原文地址::http://blog.csdn.net/chain2012/article/details/6796931
- // DEMO7_9.CPP 8-bit clipping 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 8 // bits per pixel
- #define MAX_COLORS_PALETTE 256 // maximum colors in 256 color palette
- // 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))
- // this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
- #define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))
- // initializes a direct draw struct
- #define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
- // PROTOTYPES /
- LPDIRECTDRAWCLIPPER DDraw_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
- int num_rects,
- LPRECT clip_list);
- // GLOBALS
- HWND main_window_handle = NULL; // globally track main window
- int window_closed = 0; // tracks if window is closed
- HINSTANCE hinstance_app = NULL; // globally track hinstance
- // directdraw stuff
- LPDIRECTDRAW7 lpdd = NULL; // dd4 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
- ///
- int Game_Main(void *parms = NULL, int num_parms = 0)
- {
- // this is the main loop of the game, do all your processing
- // here
- RECT source_rect, // used to hold the destination RECT
- dest_rect; // used to hold the destination RECT
- // make sure this isn't executed again
- if (window_closed)
- return(0);
- // for now test if user is hitting ESC and send WM_CLOSE
- if (KEYDOWN(VK_ESCAPE))
- {
- PostMessage(main_window_handle,WM_CLOSE,0,0);
- window_closed = 1;
- } // end if
- // get a random rectangle for source
- int x1 = rand()%SCREEN_WIDTH;
- int y1 = rand()%SCREEN_HEIGHT;
- int x2 = rand()%SCREEN_WIDTH;
- int y2 = rand()%SCREEN_HEIGHT;
- // get a random rectangle for destination
- int x3 = rand()%SCREEN_WIDTH;
- int y3 = rand()%SCREEN_HEIGHT;
- int x4 = rand()%SCREEN_WIDTH;
- int y4 = rand()%SCREEN_HEIGHT;
- // now set up the RECT structure to fill the region from
- // (x1,y1) to (x2,y2) on the source surface
- source_rect.left = x1;
- source_rect.top = y1;
- source_rect.right = x2;
- source_rect.bottom = y2;
- // now set up the RECT structure to fill the region from
- // (x3,y3) to (x4,y4) on the destination surface
- dest_rect.left = x3;
- dest_rect.top = y3;
- dest_rect.right = x4;
- dest_rect.bottom = y4;
- // make the blitter call
- if (FAILED(lpddsprimary->Blt(&dest_rect, // pointer to dest RECT
- lpddsback, // pointer to source surface
- &source_rect,// pointer to source RECT
- DDBLT_WAIT, // control flags
- NULL))) // pointer to DDBLTFX holding info
- 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)
- {
- // this is called once after the initial window is created and
- // before the main event loop is entered, do all your initialization
- // here
- // create IDirectDraw interface 7.0 object and test for error
- if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
- return(0);
- // set cooperation to full screen
- if (FAILED(lpdd->SetCooperativeLevel(main_window_handle,
- DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
- DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
- return(0);
- // set display mode
- if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
- return(0);
- // clear ddsd and set size
- DDRAW_INIT_STRUCT(ddsd);
- // enable valid fields
- ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
- // set the backbuffer count field to 1, use 2 for triple buffering
- ddsd.dwBackBufferCount = 1;
- // request a complex, flippable
- ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;
- // create the primary surface
- if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
- return(0);
- // now query for attached surface from the primary surface
- // this line is needed by the call
- ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
- // get the attached back buffer surface
- if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback)))
- return(0);
- // clear all entries defensive programming
- memset(palette,0,MAX_COLORS_PALETTE*sizeof(PALETTEENTRY));
- // create a R,G,B,GR gradient palette
- for (int index=0; index < MAX_COLORS_PALETTE; index++)
- {
- // set each entry
- if (index < 64) // shades of red
- palette[index].peRed = index*4;
- else // shades of green
- if (index >= 64 && index < 128)
- palette[index].peGreen = (index-64)*4;
- else // shades of blue
- if (index >= 128 && index < 192)
- palette[index].peBlue = (index-128)*4;
- else // shades of grey
- if (index >= 192 && index < 256)
- palette[index].peRed = palette[index].peGreen =
- palette[index].peBlue = (index-192)*4;
- // set flag to force directdraw to leave alone
- palette[index].peFlags = PC_NOCOLLAPSE;
- } // end for index
- // draw a color gradient in back buffer
- DDRAW_INIT_STRUCT(ddsd);
- // lock the back buffer
- if (FAILED(lpddsback->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL)))
- return(0);
- // get alias to start of surface memory for fast addressing
- UCHAR *video_buffer = (UCHAR *)ddsd.lpSurface;
- // draw the gradient
- for (int index_y=0; index_y < SCREEN_HEIGHT; index_y++)
- {
- // fill next line with color
- memset((void *)video_buffer,index_y % 256,SCREEN_WIDTH);
- // advance pointer
- video_buffer+=ddsd.lPitch;
- } // end for index_y
- // unlock the back buffer
- if (FAILED(lpddsback->Unlock(NULL)))
- return(0);
- // now create and attach clipper
- RECT rect_list[3] = {{10,10,50,50},
- {100,100,200,200},
- {300,300, 500, 450}};
- if (FAILED(lpddclipper = DDraw_Attach_Clipper(lpddsprimary,3,rect_list)))
- return(0);
- // return success or failure or your own return code here
- 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
- // first the palette
- if (lpddpal)
- {
- lpddpal->Release();
- lpddpal = NULL;
- } // end if
- // now the back buffer surface
- if (lpddsback)
- {
- lpddsback->Release();
- lpddsback = NULL;
- } // end if
- // 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
- ///
- LPDIRECTDRAWCLIPPER DDraw_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
- int num_rects,
- LPRECT clip_list)
- {
- // this function creates a clipper from the sent clip list and attaches
- // it to the sent surface
- int index; // looping var
- LPDIRECTDRAWCLIPPER lpddclipper; // pointer to the newly created dd clipper
- LPRGNDATA region_data; // pointer to the region data that contains
- // the header and clip list
- // first create the direct draw clipper
- if (FAILED(lpdd->CreateClipper(0,&lpddclipper,NULL)))
- return(NULL);
- // now create the clip list from the sent data
- // first allocate memory for region data
- region_data = (LPRGNDATA)malloc(sizeof(RGNDATAHEADER)+num_rects*sizeof(RECT));
- // now copy the rects into region data
- memcpy(region_data->Buffer, clip_list, sizeof(RECT)*num_rects);
- // set up fields of header
- region_data->rdh.dwSize = sizeof(RGNDATAHEADER);
- region_data->rdh.iType = RDH_RECTANGLES;
- region_data->rdh.nCount = num_rects;
- region_data->rdh.nRgnSize = num_rects*sizeof(RECT);
- region_data->rdh.rcBound.left = 64000;
- region_data->rdh.rcBound.top = 64000;
- region_data->rdh.rcBound.right = -64000;
- region_data->rdh.rcBound.bottom = -64000;
- // find bounds of all clipping regions
- for (index=0; index<num_rects; index++)
- {
- // test if the next rectangle unioned with the current bound is larger
- if (clip_list[index].left < region_data->rdh.rcBound.left)
- region_data->rdh.rcBound.left = clip_list[index].left;
- if (clip_list[index].right > region_data->rdh.rcBound.right)
- region_data->rdh.rcBound.right = clip_list[index].right;
- if (clip_list[index].top < region_data->rdh.rcBound.top)
- region_data->rdh.rcBound.top = clip_list[index].top;
- if (clip_list[index].bottom > region_data->rdh.rcBound.bottom)
- region_data->rdh.rcBound.bottom = clip_list[index].bottom;
- } // end for index
- // now we have computed the bounding rectangle region and set up the data
- // now let's set the clipping list
- if (FAILED(lpddclipper->SetClipList(region_data, 0)))
- {
- // release memory and return error
- free(region_data);
- return(NULL);
- } // end if
- // now attach the clipper to the surface
- if (FAILED(lpdds->SetClipper(lpddclipper)))
- {
- // release memory and return error
- free(region_data);
- return(NULL);
- } // end if
- // all is well, so release memory and send back the pointer to the new clipper
- free(region_data);
- return(lpddclipper);
- } // end DDraw_Attach_Clipper
- // 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 Clipping Demo", // title
- WS_POPUP | WS_VISIBLE,
- 0,0, // initial x,y
- SCREEN_WIDTH,SCREEN_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();
- // 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
- ///
- void Blit_clipped(int x, int y, // position to draw bitmap
- int width, int height, // size of bitmap in pixels
- UCHAR *bitmap, // pointer to bitmap data
- UCHAR *video_buffer) // pointer to video buffer surface
- {
- // this function blits and clips the image sent in bitmap to the
- // destination surface pointed to by video_buffer
- // the function assumes a 640x480x8 mode with linear pitch
- // first do trivial rejections of bitmap, is it totally invisible?
- if ((x >= SCREEN_WIDTH) || (y>= SCREEN_HEIGHT) ||
- ((x + width) <= 0) || ((y + height) <= 0))
- return;
- // clip source rectangle
- // pre-compute the bounding rect to make life easy
- int x1 = x;
- int y1 = y;
- int x2 = x1 + width - 1;
- int y2 = y1 + height -1;
- // upper left hand corner first
- if (x1 < 0)
- x1 = 0;
- if (y1 < 0)
- y1 = 0;
- // now lower left hand corner
- if (x2 >= SCREEN_WIDTH)
- x2 = SCREEN_WIDTH-1;
- if (y2 >= SCREEN_HEIGHT)
- y2 = SCREEN_HEIGHT-1;
- // now we know to draw only the portions of the bitmap from (x1,y1) to (x2,y2)
- // compute offsets into bitmap on x,y axes, we need this to compute starting point
- // to rasterize from
- int x_off = x1 - x;
- int y_off = y1 - y;
- // compute number of columns and rows to blit
- int dx = x2 - x1 + 1;
- int dy = y2 - y1 + 1;
- // compute starting address in video_buffer
- video_buffer += (x1 + y1*640);
- // compute starting address in bitmap to scan data from
- bitmap += (x_off + y_off*width);
- // at this point bitmap is pointing to the first pixel in the bitmap that needs to
- // be blitted, and video_buffer is pointing to the memory location on the destination
- // buffer to put it, so now enter rasterizer loop
- UCHAR pixel; // used to read/write pixels
- for (int index_y = 0; index_y < dy; index_y++)
- {
- // inner loop, where the action takes place
- for (int index_x = 0; index_x < dx; index_x++)
- {
- // read pixel from source bitmap, test for transparency and plot
- if ((pixel = bitmap[index_x]))
- video_buffer[index_x] = pixel;
- } // end for index_x
- // advance pointers
- video_buffer+=640; // bytes per scanline
- bitmap +=width; // bytes per bitmap row
- } // end for index_y
- } // end Blit_Clipped
//==============================================================================
备注::
1>见很多地方转过这篇文章,但我试了怎么不行呢?难道用的不对?得好好研究一下.
现在只能贴整个OVERLAY过去了,但OVERLAY上不全部贴图,只贴那部分要显示的图片。不知道有没什么后遗症!!!