• Alpha Blending a Bitmap 失败 原因


    AlphaBlend中目标DC的矩形范围设置错误,应为0,0,nWidth,nHeight;

    另外参考微软MSDN源码:

    Alpha Blending a Bitmap

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    The following code sample divides a window into three horizontal areas. Then it draws an alpha-blended bitmap in each of the window areas as follows:

    • In the top area, constant alpha = 50% but there is no source alpha.
    • In the middle area, constant alpha = 100% (disabled) and source alpha is 0 (transparent) in the middle of the bitmap and 0xff (opaque) elsewhere.
    • In the bottom area, constant alpha = 75% and source alpha changes.
     
     
    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);
        
    }


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  • 原文地址:https://www.cnblogs.com/bigbigtree/p/2349554.html
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