I have read every existing question on this tricky (niche) subject, but I am stuck. I have a Win32 window with an OpenGL context. I want my window to be partially transparent.
My result so far is that the entirety of the window is transparent. I want only the black area to be transparent, so that I can draw some 3D objects and they will look like they are coming of the window.
First, in my window class, I have set hbrBackground to black.
Windows::WindowClass windowClass;
windowClass.cbSize = sizeof(Windows::WindowClass);
windowClass.style = Windows::CS_VREDRAW | Windows::CS_HREDRAW;
windowClass.lpfnWndProc = WndProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = moduleHandle;
windowClass.hIcon = Windows::LoadIcon(0u, (X*)Windows::IDI_QUESTION);
windowClass.hCursor = Windows::LoadCursor(0u, (X*)Windows::IDC_ARROW);
windowClass.hbrBackground = Windows::CreateSolidBrush(0x00000000);
windowClass.lpszMenuName = nullptr;
windowClass.lpszClassName = (X*)name;
windowClass.hIconSm = Windows::LoadIcon(0u, (X*)Windows::IDI_QUESTION);
I have created my window with the WS_EX_LAYERED flag.
windowHandle = Windows::CreateWindow(Windows::WS_EX_LAYERED, (X*)name, "", Windows::WS_POPUP, w / 4, h / 4, w / 2, h / 2, 0u, 0u, moduleHandle, 0u);
In my pixel format, I have enabled alpha and composition.
PixelFormatDescriptor format;
format.nSize = sizeof(PixelFormatDescriptor);
format.nVersion = 1;
format.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER | PFD_SUPPORT_COMPOSITION;
format.iPixelType = PFD_TYPE_RGBA;
format.cColorBits = 32;
format.cRedBits = 0;
format.cRedShift = 0;
format.cGreenBits = 0;
format.cGreenShift = 0;
format.cBlueBits = 0;
format.cBlueShift = 0;
format.cAlphaBits = 8;
format.cAlphaShift = 0;
format.cAccumBits = 0;
format.cAccumRedBits = 0;
format.cAccumGreenBits = 0;
format.cAccumBlueBits = 0;
format.cAccumAlphaBits = 0;
format.cDepthBits = 24;
format.cStencilBits = 8;
format.cAuxBuffers = 0;
format.iLayerType = PFD_MAIN_PLANE;
format.bReserved = 0;
format.dwLayerMask = 0;
format.dwVisibleMask = 0;
format.dwDamageMask = 0;
I have tried the blur region "trick", but it has no effect. My result is not related to this piece of code.
struct DwmBlurBehind
{
U4 dwFlags;
S4 fEnable;
X* blurRegionHandle;
S4 fTransitionOnMaximized;
};
DwmBlurBehind blurBehind;
blurBehind.dwFlags = Windows::DWM_BB_ENABLE | Windows::DWM_BB_BLURREGION;
blurBehind.fEnable = true;
blurBehind.blurRegionHandle = Windows::CreateRectRgn(0, 0, -1, -1);
blurBehind.fTransitionOnMaximized = false;
Windows::DwmEnableBlurBehindWindow(windowHandle, &blurBehind);
Finally, I have set the LWA_COLORKEY and LWA_ALPHA attributes. This is what gave me the effect displayed. However, the color key does not seem to be taken into account (I have tried non-zero values as well).
Windows::SetLayeredWindowAttributes(windowHandle, 0, 170, Windows::LWA_COLORKEY | Windows::LWA_ALPHA);
I did not forget to enable blending.
GL::Enable(GL::BLEND);
GL::BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA);
What you want to do requires window compositing which has been around since Windows Vista, so essentially every version of Windows you have to care about (Windows XP and earlier are at End of Life).
The key steps to take is, to enable DWM intra window compositing by enabling "Blur Behind Window" and use a WM_POPUP window; if you do not use WM_POPUP style the window manager will draw decorations and your OpenGL rendering will "hover" above that.
DWM_BLURBEHIND bb = {0};
bb.dwFlags = DWM_BB_ENABLE;
bb.fEnable = TRUE;
bb.hRgnBlur = NULL;
DwmEnableBlurBehindWindow(hWnd, &bb);
MARGINS margins = {-1};
impl_DwmExtendFrameIntoClientArea(hWnd, &margins);
Next, you must create an OpenGL context using the newer "attribute" API instead of using the pixelformat descriptor selection. With the attribute API you can select a transparent with alpha window format.
int attribs[] = {
WGL_DRAW_TO_WINDOW_ARB, TRUE,
WGL_DOUBLE_BUFFER_ARB, TRUE,
WGL_SUPPORT_OPENGL_ARB, TRUE,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
WGL_TRANSPARENT_ARB, TRUE,
WGL_COLOR_BITS_ARB, 32,
WGL_RED_BITS_ARB, 8,
WGL_GREEN_BITS_ARB, 8,
WGL_BLUE_BITS_ARB, 8,
WGL_ALPHA_BITS_ARB, 8,
WGL_DEPTH_BITS_ARB, 24,
WGL_STENCIL_BITS_ARB, 8,
0, 0
};
INT iPF;
UINT num_formats_choosen;
if( !wglChoosePixelFormatARB(
hDC,
attribs,
NULL,
1,
&iPF,
&num_formats_choosen) ) {
fprintf(stderr, "error choosing proper pixel format\n");
return NULL;
}
if( !num_formats_choosen ) {
return NULL;
}
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
/* now this is a kludge; we need to pass something in the PIXELFORMATDESCRIPTOR
* to SetPixelFormat; it will be ignored, mostly. OTOH we want to send something
* sane, we're nice people after all - it doesn't hurt if this fails. */
DescribePixelFormat(hDC, iPF, sizeof(pfd), &pfd);
if( !SetPixelFormat(hDC, iPF, &pfd) ) {
fprintf(stderr, "error setting proper pixel format\n");
ReleaseDC(hWnd, hDC);
DestroyWindow(hWnd);
return NULL;
}
I've got a complete working example for this in my wglarb wrapper repository over at GitHub:
https://github.com/datenwolf/wglarb/blob/master/test/layered.c
You might be missing the call to UpdateLayeredWindow . IIRC, not calling UpdateLayeredWindow results in some weird behavior. YMMV.
More details here
According with SetLayeredWindowAttributes doc you need to pass
a COLORREF structure that specifies the transparency color key to be
used when composing the layered window. All pixels painted by the
window in this color will be transparent. To generate a COLORREF, use
the RGB macro.
Review the second parameter of your call to this function.
Related
I want create opengl application for desktop, but icons and wallpaper are break down.
Window should be under icons:
code for create window:
XSetWindowAttributes swa;
swa.background_pixmap = ParentRelative;
swa.background_pixel = 0;
swa.border_pixmap = 0;
swa.border_pixel = 0;
swa.bit_gravity = 0;
swa.win_gravity = 0;
swa.override_redirect = True;
swa.colormap = XCreateColormap(dis, root, vi->visual, AllocNone);
swa.event_mask = StructureNotifyMask | ExposureMask;
unsigned long mask = CWOverrideRedirect | CWBackingStore | CWBackPixel | CWBorderPixel | CWColormap;
window = XCreateWindow(display, desktop, 0, 0,
display_width, display_height, 0, vi->depth,
InputOutput, vi->visual, mask, &swa); // vi -XVisualInfo
XLowerWindow(display, window);
long value = XInternAtom(display, "_NET_WM_WINDOW_TYPE_DESKTOP", false);
XChangeProperty(display, window,
XInternAtom(display, "_NET_WM_WINDOW_TYPE", false),
XA_ATOM, 32, PropModeReplace, (unsigned char *) &value, 1);
Atom xa;
xa = ATOM(_WIN_LAYER);
if (xa != None) {
long prop = 0;
XChangeProperty(display, window, xa, XA_CARDINAL, 32,
PropModeAppend, (unsigned char *)&prop, 1);
}
xa = ATOM(_NET_WM_STATE);
if (xa != None) {
Atom xa_prop = ATOM(_NET_WM_STATE_BELOW);
XChangeProperty(display, window, xa, XA_ATOM, 32, PropModeAppend,
(unsigned char *)&xa_prop, 1);
}
if (transparency < 1.0) {
uint32_t cardinal_alpha = (uint32_t) (transparency * (uint32_t)-1) ;
XChangeProperty(display, window,
XInternAtom(display, "_NET_WM_WINDOW_OPACITY", 0),
XA_CARDINAL, 32, PropModeReplace, (uint8_t*) &cardinal_alpha, 1);
}
XLowerWindow(display, window);
ctx = glXCreateContextAttribsARB(dis, fbc, NULL, True, gl3attr); //ctx = GLXContext
next i create XMapWindow(dis, window), glXMakeCurrent(dis, window, ctx), glViewport and clearColor(red)\swapBuffers (in cycle)
note: ATOM = #define ATOM(a) XInternAtom(dis, #a, False)
Unfortunately there is no solution that works in 100% of all the cases. The most immediate solution would be to draw directly to the root window: open connection to X, get xid of root window, query what visual it's configured to, created compatible GLX context, draw to that. (this works somewhat reliably for X11; doing similar on Microsoft Windows or macOS is impossible though.)
However you can't change the visual/pixelformat, and just drawing to the root window won't necessarily make it an "underlay" for icons on the desktop. You see, most "desktops" are implemented by creating their very own full screen window, on top of the root window (but beneath everything else), and will even be used to draw the wallpaper then.
Drawing directly to the root window would give you the desired effect only, if the desktop environment of choice would cooperate and draw its desktop and the icons on it as a transparent, composited window; or if it'd mask out the icons using the X shape extension (I'm not aware of any DE that does either).
I'm trying to change the window resolution like this:
pp.hDeviceWindow = hWnd;
pp.Windowed = true;
pp.BackBufferWidth = s.x;
pp.BackBufferHeight = s.y;
pp.BackBufferCount = 1;
pp.EnableAutoDepthStencil = true;
pp.AutoDepthStencilFormat = D3DFMT_D16;
pp.SwapEffect = D3DSWAPEFFECT_FLIP;
pp.BackBufferFormat = D3DFMT_R5G6B5;
m_pDevice->Reset(&pp);
Previously I resize window like this:
SetWindowPos(g_Window, HWND_TOPMOST, 0, 0, 521, 300, SWP_NOMOVE);
But reset always returns INVALID_CALL. What am I doing wrong?
This usually happens when you didn't dispose all you resources (vertex buffer, texture, ...)
I would like to create 32 bit color icons programmatically using C++ and Win API. For this purpose I use the following code which I found here.
HICON CreateSolidColorIcon(COLORREF iconColor, int width, int height)
{
// Obtain a handle to the screen device context.
HDC hdcScreen = GetDC(NULL);
// Create a memory device context, which we will draw into.
HDC hdcMem = CreateCompatibleDC(hdcScreen);
// Create the bitmap, and select it into the device context for drawing.
HBITMAP hbmp = CreateCompatibleBitmap(hdcScreen, width, height);
HBITMAP hbmpOld = (HBITMAP)SelectObject(hdcMem, hbmp);
// Draw your icon.
//
// For this simple example, we're just drawing a solid color rectangle
// in the specified color with the specified dimensions.
HPEN hpen = CreatePen(PS_SOLID, 1, iconColor);
HPEN hpenOld = (HPEN)SelectObject(hdcMem, hpen);
HBRUSH hbrush = CreateSolidBrush(iconColor);
HBRUSH hbrushOld = (HBRUSH)SelectObject(hdcMem, hbrush);
Rectangle(hdcMem, 0, 0, width, height);
SelectObject(hdcMem, hbrushOld);
SelectObject(hdcMem, hpenOld);
DeleteObject(hbrush);
DeleteObject(hpen);
// Create an icon from the bitmap.
//
// Icons require masks to indicate transparent and opaque areas. Since this
// simple example has no transparent areas, we use a fully opaque mask.
HBITMAP hbmpMask = CreateCompatibleBitmap(hdcScreen, width, height);
ICONINFO ii;
ii.fIcon = TRUE;
ii.hbmMask = hbmpMask;
ii.hbmColor = hbmp;
HICON hIcon = CreateIconIndirect(&ii);
DeleteObject(hbmpMask);
// Clean-up.
SelectObject(hdcMem, hbmpOld);
DeleteObject(hbmp);
DeleteDC(hdcMem);
ReleaseDC(NULL, hdcScreen);
// Return the icon.
return hIcon;
}
In principle the code works and I can use it to create colored icons at runtime using the Win API. However, I have some problems and questions about that code (and creating icons in general) which I would like to discuss.
The icons created with this function don't seem to be of 32 bit color depth. If I use a color like RGB(218, 112, 214) I would expect it to be some light purple. However, the actual displayed color is gray. How can I change the code such that the color is really 32 bit RGB?
The icon created is completly filled with the color, I would like to have a thin black boarder around it... how can this be achieved?
In the MSDN documentation (a bit downwards) it is mentioned that "Before closing, your application must use DestroyIcon to destroy any icon it created by using CreateIconIndirect. It is not necessary to destroy icons created by other functions. " However, in the documentation for e.g. CreateIcon in MSDN it is said that "When you are finished using the icon, destroy it using the DestroyIcon function." which is pretty much a contradiction. When do I actually have to destroy the icon?
Do these rules then also apply when I add the icon to an image list and this list to a combobox? I.e. do I have to clean up the image list and each associated icon?
Any help is highly appreciated.
When do I actually have to destroy the icon?
read about DestroyIcon
It is only necessary to call DestroyIcon for icons and cursors
created with the following functions: CreateIconFromResourceEx (if
called without the LR_SHARED flag), CreateIconIndirect, and
CopyIcon. Do not use this function to destroy a shared icon. A
shared icon is valid as long as the module from which it was loaded
remains in memory. The following functions obtain a shared icon.
LoadIcon
LoadImage (if you use the LR_SHARED flag)
CopyImage (if you use the LR_COPYRETURNORG flag and the hImage parameter is a shared icon)
CreateIconFromResource
CreateIconFromResourceEx (if you use the LR_SHARED flag)
so you need call DestroyIcon for not shared icon, when you are finished using it
ComboBoxEx not destroy image list which you assign to it with CBEM_SETIMAGELIST - so this image list must be valid until ComboBoxEx valid and you must destroy it yourself later.
ImageList_AddIcon
Because the system does not save hicon, you can destroy it after the
macro returns
in other words ImageList_AddIcon make copy of your icon, and you can destroy your original icon, after macro return
for create 32 bit color icon try code like this:
HICON CreateGradientColorIcon(COLORREF iconColor, int width, int height)
{
HICON hIcon = 0;
ICONINFO ii = { TRUE };
ULONG n = width * height;
if (PULONG lpBits = new ULONG[n])
{
PULONG p = lpBits;
ULONG x, y = height, t;
do
{
x = width, t = --y << 8;
do
{
*p++ = iconColor | ((t * --x) / n << 24);
} while (x);
} while (y);
if (ii.hbmColor = CreateBitmap(width, height, 1, 32, lpBits))
{
if (ii.hbmMask = CreateBitmap(width, height, 1, 1, 0))
{
hIcon = CreateIconIndirect(&ii);
DeleteObject(ii.hbmMask);
}
DeleteObject(ii.hbmColor);
}
delete [] lpBits;
}
return hIcon;
}
when I draw (DrawIconEx(, DI_IMAGE|DI_MASK)) this icon over green mesh I view next:
To everyone who has stumbled upon this solution, I am simply posting a little bit more of a documented solution to RbMm's answer. This is basically the same as his solution (maybe not as performant, I'm not sure):
static HICON CreateIconFromBytes(HDC DC, int width, int height, uint32* bytes) {
HICON hIcon = NULL;
ICONINFO iconInfo = {
TRUE, // fIcon, set to true if this is an icon, set to false if this is a cursor
NULL, // xHotspot, set to null for icons
NULL, // yHotspot, set to null for icons
NULL, // Monochrome bitmap mask, set to null initially
NULL // Color bitmap mask, set to null initially
};
uint32* rawBitmap = new uint32[width * height];
ULONG uWidth = (ULONG)width;
ULONG uHeight = (ULONG)height;
uint32* bitmapPtr = rawBitmap;
for (ULONG y = 0; y < uHeight; y++) {
for (ULONG x = 0; x < uWidth; x++) {
// Bytes are expected to be in RGB order (8 bits each)
// Swap G and B bytes, so that it is in BGR order for windows
uint32 byte = bytes[x + y * width];
uint8 A = (byte & 0xff000000) >> 24;
uint8 R = (byte & 0xff0000) >> 16;
uint8 G = (byte & 0xff00) >> 8;
uint8 B = (byte & 0xff);
*bitmapPtr = (A << 24) | (R << 16) | (G << 8) | B;
bitmapPtr++;
}
}
iconInfo.hbmColor = CreateBitmap(width, height, 1, 32, rawBitmap);
if (iconInfo.hbmColor) {
iconInfo.hbmMask = CreateCompatibleBitmap(DC, width, height);
if (iconInfo.hbmMask) {
hIcon = CreateIconIndirect(&iconInfo);
if (hIcon == NULL) {
Log::Warning("Failed to create icon.");
}
DeleteObject(iconInfo.hbmMask);
} else {
Log::Warning("Failed to create color mask.");
}
DeleteObject(iconInfo.hbmColor);
} else {
Log::Warning("Failed to create bitmap mask.");
}
delete[] rawBitmap;
return hIcon;
}
This solution will work with STB image library for loading images. So you can literally just load an image with stb, then pass the byte data to this function, and you will get an icon as a result. I had a little bit of trouble setting the icon as well, and eventually did this to get that to work:
HICON icon = CreateIconFromBytes(DC, image.m_Width, image.m_Height, image.m_Pixels);
SendMessage(WND, WM_SETICON, ICON_SMALL, (LPARAM)icon);
SendMessage(WND, WM_SETICON, ICON_BIG, (LPARAM)icon);
SendMessage(WND, WM_SETICON, ICON_SMALL2, (LPARAM)icon);
The only thing you should note about this is that you should probably use 3 different sized icons for the SendMessage() functions, but other than that this worked good for me :)
Edit:
Here's the links to official MSDN documentation as well.
https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-createiconindirect
https://learn.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-createbitmap
https://learn.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-createcompatiblebitmap
https://learn.microsoft.com/en-us/windows/win32/menurc/using-icons
I have the following function which I am trying to integrate into my directx 11 application. When I am using directx9 everything works fine but when converting to directx 11 I am getting a blue screen of death error at the Bitblt line (I must be doing something wrong with the HDC's?). I was wondering what the best way to convert this code to directx 11 compatible surfaces instead of HDC's would be.
Here is the function:
void CFlashDXPlayer::DrawFrame(HDC dc)
{
if (m_dirtyFlag)
{
IViewObject* pViewObject = NULL;
m_flashInterface->QueryInterface(IID_IViewObject, (LPVOID*) &pViewObject);
if (pViewObject != NULL)
{
// Combine regions
HRGN unionRgn, first, second = NULL;
unionRgn = CreateRectRgnIndirect(&m_dirtyRects[0]);
if (m_dirtyRects.size() >= 2)
second = CreateRectRgn(0, 0, 1, 1);
for (std::vector<RECT>::iterator it = m_dirtyRects.begin() + 1; it != m_dirtyRects.end(); ++it)
{
// Fill combined region
first = unionRgn;
SetRectRgn(second, it->left, it->top, it->right, it->bottom);
unionRgn = CreateRectRgn(0, 0, 1, 1);
CombineRgn(unionRgn, first, second, RGN_OR);
DeleteObject(first);
}
if (second)
DeleteObject(second);
RECT clipRgnRect; GetRgnBox(unionRgn, &clipRgnRect);
RECTL clipRect = { 0, 0, m_width, m_height };
// Fill background
if (m_transpMode != TMODE_FULL_ALPHA)
{
// Set clip region
SelectClipRgn(dc, unionRgn);
COLORREF fillColor = GetBackgroundColor();
HBRUSH fillColorBrush = CreateSolidBrush(fillColor);
FillRgn(dc, unionRgn, fillColorBrush);
DeleteObject(fillColorBrush);
// Draw to main buffer
HRESULT hr = pViewObject->Draw(DVASPECT_TRANSPARENT, 1, NULL, NULL, NULL, dc, &clipRect, &clipRect, NULL, 0);
assert(SUCCEEDED(hr));
}
else
{
if (m_alphaBlackDC == NULL)
{
// Create memory buffers
BITMAPINFOHEADER bih = {0};
bih.biSize = sizeof(BITMAPINFOHEADER);
bih.biBitCount = 32;
bih.biCompression = BI_RGB;
bih.biPlanes = 1;
bih.biWidth = LONG(m_width);
bih.biHeight = -LONG(m_height);
m_alphaBlackDC = CreateCompatibleDC(dc);
m_alphaBlackBitmap = CreateDIBSection(m_alphaBlackDC, (BITMAPINFO*)&bih, DIB_RGB_COLORS, (void**)&m_alphaBlackBuffer, 0, 0);
SelectObject(m_alphaBlackDC, m_alphaBlackBitmap);
m_alphaWhiteDC = CreateCompatibleDC(dc);
m_alphaWhiteBitmap = CreateDIBSection(m_alphaWhiteDC, (BITMAPINFO*)&bih, DIB_RGB_COLORS, (void**)&m_alphaWhiteBuffer, 0, 0);
SelectObject(m_alphaWhiteDC, m_alphaWhiteBitmap);
}
HRESULT hr;
HBRUSH fillColorBrush;
// Render frame twice - against white and against black background to calculate alpha
SelectClipRgn(m_alphaBlackDC, unionRgn);
COLORREF blackColor = 0x00000000;
fillColorBrush = CreateSolidBrush(blackColor);
FillRgn(m_alphaBlackDC, unionRgn, fillColorBrush);
DeleteObject(fillColorBrush);
hr = pViewObject->Draw(DVASPECT_TRANSPARENT, 1, NULL, NULL, NULL, m_alphaBlackDC, &clipRect, &clipRect, NULL, 0);
assert(SUCCEEDED(hr));
// White background
SelectClipRgn(m_alphaWhiteDC, unionRgn);
COLORREF whiteColor = 0x00FFFFFF;
fillColorBrush = CreateSolidBrush(whiteColor);
FillRgn(m_alphaWhiteDC, unionRgn, fillColorBrush);
DeleteObject(fillColorBrush);
hr = pViewObject->Draw(DVASPECT_TRANSPARENT, 1, NULL, NULL, NULL, m_alphaWhiteDC, &clipRect, &clipRect, NULL, 0);
assert(SUCCEEDED(hr));
// Combine alpha
for (LONG y = clipRgnRect.top; y < clipRgnRect.bottom; ++y)
{
int offset = y * m_width * 4 + clipRgnRect.left * 4;
for (LONG x = clipRgnRect.left; x < clipRgnRect.right; ++x)
{
BYTE blackRed = m_alphaBlackBuffer[offset];
BYTE whiteRed = m_alphaWhiteBuffer[offset];
m_alphaBlackBuffer[offset + 3] = 255 - (whiteRed - blackRed);
offset += 4;
}
}
// Blit result to target DC
BitBlt(dc, clipRgnRect.left, clipRgnRect.top,
clipRgnRect.right - clipRgnRect.left,
clipRgnRect.bottom - clipRgnRect.top,
m_alphaBlackDC, clipRgnRect.left, clipRgnRect.top, SRCCOPY);
}
DeleteObject(unionRgn);
pViewObject->Release();
}
m_dirtyFlag = false;
m_dirtyRects.clear();
m_dirtyUnionRect.left = m_dirtyUnionRect.top = LONG_MAX;
m_dirtyUnionRect.right = m_dirtyUnionRect.bottom = -LONG_MAX;
}
}
The HDC I am passing to this function is created in the following manner:
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
HRESULT hr = device->CreateTexture2D(&textureDesc, NULL, &m_flashTexture);
HRESULT hResult;
HDC hDC;
IDXGISurface1 *pSurface = NULL;
hResult = m_flashTexture->QueryInterface(__uuidof(IDXGISurface1), (void**)&pSurface);
hResult = pSurface->GetDC(TRUE, &hDC);
assert(SUCCEEDED(hResult));
m_flashPlayer->DrawFrame(hDC);
Any ideas of what I am doing wrong? I can't seem to figure out what is going on and why this is casuing a blue screen when if I use Directx 9 obejcts it doesn't. Is there a better way to do this?
(Also I've tried updating my drivers and they are all up to date).
Thank you for the help.
Turns out that this was indeed a driver issue. It works without a problem when I run with my graphics card set to the radeon in my latop, but when I have it on switchable for some reason it still crashes even though it should be selecting my radeon. I need to have the graphics mode fixed. Weird, but atleast its not my program I guess.
Can't really tell from code inspection. I haven't noticed anything blatantly wrong. There certainly should not be a any BSOD - that part is a driver bug. What hardware/driver are you running on?
A common reason for driver crashes though is illegally writing to some memory area, often if you're blitting to outside of your DC memory. I'd double check to verify that your regions are not out of bounds and that m_alphaBlackDC is the same size as dc.
I would also highly, highly recommend testing on another non-related GPU (that doesn't share the same hardware architecture).
I want to be able to render a thing as if it was a wallpaper. I use Windows, and I prefer DirectX. I know that VLC can render the video has a wallpaper in DirectX mode, so it's possible.
So, a quick question, How could I set the rendertarget to render like if it was a wallpaper in Windows?
Here is some code which will get you a handle (HWND) to a window that can be used to draw over top of the windows Desktop. The main issue with how this works is that the desktop icons are still present but this will allow you to draw over top of them. If you want the icons to appear as normal (with your stuff behind them) you need to redraw them after you've drawn your stuff, or find a way to avoid drawing over them in the first place. This is fairly non-trivial and something I never completely solved.
This definitely works on XP and Windows 7 (with Areo) for getting something that normal GDI drawing can use. I've never tested it with DirectX but I suspect it would work if you used hMainWnd as your presentation window.
HWND hProgMan = NULL;
HWND hShell = NULL;
HWND hMainWnd = NULL;
unsigned int ScreenWidth = 0;
unsigned int ScreenHeight = 0;
int ScreenTop = 0;
int ScreenLeft = 0;
HRGN ValidRGN = NULL;
// ...
ScreenWidth = GetSystemMetrics(SM_CXVIRTUALSCREEN);
if ( ScreenWidth == 0 )
ScreenWidth = GetSystemMetrics( SM_CXSCREEN );
ScreenHeight = GetSystemMetrics(SM_CYVIRTUALSCREEN);
if ( ScreenHeight == 0 )
ScreenHeight = GetSystemMetrics(SM_CYSCREEN);
ScreenTop = GetSystemMetrics(SM_YVIRTUALSCREEN);
ScreenLeft = GetSystemMetrics(SM_XVIRTUALSCREEN);
ValidRGN = CreateRectRgn(0,0,ScreenWidth,ScreenHeight);
hProgMan = FindWindow("Progman", "Program Manager");
if(hProgMan != NULL)
{
hShell = FindWindowEx(hProgMan, 0, "SHELLDLL_DefView", NULL);
}
else
{
hProgMan = FindWindow("DesktopBackgroundClass", NULL);
if(hProgMan != NULL)
hShell = FindWindowEx(hProgMan, 0, "DeskFolder", NULL);
}
hMainWnd = CreateWindowEx( WS_EX_TRANSPARENT, "MyWindowClass", "Window Title", WS_CHILDWINDOW | WS_OVERLAPPED | WS_CLIPCHILDREN, 0,0,ScreenWidth,ScreenHeight, hShell,NULL,hInstance,NULL );
EnableWindow(hMainWnd,FALSE);
SetWindowPos(hMainWnd,HWND_BOTTOM,0,0,0,0,SWP_NOSIZE|SWP_NOMOVE);
... and then for drawing (using GDI), something like this...
HDC hDC = GetDC( hMainWnd );
SelectClipRgn(hDC,ValidRGN);
BitBlt( hDC, 0, 0, ScreenX, ScreenY, hBackBuffer, 0, 0, SRCCOPY );
ReleaseDC( hMainWnd, hDC );
... and update ValidRGN with the regions of the Desktop icons. Those can be found with a bit of work with the Desktop's listview control window. That is fairly complicated and maybe off topic for this question.