-
-
[旧帖] [求助]原书Windows游戏编程大师+获得像素格式 IdirectDrawSurface4::GetPixelFormat()用法 0.00雪花
-
发表于: 2010-10-5 15:46 1208
-
[旧帖] [求助]原书Windows游戏编程大师+获得像素格式 IdirectDrawSurface4::GetPixelFormat()用法 0.00雪花
2010-10-5 15:46
1208
Windows游戏编程大师技巧.pdf 学习—获得像素格式 IdirectDrawSurface4::GetPixelFormat()
最近学习Windows游戏编程大师技巧.pdf,获得像素格式部分,代码是书中原有的(模板也是书上的),P259页,我加了个message(),目的是能弹出消息,看到底是 什么像素格式
请教 !哪位高手 ,能帮看看,以下代码编译通过,但就是一运行就出现如图画面,百思不得其解,在此 先谢过了 ,(编译环境: XPsp2+VC6.0编译通过)
代码如下:
// DEMO7_1.CPP basic full-screen 16-bit color pixel plotting DirectDraw 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 16 // bits per pixel
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// MACROS /////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
LPDIRECTDRAW7 lpdd = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 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
//char buffer[80]; // general printing buffer
// FUNCTIONS //////////////////////////////////////////////
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
///////////////////////////////////////////////////////////
inline void Plot_Pixel_Faster16(int x, int y,
int red, int green, int blue,
USHORT *video_buffer, int lpitch16)
{
// this function plots a pixel in 16-bit color mode
// assuming that the caller already locked the surface
// and is sending a pointer and byte pitch to it
// first build up color WORD
USHORT pixel = _RGB16BIT565(red,green,blue);
// write the data
video_buffer[x + y*lpitch16] = pixel;
} // end Plot_Pixel_Faster16
////////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0);
// plot 1000 random pixels to the primary surface and return
// clear ddsd and set size, never assume it's clean
DDRAW_INIT_STRUCT(ddsd);
// lock the primary surface
if (FAILED(lpddsprimary->Lock(NULL, &ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,
NULL)))
return(0);
// now ddsd.lPitch is valid and so is ddsd.lpSurface
// make a couple aliases to make code cleaner, so we don't
// have to cast
int lpitch16 = (int)(ddsd.lPitch >> 1);
USHORT *video_buffer = (USHORT *)ddsd.lpSurface;
// plot 1000 random pixels with random colors on the
// primary surface, they will be instantly visible
for (int index=0; index < 1000; index++)
{
// select random position and color for 640x480x16
int red = rand()%256;
int green = rand()%256;
int blue = rand()%256;
int x = rand()%640;
int y = rand()%480;
// plot the pixel
Plot_Pixel_Faster16(x,y,red,green,blue,video_buffer,lpitch16);
} // end for index
// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);
// 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)
{
LPDIRECTDRAWSURFACE4 lpdds_primary = NULL; //assume this valid
DDPIXELFORMAT ddpixel;
//clear our structure
memset( &ddpixel, 0, sizeof(ddpixel));
//set length
ddpixel. dwSize = sizeof(ddpixel);
lpdds_primary -> GetPixelFormat(&ddpixel);
//now perform tests
//check if this is an RGB mode or palettized
if( ddpixel. dwFlags &DDPF_RGB)
{
//RGB mode
//what's the RGB mode
switch(ddpixel.dwRGBBitCount)
{
case 15: //must be 5.5.5. mode
{
//use the _RGB16BIT555(r,g,b) macro
MessageBox(NULL, TEXT("The Pixel Format is _RGB16BIT555(r,g,b)"),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 16: //must be 5.6.5. mode
{
//use the _RGB16BIT565(r,g,b) macro
MessageBox(NULL, TEXT("The Pixel Format is _RGB16BIT565(r,g,b)"),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 24: //must be 8.8.8. mode
{
MessageBox(NULL, TEXT("The Pixel Format is 8.8.8. "),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 32: //must be alpha(8).8.8.8 mode
{
MessageBox(NULL, TEXT("The Pixel Format is alpha(8).8.8.8 "),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
default: break;
}//end switch
} //end if
else
if(ddpixel.dwFlags & DDPF_PALETTEINDEXED8)
{
//256 color palettized mode
} //end if
else
{
//something else??? mode tests
} //end else
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
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd)
{
lpdd->Release();
lpdd = 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 16-Bit Full-Screen Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, 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(hwnd);
// 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
///////////////////////////////////////////////////////////
最近学习Windows游戏编程大师技巧.pdf,获得像素格式部分,代码是书中原有的(模板也是书上的),P259页,我加了个message(),目的是能弹出消息,看到底是 什么像素格式
请教 !哪位高手 ,能帮看看,以下代码编译通过,但就是一运行就出现如图画面,百思不得其解,在此 先谢过了 ,(编译环境: XPsp2+VC6.0编译通过)
代码如下:
// DEMO7_1.CPP basic full-screen 16-bit color pixel plotting DirectDraw 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 16 // bits per pixel
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// MACROS /////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
LPDIRECTDRAW7 lpdd = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 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
//char buffer[80]; // general printing buffer
// FUNCTIONS //////////////////////////////////////////////
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
///////////////////////////////////////////////////////////
inline void Plot_Pixel_Faster16(int x, int y,
int red, int green, int blue,
USHORT *video_buffer, int lpitch16)
{
// this function plots a pixel in 16-bit color mode
// assuming that the caller already locked the surface
// and is sending a pointer and byte pitch to it
// first build up color WORD
USHORT pixel = _RGB16BIT565(red,green,blue);
// write the data
video_buffer[x + y*lpitch16] = pixel;
} // end Plot_Pixel_Faster16
////////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0);
// plot 1000 random pixels to the primary surface and return
// clear ddsd and set size, never assume it's clean
DDRAW_INIT_STRUCT(ddsd);
// lock the primary surface
if (FAILED(lpddsprimary->Lock(NULL, &ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,
NULL)))
return(0);
// now ddsd.lPitch is valid and so is ddsd.lpSurface
// make a couple aliases to make code cleaner, so we don't
// have to cast
int lpitch16 = (int)(ddsd.lPitch >> 1);
USHORT *video_buffer = (USHORT *)ddsd.lpSurface;
// plot 1000 random pixels with random colors on the
// primary surface, they will be instantly visible
for (int index=0; index < 1000; index++)
{
// select random position and color for 640x480x16
int red = rand()%256;
int green = rand()%256;
int blue = rand()%256;
int x = rand()%640;
int y = rand()%480;
// plot the pixel
Plot_Pixel_Faster16(x,y,red,green,blue,video_buffer,lpitch16);
} // end for index
// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);
// 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)
{
LPDIRECTDRAWSURFACE4 lpdds_primary = NULL; //assume this valid
DDPIXELFORMAT ddpixel;
//clear our structure
memset( &ddpixel, 0, sizeof(ddpixel));
//set length
ddpixel. dwSize = sizeof(ddpixel);
lpdds_primary -> GetPixelFormat(&ddpixel);
//now perform tests
//check if this is an RGB mode or palettized
if( ddpixel. dwFlags &DDPF_RGB)
{
//RGB mode
//what's the RGB mode
switch(ddpixel.dwRGBBitCount)
{
case 15: //must be 5.5.5. mode
{
//use the _RGB16BIT555(r,g,b) macro
MessageBox(NULL, TEXT("The Pixel Format is _RGB16BIT555(r,g,b)"),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 16: //must be 5.6.5. mode
{
//use the _RGB16BIT565(r,g,b) macro
MessageBox(NULL, TEXT("The Pixel Format is _RGB16BIT565(r,g,b)"),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 24: //must be 8.8.8. mode
{
MessageBox(NULL, TEXT("The Pixel Format is 8.8.8. "),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
case 32: //must be alpha(8).8.8.8 mode
{
MessageBox(NULL, TEXT("The Pixel Format is alpha(8).8.8.8 "),
TEXT("Hello,windows 98!"),MB_OK) ;
}break;
default: break;
}//end switch
} //end if
else
if(ddpixel.dwFlags & DDPF_PALETTEINDEXED8)
{
//256 color palettized mode
} //end if
else
{
//something else??? mode tests
} //end else
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
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd)
{
lpdd->Release();
lpdd = 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 16-Bit Full-Screen Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, 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(hwnd);
// 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
///////////////////////////////////////////////////////////
[培训]内核驱动高级班,冲击BAT一流互联网大厂工作,每周日13:00-18:00直播授课
赞赏
他的文章
- PE文件头所在页面的属性如何设置? 893
- [分享]几个内核结构1 969
- [分享]dll注入简化2 1174
- [分享][分享]dll简化注入 1942
- 托盘程序(Tray) 1072
看原图
赞赏
雪币:
留言: