create_light_table(3alleg4)

πŸ’– create_light_table β€” bestie edition πŸ’–

okay so you're deep in the Allegro manual, page create_light_table(3alleg4), and this is the Allegro game programming library we're talking about. no big deal. just your fave little function that fills a color mapping table so your sprites can get all glowy and moody. ✨


🌈 SYNOPSIS 🌈

#include <allegro.h>

void create_light_table(COLOR_MAP *table, const PALETTE pal, int r, g, b,
                        void (*callback)(int pos));

✨ DESCRIPTION ✨

so basically, this function fills the color mapping table you hand it (table) with all the lookup data it needs to do lighting effects using the palette you also hand it (pal). πŸŽ€

here's the tea on how the lookup actually works. when you combine two colors β€” call them c1 and c2 β€” using this table, c1 gets treated as a light level from 0-255. so:

  • at light level 255, the table spits out c2 completely unchanged, like nothing happened, main character untouched πŸ’…
  • at light level 0, it spits out the r, g, b values you specified when you called this function
  • at every level in between? it gives you a color that's somewhere between those two extremes. a lil gradient moment. πŸ¦‹

and the r, g, and b values you pass in live in the range 0-63. not 0-255, bestie. sixty-three. don't forget. 🫢

this function will also take advantage of the global rgb_ap variable to speed up color conversions β€” lowkey iconic of it honestly.

if the callback function is not NULL, it gets called 256 times during the calculation, which is your moment to show off a progress indicator and let the people know you're working. πŸŽ€

example time:

COLOR_MAP light_table;
...
/* Build a color lookup table for lighting effects. */
create_light_table(&light_table, pal, 0, 0, 0, NULL);

πŸ‘€ SEE ALSO πŸ‘€


and that's the whole page, bestie!! this was Allegro, version 4.4.3, and the page itself is create_light_table(3alleg4). go build something gorgeous with it. no cap. πŸ’–πŸŒˆπŸ’