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24位位图显示问题

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发表于 2007-10-28 12:55:00 | 显示全部楼层 |阅读模式
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

///////////////////////////////////////////////////////////

[em4]

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发表于 2007-10-28 18:21:00 | 显示全部楼层

Re:24位位图显示问题

记得好像他是没处理padding字节吧,对于非4倍数的图,他会出错。。。。改下就是了。

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发表于 2007-10-28 22:29:00 | 显示全部楼层

Re:24位位图显示问题

翻转位图的时候不要用文件给定的图片宽度
bitmapinfoheader.biWidth

bitmapinfoheader.biImageSize/abs(bitmapinfoheader.biHeight)
即图片大小除于高度
希望对你有帮助。

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 楼主| 发表于 2007-10-31 18:24:00 | 显示全部楼层

Re: Re:24位位图显示问题

loserwang: Re:24位位图显示问题

翻转位图的时候不要用文件给定的图片宽度
bitmapinfoheader.biWidth

bitmapinfoheader.biImageSize/a...

Thank You [em14]
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