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📄 colormatrix.as

📁 this is some source for AS3 in flashCS3
💻 AS
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// ColorMatrix Class v1.3
//
// Author: Mario Klingemann
// http://www.quasimondo.com

// Changes in v1.1:
// Changed the RGB to luminance constants
// Added colorize() method

// Changes in v1.2:
// Added clone() 
// Added randomize() 
// Added blend() 
// Added "filter" property

// Changes in v1.3:
// Added invertAlpha()
// Added thresholdAlpha()

import flash.filters.ColorMatrixFilter;

class com.quasimondo.geom.ColorMatrix
{
	
	// RGB to Luminance conversion constants as found on
	// Charles A. Poynton's colorspace-faq:
	// http://www.faqs.org/faqs/graphics/colorspace-faq/
	
	private static var r_lum:Number = 0.212671;
	private static var g_lum:Number = 0.715160;
	private static var b_lum:Number = 0.072169;
	
	/*
	
	// There seem  different standards for converting RGB
	// values to Luminance. This is the one by Paul Haeberli:
	
	private static var r_lum:Number = 0.3086;
	private static var g_lum:Number = 0.6094;
	private static var b_lum:Number = 0.0820;
	
	*/
	
	private static var IDENTITY:Array = Array(1,0,0,0,0,
											  0,1,0,0,0,
											  0,0,1,0,0,
											  0,0,0,1,0);
	
	public var matrix:Array;
	
	
	/*
   Function: ColorMatrix
   
	  Constructor

   Parameters:

      mat - if omitted matrix gets initialized with an
			identity matrix. Alternatively it can be 
			initialized with another ColorMatrix or 
			an array (there is currently no check 
			if the array is valid. A correct array 
			contains 20 elements.)
			
			
	*/

	
	function ColorMatrix ( mat:Object )
	{
		if (mat instanceof ColorMatrix )
		{
			matrix = mat.matrix.concat();
		} else if (mat instanceof Array )
		{
			matrix = mat.concat();
		} else 
		{
			reset();
		}
		
	}
	
	/*
   Function: reset

	  resets the matrix to the neutral identity matrix. Applying this
	  matrix to an image will not make any changes to it.

   Parameters:

      none
	  
	Returns:
	
		nothing
			
			
	*/
	
	public function reset():Void
	{
		matrix = IDENTITY.concat();
	}
	
	
	public function clone():ColorMatrix
	{
		return new ColorMatrix( matrix );
	}
	
	
	/*
   Function: adjustSaturation

	  changes the saturation

   Parameters:

      s - typical values come in the range 0.0 ... 2.0 where
				 0.0 means 0% Saturation
				 0.5 means 50% Saturation
				 1.0 is 100% Saturation (aka no change)
				 2.0 is 200% Saturation
				 
				 Other values outside of this range are possible
				 -1.0 will invert the hue but keep the luminance
						
	  
	Returns:
	
		nothing
			
			
	*/
	
	public function adjustSaturation ( s:Number ):Void
	{
		var is:Number=1-s;
		
	    var irlum:Number = is * r_lum;
		var iglum:Number = is * g_lum;
		var iblum:Number = is * b_lum;
		
		var mat:Array =  Array (irlum + s, iglum    , iblum    , 0, 0,
					  			irlum    , iglum + s, iblum    , 0, 0,
					    		irlum    , iglum    , iblum + s, 0, 0,
					    		0        , 0        , 0        , 1, 0 );
	
		
		concat(mat);
	}
	
	
	/*
   Function: adjustContrast

	  changes the contrast

   Parameters:

      s - typical values come in the range -1.0 ... 1.0 where
				 -1.0 means no vontrast (grey)
				 0 means no vhange
	 			 1.0 is high contrast
				
						
	  
	Returns:
	
		nothing
			
			
	*/
	
	
	public function adjustContrast ( r:Number, g:Number, b:Number ):Void
	{
		g = g || r;
		b = b || r;
		
		r+=1;
		g+=1;
		b+=1;
		
		var mat:Array =  Array(r,0,0,0,128*(1-r),
					 		   0,g,0,0,128*(1-g),
					 		   0,0,b,0,128*(1-b),
							   0,0,0,1,0);
	
		
		concat(mat);
	}
	
	public function adjustAlphaContrast ( a:Number ):Void
	{
		
		a+=1;
		
		var mat:Array =  Array(1,0,0,0,0,
					 		   0,1,0,0,0,
					 		   0,0,1,0,0,
							   0,0,0,a,128*(1-a));
	
		
		concat(mat);
	}
	
	public function adjustBrightness (r:Number, g:Number, b:Number):Void
	{
		g = g || r;
		b = b || r;
		
		var mat:Array =  Array(1,0,0,0,r,
					 		   0,1,0,0,g ,
					 		   0,0,1,0,b ,
							   0,0,0,1,0 );
 	
		
		concat(mat);
		
	}
	
	public function adjustHue( angle:Number ):Void
	{
			angle *= Math.PI/180;
			
			var c:Number = Math.cos( angle );
            var s:Number = Math.sin( angle );
			
            var f1:Number = 0.213;
            var f2:Number = 0.715;
            var f3:Number = 0.072;
			
            var mat:Array = Array((f1 + (c * (1 - f1))) + (s * (-f1)), (f2 + (c * (-f2))) + (s * (-f2)), (f3 + (c * (-f3))) + (s * (1 - f3)), 0, 0, (f1 + (c * (-f1))) + (s * 0.143), (f2 + (c * (1 - f2))) + (s * 0.14), (f3 + (c * (-f3))) + (s * -0.283), 0, 0, (f1 + (c * (-f1))) + (s * (-(1 - f1))), (f2 + (c * (-f2))) + (s * f2), (f3 + (c * (1 - f3))) + (s * f3), 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1);
			
			concat(mat);
	}
	
	public function colorize ( rgb:Number, amount:Number):Void
	{
		
		var r:Number = ( ( rgb >> 16 ) & 0xff ) / 255;
		var g:Number = ( ( rgb >> 8  ) & 0xff ) / 255;
		var b:Number = (   rgb         & 0xff ) / 255;
		
		if ( amount == null) amount = 1;
		var inv_amount:Number = 1 - amount;
		
		
		var mat:Array =  Array ( inv_amount + amount*r*r_lum, amount*r*g_lum, amount*r*b_lum, 0, 0,
					  			 amount*g*r_lum, inv_amount + amount*g*g_lum, amount*g*b_lum, 0, 0,
					   			 amount*b*r_lum,amount*b*g_lum, inv_amount + amount*b*b_lum, 0, 0,
					    		 0 , 0 , 0 , 1, 0 );
		
		
		concat(mat);
	}
	
	
	
	
	
	public function setAlpha( alpha:Number ):Void
	{
		var mat:Array =  Array ( 1, 0, 0, 0, 0,
					  			 0, 1, 0, 0, 0,
					   			 0, 0, 1, 0, 0,
					    		 0, 0, 0, alpha, 0 );
		
		concat(mat);
	}
	
	public function desaturate():Void
	{
		var mat:Array =  Array ( r_lum, g_lum, b_lum, 0, 0,
					  			 r_lum, g_lum, b_lum, 0, 0,
					   			 r_lum, g_lum, b_lum, 0, 0,
					    		 0    , 0    , 0    , 1, 0 );
		
		concat(mat);
	}
	
	public function average( r:Number, g:Number, b:Number ):Void
	{
		if ( r == null ) r = 1/3;
		if ( g == null ) g = 1/3;
		if ( b == null ) b = 1/3;
		
		var mat:Array =  Array ( r, g, b, 0, 0,
					  			 r, g, b, 0, 0,
					   			 r, g, b, 0, 0,
					    		 0, 0, 0, 1, 0 );
		
		concat(mat);
	}
	
	public function averageRGB2Alpha():Void
	{
		var third:Number = 1/3;
		var mat:Array =  Array ( 0, 0, 0, 0, 255,
					  			 0, 0, 0, 0, 255,
					   			 0, 0, 0, 0, 255,
					    		 third, third , third, 0, 0 );
		
		concat(mat);
	}
	
	public function rgb2Alpha( r:Number, g:Number, b:Number ):Void
	{
		var mat:Array =  Array ( 0, 0, 0, 0, 255,
					  			 0, 0, 0, 0, 255,
					   			 0, 0, 0, 0, 255,
					    		 r, g, b, 0, 0 );
		
		concat(mat);
	}
	
	public function invert():Void
	{
		var mat:Array =  Array ( -1 ,  0,  0, 0, 255,
					  			  0 , -1,  0, 0, 255,
								  0 ,  0, -1, 0, 255,
								  0,   0,  0, 1,   0);
		
		concat(mat);
	}
	
	public function invertAlpha():Void
	{
		var mat:Array =  Array (  1 ,  0,  0, 0, 0,
					  			  0 ,  1,  0, 0, 0,
								  0 ,  0,  1, 0, 0,
								  0,   0,  0, -1,  255);
		
		concat(mat);
	}
	
	
	public function threshold( t:Number, f:Number ):Void
	{
		if ( f == null ) f =256;
		
		var mat:Array =  Array  (	r_lum*f, g_lum*f, b_lum*f, 0,  -f*t, 
									r_lum*f ,g_lum*f, b_lum*f, 0,  -f*t, 
									r_lum*f, g_lum*f, b_lum*f, 0,  -f*t, 
									0, 0, 0, 1, 0); 
		concat(mat);
	}
	
	public function thresholdAlpha( t:Number, f:Number ):Void
	{
		if ( f == null ) f =256;
		
		var mat:Array =  Array  (	1, 0, 0, 0,  0, 
									0, 1, 0, 0,  0, 
									0, 0, 1, 0,  0, 
									0, 0, 0, f, -f*t); 
		concat(mat);
	}
	
	public function randomize( amount:Number ):Void
	{
		if ( amount == null) amount = 1;
		
		var inv_amount:Number = 1 - amount;
		
		var r1:Number = inv_amount +  amount * ( Math.random() - Math.random() );
		var g1:Number = amount     * ( Math.random() - Math.random() );
		var b1:Number = amount     * ( Math.random() - Math.random() );
		
		var o1:Number = amount * 255 * (Math.random() - Math.random());
		
		var r2:Number = amount     * ( Math.random() - Math.random() );
		var g2:Number = inv_amount +  amount * ( Math.random() - Math.random() );
		var b2:Number = amount     * ( Math.random() - Math.random() );
		
		var o2:Number = amount * 255 * (Math.random() - Math.random());
		
		
		var r3:Number = amount     * ( Math.random() - Math.random() );
		var g3:Number = amount     * ( Math.random() - Math.random() );
		var b3:Number = inv_amount +  amount * ( Math.random() - Math.random() );
		
		var o3:Number = amount * 255 * (Math.random() - Math.random());
		
		var mat:Array =  Array  (	r1, g1, b1, 0, o1, 
									r2 ,g2, b2, 0, o2, 
									r3, g3, b3, 0, o3, 
									0 ,  0,  0, 1, 0 ); 
		
		concat(mat);
	}
	
	
	public function setChannels (r:Number, g:Number, b:Number, a:Number ):Void
	{
		var rf:Number =((r & 1) == 1 ? 1:0) + ((r & 2) == 2 ? 1:0) + ((r & 4) == 4 ? 1:0) + ((r & 8) == 8 ? 1:0); 
		if (rf>0) rf=1/rf;
		var gf:Number =((g & 1) == 1 ? 1:0) + ((g & 2) == 2 ? 1:0) + ((g & 4) == 4 ? 1:0) + ((g & 8) == 8 ? 1:0); 
		if (gf>0) gf=1/gf;
		var bf:Number =((b & 1) == 1 ? 1:0) + ((b & 2) == 2 ? 1:0) + ((b & 4) == 4 ? 1:0) + ((b & 8) == 8 ? 1:0); 
		if (bf>0) bf=1/bf;
		var af:Number =((a & 1) == 1 ? 1:0) + ((a & 2) == 2 ? 1:0) + ((a & 4) == 4 ? 1:0) + ((a & 8) == 8 ? 1:0); 
		if (af>0) af=1/af;
		
		var mat:Array =  Array((r & 1) == 1 ? rf:0,(r & 2) == 2 ? rf:0,(r & 4) == 4 ? rf:0,(r & 8) == 8 ? rf:0,0,
					 		   (g & 1) == 1 ? gf:0,(g & 2) == 2 ? gf:0,(g & 4) == 4 ? gf:0,(g & 8) == 8 ? gf:0,0,
					 		   (b & 1) == 1 ? bf:0,(b & 2) == 2 ? bf:0,(b & 4) == 4 ? bf:0,(b & 8) == 8 ? bf:0,0,
							   (a & 1) == 1 ? af:0,(a & 2) == 2 ? af:0,(a & 4) == 4 ? af:0,(a & 8) == 8 ? af:0,0);
		
		concat(mat);
		
	}
	
	public function blend( m:ColorMatrix, amount:Number ):Void
	{
		var inv_amount:Number = 1 - amount;
		
		for (var i:Number = 0; i < 20; i++ )
		{
			matrix[i] = inv_amount * matrix[i] + amount * m.matrix[i];
		}
	}
	
	public function concat(mat:Array):Void
	{
		
		var temp:Array = Array ();
		var i:Number = 0;
		
		for (var y:Number = 0; y < 4; y++ )
		{
			
			for (var x:Number = 0; x < 5; x++ )
			{
				temp[i + x] = mat[i    ] * matrix[x     ] + 
							   mat[i+1] * matrix[x +  5] + 
							   mat[i+2] * matrix[x + 10] + 
							   mat[i+3] * matrix[x + 15] +
							   (x == 4 ? mat[i+4] : 0);
			}
			i+=5;
		}
		
		matrix = temp;
		
	}
	
	public function get filter():ColorMatrixFilter
	{
		return new ColorMatrixFilter( matrix );
	}

	
}

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