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extrans.c from Allegro game programming library at Krugle


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/*
 *    Example program for the Allegro library, by Owen Embury.
 *
 *    This program demonstrates how to use the lighting and translucency 
 *    functions.
 */


#include <stdio.h>

#include "allegro.h"



/* AL_RGB -> color mapping table. Not needed, but speeds things up */
AL_RGB_MAP rgb_table;

/* lighting color mapping table */
AL_COLOR_MAP light_table;

/* translucency color mapping table */
AL_COLOR_MAP trans_table;



int main(int argc, char *argv[])
{
   AL_PALETTE pal;
   AL_BITMAP *s;
   AL_BITMAP *spotlight;
   AL_BITMAP *truecolor_spotlight;
   AL_BITMAP *background;
   int i, x, y;
   char buf[256];
   char *filename;

   allegro_init(); 
   al_install_keyboard();
   al_install_timer();
   al_install_mouse(); 

   if (al_set_gfx_mode(AL_GFX_SAFE, 320, 200, 0, 0) != 0) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Unable to set any graphic mode\n%s\n", al_error);
      return 1;
   }

   /* load the main al_screen image */
   if (argc > 1)
      filename = argv[1];
   else {
      al_replace_filename(buf, argv[0], "allegro.pcx", sizeof(buf));
      filename = buf;
   }

   background = al_load_bitmap(filename, pal);
   if (!background) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error reading %s!\n", filename);
      return 1;
   }

   /* this isn't needed, but it speeds up the color table calculations */
   al_create_rgb_table(&rgb_table, pal, NULL);
   al_rgb_map = &rgb_table;

   /* build a color lookup table for lighting effects */
   al_create_light_table(&light_table, pal, 0, 0, 0, NULL);

   /* build a color lookup table for translucent drawing */
   al_create_trans_table(&trans_table, pal, 128, 128, 128, NULL);

   al_set_palette(pal);

   s = al_create_bitmap(320, 200);
   spotlight = al_create_bitmap_ex(8, 128, 128);
   truecolor_spotlight = al_create_bitmap_ex(32, 128, 128);

   /* generate an 8bpp spotlight image */
   al_clear_bitmap(spotlight);
   for (i=0; i<256; i++)
      al_draw_circle_fill(spotlight, 64, 64, 64-i/4, i);

   /* select the lighting table */
   al_color_map = &light_table;

   /* display a spotlight effect */
   do {
      al_poll_mouse();

      x = al_mouse_x - AL_SCREEN_W/2 - 64 + 160;
      y = al_mouse_y - AL_SCREEN_H/2 - 64 + 100;

      al_clear_bitmap(s);

      /* unluckily we have to do something 'weird' for truecolor modes */
      if (al_bitmap_color_depth(al_screen) != 8) {
	 /* copy background on the truecolor spotlight */
	 al_blit(background, truecolor_spotlight, x, y , 0, 0, 127, 127);
	 /* set special write alpha blender */
	 al_set_write_alpha_blender();
	 al_drawing_mode(DRAW_MODE_TRANS, 0, 0, 0);
	 /* draw the alpha channel */
	 al_draw_rect_fill(truecolor_spotlight, 0, 0, 128, 128, 0);
	 al_draw_trans_sprite(truecolor_spotlight, spotlight, 0, 0);
	 /* set alpha blender and draw on the 's' bitmap */
	 al_drawing_mode(DRAW_MODE_SOLID, 0, 0, 0);
	 al_set_alpha_blender();
	 al_draw_trans_sprite(s, truecolor_spotlight, x, y);
	 /* restore a not-alpha blender */
	 al_set_trans_blender(0, 0, 0, 128);
      }
      else {
         al_blit(background, s, x, y, x, y, 128, 128);
         al_draw_trans_sprite(s, spotlight, x, y);
      }

      al_blit(s, al_screen, 0, 0, AL_SCREEN_W/2 - 160, AL_SCREEN_H/2 - 100, 320, 200);

   } while (!al_key_pressed());

   al_clear_keybuf();

   /* for the next part we want spotlight and s to share color depth */
   if (al_bitmap_color_depth(spotlight) != al_bitmap_color_depth(s)) {
      al_destroy_bitmap(spotlight);
      spotlight = al_create_bitmap(128, 128);
   }

   /* generate an overlay image (just shrink the main image) */
   al_stretch(background, spotlight, 0, 0, 320, 200, 0, 0, 128, 128);

   /* select the translucency table */
   al_color_map = &trans_table;

   /* select translucency blender */
   al_set_trans_blender(0, 0, 0, 128);

   /* display a translucent overlay */
   do {
      al_poll_mouse();

      x = al_mouse_x - AL_SCREEN_W/2 - 64 + 160;
      y = al_mouse_y - AL_SCREEN_H/2 - 64 + 100;

      al_blit(background, s, 0, 0, 0, 0, 320, 200);
      al_draw_trans_sprite(s, spotlight, x, y);

      al_blit(s, al_screen, 0, 0, AL_SCREEN_W/2 - 160, AL_SCREEN_H/2 - 100, 320, 200);

   } while (!al_key_pressed());

   al_clear_keybuf();

   al_destroy_bitmap(s);
   al_destroy_bitmap(spotlight);
   al_destroy_bitmap(truecolor_spotlight);
   al_destroy_bitmap(background);

   return 0;
}

AL_END_OF_MAIN();




See more files for this project here

Allegro game programming library

Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming.

Project homepage: http://sourceforge.net/projects/alleg
Programming language(s): Assembly,C,Shell Script
License: other

  allegro.pcx
  ex12bit.c
  ex3buf.c
  ex3d.c
  exaccel.c
  exalpha.c
  example.dat
  example.h
  examples.txt
  exbitmap.c
  exblend.c
  excamera.c
  excolmap.c
  excustom.c
  exdata.c
  exdbuf.c
  exdodgy.c
  exexedat.c
  exfixed.c
  exflame.c
  exflip.c
  exgui.c
  exhello.c
  exjoy.c
  exkeys.c
  exlights.c
  exmem.c
  exmidi.c
  exmouse.c
  expal.c
  expat.c
  exquat.c
  exrgbhsv.c
  exsample.c
  exscale.c
  exscn3d.c
  exscroll.c
  exshade.c
  exspline.c
  exsprite.c
  exstars.c
  exstream.c
  exswitch.c
  extimer.c
  extrans.c
  extruec.c
  exunicod.c
  exupdate.c
  exxfade.c
  exzbuf.c
  mysha.pcx
  planet.pcx
  running.dat
  running.h
  unifont.dat