Direct2D Transparency With MFC - c++

I'm looking to create a child frame (CWnd subclass) that has transparent regions.
However, I can't seem to get the transparency part working. From what I understand, I would need to enable transparency when creating the ID2D1HwndRenderTarget using the D2D1_ALPHA_MODE_IGNOREflag (as seen here) However, I don't create the render target that way. Instead, I use EnableD2DSupport() in my OnCreate() method. When I try to clear the render target with CHwndRenderTarget::Clear(ColorF) using a color with opacity set to 0.0, the opacity is ignored. I do this in my function handling the AFX_WM_DRAW2D message, with the render target taken from the LPARAM.
Any ideas on how to get transparency working for this?

D2D1_ALPHA_MODE_IGNORE means what it says - the alpha channel is ignored (the drawings are always opaque). The SO question, you've linked targets the opposite problem, when the drawings are always transparent.
As I see, the EnableD2DSupport() creates an ID2D1HwndRenderTarget, but most probably with a D2D1_ALPHA_MODE_IGNORE flag. You need D2D1_ALPHA_MODE_PREMULTIPLIED or D2D1_ALPHA_MODE_STRAIGHT, so you can use the alpha channel.
If possible, create a ID2D1HwndRenderTarget manually with the proper alpha mode and then attach it to the CHwndRenderTarget with CHwndRenderTarget::Attach
Another way (which I would have chosen) is the Direct2D 1.1 way (more precise - ID2D1DeviceContext), managing the whole drawing process manually. For some guidances look at this answer.

Related

Draw semi transparent shadow around Window

I'm trying to do something like what Auslogics Disk Defrag does with its custom window:
As can be seen, the blurred semi transparent shadow surrounding the window is much darker than the standard one, so the program must be drawing it by itself. The problem is, I can't find a way to paint anything transparent around a window.
In an answer to a similiar question, someone suggested creating a slightly bigger transparent window (using WS_EX_LAYERED + SetLayeredWindowAttributes()) behind the actual application window, and then do the translucent drawing on the transparent one. Not only does it sound like an ugly hack, it doesn't actually work. If, for example, one tries to draw a semi transparent black rectangle on a transparent window via GDI+, alpha blending is applied to the shape's color over the window background color (which would also be the transparency color) and then the shape is drawn with the calculated color, which obviously is not the window transparency, resulting in an opaque rectangle.
The semi transparent shadow is actually done by Gaussian Blur of the black square.
You can use this effect to create glows and drop shadows and use the
composite effect to apply the result to the original image. It is
useful in photo processing for filters like highlights and shadows.
You can use the output of this effect for input into lighting effects,
like the Specular Lighting or Diffuse Lighting effects, because the
alpha channel is blurred, too and lighting effects use the alpha
channel to determine surface geometry as a height map.
This effect is used by the built-in Shadow effect.
Refer: Gaussian blur effect
Then remove the standard frame, the entire window is your client area, so you can draw shadow in the extended frame.
Refer: Drawing in the Extended Frame Window
I think I've found a solution that works for me. I was hoping I wouldn't have to create an extra window just for the shadow, but every method I could find or think of would require me to draw all the controls by myself and/or somehow correct their alpha values.
So, I'm using a layered window with per pixel alpha. I paint over it with Direct2D, or, alternatively, I use some PNGs with transparency for the edges and corners of the shadow and copy them on a memory DC. Either way I simply recreate the shadow with the right dimensions when the window is resized, and call UpdateLayeredWindowIndirect. Both methods seem to be working well on Windows 7 and 10, and so far I haven't found any glitches.
Preventing it from showing on the taskbar was a bit tricky. All the ways I know have drawbacks. What worked best for me was making the layered window owned by the main one. At least that way it will only be visible on the desktop where the program is actually running, unlike other alternatives which would force it to show on every virtual desktop. Finally, because I disable that window, I interact with it by processing WM_SETCURSOR.

Is glutSwapBuffer command required to get background color?

I didn't understand the functionality of glutSwapBuffer properly. In my code if I don't use the glutSwapBuffer than no background color came in window and it remain transparent, capturing whatever is there in its background. I think that the background color is actually assigned by glClearColor, than how come without using glutSwapBuffer I didn't get any background color.
This question comes up over and over, I think what you are describing is actually what happens when you draw exclusively into the front-buffer in a compositing window manager.
Without swapping buffers, it does not draw your window correctly, so the window appears transparent. Double buffering is required for compositing window managers and it seems it is also required for many hybrid integrated/discrete GPU implementations (e.g. nVIDIA Optimus). In short, there is no real reason to use single-buffered rendering on a desktop platform these days.
To be certain, does your situation resemble this? This screenshot shows what happens when a window that only uses single-buffering is moved in a compositing window manager.
If so, a more thorough explanation can be found here.
opengl usually is configured to use double buffering.
You first draw to one buffer... then Swap it with the second and present it on the screen.
Without calling glutSwapBuffer you will not see anything and it is correct behavior.
about double (and more) buffering in opengl

What is necessary to toggle fullscreen in DirectX 11?

I've just started learning DX so I know almost nothing about it although I do know OpenGL (to certain extent). I'm follow a tutorial (http://www.rastertek.com/tutdx11.html) and I have a working window rendering just a white background (clear).
Now - how do I actually switch from windowed mode to fullscreen and vice versa? I know there are many tutorials, some even provide a code for doing that but since I'm a newbie that's not really helpful. Why? Because every code sample is different and trying to find a pattern in all of them is apparently too difficult for me.
So I don't ask for code - instead I would like you to tell me what things I need to release/recreate/change to toggle correctly (and all of them). I know I need to change the display settings, I know I have to change something about the swap chain and release/recreate some buffers - but not really sure which exactly.
You can use SetFullScreenState on your swap chain:
swapChain->SetFullScreenState(true, NULL);
MSDN
The main thing you have to do is release all reference to the IDXGISwapChain, call ResizeBuffers, then re-create everything.
Since Win32 throws the WM_SIZE message upon window initialization, it's entirely possible to:
Clear the previous window-size-specific context
If the swap chain already exists, resize it, otherwise create one
Obtain the backbuffer for this window which will be the final 3D rendertarget.
Create a view interface on the rendertarget to use on bind.
Allocate a 2-D surface as the depth/stencil buffer and create a DepthStencil view on this surface to use on bind.
Create a viewport descriptor of the full window size.
Set the current viewport using the descriptor.
inside a static function (unless WinMain has an object from which to call), and call that function when the WM_SIZE message is triggered.
You can check out how the DirectXTK does it here:
https://directxtk.codeplex.com/

winapi - How to use LayeredWindows properly

I am haveing trouble understanding the concept of the UpdateLayaredWindow api, how it works and how to implement it. Say for example I want to override CFrameWnd and draw a custom, alpha blended frame with UpdateLayeredWindow, as I understand it, the only way to draw child controls is to either: Blend them to the frame's Bitmap buffer (Created with CreateCompatibleBitmap) and redraw the whole frame, or create another window that sits ontop of the layered frame and draws child controls regularly (which defeats the whole idea of layered windows, because the window region wouldn't update anyway).
If I use the first method, the whole frame is redrawn - surely this is inpractical for a large application..? Or is it that the frame is constantly updated anyway so modifying the bitmap buffer wouldn't cause extra redrawing.
An example of a window similar to what I would like to achieve is the Skype notification box/incoming call box. A translucent frame/window with child contorls sitting ontop, that you can move around the screen.
In a practical, commercial world, how do I do it? Please don't refer me to the documentation, I know what it says; I need someone to explain practical methods of the infrastructure I should use to implement this.
Thanks.
It is very unclear exactly what aspect of layered windows gives you a problem, I'll just noodle on about how they are implemented and explaining their limitations from that.
Layered windows are implemented by using a hardware feature of the video adapter called "layers". The adapter has the basic ability to combine the pixels from distinct chunks of video memory, mixing them before sending them to the monitor. Obvious examples of that are the mouse cursor, it gets super-imposed on the pixels of the desktop frame buffer so it doesn't take a lot of effort to animate it when you move the mouse. Or the overlay used to display a video, the video stream decoder writes the video pixels directly to a separate frame buffer. Or the shadow cast by the frame of a toplevel window on top of the windows behind it.
The video adapter allows a few simple logical operations on the two pixel values when combining their values. The first one is an obvious one, the mixing operation that lets some of the pixel value overlap the background pixel. That effect provides opacity, you can see the background partially behind the window.
The second one is color-keying, the kind of effect you see used when the weather man on TV stands in front of a weather map. He actually stands in front of a green screen, the camera mixing panel filters out the green and replaces it with the pixels from the weather map. That effect provides pure transparency.
You see this back in the arguments passed to UpdateLayeredWindow(), the function you must call in your code to setup the layered window. The dwFlags argument select the basic operations supported by the video hardware, ULW_ALPHA flag enables the opacity effect, the ULW_COLORKEY flag enables the transparency effect. The transparency effect requires the color key, that's specified with the crKey argument value. The opacity effect is controlled with the pblend argument. This one is built for future expansion, one that hasn't happened yet. The only interesting field in the BLENDFUNCTION struct is SourceConstantAlpha, it controls the amount of opacity.
So a basic effect available for a layered window is opacity, overlapping the background windows and leaving the partially visible. One restriction to that the entire window is partially opaque, including the border and the title bar. That doesn't look good, you typically want to create a borderless window and take on the burden of creating your own window frame. Requires a bunch of code btw.
And a basic effect is transparency, completely hiding parts of a window. You often want to combine the two effects and that requires two layered windows. One that provides the partial opacity, another on top and owned by the bottom one that displays the parts of the window that are opaque, like the controls. Using the color key to make its background transparent and make the the bottom window visible.
Beyond this, another important feature for custom windows is enabled by SetWindowRgn(). It lets you give the window a shape other than a rectangle. Again it is important to omit the border and title bar, they don't work on a shaped window. The programming effort is to combine these features in a tasteful way that isn't too grossly different from the look-and-feel of windows created by other applications and write the code that paints the replacement window parts and still makes the window functional like a regular window. Things like resizing and moving the window for example, you typically do so by custom handling the WM_NCHITTEST message.

Transparent window containing opaque text and buttons

I'm creating a non-intrusive popup window to notify the user when processing a time-consuming operation. At the moment I'm setting its transparency by calling SetLayeredWindowAttributes which gives me a reasonable result:
alt text http://img6.imageshack.us/img6/3144/transparentn.jpg
However I'd like the text and close button to appear opaque (it doesn't quite look right with white text) while keeping the background transparent - is there a way of doing this?
In order to do "proper" alpha in a layered window you need to supply the window manager with a PARGB bitmap by a call to UpdateLayeredWindow.
The cleanest way to achieve this that I know of is the following:
Create a GDI+ Bitmap object with the PixelFormat32bppPARGB pixel format.
Create a Graphics object to draw in this Bitmap object.
Do all your drawing into this object using GDI+.
Destroy the Graphics object created in step 2.
Call the GetHBITMAP method on the Bitmap object to get a Windows HBITMAP.
Destroy the Bitmap object.
Create a memory DC using CreateCompatibleDC and select the HBITMAP from step 5 into it.
Call UpdateLayeredWindow using the memory DC as a source.
Select previous bitmap and delete the memory DC.
Destroy the HBITMAP created in step 5.
This method should allow you to control the alpha channel of everything that is drawn: transparent for the background, opaque for the text and button.
Also, since you are going to be outputting text, I recommend that you call SystemParametersInfo to get the default antialiasing setting (SPI_GETFONTSMOOTHING), and then the SetTextRenderingHint on the Graphics object to set the antialiasing type to the same type that is configured by the user, for a nicer look.
I suspect you'll need two top level windows rather than one - one that has the alpha blend and a second that is display above the first with the opaque text and button but with a transparent background. To accomplish this with a single window you'll need to use the UpdateLayeredWindow API call, but using this will cause your buttons to not redraw when they are interacted with (hover highlights, focus etc.)
It is possible that if this application is for Vista only there is a new API call that you can use, but I do not believe it is available in XP or earlier.
I can't say for sure, you'll need to try it, but since everything is a window, you could try setting the layered attributes for your button to make it opaque.
As for the text, you may be able to put that in its own frame with a set background and foreground color, and modify its layered attributes to make the background color transparent...
But since these are child windows and not the top-level window, I really don't know that it'll work.