前段时间稍微看了点Direct3D, 觉得挺有意思的,但是想着要有3D得先从2D开始。故开始了D2D旅行。
如标题所示,CreateHwndRenderTarget 是在用来创建一个渲染到窗口的渲染目标。
创建渲染目标并且可以使用硬件加速时,可以在计算机的GPU上分配资源。通过一次创建渲染目标并保留尽可能长的时间,您可以获得性能上的好处。您的应用程序应一次创建渲染目标,并在应用程序的生命周期内或在收到D2DERR_RECREATE_TARGET错误之前将其保留。收到此错误时,您需要重新创建渲染目标(及其创建的所有资源)。
它与CreateDCRenderTarget最大的区别,也就是GDI的绘图技巧与D2D的区别了。
我的个人理解是,前者是自己在GPU上创建渲染目标,并停留一段时间用来绘制,不用我们操心上下文的环境了。 而后者的作用是
创建一个绘制目标,以绘制到Windows图形设备接口(GDI)设备上下文。
很显然它是用来充当D2D与GDI的交互的。
这篇文档是介绍这个作用的, Direct2D and GDI Interoperability Overview
在代码上使用肯定也是有区别的。
前者的使用,可以先看D2D入门的代码,下面的代码是用来将图片绘制到窗口上,
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <Windows.h>
#include <d2d1.h>
#include <d2d1_1.h>
#include <wincodec.h>
#pragma comment(lib, "d2d1.lib")
#pragma comment(lib, "Windowscodecs.lib")
#define SAFE_RELEASE(P) if(P){P->Release() ; P = NULL ;}
extern "C" ID2D1Bitmap * mybitmapcreate(ID2D1DCRenderTarget*);
float left = 5;
float top = 10;
float Bottom = 10;
float Right = 30;
ID2D1Bitmap* pBitmap = NULL;
IWICImagingFactory* pIWICFactory = NULL;
HWND hWnd;
ID2D1HwndRenderTarget* m_pRenderTarget;
void initize();
void draw();
D2D1_RECT_F myrect = D2D1::RectF(left, top, Bottom, Right);
ID2D1Bitmap* mybitmap;
ID2D1Factory* l;
REFIID x = __uuidof(ID2D1Factory);
HRESULT LoadBitmapFromFile(
ID2D1RenderTarget* pRenderTarget,
IWICImagingFactory* pIWICFactory,
PCWSTR uri,
UINT destinationWidth,
UINT destinationHeight
)
{
HRESULT hr = S_OK;
IWICBitmapDecoder* pDecoder = NULL;
IWICBitmapFrameDecode* pSource = NULL;
IWICStream* pStream = NULL;
IWICFormatConverter* pConverter = NULL;
IWICBitmapScaler* pScaler = NULL;
hr = pIWICFactory->CreateDecoderFromFilename(
uri,
NULL,
GENERIC_READ,
WICDecodeMetadataCacheOnLoad,
&pDecoder
);
if (SUCCEEDED(hr))
{
// Create the initial frame.
hr = pDecoder->GetFrame(0, &pSource);
}
if (SUCCEEDED(hr))
{
hr = pIWICFactory->CreateFormatConverter(&pConverter);
}
// If a new width or height was specified, create an
// IWICBitmapScaler and use it to resize the image.
if (destinationWidth != 0 || destinationHeight != 0)
{
UINT originalWidth, originalHeight;
hr = pSource->GetSize(&originalWidth, &originalHeight);
if (SUCCEEDED(hr))
{
if (destinationWidth == 0)
{
FLOAT scalar = static_cast<FLOAT>(destinationHeight) / static_cast<FLOAT>(originalHeight);
destinationWidth = static_cast<UINT>(scalar * static_cast<FLOAT>(originalWidth));
}
else if (destinationHeight == 0)
{
FLOAT scalar = static_cast<FLOAT>(destinationWidth) / static_cast<FLOAT>(originalWidth);
destinationHeight = static_cast<UINT>(scalar * static_cast<FLOAT>(originalHeight));
}
hr = pIWICFactory->CreateBitmapScaler(&pScaler);
if (SUCCEEDED(hr))
{
hr = pScaler->Initialize(
pSource,
destinationWidth,
destinationHeight,
WICBitmapInterpolationModeCubic
);
}
if (SUCCEEDED(hr))
{
hr = pConverter->Initialize(
pScaler,
GUID_WICPixelFormat32bppPBGRA,
WICBitmapDitherTypeNone,
NULL,
0.f,
WICBitmapPaletteTypeMedianCut
);
}
}
}
if (SUCCEEDED(hr))
{
// Create a Direct2D bitmap from the WIC bitmap.
hr = pRenderTarget->CreateBitmapFromWicBitmap(
pConverter,
NULL,
&pBitmap
);
}
SAFE_RELEASE(pDecoder);
SAFE_RELEASE(pSource);
SAFE_RELEASE(pStream);
SAFE_RELEASE(pConverter);
SAFE_RELEASE(pScaler);
return TRUE;
}
LRESULT CALLBACK WndProcFunc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
RECT rc;
switch (message)
{
case WM_PAINT:
{
draw();
}
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, message, wParam, lParam);
}
int main(int argc, char* argv[])
{
WNDCLASS wc{};
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProcFunc;
wc.hInstance = GetModuleHandle(NULL);
wc.lpszClassName = L"Class_Name";
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
RegisterClass(&wc);
hWnd = CreateWindow(L"Class_Name", L"Test", WS_OVERLAPPEDWINDOW, 100, 100, 1000, 500, NULL, NULL, GetModuleHandle(NULL), NULL);
initize();
ShowWindow(hWnd, 1);
UpdateWindow(hWnd);
MSG Msg;
while (GetMessage(&Msg, NULL, 0, 0))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return 0;
}
void initize()
{
CoInitializeEx(NULL, COINIT_MULTITHREADED);
CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, reinterpret_cast<void**>(&pIWICFactory));
HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &l);
RECT rc;
GetClientRect(hWnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
// Create a Direct2D render target.
hr = l->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(hWnd, size),
&m_pRenderTarget
);
}
void draw()
{
LoadBitmapFromFile(m_pRenderTarget, pIWICFactory, L"timg.bmp", 650, 400);
m_pRenderTarget->BeginDraw();
m_pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
D2D1_SIZE_F size = pBitmap->GetSize();
D2D1_POINT_2F upperLeftCorner = D2D1::Point2F(0.f, 0.f);
// Draw bitmap
m_pRenderTarget->DrawBitmap(
pBitmap,
D2D1::RectF(
upperLeftCorner.x,
upperLeftCorner.y,
upperLeftCorner.x + size.width,
upperLeftCorner.y + size.height)
);
m_pRenderTarget->EndDraw();
}
后者则是需要使用ID2D1DCRenderTarget::BindDC 将渲染目标绑定到向其发出绘图命令的设备上下文。
需要更改的代码部分,
//创建DC的渲染目标
ID2D1DCRenderTarget* pow;
...
void initize()
{
CoInitializeEx(NULL, COINIT_MULTITHREADED);
CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, reinterpret_cast<void**>(&pIWICFactory));
HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &l);
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(
DXGI_FORMAT_B8G8R8A8_UNORM,
D2D1_ALPHA_MODE_IGNORE),
0,
0,
D2D1_RENDER_TARGET_USAGE_NONE,
D2D1_FEATURE_LEVEL_DEFAULT
);
l->CreateDCRenderTarget(&props, &pow);
}
void draw()
{
LoadBitmapFromFile(m_pRenderTarget, pIWICFactory, L"timg.bmp", 650, 400);
pow->BeginDraw();
pow->Clear(D2D1::ColorF(D2D1::ColorF::White));
D2D1_SIZE_F size = pBitmap->GetSize();
D2D1_POINT_2F upperLeftCorner = D2D1::Point2F(0.f, 0.f);
// Draw bitmap
pow->DrawBitmap(
pBitmap,
D2D1::RectF(
upperLeftCorner.x,
upperLeftCorner.y,
upperLeftCorner.x + size.width,
upperLeftCorner.y + size.height)
);
pow->EndDraw();
}
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd, &rc);
pow->BindDC(ps.hdc, &rc);
draw();
EndPaint(hwnd, &ps);
}
break;
...