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