123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 |
- // Copyright 2018 The Ebiten Authors
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- package main
- import (
- "bytes"
- "image"
- _ "image/jpeg"
- "log"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/examples/resources/images"
- )
- const (
- screenWidth = 640
- screenHeight = 480
- )
- var (
- gophersImage *ebiten.Image
- )
- type Game struct{}
- func (g *Game) Update() error {
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(0, 0)
- screen.DrawImage(gophersImage, op)
- // Box blur (7x7)
- // https://en.wikipedia.org/wiki/Box_blur
- //
- // Note that this is a fixed function implementation of a box blur - more
- // efficiency can be gained by using a separable blur
- // (blurring horizontally and vertically separately, or for large blurs,
- // even multiple horizontal or vertical passes), ideally combined with
- // doing the summing up in a fragment shader (Kage can be used here).
- //
- // So this implementation only serves to demonstrate use of alpha blending.
- layers := 0
- for j := -3; j <= 3; j++ {
- for i := -3; i <= 3; i++ {
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(float64(i), 244+float64(j))
- // This is a blur based on the source-over blend mode,
- // which is basically (GL_ONE, GL_ONE_MINUS_SRC_ALPHA). ColorM acts
- // on unpremultiplied colors, but all Ebitengine internal colors are
- // premultiplied, meaning this mode is regular alpha blending,
- // computing each destination pixel as srcPix * alpha + dstPix * (1 - alpha).
- //
- // This means that the final color is affected by the destination color when BlendSourceOver is used.
- // This blend mode is the default mode. See how this is calculated at the doc:
- // https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Blend
- //
- // So if using the same alpha every time, the end result will sure be biased towards the last layer.
- //
- // Correct averaging works based on
- // Let A_n := (a_1 + ... + a_n) / n
- // A_{n+1} = (a_1 + ... + a_{n+1}) / (n + 1)
- // A_{n+1} = (n * A_n + a_{n+1)) / (n + 1)
- // A_{n+1} = A_n * (1 - 1/(n+1)) + a_{n+1} * 1/(n+1)
- // which is precisely what an alpha blend with alpha 1/(n+1) does.
- layers++
- op.ColorScale.ScaleAlpha(1 / float32(layers))
- screen.DrawImage(gophersImage, op)
- }
- }
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func main() {
- // Decode an image from the image file's byte slice.
- img, _, err := image.Decode(bytes.NewReader(images.FiveYears_jpg))
- if err != nil {
- log.Fatal(err)
- }
- gophersImage = ebiten.NewImageFromImage(img)
- ebiten.SetWindowSize(screenWidth, screenHeight)
- ebiten.SetWindowTitle("Blur (Ebitengine Demo)")
- if err := ebiten.RunGame(&Game{}); err != nil {
- log.Fatal(err)
- }
- }
|