ビットマップのアルファ ブレンド
次のコード サンプルでは、ウィンドウを 3 つの水平領域に分割します。 次に、次のように、各ウィンドウ領域にアルファブレンドビットマップを描画します。
- 一番上の領域では、定数 alpha = 50% ですが、ソース アルファはありません。
- 中央の領域では、定数 alpha = 100% (無効) で、ソース アルファはビットマップの中央に 0 (透明) で、他の場所では0xff (不透明) です。
- 下部領域では、定数 alpha = 75% とソース アルファが変化します。
void DrawAlphaBlend (HWND hWnd, HDC hdcwnd)
{
HDC hdc; // handle of the DC we will create
BLENDFUNCTION bf; // structure for alpha blending
HBITMAP hbitmap; // bitmap handle
BITMAPINFO bmi; // bitmap header
VOID *pvBits; // pointer to DIB section
ULONG ulWindowWidth, ulWindowHeight; // window width/height
ULONG ulBitmapWidth, ulBitmapHeight; // bitmap width/height
RECT rt; // used for getting window dimensions
UINT32 x,y; // stepping variables
UCHAR ubAlpha; // used for doing transparent gradient
UCHAR ubRed;
UCHAR ubGreen;
UCHAR ubBlue;
float fAlphaFactor; // used to do premultiply
// get window dimensions
GetClientRect(hWnd, &rt);
// calculate window width/height
ulWindowWidth = rt.right - rt.left;
ulWindowHeight = rt.bottom - rt.top;
// make sure we have at least some window size
if ((!ulWindowWidth) || (!ulWindowHeight))
return;
// divide the window into 3 horizontal areas
ulWindowHeight = ulWindowHeight / 3;
// create a DC for our bitmap -- the source DC for AlphaBlend
hdc = CreateCompatibleDC(hdcwnd);
// zero the memory for the bitmap info
ZeroMemory(&bmi, sizeof(BITMAPINFO));
// setup bitmap info
// set the bitmap width and height to 60% of the width and height of each of the three horizontal areas. Later on, the blending will occur in the center of each of the three areas.
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = ulBitmapWidth = ulWindowWidth - (ulWindowWidth/5)*2;
bmi.bmiHeader.biHeight = ulBitmapHeight = ulWindowHeight - (ulWindowHeight/5)*2;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32; // four 8-bit components
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = ulBitmapWidth * ulBitmapHeight * 4;
// create our DIB section and select the bitmap into the dc
hbitmap = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, &pvBits, NULL, 0x0);
SelectObject(hdc, hbitmap);
// in top window area, constant alpha = 50%, but no source alpha
// the color format for each pixel is 0xaarrggbb
// set all pixels to blue and set source alpha to zero
for (y = 0; y < ulBitmapHeight; y++)
for (x = 0; x < ulBitmapWidth; x++)
((UINT32 *)pvBits)[x + y * ulBitmapWidth] = 0x000000ff;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 0x7f; // half of 0xff = 50% transparency
bf.AlphaFormat = 0; // ignore source alpha channel
if (!AlphaBlend(hdcwnd, ulWindowWidth/5, ulWindowHeight/5,
ulBitmapWidth, ulBitmapHeight,
hdc, 0, 0, ulBitmapWidth, ulBitmapHeight, bf))
return; // alpha blend failed
// in middle window area, constant alpha = 100% (disabled), source
// alpha is 0 in middle of bitmap and opaque in rest of bitmap
for (y = 0; y < ulBitmapHeight; y++)
for (x = 0; x < ulBitmapWidth; x++)
if ((x > (int)(ulBitmapWidth/5)) && (x < (ulBitmapWidth-ulBitmapWidth/5)) &&
(y > (int)(ulBitmapHeight/5)) && (y < (ulBitmapHeight-ulBitmapHeight/5)))
//in middle of bitmap: source alpha = 0 (transparent).
// This means multiply each color component by 0x00.
// Thus, after AlphaBlend, we have a, 0x00 * r,
// 0x00 * g,and 0x00 * b (which is 0x00000000)
// for now, set all pixels to red
((UINT32 *)pvBits)[x + y * ulBitmapWidth] = 0x00ff0000;
else
// in the rest of bitmap, source alpha = 0xff (opaque)
// and set all pixels to blue
((UINT32 *)pvBits)[x + y * ulBitmapWidth] = 0xff0000ff;
endif;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.AlphaFormat = AC_SRC_ALPHA; // use source alpha
bf.SourceConstantAlpha = 0xff; // opaque (disable constant alpha)
if (!AlphaBlend(hdcwnd, ulWindowWidth/5, ulWindowHeight/5+ulWindowHeight, ulBitmapWidth, ulBitmapHeight, hdc, 0, 0, ulBitmapWidth, ulBitmapHeight, bf))
return;
// bottom window area, use constant alpha = 75% and a changing
// source alpha. Create a gradient effect using source alpha, and
// then fade it even more with constant alpha
ubRed = 0x00;
ubGreen = 0x00;
ubBlue = 0xff;
for (y = 0; y < ulBitmapHeight; y++)
for (x = 0; x < ulBitmapWidth; x++)
{
// for a simple gradient, base the alpha value on the x
// value of the pixel
ubAlpha = (UCHAR)((float)x / (float)ulBitmapWidth * 255);
//calculate the factor by which we multiply each component
fAlphaFactor = (float)ubAlpha / (float)0xff;
// multiply each pixel by fAlphaFactor, so each component
// is less than or equal to the alpha value.
((UINT32 *)pvBits)[x + y * ulBitmapWidth]
= (ubAlpha << 24) | //0xaa000000
((UCHAR)(ubRed * fAlphaFactor) << 16) | //0x00rr0000
((UCHAR)(ubGreen * fAlphaFactor) << 8) | //0x0000gg00
((UCHAR)(ubBlue * fAlphaFactor)); //0x000000bb
}
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.AlphaFormat = AC_SRC_ALPHA; // use source alpha
bf.SourceConstantAlpha = 0xbf; // use constant alpha, with
// 75% opaqueness
AlphaBlend(hdcwnd, ulWindowWidth/5,
ulWindowHeight/5+2*ulWindowHeight, ulBitmapWidth,
ulBitmapHeight, hdc, 0, 0, ulBitmapWidth,
ulBitmapHeight, bf);
// do cleanup
DeleteObject(hbitmap);
DeleteDC(hdc);
}