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8bitMyGoUI/pixel/dither.go
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package pixel
import "fmt"
var bayer = [4][4]int{{0, 8, 2, 10}, {12, 4, 14, 6}, {3, 11, 1, 9}, {15, 7, 13, 5}}
// Bayer is the 4×4 ordered threshold, 0–15, at x, y.
func Bayer(x, y int) int { return bayer[y&3][x&3] }
// Dither fills b below the level threshold, a elsewhere.
func (g Canvas) Dither(x, y, w, h int, a, b Slot, level int) {
checkLevel(level)
if level <= 8 {
g.Rect(x, y, w, h, a)
g.cells(x, y, w, h, b, func(t int) bool { return t < level })
return
}
g.Rect(x, y, w, h, b)
g.cells(x, y, w, h, a, func(t int) bool { return t >= level })
}
// Veil dithers s over what is already there.
func (g Canvas) Veil(x, y, w, h int, s Slot, level int) {
checkLevel(level)
g.cells(x, y, w, h, s, func(t int) bool { return t < level })
}
// Checker is a half Veil: every other dot.
func (g Canvas) Checker(x, y, w, h int, s Slot) { g.Veil(x, y, w, h, s, 8) }
func (g Canvas) cells(x, y, w, h int, s Slot, on func(t int) bool) {
for j := range h {
row := bayer[(g.gy+y+j)&3]
g.bits(x, y+j, w, 1, s, func(i int) bool { return on(row[(g.gx+x+i)&3]) })
}
}
func checkLevel(level int) {
if level < 0 || level > 16 {
panic(fmt.Sprintf("pixel: dither level %d outside 0–16", level))
}
}