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A simply and powerful ui script framework library. via http://www.uilib.cn
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透明窗口:Direct3D #5

Open suhao opened 5 years ago

suhao commented 5 years ago

透明窗口

透明窗口的硬件加速

https://docs.microsoft.com/zh-cn/windows/desktop/winmsg/window-features

suhao commented 5 years ago
//桌面 透明 三角形 分层窗口 DX
//IDirect3DSurface9 GetDC  UpdateLayeredWindow

#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) 
#include <strsafe.h>
#pragma warning( default : 4996 )

//include path $(DXSDK_DIR)Include;
//library path $(DXSDK_DIR)Lib\x86
//library d3dx9.lib d3d9.lib Winmm.lib

LPDIRECT3D9             g_pD3D = NULL;
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;

HWND g_hWnd = NULL;
IDirect3DSurface9*        g_pkRenderTarget = NULL;
IDirect3DSurface9*        g_pkOffscreenPlainSurface = NULL;

struct CUSTOMVERTEX
{
    FLOAT x, y, z;
    DWORD color;
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

HRESULT InitD3D(HWND hWnd)
{
    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
    {
        return E_FAIL;
    }

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice)))
    {
        return E_FAIL;
    }

    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

    return S_OK;
}

HRESULT InitGeometry()
{
    CUSTOMVERTEX g_Vertices[] =
    {
        { -1.0f, -1.0f, 0.0f, 0xffff0000, },
        { 1.0f, -1.0f, 0.0f, 0xff0000ff, },
        { 0.0f, 1.0f, 0.0f, 0xffffffff, },
    };

    if (FAILED(g_pd3dDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL)))
    {
        return E_FAIL;
    }

    VOID* pVertices;
    if (FAILED(g_pVB->Lock(0, sizeof(g_Vertices), (void**)&pVertices, 0)))
    {
        return E_FAIL;
    }
    memcpy(pVertices, g_Vertices, sizeof(g_Vertices));
    g_pVB->Unlock();

    return S_OK;
}

VOID Cleanup()
{
    if (g_pVB != NULL)
    {
        g_pVB->Release();
    }
    if (g_pd3dDevice != NULL)
    {
        g_pd3dDevice->Release();
    }
    if (g_pD3D != NULL)
    {
        g_pD3D->Release();
    }
}

VOID SetupMatrices()
{
    D3DXMATRIXA16 matWorld;
    UINT iTime = timeGetTime() % 1000;
    FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
    D3DXMatrixRotationY(&matWorld, fAngle);
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);

    D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);
    D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f);
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

}

VOID Render()
{

    RECT kRect;
    GetWindowRect(g_hWnd, &kRect);

    UINT uiWndWidth = kRect.right - kRect.left;
    UINT uiWndHeight = kRect.bottom - kRect.top;

    if (!g_pkOffscreenPlainSurface)
    {
        g_pd3dDevice->CreateOffscreenPlainSurface(uiWndWidth, uiWndHeight, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &g_pkOffscreenPlainSurface, 0);
        g_pd3dDevice->CreateRenderTarget(uiWndWidth, uiWndHeight, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, true, &g_pkRenderTarget, 0);
    }
    else
    {
        D3DSURFACE_DESC kDesc;
        g_pkOffscreenPlainSurface->GetDesc(&kDesc);

        if (kDesc.Width != uiWndWidth || kDesc.Width != uiWndHeight)
        {
            g_pkOffscreenPlainSurface->Release();
            g_pkRenderTarget->Release();
            g_pd3dDevice->CreateOffscreenPlainSurface(uiWndWidth, uiWndHeight, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &g_pkOffscreenPlainSurface, 0);
            g_pd3dDevice->CreateRenderTarget(uiWndWidth, uiWndHeight, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, true, &g_pkRenderTarget, 0);
        }
    }

    if (!g_pkOffscreenPlainSurface || !g_pkRenderTarget)
    {
        return;
    }

    HRESULT hr = g_pd3dDevice->SetRenderTarget(0, g_pkRenderTarget);
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    if (SUCCEEDED(g_pd3dDevice->BeginScene()))
    {
        SetupMatrices();

        g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
        g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
        g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 1);

        g_pd3dDevice->EndScene();
    }

    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

    hr = g_pd3dDevice->GetRenderTargetData(g_pkRenderTarget, g_pkOffscreenPlainSurface);

    HDC hDC = 0;
    //g_pkRenderTarget->GetDC(&hDC);
    g_pkOffscreenPlainSurface->GetDC(&hDC);

    POINT kPoint = { 0, 0 };
    SIZE kSize = { uiWndWidth, uiWndHeight };

    BLENDFUNCTION kBlend;
    kBlend.AlphaFormat = AC_SRC_ALPHA;
    kBlend.SourceConstantAlpha = 255;
    kBlend.BlendFlags = 0;
    kBlend.BlendOp = AC_SRC_OVER;

    UpdateLayeredWindow(g_hWnd, 0, &kPoint, &kSize, hDC, &kPoint, 0, &kBlend, ULW_ALPHA);

    g_pkOffscreenPlainSurface->ReleaseDC(hDC);
    //g_pkRenderTarget->ReleaseDC(hDC);
}

LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch (msg)
    {
    case WM_DESTROY:
        Cleanup();
        PostQuitMessage(0);
        return 0;
    }

    return DefWindowProc(hWnd, msg, wParam, lParam);
}

INT WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, INT)
{
    UNREFERENCED_PARAMETER(hInst);

    WNDCLASSEX wc =
    {
        sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"D3D Tutorial", NULL
    };
    RegisterClassEx(&wc);

    g_hWnd = CreateWindowEx(WS_EX_LAYERED, L"D3D Tutorial", L"D3D Tutorial 03: Matrices", WS_POPUP | WS_THICKFRAME, 100, 100, 512, 512, NULL, NULL, wc.hInstance, NULL);

    if (SUCCEEDED(InitD3D(g_hWnd)))
    {
        if (SUCCEEDED(InitGeometry()))
        {
            ShowWindow(g_hWnd, SW_SHOWDEFAULT);
            UpdateWindow(g_hWnd);

            MSG msg;
            ZeroMemory(&msg, sizeof(msg));
            while (msg.message != WM_QUIT)
            {
                if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
                {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                else
                {
                    Render();
                }
            }
        }
    }

    UnregisterClass(L"D3D Tutorial", wc.hInstance);
    return 0;
}