📄 tmapdemo.cpp
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{
// 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
// 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(&image[((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
///////////////////////////////////////////////////////////////////////////////
int Set_Palette(LPPALETTEENTRY set_palette)
{
// this function writes the sent palette
// first save the new palette in shadow
memcpy(palette, set_palette,256*sizeof(PALETTEENTRY));
// now set the new palette
lpddpal->SetEntries(0,0,256,palette);
// return success
return(1);
} // end Set_Palette
// WINDOWS CALLBACK FUNCTION //////////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
// this is the main message handler of the system
HDC hdc; // handle to graphics context
PAINTSTRUCT ps; // used to hold the paint info
// what is the message?
switch(msg)
{
case WM_CREATE:
{
// do windows inits here
return(0);
} break;
case WM_PAINT:
{
// this message occurs when your window needs repainting
hdc = BeginPaint(hwnd,&ps);
EndPaint(hdc,&ps);
return(0);
} break;
case WM_DESTROY:
{
// this message is sent when your window is destroyed
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// let windows 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)
{
WNDCLASSEX winclass; // this holds the windows class info
HWND hwnd; // this holds the handle of our new window
MSG msg; // this holds a generic message
// 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.hIconSm = 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 (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(0,
WINDOW_CLASS_NAME, // class
"Texture Mapping Demo!", // title
WS_OVERLAPPED | WS_VISIBLE,
0,0, // x,y
320, // GetSystemMetrics(SM_CXSCREEN),
240, // GetSystemMetrics(SM_CYSCREEN),
NULL, // parent
NULL, // menu
hinstance, // instance
NULL))) // creation parms
return(0);
// hide the mouse cursor
ShowCursor(0);
// save the window handle
main_window_handle = hwnd;
// initialize direct draw
if (!DD_Init(hwnd))
{
DestroyWindow(hwnd);
return(0);
} // end if
// initialize game
Game_Init();
// 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
else
{
// do asynchronous processing here
// acquire pointer to video ram, note it is always linear
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
lpddsprimary->Lock(NULL,&ddsd,DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,NULL);
// get video pointer
video_buffer = (UCHAR *)ddsd.lpSurface;
// get video pitch, should be SCREEN_WIDTH, but possibly not!
mem_pitch = (int)ddsd.lPitch;
// call main logic module
Game_Main();
// release pointer to video ram
lpddsprimary->Unlock(ddsd.lpSurface);
} // end else
} // end while
// shut down direct draw
DD_Shutdown();
// shutdown game
Game_Shutdown();
// return to Windows
return(msg.wParam);
} // end WinMain
// HERE ARE OUR GAME CONSOLE FUNCTIONS ///////////////////////////////////////////////////////
void Game_Init(void)
{
// do any initialization here
// load in the bitmap file here, 64x64 8 bit
Load_Bitmap_File(&bitmap, "texture.bmp");
// set new palette
Set_Palette(bitmap.palette);
} // end Game_Init
/////////////////////////////////////////////////////////////////////////////////////////////
void Game_Shutdown(void)
{
// cleanup and release all resources here
// release bitmap memory
Unload_Bitmap_File(&bitmap);
} // end Game_Shutdown
/////////////////////////////////////////////////////////////////////////////////////////////
void Game_Main(void)
{
// process your game logic and draw next frame
// this function must exit each frame and return back to windows
// also this function is responsible for controlling the frame rate
// therefore, if you want the game to run at 60fps, then the function should
// take 1/60th of a second before returning
// on entry video_buffer and mem_pitch are valid
// get input, note how keyboard is accessed with constants "VK_"
// these are defined in "winuser.h" are basically the scan codes
// for letters just use capital ASCII codes
FACE3D face; // the triangle object
// test for exit
if (KEY_DOWN(VK_ESCAPE))
PostMessage(main_window_handle,WM_DESTROY,0,0);
// draw 100 polys a frame
for (int polys=0; polys < 100; polys++)
{
// set up the vertices
face.tlist[0].x = rand()%SCREEN_WIDTH;
face.tlist[0].y = rand()%SCREEN_HEIGHT;
face.tlist[0].u = 0;
face.tlist[0].v = 0;
face.tlist[1].x = rand()%SCREEN_WIDTH;
face.tlist[1].y = rand()%SCREEN_HEIGHT;
face.tlist[1].u = 0;
face.tlist[1].v = 63;
face.tlist[2].x = rand()%SCREEN_WIDTH;
face.tlist[2].y = rand()%SCREEN_HEIGHT;
face.tlist[2].u = 63;
face.tlist[2].v = 63;
// assign the texture to your 64x64 texture map buffer
face.texture = bitmap.buffer;
// set the clipping coords of the desired 2D viewport
poly_clip_min_x = 0;
poly_clip_max_x = SCREEN_WIDTH-1;
poly_clip_min_y = 0;
poly_clip_max_y = SCREEN_HEIGHT-1;
// then draw the triangle to the rendering buffer
Draw_Textured_Triangle((void *)&face, video_buffer, mem_pitch);
} // end for polys
// use sleep to slow system down to 60ish fps
Sleep(15);
// return and let main event loop work a bit
} // end Game_Main
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