我正在尝试创建一个窗口,使用directx在透明视图之上绘制不透明内容(即桌面显示通过)。使用DirectX11我正在尝试执行以下操作,但它不会使背景透明。事实上,我输入的任何不透明度值都给出了完全相同的结果。
我在做什么:
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
工作repro代码(main.cpp):
#include <Windows.h>
#include <windowsx.h>
#pragma comment (lib, "Winmm.lib")
#include <d3d11.h>
#pragma comment (lib, "d3d11.lib")
#include <d3dcompiler.h>
#pragma comment(lib, "D3DCompiler.lib")
#include <dwmapi.h>
#pragma comment (lib, "Dwmapi.lib")
// Globals
IDXGISwapChain *swapChain;
ID3D11Device *device;
ID3D11DeviceContext *deviceContext;
ID3D11RenderTargetView *backBuffer;
ID3D11InputLayout *inputLayout; // the pointer to the input layout
ID3D11VertexShader *vertexShader; // the pointer to the vertex shader
ID3D11PixelShader *pixelShader; // the pointer to the pixel shader
ID3D11Buffer *vertexBuffer; // the pointer to the vertex buffer
void InitializeDirectX(HWND hWnd);
void LoadTriangle();
struct Vertex {
float x, y, z;
float color[4];
};
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// Globals
const LPCWSTR ClassName = L"className";
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// the handle for the window, filled by a function
HWND hWnd;
// this struct holds information for the window class
WNDCLASSEX wc;
// Pick out window size
int windowHeight = 400;
int windowWidth = 400;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = ClassName;
// register the window class
RegisterClassEx(&wc);
// Window style
DWORD exStyle = WS_EX_LAYERED | WS_EX_TOPMOST;
DWORD style = WS_POPUP;
// create the window and use the result as the handle
hWnd = CreateWindowEx(
exStyle, // extended styles
ClassName, // name of the window class
L"TestOverlay", // title of the window
style, // window style
0, // x-position of the window
0, // y-position of the window
400, // width of the window
400, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
SetWindowPos(hWnd,
HWND_TOPMOST,
0, 0,
windowWidth, windowHeight,
SWP_SHOWWINDOW);
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Make the window transparent
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED);
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 255, LWA_ALPHA | LWA_COLORKEY);
// NOTE: If I uncomment DwmExtendFrameIntoClientArea then it becomes transparent, otherwise its a black screen
MARGINS dwmMargin = { -1 };
//DwmExtendFrameIntoClientArea(hWnd, &dwmMargin);
// DirectX
InitializeDirectX(hWnd);
LoadTriangle();
// enter the main loop:
MSG msg;
BOOL gotMessage;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
// DirectX stuff
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
// Draw triangle
UINT stride = sizeof(Vertex);
UINT offset = 0;
deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContext->Draw(3, 0);
swapChain->Present(0, 0);
}
}
return msg.wParam;
}
void InitializeDirectX(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapChain,
&device,
NULL,
&deviceContext);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
device->CreateRenderTargetView(pBackBuffer, NULL, &backBuffer);
pBackBuffer->Release();
// set the render target as the back buffer
deviceContext->OMSetRenderTargets(1, &backBuffer, NULL);
// Set the viewport size
RECT cRect;
GetClientRect(hWnd, &cRect);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = cRect.right - cRect.left;
viewport.Height = cRect.bottom - cRect.top;
deviceContext->RSSetViewports(1, &viewport);
// Initialize pipeline stuff
ID3D10Blob *VS, *PS;
// compile shader
D3DCompileFromFile(L"shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, &VS, 0);
D3DCompileFromFile(L"shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, &PS, 0);
// encapsulate both shaders into shader objects
device->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &vertexShader);
device->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pixelShader);
deviceContext->VSSetShader(vertexShader, 0, 0);
deviceContext->PSSetShader(pixelShader, 0, 0);
// create input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
device->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &inputLayout);
deviceContext->IASetInputLayout(inputLayout);
}
void LoadTriangle()
{
// create a triangle using the VERTEX struct
Vertex OurVertices[] =
{
{ 0.0f, 0.5f, 0.0f, { 1.0f, 0.0f, 0.0f, 1.0f } },
{ 0.45f, -0.5, 0.0f, { 0.0f, 1.0f, 0.0f, 1.0f } },
{ -0.45f, -0.5f, 0.0f, { 0.0f, 0.0f, 1.0f, 1.0f } }
};
// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(Vertex)* 3; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
device->CreateBuffer(&bd, NULL, &vertexBuffer); // create the buffer
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
deviceContext->Map(vertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
deviceContext->Unmap(vertexBuffer, NULL); // unmap the buffer
}
着色器文件(shaders.shader):
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
VOut output;
output.position = position;
output.color = color;
return output;
}
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
如果取消注释第119行上的DwmExtendFrameIntoClientArea调用,那么它将获得我正在寻找的效果。我想知道是否有办法在不使用dwm的情况下获得相同的效果(原因我不会进入)。
有什么想法吗?
编辑:添加了工作示例的完整源代码。发现如果我调用DwmExtendFrameIntoClientArea,那么我得到了我想要的效果。但是我仍然想知道是否可以在不使用dwm apis的情况下完成它。
答案 0 :(得分:2)
您无法仅使用DirectX使窗口透明,以下代码仅将背景颜色清除为黑色。
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
要实现窗口的透明效果,您需要涉及一些win32内容,SetLayeredWindowAttributes是您的选择。
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED) ;
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 100, LWA_ALPHA);
<强>更新强>
可行代码只绘制窗口透明的绿色。
#include <Windows.h>
#include <windowsx.h>
#pragma comment (lib, "Winmm.lib")
#include <d3d11.h>
#pragma comment (lib, "d3d11.lib")
#include <d3dcompiler.h>
#pragma comment(lib, "D3DCompiler.lib")
#include <dwmapi.h>
#pragma comment (lib, "Dwmapi.lib")
// Globals
IDXGISwapChain *swapChain;
ID3D11Device *device;
ID3D11DeviceContext *deviceContext;
ID3D11RenderTargetView *backBuffer;
void InitializeDirectX(HWND hWnd);
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// Globals
const LPCWSTR ClassName = L"className";
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = ClassName;
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
HWND hWnd = CreateWindowEx(
NULL, // extended styles
ClassName, // name of the window class
L"TestOverlay", // title of the window
WS_OVERLAPPEDWINDOW, // window style
0, // x-position of the window
0, // y-position of the window
400, // width of the window
400, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// Make the window transparent
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED) ;
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 128, LWA_ALPHA);
// DirectX
InitializeDirectX(hWnd);
// enter the main loop:
MSG msg;
BOOL gotMessage;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
// DirectX stuff
float color[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
swapChain->Present(0, 0);
}
}
return msg.wParam;
}
void InitializeDirectX(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapChain,
&device,
NULL,
&deviceContext);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
device->CreateRenderTargetView(pBackBuffer, NULL, &backBuffer);
pBackBuffer->Release();
// set the render target as the back buffer
deviceContext->OMSetRenderTargets(1, &backBuffer, NULL);
// Set the viewport size
RECT cRect;
GetClientRect(hWnd, &cRect);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = cRect.right - cRect.left;
viewport.Height = cRect.bottom - cRect.top;
deviceContext->RSSetViewports(1, &viewport);
}