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		<title>[A5] Masked drawing?</title>
		<link>http://www.allegro.cc/forums/view/615317</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sun, 03 May 2015 20:27:42 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Are there any functions in Allegro 5 to do bitmasked drawing?</p><p>Ala the ground in this picture:<br /><span class="remote-thumbnail"><span class="json">{"name":"WormsArmageddon1.PNG","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/d\/cd522b2ea198b49ac72533a93431b1c6.png","w":633,"h":252,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/d\/cd522b2ea198b49ac72533a93431b1c6"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/d/cd522b2ea198b49ac72533a93431b1c6-240.jpg" alt="WormsArmageddon1.PNG" width="240" height="95" /></span>
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		</description>
		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Mon, 27 Apr 2015 07:27:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You&#39;d use the alpha channel.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Mon, 27 Apr 2015 07:59:08 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>So you&#39;re saying use the alpha channel to denote whether or not there is land at that point? </p><p>That&#39;s neat and it might work, but that doesn&#39;t really allow things like rolling textures or multiple textures. I think I&#39;m looking for more of a &quot;draw X bitmap given Y mask against the screen.&quot;</p><p>I guess I could use some sort of Stencil Buffer... though I can&#39;t remember if that was depreciated.
</p></div>]]>
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		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Mon, 27 Apr 2015 08:12:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Ah... I think I&#39;d approach this problem using a shader. Allegro definitely doesn&#39;t expose the stenciling feature in any way I know of.
</p></div>]]>
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Mon, 27 Apr 2015 08:38:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s possible to do masked blends using the features of Allegro 5 only by using al_set_blender. I do this to generate automatic blends for my game&#39;s tile maps. Here&#39;s a snippet from my code that should be helpful:</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="c">/** Draw a tile into the given bitmap, which should be of size TILE_W, TILE_H </span>
<span class="number">  3</span><span class="c"> * applying the given mask bitmap, where the mask will </span>
<span class="number">  4</span><span class="c">be flipped and rotated as per the given mask_flags. The mask bitmap</span>
<span class="number">  5</span><span class="c">should be white, but with different alpha levels on the white </span>
<span class="number">  6</span><span class="c">which will be applied as the mask. Does nothing if tile is NULL.  </span>
<span class="number">  7</span><span class="c">This requires al_hold_bitmap_drawing to be turned off!</span>
<span class="number">  8</span><span class="c">You can use this code snippet freely. You just do whatever you want with it, no warrantees, yadda yadda.</span>
<span class="number">  9</span><span class="c"></span>
<span class="number"> 10</span><span class="c">*/</span>
<span class="number"> 11</span><span class="k1">void</span> tile_draw_masked_to
<span class="number"> 12</span><span class="k2">(</span>Image <span class="k3">*</span> result, Tile <span class="k3">*</span> tile, Image <span class="k3">*</span> mask, <span class="k1">float</span> angle, <span class="k1">int</span> mask_flags<span class="k2">)</span> <span class="k2">{</span>  
<span class="number"> 13</span>  Image  <span class="k3">*</span> buffer<span class="k2">;</span>   
<span class="number"> 14</span>
<span class="number"> 15</span>  Tileset <span class="k3">*</span> set<span class="k2">;</span>
<span class="number"> 16</span>  Image <span class="k3">*</span> sheet<span class="k2">;</span>
<span class="number"> 17</span>  <a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span> target<span class="k2">;</span>
<span class="number"> 18</span>  Color dcolor <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_map_rgb"><span class="a">al_map_rgb</span></a><span class="k2">(</span><span class="n">0xee</span>, <span class="n">0x00</span>, <span class="n">0xee</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 19</span>  <span class="k1">float</span> dx, dy, sx, sy, sw, sh<span class="k2">;</span>
<span class="number"> 20</span>  <span class="k1">int</span> bmpflags<span class="k2">;</span>
<span class="number"> 21</span>  
<span class="number"> 22</span>  <span class="k1">if</span> <span class="k2">(</span><span class="k3">!</span>tile<span class="k2">)</span> <span class="k1">return</span><span class="k2">;</span>
<span class="number"> 23</span>  
<span class="number"> 24</span>  bmpflags         <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_new_bitmap_flags"><span class="a">al_get_new_bitmap_flags</span></a><span class="k2">(</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 25</span>  <a href="http://www.allegro.cc/manual/al_set_new_bitmap_flags"><span class="a">al_set_new_bitmap_flags</span></a><span class="k2">(</span>ALLEGRO_CONVERT_BITMAP<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 26</span>  buffer           <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_create_bitmap"><span class="a">al_create_bitmap</span></a><span class="k2">(</span><a href="http://www.allegro.cc/manual/al_get_bitmap_width"><span class="a">al_get_bitmap_width</span></a><span class="k2">(</span>tile<span class="k2">)</span>,
<span class="number"> 27</span>                     <a href="http://www.allegro.cc/manual/al_get_bitmap_height"><span class="a">al_get_bitmap_height</span></a><span class="k2">(</span>tile<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 28</span>  <a href="http://www.allegro.cc/manual/al_set_new_bitmap_flags"><span class="a">al_set_new_bitmap_flags</span></a><span class="k2">(</span>bmpflags<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 29</span> 
<span class="number"> 30</span>  
<span class="number"> 31</span>  <span class="c">/* Keep the target bitmap. */</span>
<span class="number"> 32</span>  target <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_target_bitmap"><span class="a">al_get_target_bitmap</span></a><span class="k2">(</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 33</span>  
<span class="number"> 34</span>  <span class="c">/* Copy the tile into the buffer.  */</span>
<span class="number"> 35</span>  <a href="http://www.allegro.cc/manual/al_set_target_bitmap"><span class="a">al_set_target_bitmap</span></a><span class="k2">(</span>buffer<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 36</span>  set     <span class="k3">=</span> tile-&gt;set<span class="k2">;</span>
<span class="number"> 37</span>  sheet   <span class="k3">=</span> set-&gt;sheet<span class="k2">;</span>
<span class="number"> 38</span>  dx      <span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 39</span>  dy      <span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">;</span> 
<span class="number"> 40</span>  sx      <span class="k3">=</span> <span class="k2">(</span><span class="k1">float</span><span class="k2">)</span> tile-&gt;now.x<span class="k2">;</span>
<span class="number"> 41</span>  sy      <span class="k3">=</span> <span class="k2">(</span><span class="k1">float</span><span class="k2">)</span> tile-&gt;now.y<span class="k2">;</span>
<span class="number"> 42</span>  sw      <span class="k3">=</span> <span class="k2">(</span><span class="k1">float</span><span class="k2">)</span> TILE_W<span class="k2">;</span>
<span class="number"> 43</span>  sh      <span class="k3">=</span> <span class="k2">(</span><span class="k1">float</span><span class="k2">)</span> TILE_H<span class="k2">;</span>
<span class="number"> 44</span>  <span class="c">/* Set blender to copy mode. */</span>
<span class="number"> 45</span>
<span class="number"> 46</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_ZERO<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 47</span>  <a href="http://www.allegro.cc/manual/al_draw_bitmap_region"><span class="a">al_draw_bitmap_region</span></a><span class="k2">(</span>sheet, sx, sy, sw, sh, <span class="n">0</span>, <span class="n">0</span>, <span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 48</span>  
<span class="number"> 49</span>  <span class="c">/* Draw the mask over the tile, taking the alpha of the mask  */</span>
<span class="number"> 50</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ZERO, ALLEGRO_ALPHA<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 51</span>  <a href="http://www.allegro.cc/manual/al_draw_bitmap"><span class="a">al_draw_bitmap</span></a><span class="k2">(</span>mask, <span class="n">0</span>, <span class="n">0</span>, mask_flags<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 52</span>
<span class="number"> 53</span>  <span class="c">/* Restore normal Allegro blending. */</span>
<span class="number"> 54</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 55</span>  
<span class="number"> 56</span>  sx <span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 57</span>  sy <span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 58</span>  <span class="k1">if</span> <span class="k2">(</span>angle <span class="k3">!</span><span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">)</span> <span class="k2">{</span>
<span class="number"> 59</span>    sx <span class="k3">=</span> TILE_H <span class="k3">/</span> <span class="n">2</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 60</span>    sy <span class="k3">=</span> TILE_W <span class="k3">/</span> <span class="n">2</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 61</span>    dx <span class="k3">+</span><span class="k3">=</span> sx<span class="k2">;</span>
<span class="number"> 62</span>    dy <span class="k3">+</span><span class="k3">=</span> sy<span class="k2">;</span>
<span class="number"> 63</span>  <span class="k2">}</span> 
<span class="number"> 64</span>  
<span class="number"> 65</span>  <span class="c">/* Draw the tile mask buffer to the result bitmap */</span>
<span class="number"> 66</span>  <a href="http://www.allegro.cc/manual/al_set_target_bitmap"><span class="a">al_set_target_bitmap</span></a><span class="k2">(</span>result<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 67</span>  <a href="http://www.allegro.cc/manual/al_draw_rotated_bitmap"><span class="a">al_draw_rotated_bitmap</span></a><span class="k2">(</span>tile_mask_buffer, sx, sy, dx, dy, angle, <span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 68</span>  <span class="c">/* And restore the target bitmap. */</span> 
<span class="number"> 69</span>  <a href="http://www.allegro.cc/manual/al_set_target_bitmap"><span class="a">al_set_target_bitmap</span></a><span class="k2">(</span>target<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 70</span>  <a href="http://www.allegro.cc/manual/al_destroy_bitmap"><span class="a">al_destroy_bitmap</span></a><span class="k2">(</span>buffer<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 71</span><span class="k2">}</span>
</div></div><p>

Edit:<br />Note that this will likely be slower than using a shader. Maybe masked draws would be a nice feature for a later version of Allegro....</p><p>Edit2: <br />Looks like stencil buffers are not obsolete and available in opengl <br /><a href="https://www.khronos.org/opengles/sdk/docs/man3/html/glStencilOp.xhtml">https://www.khronos.org/opengles/sdk/docs/man3/html/glStencilOp.xhtml</a><br />And in opengl ES 2.0 and 3.0 (though not 1.0?)<br /><a href="https://www.khronos.org/opengles/sdk/docs/man3/html/glStencilOp.xhtml">https://www.khronos.org/opengles/sdk/docs/man3/html/glStencilOp.xhtml</a><br />So definitely something we may be able to put an Allegro wrapper around...</p><p>Edit 3:<br />Also in Direct3D 9<br /><a href="https://msdn.microsoft.com/en-us/library/windows/desktop/bb206123%28v=vs.85%29.aspx">https://msdn.microsoft.com/en-us/library/windows/desktop/bb206123%28v=vs.85%29.aspx</a><br />And 10/11:<br /><a href="http://stackoverflow.com/questions/19320308/porting-opengl-stencil-functionality-to-directx-11">http://stackoverflow.com/questions/19320308/porting-opengl-stencil-functionality-to-directx-11</a>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (beoran)</author>
		<pubDate>Mon, 27 Apr 2015 12:01:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You can also look at the ex_depth_mask example, it does something similar without a shader, using the depth buffer as a mask. Stencil support definitely would be nice as well, especially in cases where you need both depth and stencil buffers at the same time.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Elias)</author>
		<pubDate>Mon, 27 Apr 2015 15:34:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I can&#39;t get it to work, these blender options and alpha has always been confusing to me.</p><p>Do I want my mask to be in the RGB, or in the Alpha channel? I tried converting my map to alpha values, but that doesn&#39;t seem to work. </p><p>I guess I&#39;m having trouble understanding when alpha moves. If I draw something with alpha, does that set the alpha of the destination bitmap?</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="c">//not complete code, just relevant slices.</span>
<span class="number">  2</span>
<span class="number">  3</span><span class="k1">void</span> load_map<span class="k2">(</span>std::string file_path<span class="k2">)</span>
<span class="number">  4</span>  <span class="k2">{</span>
<span class="number">  5</span>  collision_map <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span>file_path.c_str<span class="k2">(</span><span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number">  6</span>  draw_map <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span>file_path.c_str<span class="k2">(</span><span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number">  7</span>  texture_bmp <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span><span class="s">"data/texture.png"</span><span class="k2">)</span><span class="k2">;</span>
<span class="number">  8</span>  draw_mask <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_create_bitmap"><span class="a">al_create_bitmap</span></a><span class="k2">(</span><span class="n">640</span>, <span class="n">480</span><span class="k2">)</span><span class="k2">;</span>
<span class="number">  9</span>
<span class="number"> 10</span>  <span class="c">// Convert RGB to alpha</span>
<span class="number"> 11</span>  <a href="http://www.allegro.cc/manual/al_set_target_bitmap"><span class="a">al_set_target_bitmap</span></a><span class="k2">(</span>draw_mask<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 12</span>  <a href="http://www.allegro.cc/manual/al_lock_bitmap"><span class="a">al_lock_bitmap</span></a><span class="k2">(</span>draw_mask, <a href="http://www.allegro.cc/manual/al_get_bitmap_format"><span class="a">al_get_bitmap_format</span></a><span class="k2">(</span>draw_mask<span class="k2">)</span>, ALLEGRO_LOCK_WRITEONLY<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 13</span>  <a href="http://www.allegro.cc/manual/al_lock_bitmap"><span class="a">al_lock_bitmap</span></a><span class="k2">(</span>draw_map, <a href="http://www.allegro.cc/manual/al_get_bitmap_format"><span class="a">al_get_bitmap_format</span></a><span class="k2">(</span>draw_map<span class="k2">)</span>, ALLEGRO_LOCK_READONLY<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 14</span>  <span class="k1">for</span><span class="k2">(</span><span class="k1">int</span> i <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span> i <span class="k3">&lt;</span> w<span class="k2">;</span> i<span class="k3">+</span><span class="k3">+</span><span class="k2">)</span>
<span class="number"> 15</span>    <span class="k1">for</span><span class="k2">(</span><span class="k1">int</span> j <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span> j <span class="k3">&lt;</span> h<span class="k2">;</span> j<span class="k3">+</span><span class="k3">+</span><span class="k2">)</span>
<span class="number"> 16</span>      <span class="k2">{</span>
<span class="number"> 17</span>      <a href="http://www.allegro.cc/manual/ALLEGRO_COLOR"><span class="a">ALLEGRO_COLOR</span></a> temp <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_pixel"><span class="a">al_get_pixel</span></a><span class="k2">(</span>draw_map, i, j<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 18</span>      <a href="http://www.allegro.cc/manual/al_put_pixel"><span class="a">al_put_pixel</span></a><span class="k2">(</span>i, j, <a href="http://www.allegro.cc/manual/al_map_rgba"><span class="a">al_map_rgba</span></a><span class="k2">(</span><span class="n">0</span>,<span class="n">0</span>,<span class="n">0</span>, <span class="k2">(</span>temp.r<span class="k3">+</span>temp.g<span class="k3">+</span>temp.g<span class="k2">)</span><span class="k3">/</span><span class="n">3</span>  <span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 19</span>      <span class="k2">}</span>
<span class="number"> 20</span>  <a href="http://www.allegro.cc/manual/al_unlock_bitmap"><span class="a">al_unlock_bitmap</span></a><span class="k2">(</span>draw_map<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 21</span>  <a href="http://www.allegro.cc/manual/al_unlock_bitmap"><span class="a">al_unlock_bitmap</span></a><span class="k2">(</span>draw_mask<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 22</span>  <a href="http://www.allegro.cc/manual/al_set_target_bitmap"><span class="a">al_set_target_bitmap</span></a><span class="k2">(</span>target<span class="k2">)</span><span class="k2">;</span> <span class="c">//restore stack</span>
<span class="number"> 23</span>  <span class="k2">}</span>
<span class="number"> 24</span>
<span class="number"> 25</span><span class="k1">void</span> draw<span class="k2">(</span><span class="k2">)</span>
<span class="number"> 26</span>  <span class="k2">{</span>
<span class="number"> 27</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_ZERO<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 28</span>  <a href="http://www.allegro.cc/manual/al_draw_bitmap"><span class="a">al_draw_bitmap</span></a><span class="k2">(</span>draw_mask, <span class="n">0</span>, <span class="n">0</span>, <span class="n">0</span><span class="k2">)</span><span class="k2">;</span> <span class="c">//mask</span>
<span class="number"> 29</span>    
<span class="number"> 30</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ZERO, ALLEGRO_ALPHA<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 31</span>  <a href="http://www.allegro.cc/manual/al_draw_bitmap"><span class="a">al_draw_bitmap</span></a><span class="k2">(</span>texture_bmp, <span class="n">0</span>, <span class="n">0</span>, <span class="n">0</span><span class="k2">)</span><span class="k2">;</span> <span class="c">//texture over mask</span>
<span class="number"> 32</span>    
<span class="number"> 33</span>  <a href="http://www.allegro.cc/manual/al_set_blender"><span class="a">al_set_blender</span></a><span class="k2">(</span>ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA<span class="k2">)</span><span class="k2">;</span> <span class="c">//default</span>
<span class="number"> 34</span>  <span class="k2">}</span>
</div></div><p>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Thu, 30 Apr 2015 05:26:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/615317/1012713#target">Chris Katko</a> said:</div><div class="quote"><p>
If I draw something with alpha, does that set the alpha of the destination bitmap?
</p></div></div><p>
Only if you use <span class="source-code"><a href="http://www.allegro.cc/manual/al_set_separate_blender"><span class="a">al_set_separate_blender</span></a></span>. Otherwise the destination alpha is untouched.
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		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 30 Apr 2015 08:55:13 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well you&#39;re drawing the bitmap over the mask which probably doesn&#39;t work. I&#39;m drawing the mask over the bitmap to another bitmap, which does work if you re-draw this resulting bitmap to screen. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		</description>
		<author>no-reply@allegro.cc (beoran)</author>
		<pubDate>Thu, 30 Apr 2015 09:26:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks! It took me awhile to things to sink in (they still aren&#39;t great), but the biggest error between the sample code and mine was that I forgot to convert my &quot;map&quot; bitmap&#39;s black color to an alpha channel. Once I called that function, it works great!</p><p>However, there is one downside to the depth test method (other than losing normal use of the depth buffer while using it for masking). What about smooth transitions? </p><p>If you wanted something to be drawn using variable alpha levels, how would you frame it? Is it exactly like that &quot;rounded rectangle&quot; thread that&#39;s also going on?</p><p>Keep in mind, these alphas/blenders are still very confusing to me so please break it down and elaborate.</p><p>Thank you.
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		</description>
		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Fri, 01 May 2015 10:28:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hey what am I doing?! I totally have the function you&#39;re looking for!</p><p><a href="https://github.com/MarkOates/allegro_flare/blob/master/src/image_processing.cpp#L146">create_masked_bitmap</a></p><p>but use <a href="https://github.com/MarkOates/allegro_flare/blob/master/src/image_processing.cpp#L179">this overload</a> for simplicity:</p><p><span class="source-code"><a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span>create_masked_bitmap<span class="k2">(</span><a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span>top_image, <a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span>bottom_image<span class="k2">)</span></span></p><p>I haven&#39;t used it in a while (blending methods changed slightly in subsequent versions of allegro) but I just tested it and it seemed to work.  This image shows a mask image (top_image), a texture image (bottom_image), and the example program putting the two together on a blue background.</p><p><span class="remote-thumbnail"><span class="json">{"name":"609403","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/e\/cec488d8bf9f387b03b832c60122da4e.png","w":1921,"h":1079,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/e\/cec488d8bf9f387b03b832c60122da4e"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/e/cec488d8bf9f387b03b832c60122da4e-240.jpg" alt="609403" width="240" height="134" /></span></p><p>If you go to the header file <a href="https://github.com/MarkOates/allegro_flare/blob/master/include/allegro_flare/image_processing.h#L20">here</a>, you&#39;ll see there are variants of the function, too. You can apply use your own blending modes, and/or transforms to the top/bottom images, and/or supply your own surface bitmap so that it&#39;s not created each time.  There isn&#39;t a variant for looping the texture on the bottom to fit the mask, but you could use <span class="source-code">draw_textured_rectangle</span> or <span class="source-code">draw_offset_textured_rectangle</span> for that <a href="https://github.com/MarkOates/allegro_flare/blob/master/src/useful_.cpp#L255">here</a>).</p><p>All of this is still in the works, I don&#39;t have docs for this stuff, yet.</p><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/615317/1012713#target">Chris Katko</a> said:</div><div class="quote"><p>I guess I&#39;m having trouble understanding when alpha moves</p></div></div><p>It&#39;s <i>very</i> confusing.  Back when I was working on this function, I had a program that generated <i>all</i> possible blends (hundreds of images, if I recall) just so I could find the correct blending sequence &amp; bitmap order I was looking for.  Which bitmap do you draw on the surface? Which one do you draw on top of that?  Does it read the surface or the drawn bitmap?  ALLEGRO_BLEND_MODE_WHUT?</p><p>F it.  Just brute force. <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		</description>
		<author>no-reply@allegro.cc (Mark Oates)</author>
		<pubDate>Fri, 01 May 2015 20:42:05 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Maybe the documentation needs improving, but I figured it out rather easily by playing with ex_blend.</p><p><a href="http://sourceforge.net/p/alleg/allegro/ci/5.1/tree/examples/ex_blend.c">http://sourceforge.net/p/alleg/allegro/ci/5.1/tree/examples/ex_blend.c</a>
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		</description>
		<author>no-reply@allegro.cc (beoran)</author>
		<pubDate>Sat, 02 May 2015 00:22:43 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks for the help guys! I don&#39;t have time implement your most recent suggestions yet, but I&#39;ll keep you updated!</p><p>Here&#39;s a picture of it working so far (with ugly filler graphics):</p><p><span class="remote-thumbnail"><span class="json">{"name":"609406","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/d\/0d9885974075845e438514233b3417d1.png","w":642,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/d\/0d9885974075845e438514233b3417d1"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/0/d/0d9885974075845e438514233b3417d1-240.jpg" alt="609406" width="240" height="188" /></span></p><p>Background is drawn normally, the &quot;map&quot; (black for nothing, any other color for land) is converted to alpha, and then a texture is printed through that. The texture is tiled 2x2 right now to show its possible. Nothing too fancy, but it&#39;s baby steps.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Sun, 03 May 2015 20:27:42 +0000</pubDate>
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