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/*
* Example program for the Allegro library.
*
* Test that shaders are applied per target bitmap.
*/
#include "allegro5/allegro.h"
#include "allegro5/allegro_image.h"
#include "common.c"
static const int MAX_REGION = 4;
static float tints[12] =
{
4.0, 0.0, 1.0,
0.0, 4.0, 1.0,
1.0, 0.0, 4.0,
4.0, 4.0, 1.0
};
static void choose_shader_source(ALLEGRO_SHADER_PLATFORM platform,
char const **vsource, char const **psource)
{
if (platform == ALLEGRO_SHADER_HLSL) {
*vsource = "data/ex_shader_vertex.hlsl";
*psource = "data/ex_shader_pixel.hlsl";
}
else if (platform == ALLEGRO_SHADER_GLSL) {
*vsource = "data/ex_shader_vertex.glsl";
*psource = "data/ex_shader_pixel.glsl";
}
else {
/* Shouldn't happen. */
*vsource = NULL;
*psource = NULL;
}
}
static ALLEGRO_BITMAP *make_region(ALLEGRO_BITMAP *parent,
int x, int y, int w, int h, ALLEGRO_SHADER *shader)
{
ALLEGRO_BITMAP *sub = al_create_sub_bitmap(parent, x, y, w, h);
if (sub) {
al_set_target_bitmap(sub);
al_use_shader(shader);
/* Not bothering to restore old target bitmap. */
}
return sub;
}
int main(int argc, char **argv)
{
ALLEGRO_DISPLAY *display;
ALLEGRO_BITMAP *image;
ALLEGRO_BITMAP *backbuffer;
ALLEGRO_BITMAP *region[4];
ALLEGRO_SHADER *shader;
const char *vsource;
const char *psource;
ALLEGRO_TRANSFORM t;
int i;
(void)argc;
(void)argv;
if (!al_init()) {
abort_example("Could not init Allegro.\n");
}
al_install_keyboard();
al_init_image_addon();
init_platform_specific();
al_set_new_display_flags(ALLEGRO_PROGRAMMABLE_PIPELINE);
display = al_create_display(640, 480);
if (!display) {
abort_example("Could not create display.\n");
}
image = al_load_bitmap("data/mysha.pcx");
if (!image) {
abort_example("Could not load image.\n");
}
/* Create the shader. */
shader = al_create_shader(ALLEGRO_SHADER_AUTO);
if (!shader) {
abort_example("Could not create shader.\n");
}
choose_shader_source(al_get_shader_platform(shader), &vsource, &psource);
if (!vsource|| !psource) {
abort_example("Could not load source files.\n");
}
if (!al_attach_shader_source_file(shader, ALLEGRO_VERTEX_SHADER, vsource)) {
abort_example("al_attach_shader_source_file failed: %s\n",
al_get_shader_log(shader));
}
if (!al_attach_shader_source_file(shader, ALLEGRO_PIXEL_SHADER, psource)) {
abort_example("al_attach_shader_source_file failed: %s\n",
al_get_shader_log(shader));
}
if (!al_build_shader(shader)) {
abort_example("al_build_shader failed: %s\n", al_get_shader_log(shader));
}
/* Create four sub-bitmaps of the backbuffer sharing a shader. */
backbuffer = al_get_backbuffer(display);
region[0] = make_region(backbuffer, 0, 0, 320, 200, shader);
region[1] = make_region(backbuffer, 320, 0, 320, 200, shader);
region[2] = make_region(backbuffer, 0, 240, 320, 200, shader);
region[3] = make_region(backbuffer, 320, 240, 320, 200, shader);
if (!region[0] || !region[1] || !region[2] || !region[3]) {
abort_example("make_region failed\n");
}
/* Apply a transformation to the last region (the current target). */
al_identity_transform(&t);
al_scale_transform(&t, 2.0, 2.0);
al_translate_transform(&t, -160, -100);
al_use_transform(&t);
for (;;) {
ALLEGRO_KEYBOARD_STATE s;
al_get_keyboard_state(&s);
if (al_key_down(&s, ALLEGRO_KEY_ESCAPE))
break;
for (i = 0; i < MAX_REGION; i++) {
/* When we change the target bitmap, the shader that was last used on
* that bitmap is automatically in effect. All of our region
* sub-bitmaps use the same shader so we need to set the tint variable
* each time, as it was clobbered when drawing to the previous region.
*/
al_set_target_bitmap(region[i]);
al_set_shader_float_vector("tint", 3, &tints[i * 3], 1);
al_draw_bitmap(image, 0, 0, 0);
}
al_set_target_backbuffer(display);
al_draw_tinted_bitmap(image, al_map_rgba_f(0.5, 0.5, 0.5, 0.5),
320/2, 240/2, 0);
al_flip_display();
}
al_set_target_backbuffer(display);
al_use_shader(NULL);
al_destroy_shader(shader);
return 0;
}
/* vim: set sts=3 sw=3 et: */
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