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Playing with Pixels (Warning: Lots of source code) [Solved]

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Before implementing DIBs into my game (BitBlt just had to go), I wanted to test it out to make sure I could get the structural math right for blitting and such. My first objective was to get rid of bitmaps entirely, and switch to a very simple file format (Just a linear array of RGB quads in Row-Major form, no image dimensions are stored within the file itself). My BMP -> FSF converter (FSF being merly a term I coined. xD)
#include <stdio.h>
#include "windows.h"

#pragma pack(1)

struct strRGB
	unsigned char bytBlue, bytGreen,bytRed;

void main()
	struct strRGB chrRGB;
	char chrFileName[100];
	HDC hdcBitmap;
	HBITMAP lngBitmap;
	HDC hTempImage;
	int intWidth, intHeight;
	FILE *f;
	int x,y;

	int intRGB;

	/* Get the path. */
	printf("This tool will convert a 24bit bitmap file into a FSF.\n"
		   "To begin, enter the name of the file.\n->");
	scanf("%s", chrFileName);

	/* What is the width and height of this image? */
	printf("What is the width and height of this image?\nWidth ->");
	scanf("%d", &intWidth);
	printf("Height ->");
	scanf("%d", &intHeight);

	/* Create the surface. */
    hdcBitmap = CreateCompatibleDC(GetDC(0));
	lngBitmap = CreateCompatibleBitmap(GetDC(0), intWidth, intHeight);
	SelectObject(hdcBitmap, lngBitmap);

	/* Load the image. */
    hTempImage = LoadImage(0, chrFileName, 0, 0, 0, 16);
    SelectObject(hdcBitmap, hTempImage);

	/* Prepare the output file. */
	printf("Writing to 'Output.fsf'.\n");
	f = fopen("Output.fsf", "wb");

	/* Now write! */
		for(y=(intHeight-1); y>0; y--)
			chrRGB.bytRed = (unsigned char)GetPixel(hdcBitmap,x,y);
			chrRGB.bytGreen = ((unsigned char)(((unsigned short)(GetPixel(hdcBitmap,x,y))) >> 8));
			chrRGB.bytBlue = ((unsigned char)((GetPixel(hdcBitmap,x,y)) >> 16));	
			fwrite(&chrRGB,sizeof(struct strRGB),1,f);

	/* Unload the resources. */

Than I wrote up an application to draw this onto a screen (With some color changing background).
#pragma pack(1)

#include <stdio.h>
#include "string.h"
#include "windows.h"
//#include "resource.h"

extern LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
extern void sCalculateFPS();
extern struct strRGB* sLoadFSF(char *chrFileName, int intWidth, int intHeight);
extern void sDrawFSF(int intPX, int intPY, int intPWidth, int intPHeight, int intWidth, int intHeight, struct strRGB *chrDest,struct strRGB *chrSrc);

/*  Windows Information */
HWND hwnd; /* Our Window Handle */
HDC WindowDC;
HCURSOR hCursor;
HFONT hSmallFont;
HFONT hBigFont;
HBRUSH hBrush;
HINSTANCE hInstance;

struct strRGB
	unsigned char bytBlue, bytGreen,bytRed;

struct strRGB *rgbBear;


HBITMAP hBackBuffer;

/* Mouse Globals. */
short int intMouseClickX,intMouseClickY,

int bytSelectedSlot, bytDestinationSlot;
char bytMouse, bytDragging = 0;
struct strRGB *arrBits;

/* Global Loop Variables. */
unsigned char color=0;

/* For capturing keyboard text. */
char chrString[80];
char chrSending[80];
char chrDebug[100];
char bytChar;

/* Stupid Win32 */
char bytFullscreen=1;
unsigned short intOldResWidth;
unsigned short intOldResHeight;

LARGE_INTEGER intCurrentTick;
double dblFPS;

/* Used to determine which keys are being held by the user's  keyboard. */
char bytLoop=1;

/* Main Window Information */
int WINAPI WinMain (HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nFunsterStil)
	int x,y;
    /* Create the absurdly abstract 'Window' (I hate Windows!) */
	MSG messages; WNDCLASSEX wincl;
	hCursor = LoadCursor (NULL, IDC_ARROW);
    wincl.hInstance = hThisInstance; wincl.lpszClassName = "WindowsApp"; wincl.lpfnWndProc = WindowProcedure; = CS_DBLCLKS; wincl.cbSize = sizeof (WNDCLASSEX); wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION);
    wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION); wincl.hCursor = hCursor;
    wincl.lpszMenuName = NULL; wincl.cbClsExtra = 0; wincl.cbWndExtra = 0; wincl.hbrBackground = (HBRUSH) COLOR_BACKGROUND;
    if (!RegisterClassEx (&wincl)) return 0;
    hwnd = CreateWindowEx (0, "WindowsApp","DIB Testing", WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX,
           CW_USEDEFAULT,CW_USEDEFAULT, (800+6), (600+32), HWND_DESKTOP, NULL, hThisInstance, NULL);
	WindowDC = GetDC(hwnd);
	hSmallFont = CreateFont(-MulDiv(5, GetDeviceCaps(WindowDC, LOGPIXELSY), 72), 0, 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, "Small Fonts");
	hBigFont = CreateFont(-MulDiv(7, GetDeviceCaps(WindowDC, LOGPIXELSY), 72), 0, 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, "Small Fonts");
    ShowWindow (hwnd, nFunsterStil);
	hInstance = hThisInstance;

	// Initialize the fields in the BITMAPINFO structure. 
    bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); 
	bmi.bmiHeader.biHeight = 600;
	bmi.bmiHeader.biWidth = 800;
    bmi.bmiHeader.biPlanes = 1; 
    bmi.bmiHeader.biBitCount = 24; 
    bmi.bmiHeader.biCompression = BI_RGB; 
    bmi.bmiHeader.biSizeImage = ((600 * 24 +31) & ~31)/8 * 800; 
	bmi.bmiHeader.biClrImportant = 0; 


	hDib = CreateDIBSection(WindowDC,&bmi,DIB_RGB_COLORS,&arrBits,NULL,NULL);
	if(hDib == NULL)
		MessageBox(hwnd,"Error creating DIB","AWW NUTTS",0);

	r.left = 0;
	r.right = 300; = 0;
	r.bottom = 300;

	/* Create the bear.*/
	rgbBear = sLoadFSF("Bear.fsf", 384,32);

		while(PeekMessage(&messages, NULL, 0, 0, PM_REMOVE))
			if(messages.message == WM_QUIT)bytLoop=0;

	/* Main game loop. */
				arrBits[x+(800*y)].bytGreen = arrBits[x+(800*y)].bytRed - arrBits[x+(800*y)].bytBlue;

		sDrawFSF(0, 0, 800, 600, 384,32, arrBits, rgbBear);
		sprintf(chrDebug,"FPS = %f1.1",dblFPS); 
		/* Deals with game content. */
		RedrawWindow(hwnd, 0, 0, 1);
	return 0;

/*  This function is called by the Windows function DispatchMessage()  */
LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
	static int x,y;
		case WM_PAINT:
			WindowDC = BeginPaint(hwnd, &ps);
			if(SetDIBitsToDevice(WindowDC,0,0,800,600,0,0,0,600,arrBits,&bmi,DIB_RGB_COLORS) == 0) PostQuitMessage(0);
			DrawText(WindowDC, chrDebug,strlen(chrDebug),&r,DT_LEFT);
			EndPaint(hwnd, &ps);

		case WM_DESTROY:
			PostQuitMessage (0);

			return DefWindowProc (hwnd, message, wParam, lParam);

/* This procedure calculates the game's frame-rate. */
void sCalculateFPS()
	static int dblRun = 4;
	static double dblTotal = 4*30;

	intLastTick = intCurrentTick;
	dblTotal += ((intCurrentTick.QuadPart-intLastTick.QuadPart)/(intFreq.QuadPart/1.0));

		dblFPS = 1.0/(dblTotal/dblRun);
	if(dblFPS > 500 || dblFPS < 1) dblFPS = 1;

/* This procedure loads the sprite file into the game. */
struct strRGB* sLoadFSF(char *chrFileName, int intWidth, int intHeight)
	int x,y;
	struct strRGB *rgbBuf;
	FILE *tempf;
	tempf = fopen(chrFileName, "rb");

	/* Allocate enough memory. */
	rgbBuf = malloc(3*intWidth*intHeight);

	/* Now read!1 */
			fread(&rgbBuf[(x*intHeight) + y],sizeof(char),3,tempf);

	return rgbBuf;

/* This function draws the sprite into a buffer . */
void sDrawFSF(int intPX, int intPY, int intPWidth, int intPHeight, int intWidth, int intHeight, struct strRGB *chrDest,struct strRGB *chrSrc)
	int x,y;

	/* For all pixels in the FSF. */
			memcpy(&chrDest[intPY + y + (intPX*intPHeight) + (x*intPHeight)]
				  ,&chrSrc[(x*intHeight) + y], 3);

	/* All done. xD */

The results I get are quite ackward. The program compiles and runs just fine, but the blt of the bear isn't right. On the plus side though, if you combine a view of those vertical (Yes, its not even suppose to be vertical) bltz, you can see it sorta resembles the bear. :( Below are screenshots.... Program Output Image Hosted by Original Bear.bmp Image Hosted by What have I done wrong? [depressed] Edit: The placement of my comments seems to have gotten scrambled.... [rolleyes] [Edited by - Thevenin on June 17, 2005 12:46:22 AM]

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lol, perhaps I'm in the wrong field.

Just now, I thought "Wait, I got it, I got it", made a slight change in the code, ran it, and blam!

Image Hosted by

Now thats something to hang on my wall.

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Ok, one last one, just because this one had some significance...

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The bear is perfectly drawn (Though, slight color loss and rotated).

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Got it working (BMP->FSF && Draw functions were out of wack).

Can't argue with the frame-rate either...
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I'm gonna have alot of happy players after my next release! [smile]

Edit: Oh wow, transparency costs sooo little! [smile]
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