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
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); }