Cómo aplicar efectos
Nota:
En el caso de las aplicaciones en Windows 10, se recomienda usar las API de Windows.UI.Composition en lugar de DirectComposition. Para obtener más información, consulta Modernize your desktop app using the Visual layer (Modernización de la aplicación de escritorio mediante la capa visual).
En este tema se muestra cómo usar Microsoft DirectComposition para aplicar efectos y transformaciones 3D a un objeto visual. En el ejemplo de este tema se cambia la opacidad de un objeto visual y se gira alrededor de un eje vertical situado en el centro del objeto visual. Para obtener más información sobre otros efectos admitidos por DirectComposition, consulte Efectos.
Lo que necesita saber
Tecnologías
Requisitos previos
- C/C++
- Microsoft Win32
- Modelo de objetos componentes (COM)
Instrucciones
Paso 1: Inicializar objetos DirectComposition
- Cree el objeto de dispositivo y el objeto de destino de composición.
- Cree un objeto visual, establezca su contenido y agréguelo al árbol visual.
Para obtener más información, vea Cómo inicializar DirectComposition.
Paso 2: Crear un objeto de transformación de rotación 3D, un objeto de grupo de efectos y un objeto de animación
Use el método IDCompositionDevice::CreateRotateTransform3D para crear un objeto de transformación de rotación 3D y el método CreateEffectGroup para crear un objeto de grupo de efectos. En este ejemplo también se usa el método CreateAnimation para crear un objeto de animación para animar la transformación de rotación 3D. Para obtener más información sobre cómo aplicar animaciones, consulte Cómo aplicar animaciones.
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);
}
Paso 3: Definición de la función de animación
Use los métodos del objeto IDCompositionAnimation para definir la función de animación.
En el ejemplo siguiente se define una función de animación sencilla. Cuando se aplica a una propiedad de objeto, la función de animación cambia incrementalmente el valor de propiedad de 0 al valor del argumento degrees en el transcurso de un segundo.
if (SUCCEEDED(hr))
{
// Define the animation function.
pAnimation->AddCubic(0.0f, 0.0f, degrees, 0.0f, 0.0f);
pAnimation->End(1.0f, degrees);
Paso 4: Establecer las propiedades de la transformación de rotación 3D
- Aplique la función de animación a la propiedad Angle de la transformación de rotación 3D llamando al método IDCompositionRotateTransform3D::SetAngle .
- Establezca el eje de rotación para la transformación de rotación 3D llamando a los métodos IDCompositionRotateTransform3D::SetAxisX, SetAxisY y SetAxisZ .
- Establezca el centro de rotación para la transformación de rotación 3D llamando a los métodos IDCompositionRotateTransform3D::SetCenterX y SetCenterY .
En el ejemplo siguiente se configura una transformación de giro 3D para girar un objeto visual alrededor de un eje vertical situado en el centro del objeto visual. Los parámetros m_bitmapWidth y m_bitmapHeight son el ancho y alto del mapa de bits, en píxeles.
// 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);
}
Paso 5: Establecer las propiedades del objeto de grupo de efectos
- Aplique el objeto de transformación de rotación 3D a la propiedad Transform3D del objeto de grupo de efectos llamando al método IDCompositionEffectGroup::SetTransform3D .
- Establezca la propiedad Opacity del objeto de grupo de efectos llamando a 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);
}
Paso 6: Aplicar el objeto de grupo de efectos a la propiedad Effect del objeto visual
Llame al método IDCompositionVisual::SetEffect para aplicar el objeto de grupo de efectos al objeto visual.
if (SUCCEEDED(hr))
{
// Apply the effect group object to the Effect property of the visual.
hr = pVisual->SetEffect(pEffectGroup);
}
Paso 7: Confirmar la composición
Llame al método IDCompositionDevice::Commit para confirmar el lote de comandos en DirectComposition para su procesamiento. La composición resultante aparece en la ventana de destino.
if (SUCCEEDED(hr))
{
// Commit the visual to DirectComposition.
hr = m_pDevice->Commit();
}
Paso 8: Liberar los objetos DirectComposition
Asegúrese de liberar el objeto de animación, el objeto de transformación de rotación 3D y el objeto de grupo de efectos cuando ya no los necesite. En el ejemplo siguiente se llama a la macro SafeRelease definida por la aplicación para liberar los objetos .
// Release the DirectComposition objects.
SafeRelease(&pAnimation);
SafeRelease(&pRotate3D);
SafeRelease(&pEffectGroup);
Recuerde también liberar el objeto de dispositivo, el objeto de destino de composición y el objeto visual antes de que se cierre la aplicación. Para obtener más información, vea Cómo inicializar DirectComposition.
Ejemplo completo
//
// 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.
#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 "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
// Instructions: Hover over the image to see the opacity change. Click
// the image to apply a 3D rotation.
#include "ApplyEffects.h"
#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"DirectCompDemoApp";
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"DirectCompDemoApp",
L"DirectComposition Demo Application",
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"Penguins", m_hBitmap);
return hr;
}
/******************************************************************
* *
* Discard device-specific resources. *
* *
******************************************************************/
void DemoApp::DiscardResources()
{
DeleteObject(m_hBitmap);
}
/******************************************************************
* *
* The main window's message loop. *
* *
******************************************************************/
void DemoApp::RunMessageLoop()
{
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
/******************************************************************
* *
* Called when the application'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's client area. *
* This method determines whether the mouse cursor is over the *
* visual, and calls an application-defined function to set the *
* visual'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'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'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);
}
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'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;
}
Temas relacionados