How to apply effects

Note

For apps on Windows 10, we recommend using Windows.UI.Composition APIs instead of DirectComposition. For more info, see Modernize your desktop app using the Visual layer.

This topic demonstrates how to use Microsoft DirectComposition to apply effects and 3D transformations to a visual. The example in this topic changes the opacity of a visual and rotates it around a vertical axis located at the center of the visual. To learn more about other effects supported by DirectComposition, see Effects.

What you need to know

Technologies

Prerequisites

  • C/C++
  • Microsoft Win32
  • Component Object Model (COM)

Instructions

Step 1: Initialize DirectComposition objects

  1. Create the device object and the composition target object.
  2. Create a visual, set its content, and add it to the visual tree.

For more information, see How to initialize DirectComposition.

Step 2: Create a 3D rotate transform object, an effect group object, and an animation object

Use the IDCompositionDevice::CreateRotateTransform3D method to create a 3D rotate transform object, and the CreateEffectGroup method to create an effect group object. This example also uses the CreateAnimation method to create an animation object for animating the 3D rotate transform. To learn more about applying animations, see How to apply animations.

    HRESULT hr = S_OK;

    IDCompositionAnimation *pAnimation = nullptr;
    IDCompositionRotateTransform3D *pRotate3D = nullptr;
    IDCompositionEffectGroup *pEffectGroup = nullptr;


    // Create a 3D rotate transform object.
    hr = m_pDevice->CreateRotateTransform3D(&pRotate3D);

    if (SUCCEEDED(hr))
    {
        // Create an effect group object.
        hr = m_pDevice->CreateEffectGroup(&pEffectGroup);
    }
    
    if (SUCCEEDED(hr))
    {
        // Create an animation object.
        hr = m_pDevice->CreateAnimation(&pAnimation);
    }

Step 3: Define the animation function

Use the methods of the IDCompositionAnimation object to define the animation function.

The following example defines a simple animation function. When applied to an object property, the animation function incrementally changes the property value from 0 to the value of the degrees argument over the course of one second.

    if (SUCCEEDED(hr))
    {
        // Define the animation function.
        pAnimation->AddCubic(0.0f, 0.0f, degrees, 0.0f, 0.0f);
        pAnimation->End(1.0f, degrees);

Step 4: Set the properties of the 3D rotate transform

  1. Apply the animation function to the Angle property of the 3D rotate transform by calling the IDCompositionRotateTransform3D::SetAngle method.
  2. Set the axis of rotation for the 3D rotate transform by calling the IDCompositionRotateTransform3D::SetAxisX, SetAxisY, and SetAxisZ methods.
  3. Set the center of rotation for the 3D rotate transform by calling the IDCompositionRotateTransform3D::SetCenterX and SetCenterY methods.

The following example sets up a 3D rotate transform for spinning a visual around a vertical axis located at the center of the visual. The m_bitmapWidth and m_bitmapHeight parameters are the width and height of the bitmap, in pixels.

        // Set the properties of the rotate transform object.  
        //
        // Apply the animation object to the Angle property so that
        // the visual will appear to spin around an axis. 
        pRotate3D->SetAngle(pAnimation);

        // Set a vertical axis through the center of the visual's bitmap. 
        pRotate3D->SetAxisX(0.0f);
        pRotate3D->SetAxisY(1.0f);
        pRotate3D->SetAxisZ(0.0f);

        // Set the center of rotation to the center of the visual's bitmap.
        pRotate3D->SetCenterX(m_bitmapWidth / 2.0f);
        pRotate3D->SetCenterY(m_bitmapHeight / 2.0f);
    }

Step 5: Set the properties of the effect group object

  1. Apply the 3D rotate transform object to the Transform3D property of the effect group object by calling the IDCompositionEffectGroup::SetTransform3D method.
  2. Set the Opacity property of the effect group object by calling the IDCompositionEffectGroup::SetOpacity.
    if (SUCCEEDED(hr))
    {
        // Apply the rotate transform object to the Tranform3D property
        // of the effect group object.
        hr = pEffectGroup->SetTransform3D(pRotate3D);
    }


    if (SUCCEEDED(hr))
    {
        // Set the Opacity of the effect group object.
        hr = pEffectGroup->SetOpacity(opacity);
    }

Step 6: Apply the effect group object to the Effect property of the visual

Call the IDCompositionVisual::SetEffect method to apply the effect group object to the visual.

    if (SUCCEEDED(hr))
    {
        // Apply the effect group object to the Effect property of the visual.
        hr = pVisual->SetEffect(pEffectGroup);
    }

Step 7: Commit the composition

Call the IDCompositionDevice::Commit method to commit the batch of commands to DirectComposition for processing. The resulting composition appears in the target window.

    if (SUCCEEDED(hr))
    {
        // Commit the visual to DirectComposition.
        hr = m_pDevice->Commit();
    }

Step 8: Free the DirectComposition objects

Be sure to free the animation object, the 3D rotate transform object, and the effect group object when you no longer need them. The following example calls the application-defined SafeRelease macro to free the objects.

    // Release the DirectComposition objects.
    SafeRelease(&pAnimation);
    SafeRelease(&pRotate3D);
    SafeRelease(&pEffectGroup);

Also remember to free the device object, the composition target object, and the visual before your application exits. For more information, see How to initialize DirectComposition.

Complete example

//
// ApplyEffects.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

#pragma once
// Modify the following definitions if you need to target a platform prior to the ones specified below.
// Refer to MSDN for the latest info on corresponding values for different platforms.
#ifndef WINVER              // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700       // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef _WIN32_WINNT        // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef UNICODE
#define UNICODE
#endif

#define WIN32_LEAN_AND_MEAN     // Exclude rarely-used items from Windows headers

// Windows Header Files:
#include <windows.h>

// C RunTime Header Files
#include <math.h>

// DirectComposition and Direct3D Header Files
#include <dcomp.h>
#include <d3d11.h>

/******************************************************************
*                                                                 *
*  Macros                                                         *
*                                                                 *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
    Interface **ppInterfaceToRelease
    )
{
    if (*ppInterfaceToRelease != NULL)
    {
        (*ppInterfaceToRelease)->Release();

        (*ppInterfaceToRelease) = NULL;
    }
}

#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif

/******************************************************************
*                                                                 *
*  DemoApp                                                        *
*                                                                 *
******************************************************************/

class DemoApp
{
public:
    DemoApp();
    ~DemoApp();

    HRESULT Initialize();

    void RunMessageLoop();

private:
    HRESULT InitializeDirectCompositionDevice();

    HRESULT CreateResources();
    void DiscardResources();

    HRESULT OnPaint();
    HRESULT OnClientClick(int xPos, int yPos);
    HRESULT OnMouseMove(int xPos, int yPos);

    HRESULT LoadResourceGDIBitmap(
        PCWSTR resourceName, 
        HBITMAP &hbmp
        );

    HRESULT MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap, 
        IDCompositionSurface **ppSurface);

    HRESULT SetVisualOpacity(IDCompositionVisual *pVisual, float opacity);
    HRESULT RotateVisual(IDCompositionVisual *pVisual,float degrees);

    static LRESULT CALLBACK WndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );

 private:
    HWND m_hwnd;
    HBITMAP m_hBitmap;
    int m_bitmapWidth;
    int m_bitmapHeight;
    ID3D11Device *m_pD3D11Device;
    IDCompositionDevice *m_pDevice;
    IDCompositionTarget *m_pCompTarget;
    IDCompositionVisual *m_pVisual;
 };


//
// ApplyEffects.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED &quot;AS IS&quot; WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

// Instructions: Hover over the image to see the opacity change. Click
//   the image to apply a 3D rotation.

#include &quot;ApplyEffects.h&quot;

#define OFFSET_X 20
#define OFFSET_Y 20
#define TRANSPARENT 0.5
#define OPAQUE 1.0

/******************************************************************
*                                                                 *
*  The application entry point.                                   *
*                                                                 *
******************************************************************/

int WINAPI WinMain(
    HINSTANCE /* hInstance */,
    HINSTANCE /* hPrevInstance */,
    LPSTR /* lpCmdLine */,
    int /* nCmdShow */
    )
{
    // Ignore the return value because we want to run the program even in the
    // unlikely event that HeapSetInformation fails.
    HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
    if (SUCCEEDED(CoInitialize(NULL)))
    {
        {
            DemoApp app;

            if (SUCCEEDED(app.Initialize()))
            {
                app.RunMessageLoop();
            }
        }
        CoUninitialize();
    }

    return 0;
}

/******************************************************************
*                                                                 *
*  DemoApp::DemoApp constructor                                   *
*                                                                 *
*  Initialize member data.                                         *
*                                                                 *
******************************************************************/

DemoApp::DemoApp() :
    m_hwnd(NULL),
    m_hBitmap(NULL),
    m_pDevice(nullptr),
    m_pCompTarget(nullptr),
    m_pD3D11Device(nullptr),
    m_pVisual(nullptr),
    m_bitmapHeight(0),
    m_bitmapWidth(0)
{
}

/******************************************************************
*                                                                 *
*  Release resources.                                             *
*                                                                 *
******************************************************************/

DemoApp::~DemoApp()
{
    SafeRelease(&m_pDevice);
    SafeRelease(&m_pCompTarget);
    SafeRelease(&m_pD3D11Device);
    SafeRelease(&m_pVisual);
}

/*******************************************************************
*                                                                  *
*  Create the application window.                                  *
*                                                                  *
*******************************************************************/

HRESULT DemoApp::Initialize()
{
    HRESULT hr;

    // Register the window class.
    WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
    wcex.style         = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc   = DemoApp::WndProc;
    wcex.cbClsExtra    = 0;
    wcex.cbWndExtra    = sizeof(LONG_PTR);
    wcex.hInstance     = HINST_THISCOMPONENT;
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);;
    wcex.lpszMenuName  = NULL;
    wcex.hCursor       = LoadCursor(NULL, IDC_ARROW);
    wcex.lpszClassName = L&quot;DirectCompDemoApp&quot;;

    RegisterClassEx(&wcex);

    // Create the application window.
    //
    // Because the CreateWindow function takes its size in pixels, we
    // obtain the system DPI and use it to scale the window size.
    int dpiX = 0;
    int dpiY = 0;
    HDC hdc = GetDC(NULL);
    if (hdc)
    {
        dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
        dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
        ReleaseDC(NULL, hdc);
    }

    m_hwnd = CreateWindow(
        L&quot;DirectCompDemoApp&quot;,
        L&quot;DirectComposition Demo Application&quot;,
        WS_OVERLAPPEDWINDOW,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        static_cast<UINT>(ceil(640.f * dpiX / 96.f)),
        static_cast<UINT>(ceil(480.f * dpiY / 96.f)),
        NULL,
        NULL,
        HINST_THISCOMPONENT,
        this
        );

    hr = m_hwnd ? S_OK : E_FAIL;

    if (SUCCEEDED(hr))
    {   
        // Initialize DirectComposition resources, such as the
        // device object and composition target object.
        hr = InitializeDirectCompositionDevice();
    }

    if (SUCCEEDED(hr))
    {
        hr = CreateResources();
    }

    if (SUCCEEDED(hr))
    {
       ShowWindow(m_hwnd, SW_SHOWNORMAL);
       UpdateWindow(m_hwnd);
    }    

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the DirectComposition device object and    *
*  and the composition target object. These objects endure for    *
*  the lifetime of the application.                               *
*                                                                 *
******************************************************************/

HRESULT DemoApp::InitializeDirectCompositionDevice()
{
    HRESULT hr = S_OK;

    D3D_FEATURE_LEVEL featureLevelSupported;

    // Create the D3D device object.
    D3D11CreateDevice(
        nullptr,
        D3D_DRIVER_TYPE_HARDWARE,
        NULL,
        D3D11_CREATE_DEVICE_BGRA_SUPPORT,
        NULL,
        0,
        D3D11_SDK_VERSION,
        &m_pD3D11Device,
        &featureLevelSupported,
        NULL);

    IDXGIDevice *pDXGIDevice = nullptr;

    hr = (m_pD3D11Device == nullptr) ? E_UNEXPECTED : S_OK;
    if (SUCCEEDED(hr))
    {
        // Create the DXGI device used to create bitmap surfaces.
        hr = m_pD3D11Device->QueryInterface(&pDXGIDevice);
    }

    if (SUCCEEDED(hr))
    {
        // Create the DirectComposition device object.
        hr = DCompositionCreateDevice(pDXGIDevice, 
                __uuidof(IDCompositionDevice), 
                reinterpret_cast<void **>(&m_pDevice));
    }

    if (SUCCEEDED(hr))
    {
        // Create the composition target object.
        hr = m_pDevice->CreateTargetForHwnd(m_hwnd, TRUE, &m_pCompTarget);   
    }

    SafeRelease(&pDXGIDevice);

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the GDI bitmap that the application gives  *
*  to DirectComposition to be composed.                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateResources()
{
    HRESULT hr = S_OK;

    hr = LoadResourceGDIBitmap(L&quot;Penguins&quot;, m_hBitmap);
   
    return hr;
}

/******************************************************************
*                                                                 *
*  Discard device-specific resources.                             *
*                                                                 *
******************************************************************/

void DemoApp::DiscardResources()
{
    DeleteObject(m_hBitmap);
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message loop.                                *
*                                                                 *
******************************************************************/

void DemoApp::RunMessageLoop()
{
    MSG msg;

    while (GetMessage(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

/******************************************************************
*                                                                 *
*  Called when the application&#39;s main window is painted. This     *
*  method builds a simple visual tree and passes it to            *
*  DirectComposition.                                             *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnPaint()
{
    HRESULT hr = S_OK;
    IDCompositionSurface *pSurface = nullptr;

    // Create a visual object.          
    hr = m_pDevice->CreateVisual(&m_pVisual);  

    if (SUCCEEDED(hr))
    {
        // Create a composition surface and render a GDI bitmap 
        // to the surface.
        hr = MyCreateGDIRenderedDCompSurface(m_hBitmap, &pSurface);
    }

    if (SUCCEEDED(hr))
    {
        // Set the bitmap content of the visual. 
        hr = m_pVisual->SetContent(pSurface);
    }

    if (SUCCEEDED(hr))
    {
        // Set the horizontal and vertical position of the visual relative
        // to the upper-left corner of the composition target window.
        m_pVisual->SetOffsetX(OFFSET_X);  
        m_pVisual->SetOffsetY(OFFSET_Y);  
        hr = SetVisualOpacity(m_pVisual, TRANSPARENT);
    }

   if (SUCCEEDED(hr))
    {
        // Set the visual to be the root of the visual tree.          
        hr = m_pCompTarget->SetRoot(m_pVisual);  
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual to be composed and displayed.
        hr = m_pDevice->Commit();  
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Called when the mouse moves in the main window&#39;s client area.  *
*  This method determines whether the mouse cursor is over the    *
*  visual, and calls an application-defined function to set the   *
*  visual&#39;s opacity.                                              *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnMouseMove(int xPos, int yPos)
{
    HRESULT hr = S_OK;
    static BOOL fOverImage = FALSE;

    // Determine whether the cursor is over the visual.
    if ((xPos >= OFFSET_X && xPos <= (OFFSET_X + m_bitmapWidth))
        && (yPos >= OFFSET_Y && yPos <= (OFFSET_Y + m_bitmapHeight)))
    {
        if (!fOverImage)
        {
            // The cursor has moved over the visual, so make the visual 
            // 100% opaque.
            hr = SetVisualOpacity(m_pVisual, OPAQUE);
            fOverImage = TRUE;
        }
    }

    else if (fOverImage)
    {
        // The cursor has moved off the visual, so make the visual
        // 50% opaque.
        hr = SetVisualOpacity(m_pVisual, TRANSPARENT);
        fOverImage = FALSE;
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Changes the opacity of a visual.                               *
*                                                                 *
******************************************************************/

HRESULT DemoApp::SetVisualOpacity(IDCompositionVisual *pVisual, float opacity)
{
    HRESULT hr = S_OK;
    IDCompositionEffectGroup *pEffectGroup = nullptr;

    // Validate the input arguments.
    if (pVisual == NULL || (opacity > 1.0f || opacity < 0.0f))
        return E_INVALIDARG;

    // Create an effect group object.
    hr = m_pDevice->CreateEffectGroup(&pEffectGroup);

    if (SUCCEEDED(hr))
    {
        // Set the Opacity of the effect group object.
        hr = pEffectGroup->SetOpacity(opacity);
    }

    if (SUCCEEDED(hr))
    {
        // Apply the effect group object to the Effect property of the visual.
        hr = m_pVisual->SetEffect(pEffectGroup);
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual to DirectComposition.
        hr = m_pDevice->Commit();
    }

    // Free the effect group object.
    SafeRelease(&pEffectGroup);

    return hr;
}


/******************************************************************
*                                                                 *
*  Called when the user clicks in the main window&#39;s client area.  *
*  This method determines whether the mouse cursor is over the    *
*  visual and calls an application-defined function to rotate the *
*  visual.                                                        *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnClientClick(int xPos, int yPos)
{
    HRESULT hr = S_OK;

    // Determine whether the mouse cursor is over the visual. If so,
    // rotate the visual.
    if ((xPos >= OFFSET_X && xPos <= (OFFSET_X + m_bitmapWidth))
        && (yPos >= OFFSET_Y && yPos <= (OFFSET_Y + m_bitmapHeight)))
    {
        hr = RotateVisual(m_pVisual, 360.0f);
    }
    
    return hr;
}

/******************************************************************
*                                                                 *
*  Performs an animated 3D rotation of a visual.                  *
*                                                                 *
******************************************************************/

HRESULT DemoApp::RotateVisual(IDCompositionVisual *pVisual, float degrees)
{
    HRESULT hr = S_OK;

    IDCompositionAnimation *pAnimation = nullptr;
    IDCompositionRotateTransform3D *pRotate3D = nullptr;
    IDCompositionEffectGroup *pEffectGroup = nullptr;

    // Validate the input arguments.
    if (pVisual == NULL || (degrees > 360.0f || degrees < -360.0f))
        return E_INVALIDARG;

    // Create a 3D rotate transform object.
    hr = m_pDevice->CreateRotateTransform3D(&pRotate3D);

    if (SUCCEEDED(hr))
    {
        // Create an effect group object.
        hr = m_pDevice->CreateEffectGroup(&pEffectGroup);
    }
    
    if (SUCCEEDED(hr))
    {
        // Create an animation object.
        hr = m_pDevice->CreateAnimation(&pAnimation);
    }

    if (SUCCEEDED(hr))
    {
        // Define the animation function.
        pAnimation->AddCubic(0.0f, 0.0f, degrees, 0.0f, 0.0f);
        pAnimation->End(1.0f, degrees);

        // Set the properties of the rotate transform object.  
        //
        // Apply the animation object to the Angle property so that
        // the visual will appear to spin around an axis. 
        pRotate3D->SetAngle(pAnimation);

        // Set a vertical axis through the center of the visual&#39;s bitmap. 
        pRotate3D->SetAxisX(0.0f);
        pRotate3D->SetAxisY(1.0f);
        pRotate3D->SetAxisZ(0.0f);

        // Set the center of rotation to the center of the visual&#39;s bitmap.
        pRotate3D->SetCenterX(m_bitmapWidth / 2.0f);
        pRotate3D->SetCenterY(m_bitmapHeight / 2.0f);
    }

    if (SUCCEEDED(hr))
    {
        // Apply the rotate transform object to the Tranform3D property
        // of the effect group object.
        hr = pEffectGroup->SetTransform3D(pRotate3D);
    }

    if (SUCCEEDED(hr))
    {
        // Apply the effect group object to the Effect property of the visual.
        hr = pVisual->SetEffect(pEffectGroup);
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual to DirectComposition.
        hr = m_pDevice->Commit();
    }

    // Release the DirectComposition objects.
    SafeRelease(&pAnimation);
    SafeRelease(&pRotate3D);
    SafeRelease(&pEffectGroup);

    return hr;
}


/******************************************************************
*                                                                 *
*  The window&#39;s message handler.                                  *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::WndProc(HWND hwnd, UINT message, 
        WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
            case WM_LBUTTONDOWN:
                {
                    pDemoApp->OnClientClick(LOWORD(lParam), HIWORD(lParam));
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_MOUSEMOVE:
                {
                    pDemoApp->OnMouseMove(LOWORD(lParam), HIWORD(lParam));
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_PAINT:
                {
                    pDemoApp->OnPaint();
                    ValidateRect(hwnd, NULL);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DISPLAYCHANGE:
                {
                    InvalidateRect(hwnd, NULL, FALSE);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    pDemoApp->DiscardResources();
                }
                wasHandled = true;
                result = 1;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}

/******************************************************************
*                                                                 *
*  This method loads the specified GDI bitmap from the            *
*  application resources, creates a new bitmap that is in a       *
*  format that DirectComposition can use, and copies the contents *
*  of the original bitmap to the new bitmap.                      *
*                                                                 *
******************************************************************/

HRESULT DemoApp::LoadResourceGDIBitmap(PCWSTR resourceName, HBITMAP &hbmp)
{
    hbmp = static_cast<HBITMAP>(LoadImageW(HINST_THISCOMPONENT, resourceName, 
        IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR));  
 
    return hbmp ? S_OK : E_FAIL;
}

// CreateGDIRenderedDCompSurface - Creates a DirectComposition surface and 
//   copies the bitmap to the surface. 
//
// Parameters:
//   hBitmap - a GDI bitmap.
//   ppSurface - the composition surface object.
//                                                                 
HRESULT DemoApp::MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap, 
        IDCompositionSurface **ppSurface)
{
    HRESULT hr = S_OK;

    int bmpSize = 0;
    BITMAP bmp = { };
    HBITMAP hBitmapOld = NULL;

    HDC hSurfaceDC = NULL;  
    HDC hBitmapDC = NULL;

    IDXGISurface1 *pDXGISurface = nullptr;
    IDCompositionSurface *pDCSurface = nullptr;
    POINT pointOffset = { };

    hr =  hBitmap ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Get information about the bitmap.
        bmpSize = GetObject(hBitmap, sizeof(BITMAP), &bmp);
    }

    hr = bmpSize ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Save the bitmap dimensions.
        m_bitmapWidth = bmp.bmWidth;
        m_bitmapHeight = bmp.bmHeight;

        // Create a DirectComposition-compatible surface that is the same size 
        // as the bitmap.
        hr = m_pDevice->CreateSurface(m_bitmapWidth, m_bitmapHeight, 
            DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_ALPHA_MODE_IGNORE, &pDCSurface);
    }

    hr = pDCSurface ? S_OK : E_FAIL;
    if (SUCCEEDED(hr)) 
    {
        // Begin rendering to the surface.
        hr = pDCSurface->BeginDraw(NULL, __uuidof(IDXGISurface1), 
            reinterpret_cast<void**>(&pDXGISurface), &pointOffset);
    }

    if (SUCCEEDED(hr)) 
    {
        // Get the device context (DC) for the surface.
        pDXGISurface->GetDC(FALSE, &hSurfaceDC);
    }

    hr = hSurfaceDC ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Create a compatible (DC) and select the surface 
        // into the DC.
        hBitmapDC = CreateCompatibleDC(hSurfaceDC);
        if (hBitmapDC != NULL)
        {
            hBitmapOld = (HBITMAP)SelectObject(hBitmapDC, hBitmap);
            BitBlt(hSurfaceDC, pointOffset.x, pointOffset.y, 
                m_bitmapWidth, m_bitmapHeight, hBitmapDC, 0, 0, SRCCOPY);
            
            if (hBitmapOld)
            {
                SelectObject(hBitmapDC, hBitmapOld);
            }
            DeleteDC(hBitmapDC);
        }

        pDXGISurface->ReleaseDC(NULL);
    }

    // End the rendering.
    pDCSurface->EndDraw();
    *ppSurface = pDCSurface;

    SafeRelease(&pDXGISurface);

    return hr;
}

Effects