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High Speed Win32 Animation


August 1996/High Speed Win32 Animation

High Speed Win32 Animation

Jeff Heaton

The 32-bit Windows interface lets you attain graphics performance comparable to DOS, if you know the proper tricks to play.


Introduction

One of the true ironies of Windows is its slow graphic display speed. While graphic display is the cornerstone of Windows' user interface, it remains one of Windows' worst performance areas. Fortunately, Microsoft has taken steps to improve graphics performance. Many of these improvements are internal to the API, but exploiting some of them will still require a change in your code. You will need to use new API functions and a few new techniques.

There are several reasons for Windows' slow graphics performance. The most basic is that Windows must satisfy the needs of every application running. Some applications must interact with the user; some may be time-critical, calculation intensive, or resource hungry. Windows must allocate its limited hardware resources so as to keep all these applications running. One side effect of this multitasking is that Windows cannot afford to give an application direct access to video hardware.

Life is much simpler in MS-DOS. Because only one application runs at a time, that application can have direct access to the video hardware. Direct access has two primary advantages over traditional Windows Graphics Device Interface (GDI) programming. First, direct access allows off-screen drawing. The DOS application can split VGA memory into two video frames, one of which is displayed; the other being "offscreen." These two frames, or pages, consist of two complete bitmaps of the screen. The application can draw to the frame not being displayed. Once drawing is complete, the application flips the frames, and continues drawing on what used to be the current (display) frame. This frame flipping possible in DOS ensures that the screen never displays a partially drawn page, which greatly reduces flicker. The other major advantage of direct access is that it allows a program to use its own highly optimized rendering routines, not just general-purpose drawing functions like the GDI.

Microsoft introduced WING to allow Windows 3.1 to achieve nearly the same graphic display speeds as DOS-based programs. WING enabled creation of Device Independent Bitmaps (DIBs) that corresponded closely enough to the physical hardware that they could be transferred to it with very little overhead.

The Win32 API for Windows95 and Windows NT contains a new API function called CreateDIBSection. CreateDIBSection replaces WING on Windows 95 and Windows NT. (In fact, Windows95 and Windows NT emulate WING using CreateDIBSection.) For applications not required to run on Windows 3.1, CreateDIBSection provides better graphics performance than does WING. In this article, Ishow how to use CreateDIBSection to do high speed animation. I also provide a simple application that you can modify to suit your own needs.

How Windows Handle DIBs

A DIB can exist in memory in one of two general forms, or modes. These two modes dictate the interpretation of the DIB's color table, which lists the set of optimal colors packaged with the DIB. These "optimal" colors are the ones that would be displayed if an application could somehow bypass all logical and physical palettes and transfer RGB tuples directly from the DIB to the video chip's DACs. Since this is usually not possible, the optimal colors undergo one or more translations before being displayed. The two modes determine what kind of translation occurs.

The first of these two modes, DIB_RGB_COLORS, is the more common mode seen in uses of functions CreateDIBSection and CreateDIBitmap. (I name these modes after the constant passed to CreateDIBSection to set the mode.) This mode calls for the color table to be in exactly the same format as it is when stored in a file. Each entry in the color table specifies three values -- the amount of red, green, and blue making up one of the optimal colors available for selection by a pixel. This mode makes the DIB very easy for programmers to work with, but rather cumbersome for Windows. To send a pixel from the DIB to the display, Windows uses the pixel's eight-bit value as an index into the color table. (In this article, I deal only with DIBs having eight bits per pixel.) Windows maps the color table's RGB entry to the closest match in a logical palette, and finally maps that to the display device's physical palette.

The second mode, DIB_PAL_COLORS, is faster, because it creates a DIB with a palette-based color table. In this mode the color table does not specify true RGB colors; rather, it contains an array of WORD-sized values that specify indexes into the physical palette. Because a palette-based DIB maps directly into the physical palette this saves Windows the time of having to map the color table to the logical palette, and then finally to the physical palette. By contrast, in DIB_RGB_COLORS mode, Windows must do this conversion on every pixel of a DIB, which can add up to a large amount of processing time.

Using a palette-based DIB saves Windows considerable work, but more still can be done. There is a trick that allows the pixel map to specify palette colors directly -- no color table is involved. To use this trick a program must transform the color table into an identity table. Simply put, an identity color table creates a one-to-one mapping from the pixel map to the physical palette. That is, index 0 in the color table will contain 0, index 1 will contain 1, and so on. Windows will recognize this identity palette and cut it out altogether. This usually allows Windows to get away with doing no processing on a pixel map. The pixel map can be moved directly to the video memory.

Creating a DIB

Because DIBs are stored in DIB_RGB_COLORS form on disk, applications that deal with palette-based DIBs must convert these RGB-based DIBs into palette-based DIBs. To convert an RGB-based DIB into a palette-based DIB involves first creating a logical palette that is identical to the DIB's RGB-based color table. The demo program main.c (Listing 1) creates this initial logical palette within a function called LoadSprites, using a for loop:


pal = malloc( sizeof(LOGPALETTE)
    + sizeof(PALETTEENTRY) * 256);
pal->palVersion = 0x300;
pal->palNumEntries = 256;
for( i = 0; i < 256 ; i++) {
    pal->palPalEntry[i].peRed = quad[i].rgbRed;
    pal->palPalEntry[i].peBlue = quad[i].rgbBlue;
    pal->palPalEntry[i].peGreen = quad[i].rgbGreen;
    pal->palPalEntry[i].peFlags = 0;
}
hp = CreatePalette(pal);
free(pal);

pal is a pointer to a logical palette structure. This structure is defined by inclusion of the header windows.h. hp is a handle to the palette; quad contains the color table.

This logical palette, when selected into a device context, will then create the physical palette:


oldPal = SelectPalette(hdcScreen, hp, FALSE);
//create physical palette
RealizePalette(hdcScreen);
SelectPalette( hdcScreen, oldPal, FALSE);

At this point the logical palette is still an "optimal" palette -- the 256 colors the DIB wants to display. However, the DIB cannot have all 256 colors. Windows reserves 20 colors for itself (called "system" colors) at indexes 0 through 9 and 246 through 255. When you select the optimal logical palette into the device context, the physical palette becomes a compromise between the 256 colors that the DIB actually wanted, the 20 system colors that must always be present, and what the hardware is physically capable of providing.

That's the first step. Now, to achieve the fastest graphic display speeds the logical palette must be made identical to the physical palette. If the two palettes are not identical, Windows will attempt to do closest matches from the logical palette to the physical palette, and slow down processing considerably. To make the two palettes identical, the application creates a new logical palette from the colors of the newly created system (physical) palette:

GetSystemPaletteEntries(hdcScreen,
                        0,
                        iPalEntries,
                        pe);

for( i = 0; i < iSysColors/2 ; i++)
    pe[i].peFlags=0;

for( ;i<iPalEntries-iSysColors/2;i++)
    pe[i].peFlags=PC_NOCOLLAPSE;

for( ;i<iPalEntries;i++)
    pe[i].peFlags=0;

ResizePalette(hp,iPalEntries);
SetPaletteEntries(hp,0,iPalEntries,
                  pe);
ReleaseDC(hwndScreen,hdcScreen);

GetSystemPaletteEntries copies the RGB tuples in the physical palette to pe, an array of PALETTENTRY structures. iPalEntries in this snippet from main.c specifies how many entries to copy. SetPaletteEntries copies the tuples from pe to the logical palette, hp. When this new logical palette is selected into a device context the resulting physical palette will be identical to the logical palette.

Now that the correct logical and system palettes have been created, the application must convert the original RGB-based DIB to use these new palettes. As read from disk, the DIB's pixel map indexes point to color table entries, and the DIB expects to use 256 colors. Each byte in the pixel map must be converted from an index into an optimal color table to an index into the physical palette. Function LoadSprites in main.c does this translation as a two-step process: first, LoadSprites translates each DIB color table entry to a physical palette index, by calling GetNearestPaletteIndex:

 for(i=0;i<=255;i++)
    table[i]=
        GetNearestPaletteIndex(hp,
            RGB(quad[i].rgbRed,
                quad[i].rgbGreen,
                quad[i].rgbBlue));

The for loop stores these translated indexes in the vector table. Note that the first parameter passed to GetNearestPaletteIndex is hp, the handle to the logical palette, which is now identical to the physical palette.

The second step is to replace each byte in the pixel map so that it indexes the physical palette, not the color table. LoadSprites does this by wrapping the following statement in a for loop:


spritePattern[i]=
    table[spritePattern[i]];

Now that all the components needed for an optimal DIB have been created, the application can call CreateDIBSection to create a highly efficient DIB. This new DIB can be accessed in two ways. First, the application can select the DIB into a compatible memory device context, and call GDI functions to do off-screen drawing. Second, the application can directly access the pixel map of this DIB. Direct access to the pixel map lets an application create binary images of what is to be displayed, in much the same way as DOS-based applications do. This bitmap can be used for off-screen drawing, and then rapidly transferred to main video memory by a bitblt call. Using bitblt is not as efficient as having two entire screens loaded in video memory at the same time, but it is close.

Sample Application

The included sample application demonstrates the use of CreateDIBSection by implementing a simple, yet efficient, sprite engine. This sample application displays several star-shaped sprites that spin and bounce about the screen. The sprite engine component (sprite.c) is available on the code disk and online sources (see p.3 for details). It will work in any MFC or Win32 API application. A makefile on the code disk combines this file with main.c to build a Windows executable, stars.exe.

To run stars.exe you will need the file stars.bmp, also provided on the code disk. This DIB file must be stored in eight-bit color. stars.bmp contains just three frames of a star (see Figure 1) . You can use any eight-bit color DIB file in place of stars.bmp, but for it to work with stars.exe the individual frames of the DIB must be stacked vertically (as in a movie reel). Each frame is square; the entire DIB is one frame wide and three frames high. This format is somewhat limited, but enables you to create new DIBs for the demo application without modifying the demo. (This square shape limitation applies only to the demo program; the sprite engine allows sprites to be of any size.)

The sprite engine draws to a master DIB that matches the size of the window. The master DIB is created by a call to CreateDIBSection within the function RenderReset (Listing 2) . CreateDIBSection passes the address of an empty pixel map back through its parameter list to bitmap, which is defined in main.c as a pointer to BYTE. bitmap is accessible by functions in sprite.c. The sprite engine does no drawing to the actual window, but directly manipulates the master DIB's pixel map, bitmap. This manipulation occurs within function RenderSprites (Listing 3) , explained later. After manipulating the master DIB, the application uses bitblt to rapidly copy it to the actual window.

Because the master DIB is the same size as the window it's drawn to, it must be recreated each time the window changes its size. RenderReset recreates the window, by deleting the current master DIB (if there is one), then creating a new master DIB to the window's new size. The sample application calls this function in response to a WM_SIZE message. In addition to creating the master bitmap, the application must load the templates for the sprites, which will come from the file stars.bmp. The application reads in the file as a DIB, and does away with its color table in the manner described above. The DIB becomes just an array of pixels that represent indexes into the hardware palette.

The DIB engine keeps a linked list of all active sprites. I provide a simple "API" of functions that allow programs to interact with this list and display the sprites. These functions are all available on the code disk. Four of them are defined as simple macros in sprite.h:


#define SpriteSetPos(s,x,y) \
s->xLoc=x;s->yLoc=y #define SpriteSetFrame(s,f) \
s->frame=f #define SpriteSetBase(s,b) s->base=b #define SpriteShow(s,b) s->show=b

The others have the following prototypes:


struct SPRITE *CreateSprite(
    int h,int w,BYTE *base);
void RenderSprites(HWND hwnd);
void DeleteSprite(
    struct SPRITE *delme);

The function names are pretty much self-explanatory, with the exception of SpriteSetFrame and SpriteSetBase.

SpriteSetFrame controls which "frame" of the sprite should currently be displayed. The first parameter is a pointer to the sprite to be moved. The second parameter is the frame number. (Recall that each sprite's DIBconsisted of three frames stacked vertically.)

SpriteSetBase enables an application to change the appearance of a sprite originally created by CreateSprite. The first parameter to this function is a pointer to the sprite; the second is a pointer to new data. Every sprite contains a pointer, base, to the sprite's data. Calling SpriteSetBase causes the sprite to point to a new image.

RenderSprites causes all the sprites to be drawn to the master DIB. The calling program should then copy the master DIB to the display to achieve the desired effect.

With the exception of RenderSprites (Listing 3) , these functions are very simple. The position, frame, and base functions just set various data members inside the sprite structure which they are passed. All of the real work occurs within RenderSprites.

I've optimized RenderSprites to execute as fast as possible, so it is not as straightforward as it could be. RenderSprites starts by setting up a loop to go through the entire sprite list in memory. RenderSprites copies each sprite, byte for byte, from the sprite pixel map to the master DIB.

Since sprites are defined within rectangular regions, the part of the region that isn't sprite needs to be transparent. You can see how transparency works in the sample program when two stars overlap. The bounding rectangle of the star in front does not obliterate the star behind it. You see all parts of the background sprite that are not obscured by the foreground star.

I experimented with several methods for encoding transparency, but ultimately settled on having one single color represent transparency. This color can be different for each sprite, and is defined by the color of the very top left pixel of the sprite. This method allows the sprites to be drawn naturally, with any convenient color acting as the transparent background color.

This code targets an eight-bit palettized device. I've made every effort to ensure compatibility with 16- or 24-bit video. A programmer can optimize many of the techniques given here specifically for 16- or 24-bit video, if it is possible to guarantee that the code would always be run on such a device. Such modifications are beyond the scope of this article.

Summary

The methods presented here allow animation vastly superior to that offered by standard GDI programming. One of the main benefits of CreateDIBSection is that it allows the entire image to be drawn off-screen, and then rapidly transferred to the screen. This technique eliminates flicker and other odd effects caused by allowing the user to see the screen as it is redrawn. Additionally, CreateDIBSection allows direct pixel manipulation. I used the sprite engine example, because this is one area where direct pixel manipulation is both faster and easier to implement using direct pixel manipulation. This example sprite engine could easily form the foundation for more complex animation programs.

Jeff Heaton is a software engineer for The Earthgrains Company, where he works with C/C++ and database programming. Jeff may be reached at [email protected].


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