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c++ - 使用 winapi 加载/渲染位图问题

转载 作者:行者123 更新时间:2023-12-02 10:31:12 25 4
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我正在使用 Windows API 直接将像素绘制到屏幕上(使用 CPU,而不是 GPU),并且在加载位图或渲染位图的方式上遇到了问题。这是相关代码(render_bmp 函数接受一个参数“buffer”,它是一个指向 win32_offscreen_buffer 的指针,这是显示在窗口中的全局缓冲区)
这是我的程序中图像的截图:
2 of hearts
这是源位图:
enter image description here
注意:这确实使用以下命令在 Windows 上使用 cl 编译器进行编译,假设您安装了 user32.lib 和 gdi32.lib:

cl -FC -Zi C:\stuff\reproduce.cpp user32.lib gdi32.lib
这是重现问题所需的最少代码。您需要将 WinMain 中的 char *filename 分配替换为计算机上 .bmp 的任何路径才能重现。
#include <windows.h>

struct win32_offscreen_buffer {
BITMAPINFO info;
void *memory;
int width;
int height;
int bytes_per_pixel;
int pitch;
};

struct window_dimension {
int width;
int height;
};

struct read_file_result {
unsigned int contents_size;
void *contents;
};

struct bitmap_result {
BITMAPFILEHEADER *file_header;
BITMAPINFOHEADER *info_header;
unsigned int *pixels;
unsigned int stride;
};

win32_offscreen_buffer global_buffer;
unsigned char should_quit = 0; // BOOL

window_dimension get_window_dimension(HWND window) {
RECT client_rect;
GetClientRect(window, &client_rect);

window_dimension result;

result.width = client_rect.right - client_rect.left;
result.height = client_rect.bottom - client_rect.top;

return result;
}

void resize_dib_section(win32_offscreen_buffer* buffer, int width, int height) {
if (buffer->memory) {
VirtualFree(buffer->memory, 0, MEM_RELEASE);
}

int bytes_per_pixel = 4;

buffer->width = width;
buffer->height = height;

buffer->info.bmiHeader.biSize = sizeof(buffer->info.bmiHeader);
buffer->info.bmiHeader.biWidth = buffer->width;
buffer->info.bmiHeader.biHeight = -buffer->height;
buffer->info.bmiHeader.biPlanes = 1;
buffer->info.bmiHeader.biBitCount = 32;
buffer->info.bmiHeader.biCompression = BI_RGB;

int bitmap_memory_size = (buffer->width * buffer->height) * bytes_per_pixel;
buffer->memory = VirtualAlloc(0, bitmap_memory_size, MEM_COMMIT, PAGE_READWRITE);

buffer->pitch = buffer->width * bytes_per_pixel;
buffer->bytes_per_pixel = bytes_per_pixel;
}

void display_buffer_in_window(HDC device_context, window_dimension dimension) {
StretchDIBits(device_context,
0, 0, dimension.width, dimension.height,
0, 0, global_buffer.width, global_buffer.height,
global_buffer.memory,
&global_buffer.info,
DIB_RGB_COLORS, SRCCOPY);
}

void free_file_memory(void *memory) {
if (memory) {
VirtualFree(memory, 0, MEM_RELEASE);
}
}

read_file_result read_entire_file(LPCSTR filename) {
read_file_result result = {};

HANDLE file_handle = CreateFileA(filename, GENERIC_READ, FILE_SHARE_READ, 0, OPEN_EXISTING, 0, 0);

if (file_handle != INVALID_HANDLE_VALUE) {
LARGE_INTEGER file_size;
if(GetFileSizeEx(file_handle, &file_size)) {
unsigned int file_size32 = file_size.QuadPart;
result.contents = VirtualAlloc(0, file_size32, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);

if (result.contents) {
DWORD bytes_read;
if (ReadFile(file_handle, result.contents, file_size32, &bytes_read, 0) && (file_size32 == bytes_read)) {
// File read successfully.
result.contents_size = file_size32;
} else {
// TODO: Logging
free_file_memory(result.contents);
result.contents = 0;
}
} else {
// TODO: Logging
}
} else {
// TODO: Logging
}

CloseHandle(file_handle);
} else {
// TODO: Logging
}

return result;
}

bitmap_result debug_load_bitmap(char* filename) {
bitmap_result bmp_result = {};

read_file_result file_result = read_entire_file(filename);
unsigned char *contents = (unsigned char *)file_result.contents;

bmp_result.file_header = (BITMAPFILEHEADER *)contents;
bmp_result.info_header = (BITMAPINFOHEADER *)(contents + 14);
bmp_result.pixels = (unsigned int *)(contents + bmp_result.file_header->bfOffBits);
bmp_result.stride = ((((bmp_result.info_header->biWidth * bmp_result.info_header->biBitCount) + 31) & ~31) >> 3);

return bmp_result;
}

void render_bmp(int x_pos, int y_pos, win32_offscreen_buffer *buffer, bitmap_result bmp) {
int width = bmp.info_header->biWidth;
int height = bmp.info_header->biHeight;

unsigned char* dest_row = (unsigned char*)buffer->memory + (y_pos * buffer->pitch + x_pos);

// NOTE: Doing this calculation on the source row because the bitmaps are bottom up,
// whereas the window is top-down. So must start at the bottom of the source bitmap,
// working left to right.
unsigned char* source_row = (unsigned char*)(bmp.pixels + ((bmp.stride / 4) * (height - 1)));

for (int y = y_pos; y < y_pos + height; y++) {
unsigned int* dest = (unsigned int*)dest_row;
unsigned int* source = (unsigned int*)source_row;

for (int x = x_pos; x < x_pos + width; x++) {
*dest = *source;
dest++;
source++;
}

dest_row += buffer->pitch;
source_row -= bmp.stride;
}
}

LRESULT CALLBACK window_proc(HWND window, UINT message, WPARAM w_param, LPARAM l_param) {
LRESULT result = 0;

switch (message) {
break;
case WM_SIZE: {
window_dimension dim = get_window_dimension(window);
resize_dib_section(&global_buffer, dim.width, dim.height);
}
break;

case WM_CLOSE: {
OutputDebugStringA("WM_CLOSE\n");
should_quit = 1;
}
break;

case WM_ACTIVATEAPP: {
OutputDebugStringA("WM_ACTIVATEAPP\n");
}
break;

case WM_DESTROY: {
OutputDebugStringA("WM_DESTROY\n");
}
break;

case WM_PAINT: {
PAINTSTRUCT paint;
HDC device_context = BeginPaint(window, &paint);

window_dimension dimension = get_window_dimension(window);
display_buffer_in_window(device_context, dimension);

OutputDebugStringA("WM_PAINT\n");

EndPaint(window, &paint);
}
break;

default: {
result = DefWindowProc(window, message, w_param, l_param);
}
break;
}

return result;
}

int CALLBACK WinMain(HINSTANCE instance, HINSTANCE prev_instance, LPSTR command_line, int show_code) {
WNDCLASS window_class = {};

window_class.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
window_class.lpfnWndProc = window_proc;
window_class.hInstance = instance;
window_class.lpszClassName = "PokerWindowClass";

if (RegisterClassA(&window_class)) {
HWND window_handle = CreateWindowExA(0, window_class.lpszClassName, "Poker",
WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, instance, 0);

if (window_handle) {
HDC device_context = GetDC(window_handle);

window_dimension dim = get_window_dimension(window_handle);
resize_dib_section(&global_buffer, dim.width, dim.height);

char *filename = "c:/stuff/Sierpinski.bmp";
bitmap_result img = debug_load_bitmap(filename);

// MESSAGE LOOP
while (!should_quit) {
MSG msg;

while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
should_quit = 1;
}

TranslateMessage(&msg);
DispatchMessageA(&msg);
}

render_bmp(0, 0, &global_buffer, img);

window_dimension dimension = get_window_dimension(window_handle);
display_buffer_in_window(device_context, dimension);
}
} else {
OutputDebugStringA("ERROR: Unable to create window.");
}
} else {
OutputDebugStringA("ERROR: Unable to register the window class.");
}
}
请注意,源位图的 biBitCount 为 24,而屏幕外缓冲区位图的 biBitCount 为 32。

最佳答案

对于绘制位图,有更简单的方法。您不必自己解析 .bmp 文件。给两个 sample 如下你可以试一试。

第一种方法使用 LoadImage 功能 .引用 "How to draw image on a window?"

case WM_CREATE:
{
hBitmap = (HBITMAP)LoadImage(hInst, L"C:\\projects\\native_poker\\card-BMPs\\c08.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc;
BITMAP bitmap;
HDC hdcMem;
HGDIOBJ oldBitmap;

hdc = BeginPaint(hWnd, &ps);

hdcMem = CreateCompatibleDC(hdc);
oldBitmap = SelectObject(hdcMem, hBitmap);

GetObject(hBitmap, sizeof(bitmap), &bitmap);
BitBlt(hdc, 0, 0, bitmap.bmWidth, bitmap.bmHeight, hdcMem, 0, 0, SRCCOPY);

SelectObject(hdcMem, oldBitmap);
DeleteDC(hdcMem);

EndPaint(hWnd, &ps);
}
break;

第二种方法使用 GDI+。 引用 "Loading and Displaying Bitmaps" .
#include <windows.h>
#include <objidl.h>
#include <gdiplus.h>
using namespace Gdiplus;
#pragma comment (lib,"Gdiplus.lib")

//...

VOID OnPaint(HDC hdc)
{
Graphics graphics(hdc);
Image *image = Image::FromFile(L"C:\\projects\\native_poker\\card-BMPs\\c08.bmp");
graphics.DrawImage(image, 10, 10);
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
OnPaint(hdc);
EndPaint(hWnd, &ps);
}
break;

//...

}

关于c++ - 使用 winapi 加载/渲染位图问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62178508/

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