Graphics Programming in C++: Writing Graphics Applications for Windows 98

Graphics Programming in C++: Writing Graphics Applications for Windows 98

by Mark Walmsley
Graphics Programming in C++: Writing Graphics Applications for Windows 98

Graphics Programming in C++: Writing Graphics Applications for Windows 98

by Mark Walmsley

Paperback(Softcover reprint of the original 1st ed. 1998)

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Overview

A quick and clear introduction to graphics programming under Windows 98 without encumbering the reader in a mass of extraneous details. The application of object oriented techniques to graphics programming is a principal theme throughout the text and many illustrative coding examples in C++ are provided. The main topics include: message-based programming; window management; working with C++ objects; Windows 98 GDI; pens, brushes, bitmaps and palettes; sprite animation; wire-frame and polygon-fill images; assembly language programming; 3D vector geometry; perspective projections; hidden pixel removal; colour shading and texture mapping; virtual world simulation.

Product Details

ISBN-13: 9781447112310
Publisher: Springer London
Publication date: 09/27/2011
Edition description: Softcover reprint of the original 1st ed. 1998
Pages: 250
Product dimensions: 6.10(w) x 9.25(h) x 0.02(d)

Table of Contents

1. Message-Based Programming.- 1.1 Windows 98 Programming.- 1.2 Window Components.- 1.3 Message Queues.- 1.4 Window Callback Functions.- 1.5 The WinMain () Function.- 1.6 Windows 98 Messages.- 1.7 Some Important Messages.- 1.8 Summary.- 2. Window Management.- 2.1 Window Classes.- 2.2 Creating a Window.- 2.3 WinMain () Revisited.- 2.4 Message Handlers.- 2.5 The Hello Program.- 2.6 Windows 98 Program Framework.- 2.7 Summary.- 3. Object Orientation.- 3.1 Object Oriented Programming.- 3.2 The Manager Object.- 3.3 Windows and Objects.- 3.4 Message Boxes.- 3.5 Popup Menus.- 3.6 The VIEW Class.- 3.7 Summary.- 4. Pens and Brushes.- 4.1 Graphics Device Interface.- 4.2 GDI Objects.- 4.3 Windows 98 Coordinate Systems.- 4.4 GDI Drawing Functions.- 4.5 Tracking the Mouse.- 4.6 Summary.- 5. Bitmaps.- 5.1 Pixels and Colours.- 5.2 Windows 98 Resources.- 5.3 Displaying a Bitmap Resource.- 5.4 The DIB Class.- 5.5 Storing Images in Files.- 5.6 Summary.- 6. Palettes.- 6.1 Logical and System Palettes.- 6.2 Palette Messages.- 6.3 Creating a Palette.- 6.4 The PALETTE Class.- 6.5 Updating the DIB Class.- 6.6 Summary.- 7. Sprite Animation.- 7.1 The SPRITE Class.- 7.2 Animation.- 7.3 Flicker.- 7.4 Transparency.- 7.5 Threads.- 7.6 Summary.- 8. Wire-Frame Graphics.- 8.1 Polygon Worlds.- 8.2 The WORLD and SCENE Objects.- 8.3 Line Drawing.- 8.4 Line Clipping.- 8.5 Summary.- 9. Polygon-Fill Techniques.- 9.1 The GDI Approach.- 9.2 Polygon Outlines.- 9.3 Filling with a Solid Colour.- 9.4 Drawing 3D Images.- 9.5 Virtual World Chunks.- 9.6 Summary.- 10. Assembly Language Programming.- 10.1 Computer Basics.- 10.2 Updating the Message Loop.- 10.3 The 80x86 Registers.- 10.4 Data Transfer.- 10.5 Arithmetic and Logical Operations.- 10.6 Flow Control.- 10.7 Faster Polygon-Fill Routines.- 10.8 Program Stack.- 10.9 Summary.- 11. Mathematics of 3D Geometry.- 11.1 Vectors and Matrices.- 11.2 The VECTOR Class.- 11.3 Scalar Product.- 11.4 Vector Product.- 11.5 Triple Product.- 11.6 Lines and Planes.- 11.7 Summary.- 12. Projection of the Viewing Volume.- 12.1 Perspective Projections.- 12.2 The Viewing Volume.- 12.3 Taking a Snapshot.- 12.4 Projecting and Clipping.- 12.5 A Vanishing Cube.- 12.6 Summary.- 13. Hidden Pixel Removal.- 13.1 Constructing a Scene Image.- 13.2 The Painter’s Algorithm.- 13.3 Separating Planes.- 13.4 Binary Space Partitioning.- 13.5 Drawing in Reverse.- 13.6 Z-Buffers.- 13.7 Summary.- 14. Colour Shading and Textures.- 14.1 Lights and Surfaces.- 14.2 Shading Options.- 14.3 Texture Mapping.- 14.4 Implementation Optimizations.- 14.5 Depth Perception.- 14.6 Summary.- 15. In Motion.- 15.1 The Graphics Pipeline.- 15.2 Animating the Virtual World.- 15.3 Translations.- 15.4 Rotations.- 15.5 Transforming Coordinates.- 15.6 Summary.- Postscript.
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