D3DLayeredWindow 一个分层窗口茶壶

//-----------------------------------------------------------------------------
// Copyright (c) 2006 dhpoware. All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//
// This demo builds on the previous layered window demo.
// (http://www.dhpoware.com/downloads/LayeredWindow.zip).
//
// In the previous demo, we used a TGA image with an embedded alpha mask as the
// source of our layered window.
//
// In this demo we use Direct3D to draw a rotating teapot to an off-screen
// texture. We then use this off-screen texture as our non-rectangular, per
// pixel alpha blended layered window.
//
// You can move the teapot around the screen by holding down the left mouse
// button and dragging. To exit the demo press the ESC key.
//
// This demo requires Windows 2000, XP, or higher to run. The minimum supported
// operating system for the layered windows API is Windows 2000.
//
//-----------------------------------------------------------------------------


//include dir   $(DXSDK_DIR)Include;
//lib dir       $(DXSDK_DIR)Lib\x86
//libs         dxguid.lib d3d9.lib d3dx9.lib winmm.lib

// Force the layered windows APIs to be visible.
#define _WIN32_WINNT 0x0500

// Disable warning C4244: conversion from 'float' to 'BYTE', possible loss of
// data. Used in the ImagePreMultAlpha() function.
#pragma warning (disable : 4244)

#if defined _DEBUG
#define D3D_DEBUG_INFO
#endif

#include <windows.h>
#include <tchar.h>
#include <mmsystem.h>
#include <cstdio>
#include <d3dx9.h>
#include <crtdbg.h>

#define IMAGE_WIDTH     512
#define IMAGE_HEIGHT    512

// Generic wrapper around a DIB with a 32-bit color depth.
struct Image
{
    int width;
    int height;
    int pitch;
    HDC hdc;
    HBITMAP hBitmap;
    BITMAPINFO info;
    BYTE *pPixels;
};

HWND g_hWnd;
Image g_image;
IDirect3D9 *g_pDirect3D;
IDirect3DDevice9 *g_pDevice;
IDirect3DTexture9 *g_pTexture;
IDirect3DSurface9 *g_pSurface;
IDirect3DSurface9 *g_pRenderTargetSurface;
IDirect3DSurface9 *g_pDepthStencilSurface;
ID3DXMesh *g_pMesh;
D3DXMATRIX g_worldMtx;
int g_frames;

void ImageDestroy(Image *pImage)
{
    if (!pImage)
        return;

    pImage->width = 0;
    pImage->height = 0;
    pImage->pitch = 0;

    if (pImage->hBitmap)
    {
        DeleteObject(pImage->hBitmap);
        pImage->hBitmap = 0;
    }

    if (pImage->hdc)
    {
        DeleteDC(pImage->hdc);
        pImage->hdc = 0;
    }

    memset(&pImage->info, 0, sizeof(pImage->info));
    pImage->pPixels = 0;
}

bool ImageCreate(Image *pImage, int width, int height)
{
    if (!pImage)
        return false;

    // All Windows DIBs are aligned to 4-byte (DWORD) memory boundaries. This
    // means that each scan line is padded with extra bytes to ensure that the
    // next scan line starts on a 4-byte memory boundary. The 'pitch' member
    // of the Image structure contains width of each scan line (in bytes).

    pImage->width = width;
    pImage->height = height;
    pImage->pitch = ((width * 32 + 31) & ~31) >> 3;
    pImage->pPixels = NULL;
    pImage->hdc = CreateCompatibleDC(NULL);

    if (!pImage->hdc)
        return false;

    memset(&pImage->info, 0, sizeof(pImage->info));

    pImage->info.bmiHeader.biSize = sizeof(pImage->info.bmiHeader);
    pImage->info.bmiHeader.biBitCount = 32;
    pImage->info.bmiHeader.biWidth = width;
    pImage->info.bmiHeader.biHeight = -height;
    pImage->info.bmiHeader.biCompression = BI_RGB;
    pImage->info.bmiHeader.biPlanes = 1;

    pImage->hBitmap = CreateDIBSection(pImage->hdc, &pImage->info,
        DIB_RGB_COLORS, (void**)&pImage->pPixels, NULL, 0);

    if (!pImage->hBitmap)
    {
        ImageDestroy(pImage);
        return false;
    }

    GdiFlush();
    return true;
}

void ImagePreMultAlpha(Image *pImage)
{
    // The per pixel alpha blending API for layered windows deals with
    // pre-multiplied alpha values in the RGB channels. For further details see
    // the MSDN documentation for the BLENDFUNCTION structure. It basically
    // means we have to multiply each red, green, and blue channel in our image
    // with the alpha value divided by 255.
    //
    // Notes:
    // 1. ImagePreMultAlpha() needs to be called before every call to
    //    UpdateLayeredWindow() (in the RedrawLayeredWindow() function).
    //
    // 2. Must divide by 255.0 instead of 255 to prevent alpha values in range
    //    [1, 254] from causing the pixel to become black. This will cause a
    //    conversion from 'float' to 'BYTE' possible loss of data warning which
    //    can be safely ignored.

    if (!pImage)
        return;

    BYTE *pPixel = NULL;

    if (pImage->width * 4 == pImage->pitch)
    {
        // This is a special case. When the image width is already a multiple
        // of 4 the image does not require any padding bytes at the end of each
        // scan line. Consequently we do not need to address each scan line
        // separately. This is much faster than the below case where the image
        // width is not a multiple of 4.

        int totalBytes = pImage->width * pImage->height * 4;

        for (int i = 0; i < totalBytes; i += 4)
        {
            pPixel = &pImage->pPixels[i];
            pPixel[0] *= (BYTE)((float)pPixel[3] / 255.0f);
            pPixel[1] *= (BYTE)((float)pPixel[3] / 255.0f);
            pPixel[2] *= (BYTE)((float)pPixel[3] / 255.0f);
        }
    }
    else
    {
        // Width of the image is not a multiple of 4. So padding bytes have
        // been included in the DIB's pixel data. Need to address each scan
        // line separately. This is much slower than the above case where the
        // width of the image is already a multiple of 4.

        for (int y = 0; y < pImage->height; ++y)
        {
            for (int x = 0; x < pImage->width; ++x)
            {
                pPixel = &pImage->pPixels[(y * pImage->pitch) + (x * 4)];
                pPixel[0] *= (BYTE)((float)pPixel[3] / 255.0f);
                pPixel[1] *= (BYTE)((float)pPixel[3] / 255.0f);
                pPixel[2] *= (BYTE)((float)pPixel[3] / 255.0f);
            }
        }
    }
}

void RedrawLayeredWindow()
{
    // The call to UpdateLayeredWindow() is what makes a non-rectangular
    // window possible. To enable per pixel alpha blending we pass in the
    // argument ULW_ALPHA, and provide a BLENDFUNCTION structure filled in
    // to do per pixel alpha blending.

    HDC hdc = GetDC(g_hWnd);

    if (hdc)
    {
        HGDIOBJ hPrevObj = 0;
        POINT ptDest = {0, 0};
        POINT ptSrc = {0, 0};
        SIZE client = {g_image.width, g_image.height};
        BLENDFUNCTION blendFunc = {AC_SRC_OVER, 0, 255, AC_SRC_ALPHA};

        hPrevObj = SelectObject(g_image.hdc, g_image.hBitmap);
        ClientToScreen(g_hWnd, &ptDest);

        UpdateLayeredWindow(g_hWnd, hdc, &ptDest, &client,
            g_image.hdc, &ptSrc, 0, &blendFunc, ULW_ALPHA);

        SelectObject(g_image.hdc, hPrevObj);
        ReleaseDC(g_hWnd, hdc);
    }
}

void Cleanup()
{
    if (g_pMesh)
    {
        g_pMesh->Release();
        g_pMesh = 0;
    }

    if (g_pSurface)
    {
        g_pSurface->Release();
        g_pSurface = 0;
    }

    if (g_pDepthStencilSurface)
    {
        g_pDepthStencilSurface->Release();
        g_pDepthStencilSurface = 0;
    }

    if (g_pRenderTargetSurface)
    {
        g_pRenderTargetSurface->Release();
        g_pRenderTargetSurface = 0;
    }

    if (g_pTexture)
    {
        g_pTexture->Release();
        g_pTexture = 0;
    }

    if (g_pDevice)
    {
        g_pDevice->Release();
        g_pDevice = 0;
    }

    if (g_pDirect3D)
    {
        g_pDirect3D->Release();
        g_pDirect3D = 0;
    }

    ImageDestroy(&g_image);
}

BOOL InitRenderToTexture(D3DFORMAT format, D3DFORMAT depthStencil)
{
    HRESULT hr = 0;
    int width = g_image.width;
    int height = g_image.height;

    // Create the dynamic render target texture. Since we want use this texture
    // with the Win32 layered windows API to create a per pixel alpha blended
    // non-rectangular window we *must* use a D3DFORMAT that contains an ALPHA
    // channel.
    hr = D3DXCreateTexture(g_pDevice, width, height, 0, D3DUSAGE_RENDERTARGET,
            format, D3DPOOL_DEFAULT, &g_pTexture);

    if (FAILED(hr))
        return FALSE;

    // Cache the top level surface of the render target texture. This will make
    // it easier to bind the dynamic render target texture to the device.
    hr = g_pTexture->GetSurfaceLevel(0, &g_pRenderTargetSurface);

    if (FAILED(hr))
        return FALSE;

    // Create a depth-stencil surface so the scene rendered to the dynamic
    // texture will be correctly depth sorted.
    hr = g_pDevice->CreateDepthStencilSurface(width, height, depthStencil,
            D3DMULTISAMPLE_NONE, 0, TRUE, &g_pDepthStencilSurface, 0);

    if (FAILED(hr))
        return FALSE;

    // Create an off-screen plain system memory surface. This system memory
    // surface will be used to fetch a copy of the pixel data rendered into the
    // render target texture. We can't directly read the render target texture
    // because textures created with D3DPOOL_DEFAULT can't be locked.
    hr = g_pDevice->CreateOffscreenPlainSurface(width, height,
            format, D3DPOOL_SYSTEMMEM, &g_pSurface, 0);

    return TRUE;
}

BOOL InitD3D()
{
    HRESULT hr = 0;
    D3DPRESENT_PARAMETERS params = {0};
    D3DDISPLAYMODE desktop = {0};

    g_pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);

    if (!g_pDirect3D)
        return FALSE;

    // Just use the current desktop display mode.
    hr = g_pDirect3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &desktop);

    if (FAILED(hr))
        return FALSE;

    // Setup Direct3D for windowed rendering.
    params.BackBufferWidth = 0;
    params.BackBufferHeight = 0;
    params.BackBufferFormat = desktop.Format;
    params.BackBufferCount = 1;
    params.MultiSampleType = D3DMULTISAMPLE_NONE;
    params.MultiSampleQuality = 0;
    params.SwapEffect = D3DSWAPEFFECT_DISCARD;
    params.hDeviceWindow = g_hWnd;
    params.Windowed = TRUE;
    params.EnableAutoDepthStencil = TRUE;
    params.AutoDepthStencilFormat = D3DFMT_D24S8;
    params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
    params.FullScreen_RefreshRateInHz = 0;
    params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

    // Most modern video cards should have no problems creating pure devices.
    hr = g_pDirect3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
            D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
            &params, &g_pDevice);

    if (FAILED(hr))
    {
        // Fall back to software vertex processing for less capable hardware.
        hr = g_pDirect3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
                g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &params, &g_pDevice);
    }

    if (FAILED(hr))
        return FALSE;

    // Create the textures and surfaces required for off-screen rendering.
    // Since we intend to use the rendered pixel data with the Win32 layered
    // windows API (to draw an alpha blended window) we *must* ensure the
    // created off-screen texture uses a format that supports an alpha channel.
    if (!InitRenderToTexture(D3DFMT_A8R8G8B8, D3DFMT_D24S8))
        return FALSE;

    if (FAILED(D3DXCreateTeapot(g_pDevice, &g_pMesh, 0)))
        return FALSE;

    D3DLIGHT9 defaultLight =
    {
        D3DLIGHT_DIRECTIONAL,       // type
        1.0f, 1.0f, 1.0f, 0.0f,     // diffuse
        1.0f, 1.0f, 1.0f, 0.0f,     // specular
        1.0f, 1.0f, 1.0f, 0.0f,     // ambient
        0.0f, 0.0f, 0.0f,           // position
        0.0f, 0.0f, 1.0f,           // direction
        1000.0f,                    // range
        1.0f,                       // falloff
        0.0f,                       // attenuation0 (constant)
        1.0f,                       // attenuation1 (linear)
        0.0f,                       // attenuation2 (quadratic)
        0.0f,                       // theta
        0.0f                        // phi
    };

    D3DMATERIAL9 defaultMaterial =
    {
        0.8f, 0.8f, 0.8f, 1.0f,     // diffuse
        0.2f, 0.2f, 0.2f, 1.0f,     // ambient
        0.0f, 0.0f, 0.0f, 1.0f,     // specular
        0.0f, 0.0f, 0.0f, 1.0f,     // emissive
        0.0f                        // power
    };

    D3DXMATRIX projMtx;
    D3DXMATRIX viewMtx;

    D3DXMatrixPerspectiveFovLH(&projMtx, D3DX_PI / 4.0f,
        (float)g_image.width / (float)g_image.height, 1.0f, 100.0f);

    D3DXMatrixLookAtLH(&viewMtx, &D3DXVECTOR3(0.0f, 0.0f, -5.0f),
        &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

    g_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
    g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);

    g_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    g_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    g_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

    g_pDevice->SetLight(0, &defaultLight);
    g_pDevice->LightEnable(0, TRUE);

    g_pDevice->SetMaterial(&defaultMaterial);

    g_pDevice->SetTransform(D3DTS_PROJECTION, &projMtx);
    g_pDevice->SetTransform(D3DTS_VIEW, &viewMtx);

    return TRUE;
}

BOOL Init()
{
    if (!ImageCreate(&g_image, IMAGE_WIDTH, IMAGE_HEIGHT))
        return FALSE;

    if (!InitD3D())
    {
        Cleanup();
        return FALSE;
    }
    
    return TRUE;
}

void CopyRenderTextureToImage()
{
    // Dynamic render target textures are created with D3DPOOL_DEFAULT and so
    // cannot be locked. To access the dynamic texture's pixel data we need to
    // get Direct3D to make a system memory copy of the texture. The system
    // memory copy can then be accessed and copies across to our Image
    // structure. This copying from video memory to system memory is slow.
    // So try not to make your dynamic textures too big if you intend to access
    // their pixel data.

    HRESULT hr = 0;
    D3DLOCKED_RECT rcLock = {0};

    hr = g_pDevice->GetRenderTargetData(g_pRenderTargetSurface, g_pSurface);

    if (SUCCEEDED(hr))
    {
        hr = g_pSurface->LockRect(&rcLock, 0, 0);

        if (SUCCEEDED(hr))
        {
            const BYTE *pSrc = (const BYTE *)rcLock.pBits;
            BYTE *pDest = g_image.pPixels;
            int srcPitch = rcLock.Pitch;
            int destPitch = g_image.pitch;

            if (srcPitch == destPitch)
            {
                memcpy(pDest, pSrc, destPitch * g_image.height);
            }
            else
            {
                for (int i = 0; i < g_image.height; ++i)
                    memcpy(&pDest[destPitch * i], &pSrc[srcPitch * i], destPitch);
            }

            g_pSurface->UnlockRect();
        }
    }
}

void DrawFrame()
{
    // Tell Direct3D that we want to off-screen rendering to our dynamic render
    // texture. This is done by binding our depth-stencil, and render target
    // texture surfaces.
    g_pDevice->SetDepthStencilSurface(g_pDepthStencilSurface);
    g_pDevice->SetRenderTarget(0, g_pRenderTargetSurface);
    
    // Clear the off-screen texture. We don't want the background to be visible
    // in our final layered window image so we set the clear color to be fully
    // transparent (by specifying a zero alpha component).
    g_pDevice->Clear(0, 0,
        D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_ZBUFFER,
        D3DCOLOR_COLORVALUE(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0);

    if (SUCCEEDED(g_pDevice->BeginScene()))
    {
        // Draw a rotating teapot.
        D3DXMatrixRotationY(&g_worldMtx, timeGetTime() / 150.0f);
        g_pDevice->SetTransform(D3DTS_WORLD, &g_worldMtx);
        g_pMesh->DrawSubset(0);

        // Since we're doing off-screen rendering we don't call Present().
        // However we still must call EndScene() to finish rendering the scene.
        g_pDevice->EndScene();

        // At this stage the off-screen texture will contain our teapot scene.
        // Now we make a system memory copy of the off-screen texture (located
        // in video memory).
        CopyRenderTextureToImage();

        // Then we pre-multiply each pixel with its alpha component. This is how
        // the layered windows API expects images containing alpha information.
        ImagePreMultAlpha(&g_image);

        // Finally we update our layered window with our teapot scene.
        RedrawLayeredWindow();

        ++g_frames;
    }
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    static TCHAR szBuffer[32] = {0};

    switch (msg)
    {
    case WM_CREATE:
        timeBeginPeriod(1);
        SetTimer(hWnd, 1, 1000, 0);
        return 0;

    case WM_DESTROY:
        KillTimer(hWnd, 1);
        timeEndPeriod(1);
        PostQuitMessage(0);
        return 0;

    case WM_KEYDOWN:
        if (wParam == VK_ESCAPE)
        {
            SendMessage(hWnd, WM_CLOSE, 0, 0);
            return 0;
        }
        break;

    case WM_NCHITTEST:
        return HTCAPTION;   // allows dragging of the window

    case WM_TIMER:
        _stprintf(szBuffer, _TEXT("%d FPS"), g_frames);
        SetWindowText(hWnd, szBuffer);
        g_frames = 0;
        return 0;

    default:
        break;
    }

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

void DetectMemoryLeaks()
{
    // Enable the memory leak tracking tools built into the CRT runtime.
#if defined _DEBUG
    _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF | _CRTDBG_ALLOC_MEM_DF);
    _CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_FILE);
    _CrtSetReportFile(_CRT_ASSERT, _CRTDBG_FILE_STDERR);
#endif
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine, int nShowCmd)
{
    DetectMemoryLeaks();

    MSG msg = {0};
    WNDCLASSEX wcl = {0};

    wcl.cbSize = sizeof(wcl);
    wcl.style = CS_HREDRAW | CS_VREDRAW;
    wcl.lpfnWndProc = WindowProc;
    wcl.cbClsExtra = 0;
    wcl.cbWndExtra = 0;
    wcl.hInstance = hInstance;
    wcl.hIcon = LoadIcon(0, IDI_APPLICATION);
    wcl.hCursor = LoadCursor(0, IDC_ARROW);
    wcl.hbrBackground = 0;
    wcl.lpszMenuName = 0;
    wcl.lpszClassName = TEXT("D3DLayeredWindowClass");
    wcl.hIconSm = 0;

    if (!RegisterClassEx(&wcl))
        return 0;

    g_hWnd = CreateWindowEx(WS_EX_LAYERED | WS_EX_TOPMOST, wcl.lpszClassName,
                TEXT("D3D Layered Window Demo"), WS_POPUP, 0, 0,
                IMAGE_WIDTH, IMAGE_HEIGHT, 0, 0,
                wcl.hInstance, 0);

    if (g_hWnd)
    {
        if (Init())
        {
            ShowWindow(g_hWnd, nShowCmd);
            UpdateWindow(g_hWnd);

            while (TRUE)
            {
                if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
                {
                    if (msg.message == WM_QUIT)
                        break;

                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                else
                {
                    DrawFrame();
                }
            }
        }

        Cleanup();
        UnregisterClass(wcl.lpszClassName, hInstance);
    }

    return (int)(msg.wParam);
}

 

posted @ 2014-10-20 21:49  BinSys  阅读(789)  评论(0编辑  收藏  举报