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
///////////////////////////////////////////////////////////
拒绝对任何代码做检查和评论。 - 回复 | (1682) | 云风 | 2007-10-30 04:22:47
谢谢这位,请问下在程序中怎么解决 (图片的宽度%4) != 0 这种问题。有人能提供一个正确的读取图片的函数学习一下吗 - 回复 | (1686) | 蓝屏死机 | 2007-11-03 06:56:20
代码本身没问题, 如果对BMP格式了解的比较深入的话,自已修改一下读取图片的函数 - 回复 | (1684) | zgpGame | 2007-11-02 10:40:12
一种可能是(图片的宽度%4) != 0另一种可能是图片文件头或信息头不规范,用其它的图片查看软件比如ACDSee,"另存为" 下, - 回复 | (1683) | zgpGame | 2007-11-02 10:38:15