueMat3");
}
/*
* saturatemat - 0~1, 0%~100% ?
* HSV - S
*/
static void setMatrixSat(Mat3* dst, float sat)
{
Mat3 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%
*/
static void setMatrixVal(Mat3* dst, float value)
{
// float mmat[4][4];
Mat3 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);
}
static backend::Program* newHSVProgram()
{
auto fragSource = s_smart_hsv_frag;
return backend::Device::getInstance()->newProgram(positionTextureColor_vert, fragSource);
}
bool Colorizer::enableNodeIntelliShading(Node* node,
bool noMVP,
const Vec3& hsv,
const Vec3& filter,
bool forceShading,
const Vec3& hsvShading)
{
if (node == nullptr)
return false;
// TODO: cache it?
auto program = newHSVProgram();
if (program == nullptr) {
return false;
}
auto programState = new backend::ProgramState(program);
program->release();
node->setProgramState(programState);
programState->release();
updateNodeHsv(node, hsv, filter, forceShading, hsvShading);
return true;
}
void Colorizer::updateNodeHsv(Node* node,
const Vec3& hsv,
const Vec3& filter,
bool forceShading,
const Vec3& hsvShading)
{
Mat3 hsvMatrix;
setMatrixHueOptimized(&hsvMatrix, hsv.x);
setMatrixSat(&hsvMatrix, hsv.y);
setMatrixVal(&hsvMatrix, hsv.z);
printmat3(hsvMatrix.m);
auto programState = node->getProgramState();
programState->setCallbackUniform(programState->getUniformLocation("u_mix_hsv"), [hsvMatrix](backend::ProgramState* programState, const backend::UniformLocation& location) {
programState->setUniform(location, &hsvMatrix.m[0], sizeof(hsvMatrix));
});
programState->setUniform(programState->getUniformLocation("u_filter_rgb"), &filter, sizeof(filter));
int32_t value = forceShading ? 1 : 0;
programState->setUniform(programState->getUniformLocation("u_force_shading"), &value, sizeof(value));
}
NS_CC_END