Como aplicar efeitos
Observação
Para aplicativos no Windows 10, é recomendável usar Windows. UI. APIs de composição em vez de DirectComposition. Para obter mais informações, consulte Modernizar seu aplicativo da área de trabalho usando a camada Visual.
Este tópico demonstra como usar o Microsoft DirectComposition para aplicar efeitos e transformações 3D a um visual. O exemplo neste tópico altera a opacidade de um visual e o gira em torno de um eixo vertical localizado no centro do visual. Para saber mais sobre outros efeitos suportados pelo DirectComposition, consulte Efeitos.
O que você precisa saber
Tecnologias
Pré-requisitos
- C/C++
- Microsoft Win32
- COM (Component Object Model)
Instruções
Etapa 1: Inicializar objetos DirectComposition
- Crie o objeto do dispositivo e o objeto de destino de composição.
- Crie um visual, defina seu conteúdo e adicione-o à árvore visual.
Para obter mais informações, consulte Como inicializar o DirectComposition.
Etapa 2: Criar um objeto de transformação de rotação 3D, um objeto de grupo de efeitos e um objeto de animação
Use o método IDCompositionDevice::CreateRotateTransform3D para criar um objeto de transformação de rotação 3D e o método CreateEffectGroup para criar um objeto de grupo de efeitos. Este exemplo também usa o método CreateAnimation para criar um objeto de animação para animar a transformação de rotação 3D. Para saber mais sobre como aplicar animações, confira Como aplicar animações.
HRESULT hr = S_OK;
IDCompositionAnimation *pAnimation = nullptr;
IDCompositionRotateTransform3D *pRotate3D = nullptr;
IDCompositionEffectGroup *pEffectGroup = nullptr;
// Create a 3D rotate transform object.
hr = m_pDevice->CreateRotateTransform3D(&pRotate3D);
if (SUCCEEDED(hr))
{
// Create an effect group object.
hr = m_pDevice->CreateEffectGroup(&pEffectGroup);
}
if (SUCCEEDED(hr))
{
// Create an animation object.
hr = m_pDevice->CreateAnimation(&pAnimation);
}
Etapa 3: Definir a função de animação
Use os métodos do objeto IDCompositionAnimation para definir a função de animação.
O exemplo a seguir define uma função de animação simples. Quando aplicada a uma propriedade de objeto, a função de animação altera incrementalmente o valor da propriedade de 0 para o valor do argumento graus ao longo de um segundo.
if (SUCCEEDED(hr))
{
// Define the animation function.
pAnimation->AddCubic(0.0f, 0.0f, degrees, 0.0f, 0.0f);
pAnimation->End(1.0f, degrees);
Etapa 4: Definir as propriedades da transformação de rotação 3D
- Aplique a função de animação à propriedade Angle da transformação de rotação 3D chamando o método IDCompositionRotateTransform3D::SetAngle .
- Defina o eixo de rotação para a transformação de rotação 3D chamando os métodos IDCompositionRotateTransform3D::SetAxisX, SetAxisY e SetAxisZ .
- Defina o centro de rotação para a transformação de rotação 3D chamando os métodos IDCompositionRotateTransform3D::SetCenterX e SetCenterY .
O exemplo a seguir configura uma transformação de rotação 3D para girar um visual em torno de um eixo vertical localizado no centro do visual. Os parâmetros m_bitmapWidth e m_bitmapHeight são a largura e a altura do bitmap, em pixels.
// Set the properties of the rotate transform object.
//
// Apply the animation object to the Angle property so that
// the visual will appear to spin around an axis.
pRotate3D->SetAngle(pAnimation);
// Set a vertical axis through the center of the visual's bitmap.
pRotate3D->SetAxisX(0.0f);
pRotate3D->SetAxisY(1.0f);
pRotate3D->SetAxisZ(0.0f);
// Set the center of rotation to the center of the visual's bitmap.
pRotate3D->SetCenterX(m_bitmapWidth / 2.0f);
pRotate3D->SetCenterY(m_bitmapHeight / 2.0f);
}
Etapa 5: Definir as propriedades do objeto do grupo de efeitos
- Aplique o objeto de transformação de rotação 3D à propriedade Transform3D do objeto de grupo de efeito chamando o método IDCompositionEffectGroup::SetTransform3D .
- Defina a propriedade Opacity do objeto de grupo de efeito chamando iDCompositionEffectGroup::SetOpacity.
if (SUCCEEDED(hr))
{
// Apply the rotate transform object to the Tranform3D property
// of the effect group object.
hr = pEffectGroup->SetTransform3D(pRotate3D);
}
if (SUCCEEDED(hr))
{
// Set the Opacity of the effect group object.
hr = pEffectGroup->SetOpacity(opacity);
}
Etapa 6: Aplicar o objeto de grupo de efeitos à propriedade Effect do visual
Chame o método IDCompositionVisual::SetEffect para aplicar o objeto de grupo de efeitos ao visual.
if (SUCCEEDED(hr))
{
// Apply the effect group object to the Effect property of the visual.
hr = pVisual->SetEffect(pEffectGroup);
}
Etapa 7: Confirmar a composição
Chame o método IDCompositionDevice::Commit para confirmar o lote de comandos no DirectComposition para processamento. A composição resultante aparece na janela de destino.
if (SUCCEEDED(hr))
{
// Commit the visual to DirectComposition.
hr = m_pDevice->Commit();
}
Etapa 8: Liberar os objetos DirectComposition
Certifique-se de liberar o objeto de animação, o objeto de transformação de rotação 3D e o objeto do grupo de efeitos quando você não precisar mais deles. O exemplo a seguir chama a macro SafeRelease definida pelo aplicativo para liberar os objetos.
// Release the DirectComposition objects.
SafeRelease(&pAnimation);
SafeRelease(&pRotate3D);
SafeRelease(&pEffectGroup);
Lembre-se também de liberar o objeto do dispositivo, o objeto de destino de composição e o visual antes da saída do aplicativo. Para obter mais informações, consulte Como inicializar o DirectComposition.
Exemplo completo
//
// ApplyEffects.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once
// Modify the following definitions if you need to target a platform prior to the ones specified below.
// Refer to MSDN for the latest info on corresponding values for different platforms.
#ifndef WINVER // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef _WIN32_WINNT // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef UNICODE
#define UNICODE
#endif
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used items from Windows headers
// Windows Header Files:
#include <windows.h>
// C RunTime Header Files
#include <math.h>
// DirectComposition and Direct3D Header Files
#include <dcomp.h>
#include <d3d11.h>
/******************************************************************
* *
* Macros *
* *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
Interface **ppInterfaceToRelease
)
{
if (*ppInterfaceToRelease != NULL)
{
(*ppInterfaceToRelease)->Release();
(*ppInterfaceToRelease) = NULL;
}
}
#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif
/******************************************************************
* *
* DemoApp *
* *
******************************************************************/
class DemoApp
{
public:
DemoApp();
~DemoApp();
HRESULT Initialize();
void RunMessageLoop();
private:
HRESULT InitializeDirectCompositionDevice();
HRESULT CreateResources();
void DiscardResources();
HRESULT OnPaint();
HRESULT OnClientClick(int xPos, int yPos);
HRESULT OnMouseMove(int xPos, int yPos);
HRESULT LoadResourceGDIBitmap(
PCWSTR resourceName,
HBITMAP &hbmp
);
HRESULT MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap,
IDCompositionSurface **ppSurface);
HRESULT SetVisualOpacity(IDCompositionVisual *pVisual, float opacity);
HRESULT RotateVisual(IDCompositionVisual *pVisual,float degrees);
static LRESULT CALLBACK WndProc(
HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam
);
private:
HWND m_hwnd;
HBITMAP m_hBitmap;
int m_bitmapWidth;
int m_bitmapHeight;
ID3D11Device *m_pD3D11Device;
IDCompositionDevice *m_pDevice;
IDCompositionTarget *m_pCompTarget;
IDCompositionVisual *m_pVisual;
};
//
// ApplyEffects.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved
// Instructions: Hover over the image to see the opacity change. Click
// the image to apply a 3D rotation.
#include "ApplyEffects.h"
#define OFFSET_X 20
#define OFFSET_Y 20
#define TRANSPARENT 0.5
#define OPAQUE 1.0
/******************************************************************
* *
* The application entry point. *
* *
******************************************************************/
int WINAPI WinMain(
HINSTANCE /* hInstance */,
HINSTANCE /* hPrevInstance */,
LPSTR /* lpCmdLine */,
int /* nCmdShow */
)
{
// Ignore the return value because we want to run the program even in the
// unlikely event that HeapSetInformation fails.
HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
if (SUCCEEDED(CoInitialize(NULL)))
{
{
DemoApp app;
if (SUCCEEDED(app.Initialize()))
{
app.RunMessageLoop();
}
}
CoUninitialize();
}
return 0;
}
/******************************************************************
* *
* DemoApp::DemoApp constructor *
* *
* Initialize member data. *
* *
******************************************************************/
DemoApp::DemoApp() :
m_hwnd(NULL),
m_hBitmap(NULL),
m_pDevice(nullptr),
m_pCompTarget(nullptr),
m_pD3D11Device(nullptr),
m_pVisual(nullptr),
m_bitmapHeight(0),
m_bitmapWidth(0)
{
}
/******************************************************************
* *
* Release resources. *
* *
******************************************************************/
DemoApp::~DemoApp()
{
SafeRelease(&m_pDevice);
SafeRelease(&m_pCompTarget);
SafeRelease(&m_pD3D11Device);
SafeRelease(&m_pVisual);
}
/*******************************************************************
* *
* Create the application window. *
* *
*******************************************************************/
HRESULT DemoApp::Initialize()
{
HRESULT hr;
// Register the window class.
WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = DemoApp::WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = sizeof(LONG_PTR);
wcex.hInstance = HINST_THISCOMPONENT;
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);;
wcex.lpszMenuName = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.lpszClassName = L"DirectCompDemoApp";
RegisterClassEx(&wcex);
// Create the application window.
//
// Because the CreateWindow function takes its size in pixels, we
// obtain the system DPI and use it to scale the window size.
int dpiX = 0;
int dpiY = 0;
HDC hdc = GetDC(NULL);
if (hdc)
{
dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
ReleaseDC(NULL, hdc);
}
m_hwnd = CreateWindow(
L"DirectCompDemoApp",
L"DirectComposition Demo Application",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
static_cast<UINT>(ceil(640.f * dpiX / 96.f)),
static_cast<UINT>(ceil(480.f * dpiY / 96.f)),
NULL,
NULL,
HINST_THISCOMPONENT,
this
);
hr = m_hwnd ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
// Initialize DirectComposition resources, such as the
// device object and composition target object.
hr = InitializeDirectCompositionDevice();
}
if (SUCCEEDED(hr))
{
hr = CreateResources();
}
if (SUCCEEDED(hr))
{
ShowWindow(m_hwnd, SW_SHOWNORMAL);
UpdateWindow(m_hwnd);
}
return hr;
}
/******************************************************************
* *
* This method creates the DirectComposition device object and *
* and the composition target object. These objects endure for *
* the lifetime of the application. *
* *
******************************************************************/
HRESULT DemoApp::InitializeDirectCompositionDevice()
{
HRESULT hr = S_OK;
D3D_FEATURE_LEVEL featureLevelSupported;
// Create the D3D device object.
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
NULL,
0,
D3D11_SDK_VERSION,
&m_pD3D11Device,
&featureLevelSupported,
NULL);
IDXGIDevice *pDXGIDevice = nullptr;
hr = (m_pD3D11Device == nullptr) ? E_UNEXPECTED : S_OK;
if (SUCCEEDED(hr))
{
// Create the DXGI device used to create bitmap surfaces.
hr = m_pD3D11Device->QueryInterface(&pDXGIDevice);
}
if (SUCCEEDED(hr))
{
// Create the DirectComposition device object.
hr = DCompositionCreateDevice(pDXGIDevice,
__uuidof(IDCompositionDevice),
reinterpret_cast<void **>(&m_pDevice));
}
if (SUCCEEDED(hr))
{
// Create the composition target object.
hr = m_pDevice->CreateTargetForHwnd(m_hwnd, TRUE, &m_pCompTarget);
}
SafeRelease(&pDXGIDevice);
return hr;
}
/******************************************************************
* *
* This method creates the GDI bitmap that the application gives *
* to DirectComposition to be composed. *
* *
******************************************************************/
HRESULT DemoApp::CreateResources()
{
HRESULT hr = S_OK;
hr = LoadResourceGDIBitmap(L"Penguins", m_hBitmap);
return hr;
}
/******************************************************************
* *
* Discard device-specific resources. *
* *
******************************************************************/
void DemoApp::DiscardResources()
{
DeleteObject(m_hBitmap);
}
/******************************************************************
* *
* The main window's message loop. *
* *
******************************************************************/
void DemoApp::RunMessageLoop()
{
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
/******************************************************************
* *
* Called when the application's main window is painted. This *
* method builds a simple visual tree and passes it to *
* DirectComposition. *
* *
******************************************************************/
HRESULT DemoApp::OnPaint()
{
HRESULT hr = S_OK;
IDCompositionSurface *pSurface = nullptr;
// Create a visual object.
hr = m_pDevice->CreateVisual(&m_pVisual);
if (SUCCEEDED(hr))
{
// Create a composition surface and render a GDI bitmap
// to the surface.
hr = MyCreateGDIRenderedDCompSurface(m_hBitmap, &pSurface);
}
if (SUCCEEDED(hr))
{
// Set the bitmap content of the visual.
hr = m_pVisual->SetContent(pSurface);
}
if (SUCCEEDED(hr))
{
// Set the horizontal and vertical position of the visual relative
// to the upper-left corner of the composition target window.
m_pVisual->SetOffsetX(OFFSET_X);
m_pVisual->SetOffsetY(OFFSET_Y);
hr = SetVisualOpacity(m_pVisual, TRANSPARENT);
}
if (SUCCEEDED(hr))
{
// Set the visual to be the root of the visual tree.
hr = m_pCompTarget->SetRoot(m_pVisual);
}
if (SUCCEEDED(hr))
{
// Commit the visual to be composed and displayed.
hr = m_pDevice->Commit();
}
return hr;
}
/******************************************************************
* *
* Called when the mouse moves in the main window's client area. *
* This method determines whether the mouse cursor is over the *
* visual, and calls an application-defined function to set the *
* visual's opacity. *
* *
******************************************************************/
HRESULT DemoApp::OnMouseMove(int xPos, int yPos)
{
HRESULT hr = S_OK;
static BOOL fOverImage = FALSE;
// Determine whether the cursor is over the visual.
if ((xPos >= OFFSET_X && xPos <= (OFFSET_X + m_bitmapWidth))
&& (yPos >= OFFSET_Y && yPos <= (OFFSET_Y + m_bitmapHeight)))
{
if (!fOverImage)
{
// The cursor has moved over the visual, so make the visual
// 100% opaque.
hr = SetVisualOpacity(m_pVisual, OPAQUE);
fOverImage = TRUE;
}
}
else if (fOverImage)
{
// The cursor has moved off the visual, so make the visual
// 50% opaque.
hr = SetVisualOpacity(m_pVisual, TRANSPARENT);
fOverImage = FALSE;
}
return hr;
}
/******************************************************************
* *
* Changes the opacity of a visual. *
* *
******************************************************************/
HRESULT DemoApp::SetVisualOpacity(IDCompositionVisual *pVisual, float opacity)
{
HRESULT hr = S_OK;
IDCompositionEffectGroup *pEffectGroup = nullptr;
// Validate the input arguments.
if (pVisual == NULL || (opacity > 1.0f || opacity < 0.0f))
return E_INVALIDARG;
// Create an effect group object.
hr = m_pDevice->CreateEffectGroup(&pEffectGroup);
if (SUCCEEDED(hr))
{
// Set the Opacity of the effect group object.
hr = pEffectGroup->SetOpacity(opacity);
}
if (SUCCEEDED(hr))
{
// Apply the effect group object to the Effect property of the visual.
hr = m_pVisual->SetEffect(pEffectGroup);
}
if (SUCCEEDED(hr))
{
// Commit the visual to DirectComposition.
hr = m_pDevice->Commit();
}
// Free the effect group object.
SafeRelease(&pEffectGroup);
return hr;
}
/******************************************************************
* *
* Called when the user clicks in the main window's client area. *
* This method determines whether the mouse cursor is over the *
* visual and calls an application-defined function to rotate the *
* visual. *
* *
******************************************************************/
HRESULT DemoApp::OnClientClick(int xPos, int yPos)
{
HRESULT hr = S_OK;
// Determine whether the mouse cursor is over the visual. If so,
// rotate the visual.
if ((xPos >= OFFSET_X && xPos <= (OFFSET_X + m_bitmapWidth))
&& (yPos >= OFFSET_Y && yPos <= (OFFSET_Y + m_bitmapHeight)))
{
hr = RotateVisual(m_pVisual, 360.0f);
}
return hr;
}
/******************************************************************
* *
* Performs an animated 3D rotation of a visual. *
* *
******************************************************************/
HRESULT DemoApp::RotateVisual(IDCompositionVisual *pVisual, float degrees)
{
HRESULT hr = S_OK;
IDCompositionAnimation *pAnimation = nullptr;
IDCompositionRotateTransform3D *pRotate3D = nullptr;
IDCompositionEffectGroup *pEffectGroup = nullptr;
// Validate the input arguments.
if (pVisual == NULL || (degrees > 360.0f || degrees < -360.0f))
return E_INVALIDARG;
// Create a 3D rotate transform object.
hr = m_pDevice->CreateRotateTransform3D(&pRotate3D);
if (SUCCEEDED(hr))
{
// Create an effect group object.
hr = m_pDevice->CreateEffectGroup(&pEffectGroup);
}
if (SUCCEEDED(hr))
{
// Create an animation object.
hr = m_pDevice->CreateAnimation(&pAnimation);
}
if (SUCCEEDED(hr))
{
// Define the animation function.
pAnimation->AddCubic(0.0f, 0.0f, degrees, 0.0f, 0.0f);
pAnimation->End(1.0f, degrees);
// Set the properties of the rotate transform object.
//
// Apply the animation object to the Angle property so that
// the visual will appear to spin around an axis.
pRotate3D->SetAngle(pAnimation);
// Set a vertical axis through the center of the visual's bitmap.
pRotate3D->SetAxisX(0.0f);
pRotate3D->SetAxisY(1.0f);
pRotate3D->SetAxisZ(0.0f);
// Set the center of rotation to the center of the visual's bitmap.
pRotate3D->SetCenterX(m_bitmapWidth / 2.0f);
pRotate3D->SetCenterY(m_bitmapHeight / 2.0f);
}
if (SUCCEEDED(hr))
{
// Apply the rotate transform object to the Tranform3D property
// of the effect group object.
hr = pEffectGroup->SetTransform3D(pRotate3D);
}
if (SUCCEEDED(hr))
{
// Apply the effect group object to the Effect property of the visual.
hr = pVisual->SetEffect(pEffectGroup);
}
if (SUCCEEDED(hr))
{
// Commit the visual to DirectComposition.
hr = m_pDevice->Commit();
}
// Release the DirectComposition objects.
SafeRelease(&pAnimation);
SafeRelease(&pRotate3D);
SafeRelease(&pEffectGroup);
return hr;
}
/******************************************************************
* *
* The window's message handler. *
* *
******************************************************************/
LRESULT CALLBACK DemoApp::WndProc(HWND hwnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
LRESULT result = 0;
if (message == WM_CREATE)
{
LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;
::SetWindowLongPtrW(
hwnd,
GWLP_USERDATA,
PtrToUlong(pDemoApp)
);
result = 1;
}
else
{
DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
::GetWindowLongPtrW(
hwnd,
GWLP_USERDATA
)));
bool wasHandled = false;
if (pDemoApp)
{
switch (message)
{
case WM_LBUTTONDOWN:
{
pDemoApp->OnClientClick(LOWORD(lParam), HIWORD(lParam));
}
wasHandled = true;
result = 0;
break;
case WM_MOUSEMOVE:
{
pDemoApp->OnMouseMove(LOWORD(lParam), HIWORD(lParam));
}
wasHandled = true;
result = 0;
break;
case WM_PAINT:
{
pDemoApp->OnPaint();
ValidateRect(hwnd, NULL);
}
wasHandled = true;
result = 0;
break;
case WM_DISPLAYCHANGE:
{
InvalidateRect(hwnd, NULL, FALSE);
}
wasHandled = true;
result = 0;
break;
case WM_DESTROY:
{
PostQuitMessage(0);
pDemoApp->DiscardResources();
}
wasHandled = true;
result = 1;
break;
}
}
if (!wasHandled)
{
result = DefWindowProc(hwnd, message, wParam, lParam);
}
}
return result;
}
/******************************************************************
* *
* This method loads the specified GDI bitmap from the *
* application resources, creates a new bitmap that is in a *
* format that DirectComposition can use, and copies the contents *
* of the original bitmap to the new bitmap. *
* *
******************************************************************/
HRESULT DemoApp::LoadResourceGDIBitmap(PCWSTR resourceName, HBITMAP &hbmp)
{
hbmp = static_cast<HBITMAP>(LoadImageW(HINST_THISCOMPONENT, resourceName,
IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR));
return hbmp ? S_OK : E_FAIL;
}
// CreateGDIRenderedDCompSurface - Creates a DirectComposition surface and
// copies the bitmap to the surface.
//
// Parameters:
// hBitmap - a GDI bitmap.
// ppSurface - the composition surface object.
//
HRESULT DemoApp::MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap,
IDCompositionSurface **ppSurface)
{
HRESULT hr = S_OK;
int bmpSize = 0;
BITMAP bmp = { };
HBITMAP hBitmapOld = NULL;
HDC hSurfaceDC = NULL;
HDC hBitmapDC = NULL;
IDXGISurface1 *pDXGISurface = nullptr;
IDCompositionSurface *pDCSurface = nullptr;
POINT pointOffset = { };
hr = hBitmap ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
// Get information about the bitmap.
bmpSize = GetObject(hBitmap, sizeof(BITMAP), &bmp);
}
hr = bmpSize ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
// Save the bitmap dimensions.
m_bitmapWidth = bmp.bmWidth;
m_bitmapHeight = bmp.bmHeight;
// Create a DirectComposition-compatible surface that is the same size
// as the bitmap.
hr = m_pDevice->CreateSurface(m_bitmapWidth, m_bitmapHeight,
DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_ALPHA_MODE_IGNORE, &pDCSurface);
}
hr = pDCSurface ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
// Begin rendering to the surface.
hr = pDCSurface->BeginDraw(NULL, __uuidof(IDXGISurface1),
reinterpret_cast<void**>(&pDXGISurface), &pointOffset);
}
if (SUCCEEDED(hr))
{
// Get the device context (DC) for the surface.
pDXGISurface->GetDC(FALSE, &hSurfaceDC);
}
hr = hSurfaceDC ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
// Create a compatible (DC) and select the surface
// into the DC.
hBitmapDC = CreateCompatibleDC(hSurfaceDC);
if (hBitmapDC != NULL)
{
hBitmapOld = (HBITMAP)SelectObject(hBitmapDC, hBitmap);
BitBlt(hSurfaceDC, pointOffset.x, pointOffset.y,
m_bitmapWidth, m_bitmapHeight, hBitmapDC, 0, 0, SRCCOPY);
if (hBitmapOld)
{
SelectObject(hBitmapDC, hBitmapOld);
}
DeleteDC(hBitmapDC);
}
pDXGISurface->ReleaseDC(NULL);
}
// End the rendering.
pDCSurface->EndDraw();
*ppSurface = pDCSurface;
SafeRelease(&pDXGISurface);
return hr;
}
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