飘屏的火焰: DirectX 12 + ComputeSharp + Win32
实现原理
基于 Win32 透明分层窗口 + DirectComposition + ComputeSharp GPU 计算着色器,实现全屏置顶、鼠标穿透的火焰漂浮效果。火焰着色器移植自 anatole duprat (XT95/2013) 的 Shadertoy 作品,采用光线步进(Ray Marching)+ 球体 SDF + 3D 噪声变形,在 GPU 上并行计算每像素颜色,形成橙→蓝渐变、半透明漂浮的火焰
效果:

窗口铺满屏幕,背景完全透明,可看到桌面、始终在最前层、点击、移动等操作直接作用于下层窗口、火焰以 3D 球体为基底,经噪声扭曲后呈现有机漂浮形态、光线步进 64 步,内部发光由橙红渐变到蓝色、无火焰处 alpha=0,实现透明背景,与桌面完美融合。
核心流程
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窗口:Win32 分层窗口 + WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST 实现全屏、置顶、鼠标穿透
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渲染管线:CreateSwapChainForComposition + DXGI_ALPHA_MODE_PREMULTIPLIED,将 SwapChain 绑定到 DirectComposition 视觉,实现每像素透明
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绘制:ComputeSharp GPU 计算着色器(FlameShader)在纹理上并行执行:每线程对应一像素,从相机发射光线,光线步进 64 步求交火焰 SDF,累加发光强度,再按高度插值橙→蓝颜色并输出预乘 Alpha;最后 CopyResource 到 SwapChain 后缓冲
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动画:独立渲染线程约 60fps 驱动 OnUpdate,传入 TimeSpan 给着色器,着色器内基于时间驱动噪声偏移,使火焰形态随时间缓慢变化,呈现漂浮感
核心技术点
窗口控制(Win32TransparentApplicationRunner):
// WS_EX_LAYERED + WS_EX_TRANSPARENT:鼠标穿透;WS_EX_TOPMOST:置顶
hwnd = Windows.CreateWindowExW(
WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST,
windowClassEx.lpszClassName,
title,
WS.WS_POPUP,
windowX, windowY, windowWidth, windowHeight,
...);
// 分层窗口需调用 SetLayeredWindowAttributes,否则 WS_EX_TRANSPARENT 可能不生效
SetLayeredWindowAttributes((nint)hwnd.Value, 0, 255, LWA_ALPHA);
每像素透明(CreateSwapChainForComposition + DirectComposition):
DXGI_SWAP_CHAIN_DESC1 dxgiSwapChainDesc1 = default;
dxgiSwapChainDesc1.AlphaMode = DXGI_ALPHA_MODE.DXGI_ALPHA_MODE_PREMULTIPLIED; // 预乘 Alpha
dxgiSwapChainDesc1.BufferCount = 2;
dxgiSwapChainDesc1.Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM;
// ...
CreateSwapChainForComposition(...); // 无窗口句柄,用于 DComp 合成
// 将 SwapChain 设置为 DComp 视觉的内容
dcompVisual->SetContent((IUnknown*)dxgiSwapChain1.Get());
dcompTarget->SetRoot(dcompVisual.Get());
dcompDevice->Commit();
ComputeSharp 火焰着色器(FlameShader)核心结构:
[ThreadGroupSize(DefaultThreadGroupSizes.XY)]
[GeneratedComputeShaderDescriptor]
internal readonly partial struct FlameShader(float time) : IComputeShader<float4>
{
public float4 Execute()
{
float2 resolution = (float2)DispatchSize.XY;
float aspect = resolution.X / resolution.Y;
float2 v = -1f + 2f * (float2)ThreadIds.XY / resolution;
v.X *= aspect;
float3 org = new float3(0f, -2f, 4f);
float3 dir = Hlsl.Normalize(new float3(v.X * 1.6f, -v.Y, -1.5f));
Float4 p = Raymarch(org, dir, time);
float glow = p.W;
Float3 colLow = new Float3(1f, 0.5f, 0.1f); // 橙
Float3 colHigh = new Float3(0.1f, 0.5f, 1f); // 蓝
Float3 col = (Float3)(Hlsl.Lerp(colLow, colHigh, p.Y * 0.02f + 0.4f));
col = (Float3)(Hlsl.Clamp((float3)col, 0f, 1f));
float alpha = Hlsl.Pow(glow * 2f, 4f);
return new float4(col.X * alpha, col.Y * alpha, col.Z * alpha, alpha);
}
}
渲染循环(60fps 独立线程):
renderThread = new Thread(static args => {
const long targetFrameTimeInTicksFor60fps = 166666;
while (!token.IsCancellationRequested)
{
if (frameStopwatch.ElapsedTicks >= targetFrameTimeInTicksFor60fps)
{
frameStopwatch.Restart();
app.OnUpdate(startStopwatch.Elapsed);
}
}
});
D3D12 资源拷贝与 Present:
// 着色器输出 -> SwapChain 后缓冲
d3D12GraphicsCommandList->ResourceBarrier(...); // UAV -> COPY_SOURCE, BACK_BUFFER -> COPY_DEST
d3D12GraphicsCommandList->CopyResource(d3D12ResourceBackBuffer, d3D12Resource.Get());
d3D12GraphicsCommandList->ResourceBarrier(...); // 恢复状态
d3D12CommandQueue->ExecuteCommandLists(...);
dxgiSwapChain1->Present(0, 0);
键盘退出(ESC / Q):
case WM.WM_KEYUP:
if (msg.wParam == VK_ESCAPE || msg.wParam == 'Q')
DestroyWindow(hwnd);
技术栈与依赖
框架 :.NET 8 + Win32
渲染 :ComputeSharp GPU 计算着色器 + D3D12(光线步进 + 球体 SDF + 3D 噪声)
透明 :CreateSwapChainForComposition + DXGI_ALPHA_MODE_PREMULTIPLIED + DirectComposition
穿透 :Win32 WS_EX_LAYERED | WS_EX_TRANSPARENT
置顶 :Win32 WS_EX_TOPMOST
依赖 :ComputeSharp、ComputeSharp.Core、TerraFX.Interop.Windows
参考 :Shadertoy、Cursor
程序目录如下:

真是太漂亮了 :


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