DirectX 11 render to specific area - c++

I am just wondering if DirectX 11 allows me to set an area to render to instead of rendering the whole window.
Thanks a lot!

Yes, use ID3D11DeviceContext::RSSetViewports and the D3D11_VIEWPORT structure. Setting the TopLeftX, TopLeftY, Width, and Height members to portions of the window dimensions will cause the render target to be drawn into that section of the back buffer.
It's worth noting that this will not prevent DXGI from clearing the whole application window if you create a swap chain against your application's main window handle. If you need to blend Win32 controls and Direct3D content, create a child window specifically for the Direct3D content, create a swap chain against that window, and add the child window to the main application window.

Finally got it, so to render to a specific rectangle area of your main window application. You first need to create a second childhWnd to let DirectX render to, and then attach this childhWnd to your main hWnd using setParent() to display only one window in total.

Related

DWM, how to not render a window?

My application is a fullscreen window rendering a specified window or the desktop.
I would like to know if it's possible to fetch the window bitmap (like i'm already doing) but without the render of my window's application ?
There is the idea : dwm.giveBitmapWithoutRendering(HWND myApplicationHandler)
Working on Windows 7/8/8.1, QTCreator C++ MINGW
You can use the PrintWindow function with your own memory DC. The success of this method will depend on how the window and its child windows have implemented the WM_PRINT message.
This doesn't use DWM but rather gets the window to repaint itself. Since it's not repainting to the screen I hope it meets your requirements.

Creating a Transparent Child window on top of non-transparent Parent Window (win32)

I have a program which is not written by me. I dont have its source and the developer of that program is developing independently. He gives me the HWND and HINSTANCE handles of that program.
I have created a child window ON his window, using win32 api.
First thing I need is to make this child window have transparency on some area and opaque on other area(like a Heads up display(HUD) for a game), so that the user may see things in both windows.
The second thing that I need is to direct all the input to the parent window. My child window needs no input.
I know that WS_EX_TRANSPARENT only makes the child draw at the end like in painters algorithm.
I cant use WS_EX_LAYERED because its a child window.
p.s.
I have looked everywhere but didn't find any solution though there were similar questions around the internet.
Actually this is a HUD like thing for that game. I can't draw directly on parent window because of the complexity with multi-threads any many other reasons.
-- EDIT ---------------------------
I am still working on it. I am trying different ways with what you all suggested. Is there a way to combine directX and SetWindowRgn() function or directx with BitBlt() function? I think that will do the trick. Currently I am testing all the stuff as a child window and a Layered window.
You can use WS_EX_LAYERED for child windows from Windows 8 and up.
To support earlier versions of windows, just create a level layered window as a popup (With no chrome) and ensure its positioned over the game window at the appropriate location. Most users don't move the windows they are working with all the time, so, while you will need to monitor for the parent window moving, and re position the HUD, this should not be a show stopper.
Not taking focus (in the case of being a child window) or activation (in the case of being a popup) is more interesting, but still quite do-able:- The operating system does not actually automatically assign either focus, or activation, to a clicked window - the Windows WindowProc always takes focus, or activation, by calling SetFocus, or some variant of SetActiveWindow or SetForegroundWindow on itself. The important thing here is, if you consume all mouse and non client mouse messages without passing them on to DefWindowProc, your HUD will never steal activation or keyboard focus from the Game window as a result of a click.
As a popup window, or a window on another thread, you might have to manually handle any mouse messages that your window proc does get, and post them to the game window. Otherwise, responding to WM_NCHITTEST with HTTRANSPARENT (a similar effect to that which WS_EX_TRANSPARENT achieves) can get the system to keep on passing the mouse message down the stack until it finds a target.
OK friends, finally I did some crazy things to make it happen. but its not very efficient, like using DirectX directly for drawing.
What I dis:
Used (WS_EX_TRANSPARENT | WS_EX_LAYERED | WS_EX_ TOOLWINDOW) and () on CreateWindowEx
After creating the window, removed (WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE) from window styles, and also removed (WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE | WS_EX_APPWINDOW) from extended window styles.
This gives me a window with no borders and its also now shown in the taskbar. also the hittest is passed to whatever that is behind my window.
Subclassed the window procedure of the other window and got the
WM_CLOSE,WM_DESTROY, to send the WM_CLOSE or WM_DESTROY respectively to my window
WM_SIZE,WM_MOVE, to resize and move my window according to the other window
WM_LBUTTONUP,WM_RBUTTONUP,WM_MBUTTONUP, to make my window brought to the top, and still keep focus on the other window, so that my window doesn't get hidden behind the other window
Made the DirectX device have two passes:
In the first pass it draws all the elements in black on top of a white background and copy the backbuffer data to an another surface (so it give a binary image of black & white).
In the second pass it draws the things normally.
Another thread is created to keep making the window transparency by reading that black & white surface, using the SetWindowRgn() function.
This is working perfectly, the only thing is it's not very good at making things transparent.
And the other issue is giving alpha blending to the drawn objects.
But you can easily set the total alpha (transparency) using the SetLayeredWindowAttributes() function.
Thanks for all the help you guys gave, all the things you guys told me was used and they guided me, as you can see. :)
The sad thing is we decided not to use this method because of efficiency problems :(
But I learned a lot of things, and it was an awesome experience. And that's all that matters to me :)
Thank You :)
You can make a hole in the parent window using SetWindowRgn.
Also, just because it is not your window doesn't mean you can't make it a layered window.
http://msdn.microsoft.com/en-us/library/ms997507.aspx
Finally, you can take control of another window by using subclassing - essentially you substitute your Wndproc in place of theirs, to handle the messages you wish to handle, then pass the remainder to their original wndproc.

Rendering Area does not change when GLFW window is re-sized

I'm switching from GLUT to GLFW to find that when I re-size my GLFW window, the rendering region does not change. (IE, the content being rendered stays in the same place as it was in the old window size, and the new window area is filled with the clear color.) Do I need to take more steps to re-size the context or something such as that?
You need to re-size the viewport to match the size of your window.
Use glViewport();

Need transparent overlay window to draw lines on top of window drawing video? ::MFC,C++,windows::

How do you create a transparent window that can be placed over another window that is actively having streaming video drawn to it. I want to create a window on top of the video window that I can draw on without video constantly drawing back over it.
I can create a window from a transparent dialog resource and set its z-order using SetWindowPos(...) but it doesn't seem to have any effect. Having the dialog set as a WS_CHILD style or WS_POPUP also appears to have no effect.
I'm using a media (video) framework another development group in my company developed and am providing a window handle to that code. That handle is being used by their rendering plugin in the pipeline that uses Direct3d for rendering the video on that window surface.
Video is rendered to a hardware overlay in the video adapter. You'll need to create your own to overlay that overlay. I think DirectX provides that capability, you can also get it by using the WS_EX_LAYERED window style and the SetLayeredWindowAttributes(). Which you'll need to set the transparency key. Not so sure that's a slam-dunk btw, I've seen this behave oddly.

Quickest way to implement a C++ Win32 Splash Screen

What's a simple way to implement a c++ Win32 program to...
- display an 800x600x24 uncompressed bitmap image
- in a window without borders (the only thing visible is the image)
- that closes after ten seconds
- and doesn't use MFC
If you're targeting modern versions of Windows (Windows 2000) and above, you can use the UpdateLayeredWindow function to display any bitmap (including one with an alpha channel, if so desired).
I blogged a four-part series on how to write a C++ Win32 app that does this. If you need to wait for exactly ten seconds to close the splash screen (instead of until the main window is ready), you would need to use Dan Cristoloveanu's suggested technique of a timer that calls DestroyWindow.
Register a class for the splash window and create a window using these styles:
WS_POPUPWINDOW: will make sure your window has no caption/sysmenu
WS_EX_TOPMOST: will keep the splash screen on top of everything. Note that this is a bit intrusive. It might be better to just make the splash window a child of your main window. You may have to manipulate the z-order, though, to keep any other popup windows (if you create any) below the splash screen.
Use CreateDIBSection to load the bitmap. It should be easy, since BMP files are essentially dumps of DIB structures. Or do what Ken said and use LoadImage.
Handle the WM_PAINT or WM_ERASEBKGND message to draw the bitmap on the window.
On WM_CREATE set a timer of 10 seconds and when Windows sends the WM_TIMER message, have the window destroy itself.
The key point here is to use layered window.
You can start with a win32 wizard generated project and change CreateWindow call to CreateWindowEx and set WS_EX_LAYERED as extended window style and combination of WS_POPUP and WS_SYSMENU as window style. When you do that launch your application it will be invisible. Then you should use UpdateLayeredWindow to paint your image. You may also need AlphaBlend function if you want use PNG image with alpha layer.
Hope this helps!
You can:
Create a dialog in your resource file
Have it contain a Picture control
Set the picture control type to Bitmap
Create/import your bitmap in the resource file and set that bitmap ID to the picture control in your dialog
Create the window by using CreateDialogParam
Handle the WM_INITDIALOG in order to set a timer for 10 seconds (use SetTimer)
Handle WM_TIMER to catch your timer event and to destroy the window (use DestroyWindow)
Use LoadImage to load the bitmap
Use CreateWindowEx to create the window.
In the window proc capture the WM_PAINT. Use BitBlt to paint the bitmap.
It's a Win32 api FAQ
See professional Win32api forum
news://194.177.96.26/comp.os.ms-windows.programmer.win32
where it has been answered hundreds of times for 20 years..