when i run my program it displays about the top half of the image and the bottom half is garbage. it also displays the wrong colors course and i dont know why?
also when i save my image as 256 color the program crashes but when i save it as 24bit it just does what i said above.
heres the code:
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include windows.h
#include windowsx.h
#include mmsystem.h
#include math.h
#include ddraw.h
#include iostream.h
#include io.h
#include "ddutil.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#define swidth 640
#define sheight 480
#define bpp 16
#define BITMAP_ID 0x4D42 // universal id for a bitmap
//#define _RGB16BIT(r,g,b) ((b&255) + ((g&255) << 8) + ((r&255) << 16))
#define _RGB16BIT(r,g,b) ((b%32) + ((g%32) << 5) + ((r%32) << 10))
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
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;
typedef struct bitmap_obj_typ
{
int state;
int attr;
int x,y;
int width,height;
LPDIRECTDRAWSURFACE image;
} bitmapobj, *bitmap_obj_ptr;
int ginit(void *parms=NULL);
int gshutdown(void *parms=NULL);
int gmain(void *parms=NULL);
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename);
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap);
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height);
int createbob(bitmap_obj_ptr bob, int width, int height,int attr, int flags);
int destroybob(bitmap_obj_ptr bob);
int drawbob(bitmap_obj_ptr bob,LPDIRECTDRAWSURFACE dest);
int loadbob(bitmap_obj_ptr bob, BITMAP_FILE_PTR bitmap16bit, int cx,int cy,int mode);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
LPDIRECTDRAW lpdd;
LPDIRECTDRAWSURFACE lpddsprimary;
LPDIRECTDRAWSURFACE lpddsback;
LPDIRECTDRAWPALETTE lpddpal;
PALETTEENTRY palette[256];
DDSURFACEDESC ddsd;
DDBLTFX ddbltfx; // a direct draw surface description struct
DDSCAPS ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
UCHAR *primarybuffer = NULL;
BITMAP_FILE bitmap16bit;
bitmapobj hero;
// FUNCTIONS //////////////////////////////////////////////
int createbob(bitmap_obj_ptr bob,
int width, int height,
int attr, int flags)
{
DDSURFACEDESC ddsd;
bob->state=1;
bob->attr=attr;
bob->image=NULL;
bob->x = bob->y = 0;
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags=DDSD_CAPS|DDSD_WIDTH|DDSD_HEIGHT;
ddsd.dwWidth = bob->width=width;
ddsd.dwHeight = bob->height=height;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | flags;
if (lpdd->CreateSurface(&ddsd,&(bob->image),NULL)!=DD_OK)
return 0;
DDCOLORKEY color_key;
color_key.dwColorSpaceLowValue=0;
color_key.dwColorSpaceHighValue=0;
(bob->image)->SetColorKey(DDCKEY_SRCBLT, &color_key);
return 1;
}
int loadbob(bitmap_obj_ptr bob, BITMAP_FILE_PTR bitmap, int cx,int cy,int mode)
{
UCHAR *sourceptr,
*destptr;
DDSURFACEDESC ddsd;
if(mode==0)
{
cx=cx*(bob->width+1)+1;
cy=cy*(bob->height+1)+1;
}
sourceptr=bitmap->buffer+cy*bitmap->bitmapinfoheader.biWidth+cx;
ddsd.dwSize = sizeof(ddsd);
(bob->image)->Lock(NULL,&ddsd,DDLOCK_WAIT|DDLOCK_SURFACEMEMORYPTR,NULL);
destptr=(UCHAR *)ddsd.lpSurface;
for (int indexy=0;indexyheight;indexy++)
{
memcpy(destptr,sourceptr,bob->width);
destptr += bob->width;
sourceptr += bitmap->bitmapinfoheader.biWidth;
}
(bob->image)->Unlock(ddsd.lpSurface);
bob->state |= 2;
return 1;
}
int drawbob(bitmap_obj_ptr bob,LPDIRECTDRAWSURFACE dest) // surface to draw the bob on
{
// draw a bob at the x,y defined in the BOB
// on the destination surface defined in dest
RECT dest_rect, // the destination rectangle
source_rect; // the source rectangle
// fill in the destination rect
dest_rect.left = bob->x;
dest_rect.top = bob->y;
dest_rect.right = bob->x+bob->width-1;
dest_rect.bottom = bob->y+bob->height-1;
// fill in the source rect
source_rect.left = 0;
source_rect.top = 0;
source_rect.right = bob->width-1;
source_rect.bottom = bob->height-1;
// blt to destination surface
dest->Blt(&dest_rect, bob->image,
&source_rect,(DDBLT_WAIT | DDBLT_KEYSRC),
NULL);
// return success
return(1);
} // end Draw_BOB
int destroybob(bitmap_obj_ptr bob)
{
// destroy the BOB, simply release the surface
if (bob->image)
(bob->image)->Release();
else
return(0);
// return success
return(1);
} // end Destroy_BOB
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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
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
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
// first fill in the window class stucture
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 = GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"Game console", // title
WS_POPUP | WS_VISIBLE,
0,0, // x,y
GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN), // width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle in a global
main_window_handle = hwnd;
ginit();
// enter main event loop
while(1)
{
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
gmain();
// main game processing goes here
} // end while
gshutdown();
// return to Windows like this
return(msg.wParam);
}
int ginit(void *parms)
{
// this function is where you do all the initialization
// for your game
// create object and test for error
if (DirectDrawCreate(NULL,&lpdd,NULL)!=DD_OK)
return(0);
// set cooperation level to windowed mode normal
if ((lpdd->SetCooperativeLevel(main_window_handle,
DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))!=DD_OK)
return(0);
// set the display mode
if ((lpdd->SetDisplayMode(swidth,sheight,bpp))!=DD_OK)
return(0);
// Create the primary surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if (lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL)!=DD_OK)
return 0;
Load_Bitmap_File(&bitmap16bit,"ship.bmp");
createbob(&hero,64,64,0,0);
loadbob(&hero,&bitmap16bit,0,0,1);
Unload_Bitmap_File(&bitmap16bit);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int gshutdown(void *parms)
{
// first release the primary surface
if (lpddsprimary!=NULL)
lpddsprimary->Release();
if (lpdd!=NULL)
lpdd->Release();
destroybob(&hero);
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int gmain(void *parms)
{
hero.x=100,hero.y=100;
if (KEY_DOWN(VK_ESCAPE) | | KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
drawbob(&hero,lpddsprimary);
// return success
return(1);
} // end Game_Main
///////////////////////////////////////////////////////////
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,256*sizeof(PALETTEENTRY));
// now set all the flags in the palette correctly and fix the reversed
// BGR RGBQUAD data format
for (index=0; index < 256; 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)
{
// 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
{
// this must be a 24 bit image, load it in and convert it to 16 bit
// printf("\nconverting 24 bit image...");
// allocate temporary buffer
if (!(temp_buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// allocate final 16 bit storage buffer
if (!(bitmap->buffer=(UCHAR *)malloc(2*bitmap->bitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight)))
{
// close the file
_lclose(file_handle);
// release working buffer
free(temp_buffer);
// return error
return(0);
} // end if
// now read it in
_lread(file_handle,temp_buffer,bitmap->bitmapinfoheader.biSizeImage);
// now convert each 24 bit RGB value into a 16 bit value
for (index=0; indexbitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight; index++)
{
// extract RGB components (in BGR order), note the scaling
UCHAR blue = (temp_buffer[index*3 + 0] >> 3),
green = (temp_buffer[index*3 + 1] >> 3),
red = (temp_buffer[index*3 + 2] >> 3);
// build up 16 bit color word
USHORT color = _RGB16BIT(red,green,blue);
// write color to buffer
((USHORT *)bitmap->buffer)[index] = color;
} // end for index
// finally write out the correct number of bits
bitmap->bitmapinfoheader.biBitCount=16;
} // end if
#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 upside down .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(ℑ[((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