// 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. //go:build example // +build example 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.ColorM.Scale(1, 1, 1, 1.0/float64(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) } }