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发现《Windows游戏编程大师技巧》里给的位图显示例子只对他提供的位图有用,别的游戏中的24位位图显示总不正常,花花一片
是哪里有问题啊?
// DEMO7_12.CPP 24-bit bitmap loading demo
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 32 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// container structure for bitmaps .BMP file
typedef struct BITMAP_FILE_TAG
{
BITMAPFILEHEADER bitmapfileheader; // this contains the bitmapfile header
BITMAPINFOHEADER bitmapinfoheader; // this is all the info including the palette
PALETTEENTRY palette[256]; // we will store the palette here
UCHAR *buffer; // this is a pointer to the data
} BITMAP_FILE, *BITMAP_FILE_PTR;
// PROTOTYPES //////////////////////////////////////////////
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height);
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename);
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap);
// MACROS /////////////////////////////////////////////////
// tests if a key is up or down
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
LPDIRECTDRAW lpdd = NULL; // dd object
LPDIRECTDRAW4 lpdd4 = NULL; // dd4 object
LPDIRECTDRAWSURFACE4 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE4 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper
PALETTEENTRY palette[256]; // color palette
PALETTEENTRY save_palette[256]; // used to save palettes
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDBLTFX ddbltfx; // used to fill
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
DWORD start_clock_count = 0; // used for timing
BITMAP_FILE bitmap; // holds the bitmap
char buffer[80]; // general printing buffer
// FUNCTIONS ////////////////////////////////////////////////
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename)
{
// this function opens a bitmap file and loads the data into bitmap
int file_handle, // the file handle
index; // looping index
UCHAR *temp_buffer = NULL; // used to convert 24 bit images to 16 bit
OFSTRUCT file_data; // the file data information
// open the file if it exists
if ((file_handle = OpenFile(filename,&file_data,OF_READ))==-1)
return(0);
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapfileheader,sizeof(BITMAPFILEHEADER));
// test if this is a bitmap file
if (bitmap->bitmapfileheader.bfType!=BITMAP_ID)
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now we know this is a bitmap, so read in all the sections
// first the bitmap infoheader
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapinfoheader,sizeof(BITMAPINFOHEADER));
// now load the color palette if there is one
if (bitmap->bitmapinfoheader.biBitCount == 8)
{
_lread(file_handle, &bitmap->palette,MAX_COLORS_PALETTE*sizeof(PALETTEENTRY));
// now set all the flags in the palette correctly and fix the reversed
// BGR RGBQUAD data format
for (index=0; index < MAX_COLORS_PALETTE; index++)
{
// reverse the red and green fields
int temp_color = bitmap->palette[index].peRed;
bitmap->palette[index].peRed = bitmap->palette[index].peBlue;
bitmap->palette[index].peBlue = temp_color;
// always set the flags word to this
bitmap->palette[index].peFlags = PC_NOCOLLAPSE;
} // end for index
} // end if
// finally the image data itself
_lseek(file_handle,-(int)(bitmap->bitmapinfoheader.biSizeImage),SEEK_END);
// now read in the image, if the image is 8 or 16 bit then simply read it
// but if its 24 bit then read it into a temporary area and then convert
// it to a 16 bit image
if (bitmap->bitmapinfoheader.biBitCount==8 || bitmap->bitmapinfoheader.biBitCount==16 ||
bitmap->bitmapinfoheader.biBitCount==24)
{
// delete the last image if there was one
if (bitmap->buffer)
free(bitmap->buffer);
// allocate the memory for the image
if (!(bitmap->buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now read it in
_lread(file_handle,bitmap->buffer,bitmap->bitmapinfoheader.biSizeImage);
} // end if
else
{
// serious problem
return(0);
} // end else
#if 0
// write the file info out
printf("\nfilename:%s \nsize=%d \nwidth=%d \nheight=%d \nbitsperpixel=%d \ncolors=%d \nimpcolors=%d",
filename,
bitmap->bitmapinfoheader.biSizeImage,
bitmap->bitmapinfoheader.biWidth,
bitmap->bitmapinfoheader.biHeight,
bitmap->bitmapinfoheader.biBitCount,
bitmap->bitmapinfoheader.biClrUsed,
bitmap->bitmapinfoheader.biClrImportant);
#endif
// close the file
_lclose(file_handle);
// flip the bitmap
Flip_Bitmap(bitmap->buffer,
bitmap->bitmapinfoheader.biWidth*(bitmap->bitmapinfoheader.biBitCount/8),
bitmap->bitmapinfoheader.biHeight);
// return success
return(1);
} // end Load_Bitmap_File
///////////////////////////////////////////////////////////
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap)
{
// this function releases all memory associated with "bitmap"
if (bitmap->buffer)
{
// release memory
free(bitmap->buffer);
// reset pointer
bitmap->buffer = NULL;
} // end if
// return success
return(1);
} // end Unload_Bitmap_File
///////////////////////////////////////////////////////////
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height)
{
// this function is used to flip bottom-up .BMP images
UCHAR *buffer; // used to perform the image processing
int index; // looping index
// allocate the temporary buffer
if (!(buffer = (UCHAR *)malloc(bytes_per_line*height)))
return(0);
// copy image to work area
memcpy(buffer,image,bytes_per_line*height);
// flip vertically
for (index=0; index < height; index++)
memcpy(&image[((height-1) - index)*bytes_per_line],
&buffer[index*bytes_per_line], bytes_per_line);
// release the memory
free(buffer);
// return success
return(1);
} // end Flip_Bitmap
///////////////////////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
///////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here
lpddsprimary->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer to primary surfce
DWORD *primary_buffer = (DWORD *)ddsd.lpSurface;
// process each line and copy it into the primary buffer
for (int index_y = 0; index_y < SCREEN_HEIGHT; index_y++)
{
for (int index_x = 0; index_x < SCREEN_WIDTH; index_x++)
{
// get BGR values
UCHAR blue = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 0]),
green = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 1]),
red = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 2]);
// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
DWORD pixel = _RGB32BIT(0,red,green,blue);
// write the pixel
primary_buffer[index_x + (index_y*ddsd.lPitch >> 2)] = pixel;
} // end for index_x
} // end for index_y
// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);
// make sure this isn't executed again
if (window_closed)
return(0);
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
{
PostMessage(main_window_handle,WM_CLOSE,0,0);
window_closed = 1;
} // end if
// do nothing -- look at pretty picture
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here
// first create base IDirectDraw interface
if (FAILED(DirectDrawCreate(NULL, &lpdd, NULL)))
return(0);
// now query for IDirectDraw4
if (FAILED(lpdd->QueryInterface(IID_IDirectDraw4,
(LPVOID *)&lpdd4)))
return(0);
// set cooperation to full screen
if (FAILED(lpdd4->SetCooperativeLevel(main_window_handle,
DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
return(0);
// set display mode to 640x480x8
if (FAILED(lpdd4->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
return(0);
// clear ddsd and set size
DDRAW_INIT_STRUCT(ddsd);
// enable valid fields
ddsd.dwFlags = DDSD_CAPS;
// request primary surface
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
// create the primary surface
if (FAILED(lpdd4->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);
// load the 24-bit image
if (!Load_Bitmap_File(&bitmap,"bitmap24.bmp"))
return(0);
// copy the bitmap image to the primary buffer line by line
// notice the 24 to 32 bit conversion pixel by pixel
// lock the primary surface
lpddsprimary->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer to primary surfce
DWORD *primary_buffer = (DWORD *)ddsd.lpSurface;
// process each line and copy it into the primary buffer
for (int index_y = 0; index_y < SCREEN_HEIGHT; index_y++)
{
for (int index_x = 0; index_x < SCREEN_WIDTH; index_x++)
{
// get BGR values
UCHAR blue = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 0]),
green = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 1]),
red = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 2]);
// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
DWORD pixel = _RGB32BIT(0,red,green,blue);
// write the pixel
primary_buffer[index_x + (index_y*ddsd.lPitch >> 2)] = pixel;
} // end for index_x
} // end for index_y
// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);
// unload the bitmap file, we no longer need it
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
Unload_Bitmap_File(&bitmap);
// first the palette
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd4)
{
lpdd4->Release();
lpdd4 = NULL;
} // end if
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 24-Bit Bitmap Loading", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
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