Qt 视频D3D渲染到透明窗口A上,并在窗口A上设置Qlabel
时间: 2023-12-03 12:47:48 浏览: 254
要实现将D3D渲染到透明窗口上并在窗口上设置QLabel,可以按照以下步骤进行:
1. 创建一个透明窗口A,并设置窗口的透明度为0。
2. 在窗口A上添加一个QLabel,并设置其大小和位置。
3. 创建一个D3D设备,并将其与窗口A关联。
4. 在D3D中创建一个纹理,并将其绑定到窗口A的背景表面上。
5. 在渲染过程中,将D3D渲染到背景表面上,并将其绘制到窗口A上。
下面是示例代码:
```cpp
#include <QtWidgets/QMainWindow>
#include <QLabel>
#include <d3d9.h>
class TransparentWindow : public QMainWindow
{
Q_OBJECT
public:
TransparentWindow(QWidget *parent = 0);
~TransparentWindow();
private:
QLabel *m_pLabel;
LPDIRECT3D9 m_pD3D;
LPDIRECT3DDEVICE9 m_pDevice;
LPDIRECT3DTEXTURE9 m_pTexture;
D3DPRESENT_PARAMETERS m_d3dpp;
HWND m_hWnd;
void initD3D(HWND hWnd);
void render();
};
TransparentWindow::TransparentWindow(QWidget *parent)
: QMainWindow(parent)
{
setWindowFlags(Qt::FramelessWindowHint | Qt::WindowStaysOnTopHint | Qt::Tool);
setAttribute(Qt::WA_TranslucentBackground);
setAttribute(Qt::WA_NoSystemBackground, true);
setAttribute(Qt::WA_PaintOnScreen, true);
setAttribute(Qt::WA_NativeWindow, true);
m_pLabel = new QLabel(this);
m_pLabel->setGeometry(50, 50, 200, 200);
m_pLabel->setText("Hello, world!");
m_hWnd = (HWND)winId();
initD3D(m_hWnd);
}
TransparentWindow::~TransparentWindow()
{
if (m_pD3D)
m_pD3D->Release();
if (m_pDevice)
m_pDevice->Release();
if (m_pTexture)
m_pTexture->Release();
}
void TransparentWindow::initD3D(HWND hWnd)
{
m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
ZeroMemory(&m_d3dpp, sizeof(m_d3dpp));
m_d3dpp.Windowed = TRUE;
m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
m_d3dpp.EnableAutoDepthStencil = TRUE;
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
m_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&m_d3dpp, &m_pDevice);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pDevice->CreateTexture(200, 200, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pTexture, NULL);
LPDIRECT3DSURFACE9 pSurface;
m_pTexture->GetSurfaceLevel(0, &pSurface);
m_pDevice->SetRenderTarget(0, pSurface);
pSurface->Release();
}
void TransparentWindow::render()
{
m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
m_pDevice->BeginScene();
// TODO: 在这里进行 D3D 渲染
m_pDevice->EndScene();
LPDIRECT3DSURFACE9 pSurface;
m_pTexture->GetSurfaceLevel(0, &pSurface);
m_pDevice->GetRenderTargetData(pSurface, pSurface);
m_pDevice->SetRenderTarget(0, pSurface);
pSurface->Release();
m_pDevice->StretchRect(pSurface, NULL, m_d3dpp.BackBuffer, NULL, D3DTEXF_NONE);
m_pDevice->Present(NULL, NULL, m_hWnd, NULL);
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
TransparentWindow w;
w.show();
return a.exec();
}
```
在这个示例中,我们使用了Qt的QMainWindow作为透明窗口,并在窗口上添加了一个QLabel。在initD3D函数中,我们创建了一个D3D设备,并将其与窗口A的背景表面关联起来。在render函数中,我们进行D3D渲染,并将渲染结果绘制到窗口A上。注意,在渲染完成后,我们需要将背景表面的内容拷贝到纹理中,并将纹理绘制到窗口上。
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