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[DirectX] 修改DirectX 9.0 中的例子实现API形状百变窗口

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发表于 2005-11-29 11:00:26 | 显示全部楼层 |阅读模式

大家好,这是紧接着 VC.net不规则窗体的API程序实现  之后又一篇关于通过API来完成异型窗口的例子,这一篇主要以程序来说明实际效果。对于一个程序员而言,主要是为了实现目的,其次才是原理。那么在这里你会很快得到答案。如果想要知道详细的内容可以到VC.net不规则窗体的API程序实现 里面下载相关教程。

(本帖主要留作讨论设计技巧,其他内容请到相关贴中询问)

以下代码在 Microsoft DirectX 9.0b SDK  环境运行通过,如果遇到编译不通过在下面留言。

以下代码是在SDK例子Tut02_Vertices基础上修改完成

//--------------------------------程序2--------------------------------------

//                            学自网络       回馈网络
//-----------------------------------------------------------------------------

/-----------------------------------------------------------------------------
#include <d3dX9.h>

//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL;
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL;
LPDIRECT3DTEXTURE9  g_pTexture  = NULL;
LPD3DXSPRITE   g_pSprite  = NULL;
HBITMAP g_skin_bmp;

DWORD TransparentColor = RGB(94,249,58);//背景色

struct CUSTOMVERTEX
{
    FLOAT x, y, z, rhw;
    DWORD color;      
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)


RECT rct;
 
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
 SetRect( &rct, 0,0, 512, 512 );//加载图片尺寸

    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

   
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );


 D3DXCreateSprite( g_pd3dDevice, &g_pSprite );

     if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "zz.bmp", &g_pTexture ) ) )
    {
 
        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "..\\zz.bmp", &g_pTexture ) ) )
        {
            MessageBox(NULL, "Could not find banana.bmp", "Textures.exe", MB_OK);
            return E_FAIL;
        }
    }


    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
 g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
 g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
    return S_OK;
}


//-----------------------------------------------------------------------------
HRESULT InitVB()
{
    CUSTOMVERTEX vertices[] =
    {
        { 50.0f,  50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
        { 250.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, },
        { 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
  { 250.0f, 250.0f, 0.5f,1.0f, 0xff00ffff, },
    };

    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }

  
    VOID* pVertices;
    if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, vertices, sizeof(vertices) );
    g_pVB->Unlock();

    return S_OK;
}

//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pVB != NULL )       
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )      
        g_pD3D->Release();
}

VOID Render()

{
 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );


    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
 

  g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
 
  if ( SUCCEEDED( g_pSprite->Begin() ) )
  {
   g_pSprite->Draw(g_pTexture, &rct, NULL,NULL,NULL, NULL, 0xffffffff);
   g_pSprite->End();
  }

      
        g_pd3dDevice->EndScene();
    }

  
    g_pd3dDevice->resent( NULL, NULL, NULL, NULL );
}

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;
    }

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

INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
  
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
                              WS_POPUP, 100, 100, 512, 512,
         GetDesktopWindow(), NULL, wc.hInstance, NULL );

 HBITMAP Mybmp;
 Mybmp = (HBITMAP)LoadImage(0,"zz.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);
 
 //获取这个图形文件
   BITMAP bmp;    //用于保存图像的基础信息
   HRGN LineRegion ; //组合多边形的单位,我们用它来解决多多边形组合
   HRGN FullRegion ;  //需要镂空的多边形
   BOOL Frist = FALSE;//第一次多边形创建标志,在那之前我们并不知道多边形是否已经存在
 GetObject(Mybmp,sizeof(BITMAP),&bmp);
     //保持屏幕的一致
  HDC hdc = CreateCompatibleDC(NULL);  
     SelectObject(hdc,Mybmp);    
  for(int x=0; x<bmp.bmWidth ;x++)
  {
   for(int y=0;y<bmp.bmHeight ;y++)
   {
    if(GetPixel (hdc,x,y) != TransparentColor )
    {
     LineRegion = CreateRectRgn(x,y,x+1,y+1);
     if(!Frist)
    {
  //如果没有任何区域则创建一个
     Frist = TRUE;
     FullRegion = CreateRectRgn(x,y,x+1,y+1);
    }
    else
     CombineRgn (FullRegion,FullRegion,LineRegion, RGN_OR);
     DeleteObject(LineRegion);
    }
   }
  }
   DeleteDC(hdc);

 SetWindowRgn (hWnd,FullRegion,TRUE);//设置新的多边形区域为窗口区


 //HRGN  hh=CreateRoundRectRgn(0,0,500,500,100,100);
 //SetWindowRgn (hWnd,hh,TRUE);//设置新的多边形区域为窗口区


    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
       
        if( SUCCEEDED( InitVB() ) )
        {
      
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

       
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}

发表于 2006-9-26 10:50:21 | 显示全部楼层
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