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初学者提问24位位图显示问题

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 typestypedef unsigned short USHORT;typedef unsigned short WORD;typedef unsigned char UCHAR;typedef unsigned char BYTE;

// container structure for bitmaps .BMP filetypedef 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 windowint window_closed = 0; // tracks if window is closedHINSTANCE hinstance_app = NULL; // globally track hinstance

// directdraw stuff

LPDIRECTDRAW lpdd = NULL; // dd objectLPDIRECTDRAW4 lpdd4 = NULL; // dd4 objectLPDIRECTDRAWSURFACE4 lpddsprimary = NULL; // dd primary surfaceLPDIRECTDRAWSURFACE4 lpddsback = NULL; // dd back surfaceLPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd paletteLPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipperPALETTEENTRY palette[256]; // color palettePALETTEENTRY save_palette[256]; // used to save palettesDDSURFACEDESC2 ddsd; // a direct draw surface description structDDBLTFX ddbltfx; // used to fillDDSCAPS2 ddscaps; // a direct draw surface capabilities structHRESULT ddrval; // result back from dd callsDWORD 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 bitOFSTRUCT file_data; // the file data information

// open the file if it existsif ((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 fileif (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 oneif (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 ifelse { // 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 bitmapFlip_Bitmap(bitmap->buffer, bitmap->bitmapinfoheader.biWidth*(bitmap->bitmapinfoheader.biBitCount/8), bitmap->bitmapinfoheader.biHeight);

// return successreturn(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 successreturn(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 processingint index; // looping index

// allocate the temporary bufferif (!(buffer = (UCHAR *)malloc(bytes_per_line*height))) return(0);

// copy image to work areamemcpy(buffer,image,bytes_per_line*height);

// flip verticallyfor (index=0; index < height; index++) memcpy(&image[((height-1) - index)*bytes_per_line], &buffer[index*bytes_per_line], bytes_per_line);

// release the memoryfree(buffer);

// return successreturn(1);

} // end Flip_Bitmap

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

LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam){// this is the main message handler of the systemPAINTSTRUCT ps; // used in WM_PAINTHDC hdc; // handle to a device contextchar buffer[80]; // used to print strings

// what is the message switch(msg){case WM_CREATE: {// do initialization stuff here // return successreturn(0);} break; case WM_PAINT: {// simply validate the window hdc = BeginPaint(hwnd,&ps); // end painting EndPaint(hwnd,&ps);

// return successreturn(0); } break;

case WM_DESTROY: {

// kill the application, this sends a WM_QUIT message PostQuitMessage(0);

// return successreturn(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 surfceDWORD *primary_buffer = (DWORD *)ddsd.lpSurface;

// process each line and copy it into the primary bufferfor (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 surfaceif (FAILED(lpddsprimary->Unlock(NULL))) return(0);

// make sure this isn't executed againif (window_closed) return(0);

// for now test if user is hitting ESC and send WM_CLOSEif (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 herereturn(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 interfaceif (FAILED(DirectDrawCreate(NULL, &lpdd, NULL))) return(0);

// now query for IDirectDraw4if (FAILED(lpdd->QueryInterface(IID_IDirectDraw4, (LPVOID *)&lpdd4))) return(0);

// set cooperation to full screenif (FAILED(lpdd4->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))) return(0);

// set display mode to 640x480x8if (FAILED(lpdd4->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0))) return(0);

// clear ddsd and set sizeDDRAW_INIT_STRUCT(ddsd);

// enable valid fieldsddsd.dwFlags = DDSD_CAPS;

// request primary surfaceddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;

// create the primary surfaceif (FAILED(lpdd4->CreateSurface(&ddsd, &lpddsprimary, NULL))) return(0);

// load the 24-bit imageif (!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 surfacelpddsprimary->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);

// get video pointer to primary surfceDWORD *primary_buffer = (DWORD *)ddsd.lpSurface;

// process each line and copy it into the primary bufferfor (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 surfaceif (FAILED(lpddsprimary->Unlock(NULL))) return(0);

// unload the bitmap file, we no longer need it

// return success or failure or your own return code herereturn(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 paletteif (lpddpal) { lpddpal->Release(); lpddpal = NULL; } // end if

// now the primary surfaceif (lpddsprimary) { lpddsprimary->Release(); lpddsprimary = NULL; } // end if

// now blow away the IDirectDraw4 interfaceif (lpdd4) { lpdd4->Release(); lpdd4 = NULL; } // end if

// return success or failure or your own return code herereturn(1);

} // end Game_Shutdown

// WINMAIN ////////////////////////////////////////////////

int WINAPI WinMain( HINSTANCE hinstance,HINSTANCE hprevinstance,LPSTR lpcmdline,int ncmdshow){

WNDCLASSEX winclass; // this will hold the class we createHWND hwnd; // generic window handleMSG msg; // generic messageHDC hdc; // graphics device context

// first fill in the window class stucturewinclass.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 globalhinstance_app = hinstance;

// register the window classif (!RegisterClassEx(&winclass))return(0);

// create the windowif (!(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 parmsreturn(0);

// save main window handlemain_window_handle = hwnd;

// initialize game hereGame_Init();

// enter main event loopwhile(TRUE){ // test if there is a message in queue, if so get itif (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 hereGame_Shutdown();

// return to Windows like thisreturn(msg.wParam);

} // end WinMain

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

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回复 | (1677) | 蓝屏死机 | 2007-10-28 12:57:24