垂垂老矣的MFC让人又爱又恨,爱的是熟悉的套路和丰富的资源,恨的是他太复杂,杂,乱七八糟。如果你想快速的完成一项任务,用mfc是一个冒险的决定,因为你很有可能找不到你想要实现的功能的函数,源代码等等,你需要自己去写,更有甚者,你写都没法写,因为这里面封装太深,太杂乱,让你摸不着头。就有这样一件事一直困扰着我这个matlab爱好者,在matlab中,数组就是位图,位图就是数组,而到了mfc中,事情变得复杂了,如果你想把图像在两个体系里传递,除非已经有写好的接口,否则,靠自己来做,结果往往让人沮丧。比如opencv中的iplimage转为能在mfc中显示的cbitmap就是意见让人很费脑筋的事情,当然现在看来,在mfc体系内还有有办法完成这项工作的,那就是自己编写图像的头部,然后把数据写进去,这听起来确实很合理,但是,这其中的调试过程让人抓狂,而且还会造成很多莫名奇妙的错误,最终还是没法用。
对于一般的图像来说,难点不是获取其内部的数据,因为这些已经被考虑到了,难点是在如何凭空(只有数据)创造出来一个图像,并显示出来,当然显示出来的前提就是规定格式,废话不多说,直接上代码。
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once
#include "stdafx.h"
// Modify the following definitions if you need to target a platform prior to the ones specified below.
// Refer to MSDN for the latest info on corresponding values for different platforms.
#ifndef WINVER // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef _WIN32_WINNT // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef UNICODE
#define UNICODE
#endif
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used items from Windows headers
// C RunTime Header Files
//#include "std.h"
/******************************************************************
* *
* Macros *
* *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
Interface **ppInterfaceToRelease
)
{
if (*ppInterfaceToRelease != NULL)
{
(*ppInterfaceToRelease)->Release();
(*ppInterfaceToRelease) = NULL;
}
}
#ifndef Assert
#if defined( DEBUG ) || defined( _DEBUG )
#define Assert(b) if (!(b)) {OutputDebugStringA("Assert: " #b "\n");}
#else
#define Assert(b)
#endif //DEBUG || _DEBUG
#endif
#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif
/******************************************************************
* *
* DemoApp *
* *
******************************************************************/
class DemoApp
{
public:
DemoApp();
~DemoApp();
// Register the window class and call methods for instantiating drawing resources
HRESULT Initialize(HWND in_hwnd);
// Process and dispatch messages
void RunMessageLoop();
// Draw content.
HRESULT OnRender();
BOOL CreateBitmpFromMemory(uchar * data, int w, int h, uint32_t pitch);
private:
// Initialize device-independent resources.
HRESULT CreateDeviceIndependentResources();
// Initialize device-dependent resources.
HRESULT CreateDeviceResources();
// Release device-dependent resources.
void DiscardDeviceResources();
// Resize the render target.
void OnResize(
UINT width,
UINT height
);
// The windows procedure
static LRESULT CALLBACK WndProc(
HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam
);
private:
HWND m_hwnd;
ID2D1Factory *m_pD2DFactory;
ID2D1HwndRenderTarget *m_pRenderTarget;
ID2D1SolidColorBrush *m_pBlackBrush;
ID2D1Bitmap * m_bitmap;
ID2D1GdiInteropRenderTarget *m_pGDIRT;
};
上面是头文件,下面是实现文件。
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved
#include "stdafx.h"
#include "ldi_dril.h"
/******************************************************************
* *
* DemoApp::DemoApp constructor *
* *
* Initialize member data. *
* *
******************************************************************/
DemoApp::DemoApp() :
m_hwnd(NULL),
m_pD2DFactory(NULL),
m_pRenderTarget(NULL),
m_pGDIRT(NULL),
m_pBlackBrush(NULL)
{
}
/******************************************************************
* *
* DemoApp::~DemoApp destructor *
* *
* Release resources. *
* *
******************************************************************/
DemoApp::~DemoApp()
{
SafeRelease(&m_pD2DFactory);
SafeRelease(&m_pRenderTarget);
SafeRelease(&m_pGDIRT);
SafeRelease(&m_pBlackBrush);
}
/******************************************************************
* *
* DemoApp::Initialize *
* *
* Create application window and device-independent resources. *
* *
******************************************************************/
HRESULT DemoApp::Initialize(HWND in_hwnd)
{
HRESULT hr;
m_hwnd = in_hwnd;
// Initialize device-indpendent resources, such
// as the Direct2D factory.
hr = CreateDeviceIndependentResources();
if (SUCCEEDED(hr))
{
hr = CreateDeviceResources();
}
return hr;
}
/******************************************************************
* *
* DemoApp::CreateDeviceIndependentResources *
* *
* This method is used to create resources which are not bound *
* to any device. Their lifetime effectively extends for the *
* duration of the app. *
* *
******************************************************************/
HRESULT DemoApp::CreateDeviceIndependentResources()
{
HRESULT hr = S_OK;
// Create a Direct2D factory.
hr = D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
&m_pD2DFactory
);
return hr;
}
/******************************************************************
* *
* DemoApp::CreateDeviceResources *
* *
* This method creates resources which are bound to a particular *
* D3D device. It's all centralized here, in case the resources *
* need to be recreated in case of D3D device loss (eg. display *
* change, remoting, removal of video card, etc). *
* *
******************************************************************/
HRESULT DemoApp::CreateDeviceResources()
{
HRESULT hr = S_OK;
if (!m_pRenderTarget)
{
RECT rc;
GetClientRect(m_hwnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties();
rtProps.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE;
// Create a GDI compatible Hwnd render target.
hr = m_pD2DFactory->CreateHwndRenderTarget(
rtProps,
D2D1::HwndRenderTargetProperties(m_hwnd, size),
&m_pRenderTarget
);
if (SUCCEEDED(hr))
{
hr = m_pRenderTarget->QueryInterface(__uuidof(ID2D1GdiInteropRenderTarget), (void**)&m_pGDIRT);
}
if (SUCCEEDED(hr))
{
// Create a brush for drawing
hr = m_pRenderTarget->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::Black),
&m_pBlackBrush
);
}
}
return hr;
}
/******************************************************************
* *
* DemoApp::DiscardDeviceResources *
* *
* Discard device-specific resources which need to be recreated *
* when a Direct3D device is lost. *
* *
******************************************************************/
void DemoApp::DiscardDeviceResources()
{
SafeRelease(&m_pRenderTarget);
SafeRelease(&m_pGDIRT);
SafeRelease(&m_pBlackBrush);
}
/******************************************************************
* *
* DemoApp::RunMessageLoop *
* *
* Main window message loop *
* *
******************************************************************/
void DemoApp::RunMessageLoop()
{
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
/******************************************************************
* *
* DemoApp::OnRender *
* *
* Called whenever the application needs to display the client *
* window. *
* Note that this function will not render anything if the window *
* is occluded (e.g. when the screen is locked). *
* Also, this function will automatically discard device-specific *
* resources if the Direct3D device disappears during function *
* invocation, and will recreate the resources the next time it's *
* invoked. *
* *
******************************************************************/
HRESULT DemoApp::OnRender()
{
HRESULT hr=S_OK;
if (SUCCEEDED(hr))
{
m_pRenderTarget->BeginDraw();
// Reset to the identity transform.
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
// Clear the render target contents.
m_pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
m_pRenderTarget->DrawEllipse(
D2D1::Ellipse(
D2D1::Point2F(150.0f, 150.0f),
100.0f,
100.0f),
m_pBlackBrush,
3.0
);
m_pRenderTarget->DrawLine(
D2D1::Point2F(150.0f, 150.0f),
D2D1::Point2F(
(150.0f + 100.0f * 0.15425f),
(150.0f - 100.0f * 0.988f)),
m_pBlackBrush,
3.0
);
m_pRenderTarget->DrawLine(
D2D1::Point2F(150.0f, 150.0f),
D2D1::Point2F(
(150.0f + 100.0f * 0.525f),
(150.0f + 100.0f * 0.8509f)),
m_pBlackBrush,
3.0
);
m_pRenderTarget->DrawLine(
D2D1::Point2F(150.0f, 150.0f),
D2D1::Point2F(
(150.0f - 100.0f * 0.988f),
(150.0f - 100.0f * 0.15425f)),
m_pBlackBrush,
3.0
);
uchar m_src[128 * 96 * 4];
for (int i = 0; i < 128 * 96; i++)
{
m_src[i * 4 + 0] = 0;
m_src[i * 4 + 1] = 255;
m_src[i * 4 + 2] = 255;
m_src[i * 4 + 3] = 1;
}
CreateBitmpFromMemory(m_src, 128, 96, 512);
D2D1_RECT_F rectangle1 = D2D1::RectF(
128,
96,
256,
192
);
D2D1_RECT_F rectangle2 = D2D1::RectF(
0,
0,
128,
96
);
m_pRenderTarget->DrawBitmap(m_bitmap, &rectangle1, 1, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, &rectangle2);
m_pRenderTarget->EndDraw();
if (hr == D2DERR_RECREATE_TARGET)
{
hr = S_OK;
DiscardDeviceResources();
}
}
return hr;
}
// tranform function
BOOL DemoApp::CreateBitmpFromMemory(uchar * data, int w, int h, uint32_t pitch)
{
HRESULT hr = S_OK;
D2D1_SIZE_U size;
size.width = w;
size.height = h;
// Create a pixel format and initial its format
// and alphaMode fields.
//指定RGB格式
D2D1_PIXEL_FORMAT pixelFormat = D2D1::PixelFormat(
DXGI_FORMAT_B8G8R8A8_UNORM,
D2D1_ALPHA_MODE_IGNORE
);
//设置属性
D2D1_BITMAP_PROPERTIES property;
property.pixelFormat = pixelFormat;
property.dpiX = 0;
property.dpiY = 0;
// Create a Direct2D bitmap from the memory.
hr = m_pRenderTarget->CreateBitmap(
size,
data,
pitch,
property,
&m_bitmap
);
if (SUCCEEDED(hr))
{
return TRUE;
}
return FALSE;
}
下面是mfc winform的代码,基本没变化
头文件:
#pragma once
#include "afxwin.h"
#include "ldi_dril.h"
class CMFandopencvDlgAutoProxy;
// CMFandopencvDlg 对话框
class CMFandopencvDlg : public CDialogEx
{
DECLARE_DYNAMIC(CMFandopencvDlg);
friend class CMFandopencvDlgAutoProxy;
// 构造
public:
CMFandopencvDlg(CWnd* pParent = NULL); // 标准构造函数
virtual ~CMFandopencvDlg();
// 对话框数据
enum { IDD = IDD_MFANDOPENCV_DIALOG };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持
// 实现
protected:
CMFandopencvDlgAutoProxy* m_pAutoProxy;
HICON m_hIcon;
BOOL CanExit();
DemoApp m_translator;
// 生成的消息映射函数
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnClose();
virtual void OnOK();
virtual void OnCancel();
DECLARE_MESSAGE_MAP()
public:
// CStatic pic_ctr;
afx_msg void OnBnClickedButton1();
};
下面是实现文件
// MFandopencvDlg.cpp : 实现文件
//
#include "stdafx.h"
#include "MFandopencv.h"
#include "MFandopencvDlg.h"
#include "DlgProxy.h"
#include "afxdialogex.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
// 用于应用程序“关于”菜单项的 CAboutDlg 对话框
class CAboutDlg : public CDialogEx
{
public:
CAboutDlg();
// 对话框数据
enum { IDD = IDD_ABOUTBOX };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持
// 实现
protected:
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialogEx(CAboutDlg::IDD)
{
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialogEx)
END_MESSAGE_MAP()
// CMFandopencvDlg 对话框
IMPLEMENT_DYNAMIC(CMFandopencvDlg, CDialogEx);
CMFandopencvDlg::CMFandopencvDlg(CWnd* pParent /*=NULL*/)
: CDialogEx(CMFandopencvDlg::IDD, pParent)
{
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
m_pAutoProxy = NULL;
}
CMFandopencvDlg::~CMFandopencvDlg()
{
// 如果该对话框有自动化代理,则
// 将此代理指向该对话框的后向指针设置为 NULL,以便
// 此代理知道该对话框已被删除。
if (m_pAutoProxy != NULL)
m_pAutoProxy->m_pDialog = NULL;
}
void CMFandopencvDlg::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
//DDX_Control(pDX, IDC_PICTRUE_CTR0, pic_ctr);
}
BEGIN_MESSAGE_MAP(CMFandopencvDlg, CDialogEx)
ON_WM_SYSCOMMAND()
ON_WM_CLOSE()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_BUTTON1, &CMFandopencvDlg::OnBnClickedButton1)
END_MESSAGE_MAP()
// CMFandopencvDlg 消息处理程序
BOOL CMFandopencvDlg::OnInitDialog()
{
CDialogEx::OnInitDialog();
// 将“关于...”菜单项添加到系统菜单中。
// IDM_ABOUTBOX 必须在系统命令范围内。
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
BOOL bNameValid;
CString strAboutMenu;
bNameValid = strAboutMenu.LoadString(IDS_ABOUTBOX);
ASSERT(bNameValid);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// 设置此对话框的图标。 当应用程序主窗口不是对话框时,框架将自动
// 执行此操作
SetIcon(m_hIcon, TRUE); // 设置大图标
SetIcon(m_hIcon, FALSE); // 设置小图标
// TODO: 在此添加额外的初始化代码
m_translator.Initialize(m_hWnd);//初始化函数
return TRUE; // 除非将焦点设置到控件,否则返回 TRUE
}
void CMFandopencvDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialogEx::OnSysCommand(nID, lParam);
}
}
// 如果向对话框添加最小化按钮,则需要下面的代码
// 来绘制该图标。 对于使用文档/视图模型的 MFC 应用程序,
// 这将由框架自动完成。
void CMFandopencvDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // 用于绘制的设备上下文
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// 使图标在工作区矩形中居中
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// 绘制图标
//dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
m_translator.OnRender();
//hdc = BeginPaint(hWnd, &ps);
}
}
//当用户拖动最小化窗口时系统调用此函数取得光标
//显示。
HCURSOR CMFandopencvDlg::OnQueryDragIcon()
{
return static_cast<HCURSOR>(m_hIcon);
}
// 当用户关闭 UI 时,如果控制器仍保持着它的某个
// 对象,则自动化服务器不应退出。 这些
// 消息处理程序确保如下情形: 如果代理仍在使用,
// 则将隐藏 UI;但是在关闭对话框时,
// 对话框仍然会保留在那里。
void CMFandopencvDlg::OnClose()
{
if (CanExit())
CDialogEx::OnClose();
}
void CMFandopencvDlg::OnOK()
{
if (CanExit())
CDialogEx::OnOK();
}
void CMFandopencvDlg::OnCancel()
{
if (CanExit())
CDialogEx::OnCancel();
}
BOOL CMFandopencvDlg::CanExit()
{
// 如果代理对象仍保留在那里,则自动化
// 控制器仍会保持此应用程序。
// 使对话框保留在那里,但将其 UI 隐藏起来。
if (m_pAutoProxy != NULL)
{
ShowWindow(SW_HIDE);
return FALSE;
}
return TRUE;
}
void CMFandopencvDlg::OnBnClickedButton1()
{
}