Handmade Hero»Forums»Code
logan bender
8 posts
episode 004 - Animating the back buffer
Edited by logan bender on Reason: gratitude
Hi, new to the forums as well as c graphics programming on windows.
I've been following HMH with good succes for a few episodes, but I have hit a stumbling block

I'm at this exact spot :
https://youtu.be/hNKU8Jiza2g?t=2120

I should be drawing a window filled with blue
but it remains white, until it is resized, then the resized area is black.

I've gone over my code and can't see here it deviates from what is in the video.

The debugger indicates that all expected values are populating

I think there *might* be an issue with my device context, since the debugger says things like
1
unused ={???}
and
1
unused: <unable to read memory>

but from stack overflow posts i also think this might be normal windows behavior -i just don't know.

here is the code:

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#include <Windows.h>
#include <stdint.h> //for accss to unit8_t type

// these #defines reuse 'static' with more clarfied intent
#define internal static
#define local_persist static
#define global_variable static

// these typedefs redefine types from stdint.h
//for easier typing than 'unsigned char' etc
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;

typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;

global_variable bool Running;

global_variable BITMAPINFO BitmapInfo;
global_variable void *BitmapMemory;
global_variable int BitmapWidth;
global_variable int BitmapHeight;

internal void Win32ResizeDIBSection(int Width, int Height)
{
	if (BitmapMemory)
	{
		VirtualFree(BitmapMemory, 0, MEM_RELEASE);
	}

	BitmapWidth = Width;
	BitmapHeight = Height;
	BITMAPINFO BitmapInfo;
	BitmapInfo.bmiHeader.biSize = sizeof(BitmapInfo.bmiHeader);
	BitmapInfo.bmiHeader.biWidth = BitmapWidth;
	BitmapInfo.bmiHeader.biHeight = -BitmapHeight; // negative top yield a 'top down'
	BitmapInfo.bmiHeader.biPlanes = 1;
	BitmapInfo.bmiHeader.biBitCount = 32;
	BitmapInfo.bmiHeader.biCompression = BI_RGB;

	int BytesPerPixel = 4;
	int BitmapMemorySize = (BitmapWidth * BitmapHeight) * BytesPerPixel;

	BitmapMemory = VirtualAlloc(
		0,				  //address 0 = we don't care yet
		BitmapMemorySize, //size in bytes
		MEM_COMMIT,		  // vs MEM_RESERVE
		PAGE_READWRITE	// access mode
	);

	// actually draw pixels!
	int Pitch = Width * BytesPerPixel;  // Pitch is the difference between rows of pixels in Bytes
	uint8 *Row = (uint8 *)BitmapMemory; // cast the void pointer BitmapMemory to unsigned 8 bit int
	for (int Y = 0; Y < BitmapHeight; ++Y)
	{
		//uint32 *Pixel = (uint32 *)Row; //pointer to first pixel of Row
		uint8 *Pixel = (uint8 *)Row; //pointer to first byte of first pixel of Row

		for (int X = 0; X < BitmapWidth; ++X)
		{
			/*
				32 Pixel in memory :
				RR GG BB AA (?) (as 1 byte Hex numbers)
		 	*/

			//https://www.youtube.com/watch?v=hNKU8Jiza2g&feature=youtu.be&t=1896
			// WHY NO WORK???
			*Pixel = 255;
			++Pixel;

			*Pixel = 0;
			++Pixel;

			*Pixel = 0;
			++Pixel;

			*Pixel = 0;
			++Pixel;
		}

		Row += Pitch;
	}
}

internal void Win32UpdateWindow(HDC DeviceContext, RECT *WindowRect, int x, int y, int Width, int Height)
{
	int WindowWidth = WindowRect->right - WindowRect->left;
	int WindowHeight = WindowRect->bottom - WindowRect->top;

	StretchDIBits(DeviceContext,
				  0, 0, BitmapWidth, BitmapHeight,
				  0, 0, WindowWidth, WindowHeight,
				  BitmapMemory,
				  &BitmapInfo,
				  DIB_RGB_COLORS, SRCCOPY);
}

LRESULT CALLBACK Win32MainWindowCallback(
	HWND Window,   // handle to a window
	UINT Message,  // window message we want to handle
	WPARAM WParam, // width
	LPARAM LParam) //Height
{
	LRESULT Result = 0;

	switch (Message)
	{
	case WM_SIZE:
	{
		RECT ClientRect;
		GetClientRect(Window, &ClientRect);
		int Width = ClientRect.right - ClientRect.left;
		int Height = ClientRect.bottom - ClientRect.top;
		Win32ResizeDIBSection(Width, Height);
		OutputDebugStringA("WM_SIZE\n");
	}
	break;

	case WM_DESTROY:
	{
		//handle as error, recreate window
		Running = false;
		OutputDebugStringA("WM_DESTROY\n");
	}
	break;

	case WM_CLOSE:
	{
		//todo: handle with message to user
		Running = false;
		OutputDebugStringA("WM_CLOSE\n");
	}
	break;

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

	case WM_PAINT:
	{
		/* 
			PAINTSTRUCT Paint;
			HDC DeviceContext= BeginPaint(Window, &Paint);
			
			int X =Paint.rcPaint.left;
			int Y= Paint.rcPaint.top;
			int Width = Paint.rcPaint.right - Paint.rcPaint.left;
			int Height = Paint.rcPaint.bottom - Paint.rcPaint.top;

			RECT ClientRect;
			GetClientRect(Window,&ClientRect);

			Win32UpdateWindow(DeviceContext,&ClientRect ,X,Y,Width,Height);
			PatBlt(DeviceContext, X, Y, Width, Height,BLACKNESS);
			EndPaint(Window,&Paint);
		*/

		PAINTSTRUCT Paint;
		HDC DeviceContext = BeginPaint(Window, &Paint);
		int X = Paint.rcPaint.left;
		int Y = Paint.rcPaint.top;
		int Width = Paint.rcPaint.right - Paint.rcPaint.left;
		int Height = Paint.rcPaint.bottom - Paint.rcPaint.top;
		RECT ClientRect;
		GetClientRect(Window, &ClientRect);
		Win32UpdateWindow(DeviceContext, &ClientRect, X, Y, Width, Height);
		EndPaint(Window, &Paint);
	}
	break;

	default:
	{

		//OutputDebugStringA("DEFAULT\n");
		Result = DefWindowProc(Window, Message, WParam, LParam);
	}
	break;
	}
	return (Result);
}

int CALLBACK WinMain(
	HINSTANCE Instance,
	HINSTANCE PrevInstance,
	LPSTR Command,
	int ShowCode)
{

	WNDCLASS WindowClass = {}; // declares a WNDCLASS instance 'windowClass', with members initialized to 0.

	WindowClass.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; // bitfield flags to define windowstyle see MSDN
	WindowClass.lpfnWndProc = Win32MainWindowCallback;		// pointer to a function that defines window's response to events
	// WindowClass.cbClsExtra = ; // if we want to store extra bytes
	// WindowClass.cbWndExtra = ; // if we want to store extra bytes
	WindowClass.hInstance = Instance; // reference to the instance of this window, from WinMain function.(Could also use GetModuleHandle)
	// WindowClass.hIcon = ; // icon for window
	// WindowClass.hCursor = ; // cursor position
	// WindowClass.hbrBackground = ; // background brush
	// WindowClass.lpszMenuName = ; // menu name
	WindowClass.lpszClassName = "handmadeHeroWindowClass";

	if (RegisterClass(&WindowClass))
	{
		HWND WindowHandle = CreateWindowEx(
			0,
			WindowClass.lpszClassName,
			"Handmade Hero",
			WS_OVERLAPPEDWINDOW | WS_VISIBLE,
			CW_USEDEFAULT,
			CW_USEDEFAULT,
			CW_USEDEFAULT,
			CW_USEDEFAULT,
			0,
			0,
			Instance,
			0);

		if (WindowHandle)
		{
			MSG Message;
			Running = true;
			while (Running)
			{

				BOOL MessageResult = GetMessageA(&Message, 0, 0, 0);

				if (MessageResult > 0)
				{
					TranslateMessage(&Message);
					DispatchMessageA(&Message);
				}
				else
				{
					break;
				}
			}
		}
		else
		{
			//todo: logging
		}
	}
	else
	{
		//todo: logging
	}

	return (0);
}


can anyone help see where my mistake is?
thanks in advance.
Simon Anciaux
1341 posts
episode 004 - Animating the back buffer
On line 37 you are creating a local variable called "BitmapInfo", but what you want to do is to modify the global variable "BitmapInfo". Just remove line 37 and it'll work.

To find the problem I compiled the code, placed a breakpoint on the "StretchDIBits" call (since it's the function that puts your image on the screen) and ran the program. I looked at the values you're passing to StetchDIBits. The BitmapInfo structure contained only zeroes, so I look where it was supposed to be initialized and saw the problem.
logan bender
8 posts
episode 004 - Animating the back buffer
Thanks for your response, especially for detailing the problem solving process.