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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var tempMatrix = new Float32Array(20); /** * @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 {Float32Array} * @private * @since 3.50.0 */ this._matrix = new Float32Array(20); /** * 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 = new Float32Array(20); this.reset(); }, /** * Sets this ColorMatrix from the given array of color values. * * @method Phaser.Display.ColorMatrix#set * @since 3.50.0 * * @param {(number[]|Float32Array)} value - The ColorMatrix values to set. Must have 20 elements. * * @return {this} This ColorMatrix instance. */ set: function (value) { this._matrix.set(value); this._dirty = true; return this; }, /** * Resets the ColorMatrix to default values and also resets * the `alpha` property back to 1. * * @method Phaser.Display.ColorMatrix#reset * @since 3.50.0 * * @return {this} This ColorMatrix instance. */ reset: function () { var m = this._matrix; m.fill(0); m[0] = 1; m[6] = 1; m[12] = 1; m[18] = 1; this.alpha = 1; 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 () { var data = this._data; if (this._dirty) { data.set(this._matrix); data[4] /= 255; data[9] /= 255; data[14] /= 255; data[19] /= 255; this._dirty = false; } return 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ brightness: function (value, multiply) { if (value === undefined) { value = 0; } if (multiply === undefined) { multiply = false; } 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 ], multiply); }, /** * 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ saturate: function (value, multiply) { if (value === undefined) { value = 0; } if (multiply === undefined) { multiply = false; } 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 ], multiply); }, /** * Desaturates this ColorMatrix (removes color from it). * * @method Phaser.Display.ColorMatrix#saturation * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ desaturate: function (multiply) { if (multiply === undefined) { multiply = false; } return this.saturate(-1, multiply); }, /** * 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ hue: function (rotation, multiply) { if (rotation === undefined) { rotation = 0; } if (multiply === undefined) { multiply = false; } 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 ], multiply); }, /** * 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). * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ grayscale: function (value, multiply) { if (value === undefined) { value = 1; } if (multiply === undefined) { multiply = false; } return this.saturate(-value, multiply); }, /** * Sets this ColorMatrix to be black and white. * * @method Phaser.Display.ColorMatrix#blackWhite * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ blackWhite: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.BLACK_WHITE, multiply); }, /** * 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ contrast: function (value, multiply) { if (value === undefined) { value = 0; } if (multiply === undefined) { multiply = false; } 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 ], multiply); }, /** * Converts this ColorMatrix to have negative values. * * @method Phaser.Display.ColorMatrix#negative * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ negative: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.NEGATIVE, multiply); }, /** * Apply a desaturated luminance to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#desaturateLuminance * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ desaturateLuminance: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.DESATURATE_LUMINANCE, multiply); }, /** * Applies a sepia tone to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#sepia * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ sepia: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.SEPIA, multiply); }, /** * 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ night: function (intensity, multiply) { if (intensity === undefined) { intensity = 0.1; } if (multiply === undefined) { multiply = false; } 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 ], multiply); }, /** * Applies a trippy color tone to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#lsd * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ lsd: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.LSD, multiply); }, /** * Applies a brown tone to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#brown * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ brown: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.BROWN, multiply); }, /** * Applies a vintage pinhole color effect to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#vintagePinhole * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ vintagePinhole: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.VINTAGE, multiply); }, /** * Applies a kodachrome color effect to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#kodachrome * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ kodachrome: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.KODACHROME, multiply); }, /** * Applies a technicolor color effect to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#technicolor * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ technicolor: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.TECHNICOLOR, multiply); }, /** * Applies a polaroid color effect to this ColorMatrix. * * @method Phaser.Display.ColorMatrix#polaroid * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ polaroid: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.POLAROID, multiply); }, /** * Shifts the values of this ColorMatrix into BGR order. * * @method Phaser.Display.ColorMatrix#shiftToBGR * @since 3.50.0 * * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ shiftToBGR: function (multiply) { if (multiply === undefined) { multiply = false; } return this.multiply(ColorMatrix.SHIFT_BGR, multiply); }, /** * 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. * @param {boolean} [multiply=false] - Multiply the resulting ColorMatrix (`true`), or set it (`false`) ? * * @return {this} This ColorMatrix instance. */ multiply: function (a, multiply) { if (multiply === undefined) { multiply = false; } // Duplicate _matrix into c if (!multiply) { this.reset(); } var m = this._matrix; var c = tempMatrix; // copy _matrix to tempMatrox c.set(m); m.set([ // R (c[0] * a[0]) + (c[1] * a[5]) + (c[2] * a[10]) + (c[3] * a[15]), (c[0] * a[1]) + (c[1] * a[6]) + (c[2] * a[11]) + (c[3] * a[16]), (c[0] * a[2]) + (c[1] * a[7]) + (c[2] * a[12]) + (c[3] * a[17]), (c[0] * a[3]) + (c[1] * a[8]) + (c[2] * a[13]) + (c[3] * a[18]), (c[0] * a[4]) + (c[1] * a[9]) + (c[2] * a[14]) + (c[3] * a[19]) + c[4], // G (c[5] * a[0]) + (c[6] * a[5]) + (c[7] * a[10]) + (c[8] * a[15]), (c[5] * a[1]) + (c[6] * a[6]) + (c[7] * a[11]) + (c[8] * a[16]), (c[5] * a[2]) + (c[6] * a[7]) + (c[7] * a[12]) + (c[8] * a[17]), (c[5] * a[3]) + (c[6] * a[8]) + (c[7] * a[13]) + (c[8] * a[18]), (c[5] * a[4]) + (c[6] * a[9]) + (c[7] * a[14]) + (c[8] * a[19]) + c[9], // B (c[10] * a[0]) + (c[11] * a[5]) + (c[12] * a[10]) + (c[13] * a[15]), (c[10] * a[1]) + (c[11] * a[6]) + (c[12] * a[11]) + (c[13] * a[16]), (c[10] * a[2]) + (c[11] * a[7]) + (c[12] * a[12]) + (c[13] * a[17]), (c[10] * a[3]) + (c[11] * a[8]) + (c[12] * a[13]) + (c[13] * a[18]), (c[10] * a[4]) + (c[11] * a[9]) + (c[12] * a[14]) + (c[13] * a[19]) + c[14], // A (c[15] * a[0]) + (c[16] * a[5]) + (c[17] * a[10]) + (c[18] * a[15]), (c[15] * a[1]) + (c[16] * a[6]) + (c[17] * a[11]) + (c[18] * a[16]), (c[15] * a[2]) + (c[16] * a[7]) + (c[17] * a[12]) + (c[18] * a[17]), (c[15] * a[3]) + (c[16] * a[8]) + (c[17] * a[13]) + (c[18] * a[18]), (c[15] * a[4]) + (c[16] * a[9]) + (c[17] * a[14]) + (c[18] * a[19]) + c[19] ]); this._dirty = true; return this; } }); /** * A constant array used by the ColorMatrix class for black_white operations. * * @name Phaser.Display.ColorMatrix.BLACK_WHITE * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.BLACK_WHITE = [ 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 ]; /** * A constant array used by the ColorMatrix class for negative operations. * * @name Phaser.Display.ColorMatrix.NEGATIVE * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.NEGATIVE = [ -1, 0, 0, 1, 0, 0, -1, 0, 1, 0, 0, 0, -1, 1, 0, 0, 0, 0, 1, 0 ]; /** * A constant array used by the ColorMatrix class for desatured luminance operations. * * @name Phaser.Display.ColorMatrix.DESATURATE_LUMINANCE * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.DESATURATE_LUMINANCE = [ 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 ]; /** * A constant array used by the ColorMatrix class for sepia operations. * * @name Phaser.Display.ColorMatrix.SEPIA * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.SEPIA = [ 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 ]; /** * A constant array used by the ColorMatrix class for lsd operations. * * @name Phaser.Display.ColorMatrix.LSD * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.LSD = [ 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 ]; /** * A constant array used by the ColorMatrix class for brown operations. * * @name Phaser.Display.ColorMatrix.BROWN * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.BROWN = [ 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 ]; /** * A constant array used by the ColorMatrix class for vintage pinhole operations. * * @name Phaser.Display.ColorMatrix.VINTAGE * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.VINTAGE = [ 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 ]; /** * A constant array used by the ColorMatrix class for kodachrome operations. * * @name Phaser.Display.ColorMatrix.KODACHROME * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.KODACHROME = [ 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 ]; /** * A constant array used by the ColorMatrix class for technicolor operations. * * @name Phaser.Display.ColorMatrix.TECHNICOLOR * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.TECHNICOLOR = [ 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 ]; /** * A constant array used by the ColorMatrix class for polaroid shift operations. * * @name Phaser.Display.ColorMatrix.POLAROID * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.POLAROID = [ 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 ]; /** * A constant array used by the ColorMatrix class for shift BGR operations. * * @name Phaser.Display.ColorMatrix.SHIFT_BGR * @const * @type {number[]} * @since 3.60.0 */ ColorMatrix.SHIFT_BGR = [ 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0 ]; module.exports = ColorMatrix;