半透明原理:
假設(shè)LCD是256色的。顏色格式為332(RGB)
顯存中的每一個字節(jié)的數(shù)據(jù)對應(yīng)一個象素點。
在數(shù)據(jù)寫入顯存之前,讀取相應(yīng)相素點值,然后與新的數(shù)據(jù)按一定的規(guī)則混合之后,再寫入相應(yīng)像素點的顯存。
這樣主要問題關(guān)鍵是混合算法。
混合算法目前在游戲上常用到的算法是AlphaBlend。計算公式如下
假設(shè)一幅圖象是A,另一幅透明的圖象是B,那么透過B去看A,看上去的圖象C就是B和A的混合圖象,設(shè)B圖象的透明度為alpha(取值為0-1,1為完全透明,0為完全不透明),Alpha混合公式如下:
R(C)=(1-alpha)*R(B)+alpha*R(A)
G(C)=(1-alpha)*G(B)+alpha*G(A)
B(C)=(1-alpha)*B(B)+alpha*B(A)
R(x)、G(x)、B(x)分別指顏色x的RGB分量原色值。從上面的公式可以知道,Alpha其實是一個決定混合透明度的數(shù)值。應(yīng)用Alpha混合技術(shù),可以實現(xiàn)游戲中的許多特效,比如火光、煙霧、陰影、動態(tài)光源等半透明效果。
uC/GUI系統(tǒng)分為好幾個層面。簡單地可以歸結(jié)為:
1、硬件驅(qū)動層
2、基本2D圖形庫
3、窗體
層次越高,涉及的內(nèi)容越多,修改的工作量就越大。 如果想修改最少的代碼實現(xiàn)半透明功能,最好在硬件驅(qū)動層找切入口。
在硬件驅(qū)動層中有個宏定義 LCD_WRITE_MEM(Off,data) *((U8*)(DC+(((U32)(Off)))))=(data),從文檔可以看到該宏定義的功能就是向顯存寫入像素點的值。
流程如下:
a、讀取相應(yīng)象素點值
b、與新的象素點值按照混合算法轉(zhuǎn)換。
c、將轉(zhuǎn)換結(jié)果寫入顯存對應(yīng)位置。
/設(shè)置透明度為0,完全不透明,先執(zhí)行清屏。
GUI_SetBkColor(GUI_WHITE);
GUI_SetColor(GUI_WHITE);
GUI_Clear();
/填充一個方框
GUI_SetColor(GUI_RED);
GUI_FillRect(0,0,80,30);
*****這里設(shè)置透明度為80透明之后再執(zhí)行
GUI_SetColor(GUI_GREEN);
GUI_FillRect(50,5,200,30);
GUI_CONTEXT
typedef struct {
/* Variables in LCD module */
LCD_COLORINDEX_UNION LCD;
LCD_RECT ClipRect;
U8 DrawMode;
U8 SelLayer;
U8 TextStyle;
U8 TransPara;
/* Variables in GL module */
GUI_RECT* pClipRect_HL; /* High level clip rectangle ... Speed optimization so drawing routines can optimize */
U8 PenSize;
U8 PenShape;
U8 LineStyle;
U8 FillStyle;
/* Variables in GUICHAR module */
const GUI_FONT GUI_UNI_PTR * pAFont;
const GUI_UC_ENC_APILIST * pUC_API; /* Unicode encoding API */
I16P LBorder;
I16P DispPosX, DispPosY;
I16P DrawPosX, DrawPosY;
I16P TextMode, TextAlign;
GUI_COLOR Color, BkColor; /* Required only when changing devices and for speed opt (caching) */
/* Variables in WM module */
#if GUI_WINSUPPORT
const GUI_RECT* WM__pUserClipRect;
GUI_HWIN hAWin;
int xOff, yOff;
#endif
/* Variables in MEMDEV module (with memory devices only) */
#if GUI_SUPPORT_DEVICES
const tLCDDEV_APIList* pDeviceAPI; /* function pointers only */
GUI_HMEM hDevData;
GUI_RECT ClipRectPrev;
#endif
/* Variables in Anitaliasing module */
#if GUI_SUPPORT_AA
const tLCD_HL_APIList* pLCD_HL; /* Required to reroute drawing (HLine & Pixel) to the AA module */
U8 AA_Factor;
U8 AA_HiResEnable;
#endif
} GUI_CONTEXT; 包含了整個系統(tǒng)作圖的最基本信息。而且這個結(jié)構(gòu)體所聲明的變量GUI_Context也是硬件作圖層(硬件驅(qū)動層)所唯一依賴的變量。
在結(jié)構(gòu)體中發(fā)現(xiàn),需要增加透明度信息。
于是在結(jié)構(gòu)體中增加一條:U8 BlendPara;/混合算法參數(shù)Alpha;
現(xiàn)在來一個情景分析。
1、在畫圖前設(shè)置該變量值。0---100之間。
2、在LCD_WRITE_MEM時使用它。這樣半透明和透明效果就都實現(xiàn)了。
用2D圖形庫作圖測試確實能實現(xiàn)半透明效果。
再測試窗體時你會發(fā)現(xiàn)一個問題。在基于WM_Window的所有控件上使作半透明效果會出現(xiàn)問題:
在反復(fù)刷新(即反復(fù)產(chǎn)生WM_PAINT)消息時,該窗體的顏色一直在變量,而且由淺及深或由深及淺反復(fù)變化
實現(xiàn)AlphaBlend混合的代碼.
主要的算法是:
r = (BYTE)((((rForeground - rBackground)*delta) >> ALPHA) + rBackground);
g = (BYTE)((((gForeground - gBackground)*delta) >> ALPHA) + gBackground);
b = (BYTE)((((bForeground - bBackground)*delta) >> ALPHA) + bBackground);
下面是具體實現(xiàn)。(代碼可成功運行)
// 一共2^8 + 1個等級,0為透明,256為不透明,中間的值為半透明
#define ALPHA 8
#define FRAMEPENWIDTH 2 // 文本框的寬度
#define FRAMECOLOR RGB(192,192,192) // 文本框的顏色
#define SHADOWWIDTH 1 // 陰影的寬度(為了有立體感)
#define SHADOWCOLOR RGB(0,0,0) // 陰影的顏色
#define TEXTCOLOR RGB(0,0,192) // 文本的顏色
// 文本框的寬度缺省100像素,寬度、高度可以動態(tài)調(diào)整
#define DEFAULTOUTPUTWIDTH 100
VOID ShowTransparentText(
HWND hDstWnd, // 在那個窗口透明顯示
DWORD Alpha, // Alpha通道值(0 < Alpha < 256)
COLORREF crForeground, // 文本框底色
LPCTSTR lpszTxt, // 文本
DWORD dwDelayTime // 顯示多長時間
)
{
COLORREF crBackground;
BYTE r, g, b;
BYTE rBackground, gBackground, bBackground;
BYTE rForeground, gForeground, bForeground;
INT x, y;
INT nDstPosX, nDstPosY;
INT nWidth, nHeight;
HDC hWorkDC, hSaveDC, hDstDC;
HANDLE hBitmap, hBitmap2;
HFONT hf, hfSave;
LOGFONT lf;
RECT rect;
DWORD delta;
//創(chuàng)建文本框字體
lf.lfHeight = 14;
lf.lfWidth = 0;
lf.lfEscapement = 0;
lf.lfOrientation = 0;
lf.lfWeight = FW_NORMAL; //FW_BOLD
lf.lfItalic = FALSE;
lf.lfUnderline = FALSE;
lf.lfStrikeOut = 0;
lf.lfCharSet = ANSI_CHARSET;
lf.lfOutPrecision = OUT_DEFAULT_PRECIS;
lf.lfClipPrecision = CLIP_DEFAULT_PRECIS;
lf.lfQuality = DEFAULT_QUALITY;
lf.lfPitchAndFamily = DEFAULT_PITCH | FF_SWISS;
_tcscpy(lf.lfFaceName, TEXT("Tahoma"));
VERIFY(hf = CreateFontIndirect(&lf));
hDstDC = GetDC(hDstWnd);
hWorkDC = CreateCompatibleDC(hDstDC);
hfSave = (HFONT)SelectObject(hWorkDC, hf);
nWidth = DEFAULTOUTPUTWIDTH;
nHeight = DEFAULTOUTPUTWIDTH;
SetRect(&rect, 0,0,nWidth,nHeight);
DrawText(hWorkDC, lpszTxt, lstrlen(lpszTxt), &rect, DT_CALCRECT|DT_LEFT|DT_WORDBREAK);
// 自畫立體邊框
nWidth = rect.right - rect.left + (FRAMEPENWIDTH + SHADOWWIDTH) * 2;
nHeight = rect.bottom - rect.top + (FRAMEPENWIDTH + SHADOWWIDTH) * 2;
hBitmap = CreateCompatibleBitmap(hDstDC, nWidth, nHeight);
SelectObject(hWorkDC, hBitmap);
hSaveDC = CreateCompatibleDC(hDstDC);
hBitmap2 = CreateCompatibleBitmap(hDstDC, nWidth, nHeight);
SelectObject(hSaveDC, hBitmap2);
GetClientRect(hDstWnd, &rect);
nDstPosX = rect.left + (rect.right - rect.left - nWidth)/2;
nDstPosY = rect.top + (rect.bottom - rect.top - nHeight)/2;
BitBlt(hWorkDC, 0, 0, nWidth, nHeight, hDstDC, nDstPosX, nDstPosY, SRCCOPY);
BitBlt(hSaveDC, 0, 0, nWidth, nHeight, hDstDC, nDstPosX, nDstPosY, SRCCOPY);
delta = Alpha%(1<<ALPHA); // 假若Alpha的值操作256,取模
// 因為0 , 256 對256取模都為0, 但是0為透明,256為不透明
if((0 == delta) && (Alpha == (1<<ALPHA)))
{
delta = Alpha;
}
rForeground = GetRValue(crForeground);
gForeground = GetGValue(crForeground);
bForeground = GetBValue(crForeground);
for(y = SHADOWWIDTH + SHADOWWIDTH; y< (nHeight - (SHADOWWIDTH + SHADOWWIDTH)); y++)
{
for(x = SHADOWWIDTH + SHADOWWIDTH; x < (nWidth - (SHADOWWIDTH + SHADOWWIDTH)); x++)
{
crBackground = GetPixel(hWorkDC, x, y);
rBackground = GetRValue(crBackground);
gBackground = GetGValue(crBackground);
bBackground = GetBValue(crBackground);
r = (BYTE)((((rForeground - rBackground)*delta) >> ALPHA) + rBackground);
g = (BYTE)((((gForeground - gBackground)*delta) >> ALPHA) + gBackground);
b = (BYTE)((((bForeground - bBackground)*delta) >> ALPHA) + bBackground);
SetPixel(hWorkDC, x, y, RGB(r,g,b));
}
}
// 由于Smartphone不提供FrameRect函數(shù),所以自行實現(xiàn)該功能。
// 畫出外框
for(y = 0; y< FRAMEPENWIDTH; y++)
{
for(x = 0; x < nWidth; x++)
{
SetPixel(hWorkDC, x, y, FRAMECOLOR);
SetPixel(hWorkDC, x, nHeight - y - 1, FRAMECOLOR);
}
}
for(x = 0; x< FRAMEPENWIDTH; x++)
{
for(y = 0; y < nHeight; y++)
{
SetPixel(hWorkDC, x, y, FRAMECOLOR);
SetPixel(hWorkDC, nWidth - x -1, y, FRAMECOLOR);
}
}
// 畫出陰影框
for(y = FRAMEPENWIDTH; y< (FRAMEPENWIDTH+SHADOWWIDTH); y++)
{
for(x = FRAMEPENWIDTH; x < (nWidth - FRAMEPENWIDTH); x++)
{
SetPixel(hWorkDC, x, y, SHADOWCOLOR);
SetPixel(hWorkDC, x, nHeight - y - 1, SHADOWCOLOR);
}
}
for(x = FRAMEPENWIDTH; x< (FRAMEPENWIDTH+SHADOWWIDTH); x++)
{
for(y = FRAMEPENWIDTH; y < (nHeight - FRAMEPENWIDTH); y++)
{
SetPixel(hWorkDC, x, y, SHADOWCOLOR);
SetPixel(hWorkDC, nWidth - x -1, y, SHADOWCOLOR);
}
}
// 輸出透明字
SetRect(&rect, (FRAMEPENWIDTH+SHADOWWIDTH), (FRAMEPENWIDTH+SHADOWWIDTH), nWidth - (FRAMEPENWIDTH+SHADOWWIDTH), nHeight - (FRAMEPENWIDTH+SHADOWWIDTH));
SetBkMode(hWorkDC, TRANSPARENT);
SetTextColor(hWorkDC, TEXTCOLOR);
DrawText(hWorkDC, lpszTxt, lstrlen(lpszTxt), &rect, DT_LEFT|DT_WORDBREAK);
BitBlt(hDstDC, nDstPosX, nDstPosY, nWidth, nHeight, hWorkDC, 0, 0, SRCCOPY);
DeleteObject(SelectObject(hWorkDC, hfSave));
DeleteObject(hBitmap);
DeleteDC(hWorkDC);
// 延遲制定時間,最好用WaitForSingleObject, 這樣用戶既可以終止等待,SetEvent即可
// 或者超時,即相當(dāng)于Sleep功能
Sleep(dwDelayTime);
// 恢復(fù)原來的背景
BitBlt(hDstDC, nDstPosX, nDstPosY, nWidth, nHeight, hSaveDC, 0, 0, SRCCOPY);
DeleteObject(hBitmap2);
DeleteDC(hSaveDC);
ReleaseDC(hDstWnd, hDstDC);
}
//wince半透明效果的實現(xiàn)
使用windows ce(5.0以上的版本)的一個api AlphaBlend,用法和BitBlt差不多:
BLENDFUNCTION bf;
bf.AlphaFormat=0;
bf.BlendFlags=0;
bf.BlendOp=AC_SRC_OVER;
bf.SourceConstantAlpha=100;//透明度0-255
AlphaBlend(hBackDC,0,70,73,20,hMaskDC,0,0,73,20,bf);
可以在WindowsCE里用
#include <wingdi.h>
//還要在Project -- setting -- link 里連接上msimg32.lib
////VC用AlphaBlend實現(xiàn)半透明位圖
Requirements:
Windows NT/2000/XP: Included in Windows 2000 and later.
Windows 95/98/Me: Included in Windows 98 and later.
Header: Declared in Wingdi.h; include Windows.h.
Library: Included as a resource in Msimg32.dll.
示例:
void CTestDlg::SaveBitmap(CDC* pDC,CRect rect,CString filename)
{
CDC* memDC=new CDC;
memDC->CreateCompatibleDC(pDC);
CBitmap* bmp=new CBitmap;
bmp->CreateCompatibleBitmap(pDC,rect.Width(),rect.Height());
CBitmap* oldbitmap=memDC->SelectObject(bmp);
//此時的bmp就相當(dāng)于一張桌布,在memDC中畫線etc都是畫在這張桌布上
if(!memDC->BitBlt(0,0,rect.Width(),rect.Height(),pDC,0,0,SRCCOPY))
{
AfxMessageBox("BitBlt Error!");
return;
}
memDC->Ellipse(0,0,100,100);
memDC->SelectObject(oldbitmap);
BITMAPINFO bi;
bi.bmiHeader.biSize=sizeof(bi.bmiHeader);
bi.bmiHeader.biWidth=rect.Width();
bi.bmiHeader.biHeight=rect.Height();
bi.bmiHeader.biPlanes=1;
bi.bmiHeader.biBitCount=16;
bi.bmiHeader.biCompression=BI_RGB;
bi.bmiHeader.biSizeImage=0;
bi.bmiHeader.biXPelsPerMeter=0;
bi.bmiHeader.biYPelsPerMeter=0;
bi.bmiHeader.biClrUsed=0;
bi.bmiHeader.biClrImportant=0;
int bitsize=rect.Width()*rect.Height()*2;
BYTE* bits=new BYTE[bitsize];
::GetDIBits(memDC->m_hDC,*bmp,0,rect.Height(),bits,&bi,DIB_RGB_COLORS);
BITMAPFILEHEADER bf;
bf.bfType=(int)'M'*256+'B';
bf.bfSize=bitsize;//sizeof(bf);
bf.bfOffBits=sizeof(bi.bmiHeader)+sizeof(bf);
bf.bfReserved1=0;
bf.bfReserved2=0;
CFile f(filename,CFile::modeCreate|CFile::modeWrite);
f.Write(&bf,sizeof(bf));//注意是先寫bf,再寫bi
f.Write(&bi,sizeof(bi));
f.Write(bits,bitsize);
f.Close();
delete[] bits;
delete bmp;
delete memDC;
}
將memDC上的位圖半透明覆蓋到pDC上
BLENDFUNCTION bm;
bm.BlendOp=AC_SRC_OVER;
bm.BlendFlags=0;
bm.SourceConstantAlpha=100;
bm.AlphaFormat=0;
AlphaBlend(pDC->m_hDC,0,0,rect.Width(),rect.Height(),memDC->m_hDC,0,0,rect.Width(),rect.Height(),bm);