c++ - SetLayeredWindowAttributes 使窗口透明仅在部分时间有效

标签 c++ winapi directx transparency

我正在尝试使窗口透明,以便只有部分内容可见,我尝试使用 SetLayeredWindowAttributes 来实现这一点,这使窗口如我所愿地透明,但是只有当 Windows 图片的一部分超出我桌面的可见区域时,它才会这样工作。出于某种原因,每当窗口完全显示在屏幕上时,它都会重新绘制其黑色背景(我用于透明的颜色是不可见的。)Here是问题的视频示例。我不确定到底是什么导致了这种情况,为了安全起见,我发布了完整的代码。

#define _WIN32_WINNT 0x501
#include "C:\Program Files\Microsoft DirectX SDK (August 2008)\Include\D3dx9core.h"
#include "C:\Documents and Settings\Death\My Documents\Downloads\DXSprite\DXSprite\resource.h"
#include <windows.h>
#include <string>
#include <stdio.h>
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
HWND                        g_hWnd                  = NULL;
LPDIRECT3D9                 g_pD3D                  = NULL;
LPDIRECT3DDEVICE9           g_pD3DDevice            = NULL;
ID3DXSprite *               g_pD3DXSprite           = NULL;
LPDIRECT3DTEXTURE9          g_pTexture              = NULL;
const int                   SCREEN_WIDTH            = 800;
const int                   SCREEN_HEIGHT           = 600;
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT InitializeD3D       ( );
void RenderFrame            ( );

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
                HINSTANCE hPrevInstance,
                LPSTR     lpCmdLine,
                int       nCmdShow )
{
WNDCLASSEX  winClass;
MSG         uMsg;
HRESULT     hr;

memset(&uMsg,0,sizeof(uMsg));

winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize        = sizeof(WNDCLASSEX);
winClass.style         = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc   = WindowProc;
winClass.hInstance     = hInstance;
winClass.hIcon         = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
    winClass.hIconSm       = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hCursor       = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName  = NULL;
winClass.cbClsExtra    = 0;
winClass.cbWndExtra    = 0;

if( !RegisterClassEx(&winClass) )
    return E_FAIL;

g_hWnd = CreateWindowEx( WS_EX_LAYERED, "MY_WINDOWS_CLASS",
                         "Direct3D 9 - ID3DXSprite Example",
                         WS_OVERLAPPEDWINDOW | WS_VISIBLE ,
                         0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );

if( g_hWnd == NULL )
    return E_FAIL;

SetLayeredWindowAttributes(g_hWnd, RGB(0x00,0x00,0x00), 0, LWA_COLORKEY});
ShowWindow( g_hWnd, nCmdShow );
//----------------------------------------------------------------
// Create the DirectX device
//----------------------------------------------------------------
if (FAILED( InitializeD3D()))
    return 0;


//----------------------------------------------------------------
// CREATE THE ID3DXSprite
//----------------------------------------------------------------

// Create the ID3DXSprite interface object
hr = D3DXCreateSprite(g_pD3DDevice, &g_pD3DXSprite );
if( FAILED(hr) )
    return hr;


//----------------------------------------------------------------
// LOAD THE TEXTURE FOR THE SPRITE
//----------------------------------------------------------------

// --------------------------------------------------------
// Load the texture.  I decided to use the extended
// version of the texture loading function just to show what
// it would look like.
// The texture was created with Photoshop with a transparent
// background to start with.  Then line cross hairs were added.
//
// Note - If you don't use a texture image that has a power of
// 2 size for the width or height then the image may not load
// properly.  This image is 256x256.
//
D3DXCreateTextureFromFileEx(
    g_pD3DDevice,
    "C:\\Documents and Settings\\Death\\My Documents\\45handold2.tga",              // Our texture image!
    D3DX_DEFAULT,               // width
    D3DX_DEFAULT,               // height
    D3DX_DEFAULT,               // MIP levels
    0,                          // usage
    D3DFMT_DXT1,                // texture format
    D3DPOOL_MANAGED,            // mem pool
    D3DX_DEFAULT,               // filter
    D3DX_DEFAULT,               // MIP filter
    0,                          // transparent color key
    NULL,                       // image info struct
    NULL,                       // palette
    &g_pTexture);               // the returned texture, if success

if ( FAILED(hr) )
    return hr;





// ---------
// Main Loop
// ---------
while( uMsg.message != WM_QUIT )
{
    if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
    {
        TranslateMessage( &uMsg );
        DispatchMessage( &uMsg );
    }
}

// -------------------------
// Release directx resources
// -------------------------
if (g_pD3DXSprite)
{
    g_pD3DXSprite->Release();
    g_pD3DXSprite = NULL;
}

if (g_pTexture)
{
    g_pTexture->Release();
    g_pTexture = NULL;
}

if (g_pD3DDevice)
{
    g_pD3DDevice->Release();
    g_pD3DDevice = NULL;
}




UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
return (int)uMsg.wParam;
}

//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND   hWnd,
                         UINT   msg,
                         WPARAM wParam,
                         LPARAM lParam )
{

switch( msg )
{
    case WM_KEYDOWN:
    {
        switch( wParam )
        {
            case VK_ESCAPE:
                PostQuitMessage(0);
                break;

        }
    }
    break;

    case WM_CLOSE:
    {
        PostQuitMessage(0);
    }

    case WM_DESTROY:
    {
        PostQuitMessage(0);
    }
    break;

    default:
    {
        RenderFrame();
        return DefWindowProc( hWnd, msg, wParam, lParam );
    }
    break;
}

return 0;
}

//-----------------------------------------------------------------------------
// Name: InitializeD3D()
// Desc: Create DirectX interface objects
//       Initialize the view matrix.
//       Setup render states that will not need changing throughout
//       the life of the application.
//-----------------------------------------------------------------------------
HRESULT InitializeD3D( )
{
HRESULT hr;

// Create a direct 3D interface object
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );

if( g_pD3D == NULL )
{
    // TO DO: Respond to failure of Direct3DCreate9
    return E_FAIL;
}

D3DDISPLAYMODE d3ddm;

if( FAILED( hr = g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
{
    // TO DO: Respond to failure of GetAdapterDisplayMode
    return hr;
}


//
if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
                                            d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
                                            D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
    if( hr == D3DERR_NOTAVAILABLE )
        // POTENTIAL PROBLEM: We need at least a 16-bit z-buffer!
        return hr;
}

//
// Do we support hardware vertex processing? If so, use it.
// If not, downgrade to software.
//

D3DCAPS9 d3dCaps;

if( FAILED( hr = g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
                                   D3DDEVTYPE_HAL, &d3dCaps ) ) )
{
    // TO DO: Respond to failure of GetDeviceCaps
    return hr;
}

DWORD dwBehaviorFlags = 0;

if( d3dCaps.VertexProcessingCaps != 0 )
    dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
    dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;

//
// Everything checks out - create a simple, windowed device.
//

D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));

d3dpp.BackBufferFormat       = d3ddm.Format;
d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed               = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;

// Attempt to create a HAL device, end app on failure just to keep things
// simple.  In other words we are not trying to create a REF device if the
// HAL fails.
if( FAILED( hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
                                  dwBehaviorFlags, &d3dpp, &g_pD3DDevice ) ) )
{
//    char blah[100];
  //  snprintf (blah, 1000, "%d", hr);
    //MessageBox (NULL,blah,NULL,NULL);
}


// If we get here everything worked!
return S_OK;
}


//-----------------------------------------------------------------------------
// Name: RenderFrame()
// Desc: Draw the image to the framebuffer.
//-----------------------------------------------------------------------------
void RenderFrame( )
{
if (!g_pD3DDevice && !g_pD3DXSprite && !g_pTexture)
    return;


// Clear the frame & depth buffer ready for drawing (Black color)
g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,  0x00000000, 1.0f, 0     );

g_pD3DDevice->BeginScene();
{
    //-------------------------
    // Render the sprite
    //

    D3DXVECTOR3 vecPos = D3DXVECTOR3(0,0,0);

    if (g_pD3DXSprite && g_pTexture)
    {
        g_pD3DXSprite->Begin( D3DXSPRITE_ALPHABLEND );
        g_pD3DXSprite->Draw(g_pTexture, NULL, NULL, &vecPos, 0xffffffff);
        g_pD3DXSprite->End();
    }


}
g_pD3DDevice->EndScene();


// Frame buffer to Front buffer
g_pD3DDevice->Present( NULL, NULL, NULL, NULL );

}

最佳答案

您遇到的问题基本上是 Windows 中曾经有两个完全独立的渲染堆栈:GDI 和 Direct3D。它们根本没有真正相互交谈,因此标准窗口和 GDI API 对 Direct3D 并不真正了解。当 Vista 出现时,他们统一了两个驱动程序堆栈,但 GDI 代码(一般来说)仍然对 Direct3D 一无所知,即使它在幕后内部使用了一些 Direct3D(用于桌面组合)。

简而言之,SetLayeredWindowAttributesUpdateLayeredWindow 不能也不知道您的 Direct3D 交换链。如果您在 Windows XP 或 2000 上尝试过此操作,我希望您会得到一些非常时髦的视觉效果。这有一些非常好的理由,我应该补充一下。例如,在 GDI 世界中,使用 UpdateLayeredWindow 设置具有每像素 alpha 的位图实际上会导致 alpha 值为零的地方被视为不是窗口的一部分。换句话说,点击会传递到下面的窗口。为了使用 Direct3D 实现这一点,系统必须将 Direct3D 纹理从 GPU 读回到 CPU 内存,这是非常昂贵的,然后执行 HitTest 。

当然,一种解决方案是使用 GDI 来渲染窗口,包括颜色键。我假设您出于性能原因排除了这种可能性。

我不完全确定您期望的视觉效果,但如果您想在具有完整硬件加速且没有窗口边框的窗口中呈现任意 alpha 混合内容,您可以创建一个无边框窗口(例如,仅 WS_POPUP其窗口样式)并调用 DwmExtendFrameIntoClientArea为所有边距传递 -1。然后,使用 D3DFMT_A8R8G8B8 像素格式或 Direct3D 10/11 的 DXGI 等效格式(这是 DWM 用于渲染窗口的 native 格式)创建交换链并渲染到其中。您现在有一个窗口,其中仅包含叠加在桌面上的 alpha 混合内容。有一个 older article on CodeProject关于这个话题。

关于c++ - SetLayeredWindowAttributes 使窗口透明仅在部分时间有效,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18383681/

相关文章:

c++ - 什么时候将引用进行零初始化?

c++ - getter 方法中的 Const 限定符

c++ - 等待 24 小时的线程的潜在系统成本

c++ - 抗锯齿问题

c++ - 如何绕过警告 "rvalue used as lvalue"?

c++ - 不使用 Windows API 或 MFC 的应用程序的一个实例

ruby - 什么是 GetAsyncKeyState 返回值?

c# - 我怎样才能在 C# 中获得免费的 USB 端口?

winapi - HeapCreate 与 GetProcessHeap

c# - 使用 MDX 时缺少 Direct3D.dll 依赖项