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		<title>[a5] set_multiply_blender</title>
		<link>http://www.allegro.cc/forums/view/607480</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Tue, 31 May 2011 15:56:09 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>What is the A5 equivalent of set_multiply_blender / draw_trans_sprite?
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Tue, 31 May 2011 00:28:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><span class="source-code"><a href="http://www.allegro.cc/manual/draw_trans_sprite"><span class="a">draw_trans_sprite</span></a></span> = <span class="source-code"><a href="http://www.allegro.cc/manual/al_convert_mask_to_alpha"><span class="a">al_convert_mask_to_alpha</span></a></span>?</p><p>The other one I have no idea.
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		<author>no-reply@allegro.cc (AMCerasoli)</author>
		<pubDate>Tue, 31 May 2011 01:00:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sorry I meant the combination of set_multiply_blender with draw_trans_sprite. I want to get that effect.</p><p>al_draw_tinted_bitmap is effectively equal to draw_trans_sprite with the right blender set.
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Tue, 31 May 2011 01:25:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>For someone not knowing what those A4 functions do - what is the effect you want?
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		<author>no-reply@allegro.cc (Elias)</author>
		<pubDate>Tue, 31 May 2011 02:09:50 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well here is the description from allegro.txt:
</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
void set_multiply_blender(int r, int g, int b, int a);<br />   Enables a multiply blender mode for combining translucent or lit<br />   truecolor pixels. Combines the source and destination images, multiplying<br />   the colours to produce a darker colour. If a colour is multiplied by<br />   white it remains unchanged; when multiplied by black it also becomes<br />   black.
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I don&#39;t know how to describe what the blender is doing any other way. Its implemented by multiplying the individual components of the two colors (source and destination). Here is the code I use in sdl which was copied from allegro4.</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span>
<span class="number">  2</span><span class="k1">static</span> <span class="k1">inline</span> <span class="k1">unsigned</span> <span class="k1">int</span> transBlender<span class="k2">(</span><span class="k1">unsigned</span> <span class="k1">int</span> x, <span class="k1">unsigned</span> <span class="k1">int</span> y, <span class="k1">unsigned</span> <span class="k1">int</span> n<span class="k2">)</span><span class="k2">{</span>
<span class="number">  3</span>    <span class="k1">unsigned</span> <span class="k1">long</span> result<span class="k2">;</span>
<span class="number">  4</span>
<span class="number">  5</span>    <span class="k1">if</span> <span class="k2">(</span>n<span class="k2">)</span>
<span class="number">  6</span>        n <span class="k3">=</span> <span class="k2">(</span>n <span class="k3">+</span> <span class="n">1</span><span class="k2">)</span> <span class="k3">/</span> <span class="n">8</span><span class="k2">;</span>
<span class="number">  7</span>
<span class="number">  8</span>    <span class="c">/* hex:    0x7E0F81F</span>
<span class="number">  9</span><span class="c">     * binary: 0111 1110 0000 1111 1000 0001 1111</span>
<span class="number"> 10</span><span class="c">     */</span>
<span class="number"> 11</span>    x <span class="k3">=</span> <span class="k2">(</span><span class="k2">(</span>x <span class="k3">&amp;</span> <span class="n">0xFFFF</span><span class="k2">)</span> <span class="k3">|</span> <span class="k2">(</span>x <span class="k3">&lt;</span><span class="k3">&lt;</span> <span class="n">16</span><span class="k2">)</span><span class="k2">)</span> <span class="k3">&amp;</span> <span class="n">0x7E0F81F</span><span class="k2">;</span>
<span class="number"> 12</span>    y <span class="k3">=</span> <span class="k2">(</span><span class="k2">(</span>y <span class="k3">&amp;</span> <span class="n">0xFFFF</span><span class="k2">)</span> <span class="k3">|</span> <span class="k2">(</span>y <span class="k3">&lt;</span><span class="k3">&lt;</span> <span class="n">16</span><span class="k2">)</span><span class="k2">)</span> <span class="k3">&amp;</span> <span class="n">0x7E0F81F</span><span class="k2">;</span>
<span class="number"> 13</span>
<span class="number"> 14</span>    result <span class="k3">=</span> <span class="k2">(</span><span class="k2">(</span>x <span class="k3">-</span> y<span class="k2">)</span> <span class="k3">*</span> n <span class="k3">/</span> <span class="n">32</span> <span class="k3">+</span> y<span class="k2">)</span> <span class="k3">&amp;</span> <span class="n">0x7E0F81F</span><span class="k2">;</span>
<span class="number"> 15</span>
<span class="number"> 16</span>    <span class="k1">return</span> <span class="k2">(</span><span class="k2">(</span>result <span class="k3">&amp;</span> <span class="n">0xFFFF</span><span class="k2">)</span> <span class="k3">|</span> <span class="k2">(</span>result <span class="k3">&gt;</span><span class="k3">&gt;</span> <span class="n">16</span><span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 17</span><span class="k2">}</span>
<span class="number"> 18</span>
<span class="number"> 19</span><span class="k1">static</span> <span class="k1">inline</span> <span class="k1">unsigned</span> <span class="k1">int</span> multiplyBlender<span class="k2">(</span><span class="k1">unsigned</span> <span class="k1">int</span> x, <span class="k1">unsigned</span> <span class="k1">int</span> y, <span class="k1">unsigned</span> <span class="k1">int</span> n<span class="k2">)</span><span class="k2">{</span>
<span class="number"> 20</span>    Uint8 redX <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 21</span>    Uint8 greenX <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 22</span>    Uint8 blueX <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 23</span>    SDL_GetRGB<span class="k2">(</span>x, <span class="k3">&amp;</span>format565, <span class="k3">&amp;</span>redX, <span class="k3">&amp;</span>greenX, <span class="k3">&amp;</span>blueX<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 24</span>    Uint8 redY <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 25</span>    Uint8 greenY <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 26</span>    Uint8 blueY <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span>
<span class="number"> 27</span>    SDL_GetRGB<span class="k2">(</span>y, <span class="k3">&amp;</span>format565, <span class="k3">&amp;</span>redY, <span class="k3">&amp;</span>greenY, <span class="k3">&amp;</span>blueY<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 28</span>
<span class="number"> 29</span>    <span class="k1">int</span> r <span class="k3">=</span> redX <span class="k3">*</span> redY <span class="k3">/</span> <span class="n">256</span><span class="k2">;</span>
<span class="number"> 30</span>    <span class="k1">int</span> g <span class="k3">=</span> greenX <span class="k3">*</span> greenY <span class="k3">/</span> <span class="n">256</span><span class="k2">;</span>
<span class="number"> 31</span>    <span class="k1">int</span> b <span class="k3">=</span> blueX <span class="k3">*</span> blueY <span class="k3">/</span> <span class="n">256</span><span class="k2">;</span>
<span class="number"> 32</span>    <span class="k1">return</span> transBlender<span class="k2">(</span>makeColor<span class="k2">(</span>r, g, b<span class="k2">)</span>, y, n<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 33</span><span class="k2">}</span>
</div></div><p>
Where x is source, y is destination, and n is the current alpha value.
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Tue, 31 May 2011 03:31:18 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>trans sprite is going to be</p><div class="source-code snippet"><div class="inner"><pre><a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span>bmp<span class="k2">;</span>
<span class="k1">float</span> alpha <span class="k3">=</span> <span class="n">0</span>.<span class="n">1</span><span class="k2">;</span>
<a href="http://www.allegro.cc/manual/al_draw_tinted_bitmap"><span class="a">al_draw_tinted_bitmap</span></a><span class="k2">(</span>bmp, <a href="http://www.allegro.cc/manual/al_map_rgba_f"><span class="a">al_map_rgba_f</span></a><span class="k2">(</span>alpha, alpha, alpha, alpha<span class="k2">)</span>, x, y, NULL<span class="k2">)</span><span class="k2">;</span>
</pre></div></div><p>

There is no multiply blender.  The closest thing you can get to is the subtractive blender:</p><p><span class="source-code"><a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_DEST_MINUS_SRC, ALLEGRO_ONE, ALLEGRO_ONE<span class="k2">)</span><span class="k2">;</span></span></p><p>or make a shader <img src="http://www.allegro.cc/forums/smileys/undecided.gif" alt=":-/" />
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		<author>no-reply@allegro.cc (Mark Oates)</author>
		<pubDate>Tue, 31 May 2011 05:08:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Are all the hardware blenders implemented in scanline_drawers.c? Couldn&#39;t a new blender be added that did
</p><div class="source-code snippet"><div class="inner"><pre>r <span class="k3">=</span> dr <span class="k3">*</span> dst <span class="k3">*</span> sr <span class="k3">*</span> sa<span class="k2">;</span>
...
</pre></div></div><p>
Or am I missing how the blenders are associated with hardware acceleration?
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Tue, 31 May 2011 05:26:44 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Those are software blenders. They are used on locked bitmaps, or memory bitmaps.
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Tue, 31 May 2011 05:30:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>So yes, if you want to add it, you need to add it to the software blenders, but also for OpenGL and DirectX.</p><p>For OpenGL it would be almost trivial, what you need is probably either the SRC_COLOR or DST_COLOR blend factor (in A5 it would be another blend factor like ALLEGRO_ALPHA mapped 1:1 to it, ALLEGRO_SOURCE_COLOR and ALLEGRO_DESTINATION_COLOR maybe):</p><p><a href="http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml">http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml</a></p><p>No idea about DirectX but since GPUs support it DirectX most likely also supports it somehow.
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		<author>no-reply@allegro.cc (Elias)</author>
		<pubDate>Tue, 31 May 2011 15:56:09 +0000</pubDate>
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