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Load_Frame_BOB > 24/32bit?

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finally got TOTWGPG book. luckily it provided some code for conversion of 24bit to 32bit graphics. but the function for Load_Frame_BOB() is still in 8 bit mode. wat portions of the function should i change so that it can support 24/32bit stuff?
int Load_Frame_BOB(BOB_PTR bob, // bob to load with data

                   BITMAP_FILE_PTR bitmap, // bitmap to scan image data from

                   int frame,       // frame to load

                   int cx,int cy,   // cell or absolute pos. to scan image from

                   int mode)        // if 0 then cx,cy is cell position, else 

                                    // cx,cy are absolute coords

// this function extracts a bitmap out of a bitmap file

UCHAR *source_ptr,   // working pointers


DDSURFACEDESC2 ddsd;  //  direct draw surface description 

// is this a valid bob

if (!bob)

// test the mode of extraction, cell based or absolute

   // re-compute x,y

   cx = cx*(bob->width+1) + 1;
   cy = cy*(bob->height+1) + 1;
   } // end if

// extract bitmap data

source_ptr = bitmap->buffer + cy*bitmap->bitmapinfoheader.biWidth+cx;

// get the addr to destination surface memory

// set size of the structure

ddsd.dwSize = sizeof(ddsd);

// lock the display surface

                           DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,

// assign a pointer to the memory surface for manipulation

dest_ptr = (UCHAR *)ddsd.lpSurface;

// iterate thru each scanline and copy bitmap

for (int index_y=0; index_y<bob->height; index_y++)
    // copy next line of data to destination

    memcpy(dest_ptr, source_ptr,bob->width);

    // advance pointers

    dest_ptr   += (bob->width+bob->width_fill);
    source_ptr += bitmap->bitmapinfoheader.biWidth;
    } // end for index_y

// unlock the surface 


// set state to loaded

bob->attr |= BOB_ATTR_LOADED;

// return success


} // end Load_Frame_BOB  

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Guest Anonymous Poster
If your trying to load the 24/32-bit images so they can be used as 16 bit (ingame).. there is a 16-bit version of his ''engine'' on the CD that comes w/ Tricks. Work from there if you need anything else [like, not 16-bit].

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Guest Anonymous Poster
If you simply multiply bitmap->bitmapinfoheader.biWidth by the Bytes per pixel (and your bob->width*BytesPerPixel) you should have no problem (you may have to multiply your bob->width_fill by BytesPerPixel also).

source_ptr = bitmap->buffer + cy*bitmap->bitmapinfoheader.biWidth*BytesPerPixel+cx*BytesPerPixel;
//cx = our X position, so we have to do the *BytesPerPixel on it!

memcpy(dest_ptr, source_ptr,bob->width*BytesPerPixel);
//We have to do width * BytesPerPixel, to copy all colors!

// advance pointers

dest_ptr += (bob->width*BytesPerPixel+bob->width_fill*BytesPerPixel);
//Not sure if we need to multiply width_Fill, but I think we do!

source_ptr += bitmap->bitmapinfoheader.biWidth*BytesPerPixel;

Now, as long as you get BytesPerPixel correct (And the surface, and bob need to have the SAME bit/byte depth!!) this function will work for 8/16/24/32 bit color depths!

I have not tested this, I have never looked at the code you''re referring too, nor have I read the book, so take this code as an example. And remember to get BytesPerPixel you do

unsigned char BytesPerPixel = bitmap->bitmapinfoheader.biBitsPerPixel>>3; //I think that''s the name, if not, whatever BitsPerPixel is in the bmp info header >> 3!
// >>3 = divide by 8, 8bits per byte!

Billy - BillyB@mrsnj.com

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