ALLEGRO_PRIM_ATTR - Man Page
Allegro 5 API
Synopsis
#include <allegro5/allegro_primitives.h> typedef enum ALLEGRO_PRIM_ATTR
Description
Enumerates the types of vertex attributes that a custom vertex may have.
- ALLEGRO_PRIM_POSITION - Position information, can be stored only in ALLEGRO_PRIM_SHORT_2, ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_FLOAT_3.
- ALLEGRO_PRIM_COLOR_ATTR - Color information, stored in an ALLEGRO_COLOR(3). The storage field of ALLEGRO_VERTEX_ELEMENT is ignored
- ALLEGRO_PRIM_TEX_COORD - Texture coordinate information, can be stored only in ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_SHORT_2. These coordinates are normalized by the width and height of the texture, meaning that the bottom-right corner has texture coordinates of (1, 1).
- ALLEGRO_PRIM_TEX_COORD_PIXEL - Texture coordinate information, can be stored only in ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_SHORT_2. These coordinates are measured in pixels.
ALLEGRO_PRIM_USER_ATTR - A user specified attribute. You can use any storage for this attribute. You may have at most ALLEGRO_PRIM_MAX_USER_ATTR (currently 10) of these that you can specify by adding an index to the value of ALLEGRO_PRIM_USER_ATTR, e.g. the first user attribute is
ALLEGRO_PRIM_USER_ATTR + 0
, the second isALLEGRO_PRIM_USER_ATTR + 1
and so on.To access these custom attributes from GLSL shaders you need to declare attributes that follow this nomenclature:
al_user_attr_#
where # is the index of the attribute.For example to have a position and a normal vector for each vertex you could declare it like this:
ALLEGRO_VERTEX_ELEMENT elements[3] = { {ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_3, 0}, {ALLEGRO_PRIM_USER_ATTR + 0, ALLEGRO_PRIM_FLOAT_3, 12}, {0, 0, 0}};
And then in your vertex shader access it like this:
attribute vec3 al_pos; // ALLEGRO_PRIM_POSITION attribute vec3 al_user_attr_0; // ALLEGRO_PRIM_USER_ATTR + 0 varying float light; const vec3 light_direction = vec3(0, 0, 1); void main() { light = dot(al_user_attr_0, light_direction); gl_Position = al_pos; }
To access these custom attributes from HLSL you need to declare a parameter with the following semantics:
TEXCOORD{# + 2}
where # is the index of the attribute. E.g. the first attribute can be accessed viaTEXCOORD2
, second viaTEXCOORD3
and so on.Since: 5.1.6
See Also
ALLEGRO_VERTEX_DECL(3), ALLEGRO_PRIM_STORAGE(3), al_attach_shader_source(3)
Referenced By
al_attach_shader_source(3), ALLEGRO_PRIM_STORAGE(3), ALLEGRO_VERTEX(3), ALLEGRO_VERTEX_ELEMENT(3).