Direct2D入门

一. 资源管理(Resource management)

和Direct3D一样,Direct2D程序需要处理设备丢失(Device lost)问题。Direct2D中的资源分为设备独立资源(Device independent resource)和设备依赖资源(Device dependent resource)。

设备独立资源包括:

设备依赖资源包括:

具体参见:http://msdn.microsoft.com/en-us/library/dd756757(v=VS.85).aspx

二. Direct2D程序的结构

  1. 在程序初始化函数处创建设备独立资源,如ID2D1Factory,IDWriteFactory等;
  2. 创建设备依赖资源,如果运行过程中出现设备丢失,需要重新创建;
  3. 响应WM_PAINT消息,在OnPaint()或OnDraw()等处,用创建的资源Render;
  4. 响应WM_SIZE消息,在OnSize()处调用ID2D1RenderTarget::Resize();
  5. 响应WM_ERASEBKGND,在OnEraseBkgnd()处返回FALSE,阻止GDI重绘客户区背景色,设置背景色的工作交给Direct2D在Render时设置,否则在Resize时会出现窗口闪烁的问题;
  6. 退出程序前,清理资源。

为提高程序的性能,尽量减少资源的创建和销毁操作,将能够重复利用的资源接口变量申明为View类的成员变量。

三. Direct2D demo

一个简单的MFC程序,用于演示Direct2D程序的结构和一些简单绘图操作。

1.Direct2D prerequisite

D2dPrerequisite.h,包含一些编译Direct2D程序所需要用到的头文件,lib库文件,帮助宏和预处理指令:

  1: //D2dPrerequisite.h

  2: #pragma once

  3: 

  4: //////////////////////////////////////////////////////////////////////////

  5: //Header files and lib files for Direct2D and DirectWrite

  6: #include <d2d1.h>		//Direct2D,for normal rendering task

  7: #include <d2d1helper.h>	

  8: #include <dwrite.h>		//DirectWrite,for drawing text

  9: #include <wincodec.h>		//Windows imaging component,for image decoding

 10: 

 11: #pragma comment(lib,"d2d1.lib")

 12: #pragma comment(lib,"dwrite.lib")

 13: #pragma comment(lib,"windowscodecs.lib")

 14: 

 15: //////////////////////////////////////////////////////////////////////////

 16: //Helper template for resource releasing

 17: template<class Interface>

 18: inline void SafeRelease(Interface **ppInterfaceToRelease)

 19: {

 20: 	if (*ppInterfaceToRelease != NULL)

 21: 	{

 22: 		(*ppInterfaceToRelease)->Release();

 23: 		(*ppInterfaceToRelease) = NULL;

 24: 	}

 25: }

 26: 

 27: #ifndef Assert

 28: #if defined( DEBUG ) || defined( _DEBUG )

 29: #define Assert(b) do {if (!(b)) {OutputDebugStringA("Assert: " #b "\n");}} while(0)

 30: #else

 31: #define Assert(b)

 32: #endif //DEBUG || _DEBUG

 33: #endif

 34: 

 35: #ifndef HINST_THISCOMPONENT

 36: EXTERN_C IMAGE_DOS_HEADER __ImageBase;

 37: #define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)

 38: #endif

2.View类中的成员变量:

  1: //View.h

  2: private:

  3: 	//Direct2D interface

  4: 	ID2D1Factory* m_pD2d1Factory;

  5: 	ID2D1HwndRenderTarget* m_pHwndRenderTarget;

  6: 	ID2D1SolidColorBrush* m_pSolidColorBrush;

  7: 	ID2D1LinearGradientBrush* m_pLinearGradientBrush;

  8: 	ID2D1RadialGradientBrush* m_pRadialGradientBrush;

  9: 

 10: 	//DirectWrite interface

 11: 	IDWriteFactory* m_pDWriteFactory;

 12: 	IDWriteTextFormat* m_pTextFormat;

3.创建设备独立资源

  1: //View.cpp

  2: BOOL CBasicView::CreateDeviceIndependentResource()

  3: {

  4: 	HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,&m_pD2d1Factory);

  5: 	ASSERT(hr == S_OK);

  6: 

  7: 	if (SUCCEEDED(hr))

  8: 	{

  9: 		hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED,

 10: 			__uuidof(m_pDWriteFactory),

 11: 			reinterpret_cast<IUnknown**>(&m_pDWriteFactory));

 12: 		ASSERT(hr == S_OK);

 13: 	}

 14: 	

 15: 	//Create TextFormat object with IDWriteFactory

 16: 	if (SUCCEEDED(hr))

 17: 	{

 18: 		const CString fontName = _T("Verdana");

 19: 		const FLOAT fontSize = 32.0f;

 20: 		hr = m_pDWriteFactory->CreateTextFormat(

 21: 			fontName,

 22: 			NULL,

 23: 			DWRITE_FONT_WEIGHT_NORMAL,

 24: 			DWRITE_FONT_STYLE_NORMAL,

 25: 			DWRITE_FONT_STRETCH_NORMAL,

 26: 			fontSize,

 27: 			L"",	//locale

 28: 			&m_pTextFormat

 29: 			);

 30: 		ASSERT(hr == S_OK);

 31: 		if (SUCCEEDED(hr))

 32: 		{

 33: 			//Center alignment vertically and horizontally

 34: 			m_pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);

 35: 			m_pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);

 36: 		}

 37: 	}

 38: 	return (hr == S_OK);

 39: }

4.创建设备依赖资源

  1: //View.cpp

  2: BOOL CBasicView::CreateDeviceDependentResource()

  3: {

  4: 	ASSERT(m_pD2d1Factory != NULL);

  5: 	if (m_pHwndRenderTarget != NULL)	//There is no need to create render target

  6: 		return TRUE;

  7: 

  8: 	RECT rc;

  9: 	GetClientRect(&rc);

 10: 	D2D1_SIZE_U size = SizeU(rc.right-rc.left,rc.bottom-rc.top);

 11: 	HRESULT hr = m_pD2d1Factory->CreateHwndRenderTarget(

 12: 		RenderTargetProperties(),

 13: 		HwndRenderTargetProperties(m_hWnd,size),//Bind the HwndRenderTarget to view window

 14: 		&m_pHwndRenderTarget);

 15: 	ASSERT(hr == S_OK);

 16: 	if (SUCCEEDED(hr))

 17: 	{

 18: 		//Create solid color brush

 19: 		hr = m_pHwndRenderTarget->CreateSolidColorBrush(

 20: 			ColorF(ColorF::LightGreen),

 21: 			&m_pSolidColorBrush);

 22: 		ASSERT(hr == S_OK);

 23: 

 24: 		//Create gradient stops collection,

 25: 		//used by linear gradient brush or radial gradient brush

 26: 		ID2D1GradientStopCollection* pGradientStops = NULL;

 27: 		D2D1_GRADIENT_STOP stops[2];

 28: 		stops[0].color = ColorF(ColorF::Yellow);

 29: 		stops[0].position = 0.0f;

 30: 		stops[1].color = ColorF(ColorF::Red);

 31: 		stops[1].position = 1.0f;

 32: 		HRESULT hr = m_pHwndRenderTarget->CreateGradientStopCollection(

 33: 			stops,

 34: 			2,

 35: 			D2D1_GAMMA_2_2,

 36: 			D2D1_EXTEND_MODE_CLAMP,

 37: 			&pGradientStops);

 38: 		ASSERT(hr == S_OK);

 39: 

 40: 		//Create linear gradient brush

 41: 		hr = m_pHwndRenderTarget->CreateLinearGradientBrush(

 42: 			LinearGradientBrushProperties(Point2F(210,110),Point2F(290,190)),

 43: 			pGradientStops,

 44: 			&m_pLinearGradientBrush);

 45: 		ASSERT(hr == S_OK);

 46: 

 47: 		//Create radial gradient brush

 48: 		hr = m_pHwndRenderTarget->CreateRadialGradientBrush(

 49: 			RadialGradientBrushProperties(Point2F(350,150),Point2F(0,0),50,50),

 50: 			pGradientStops,

 51: 			&m_pRadialGradientBrush);

 52: 		ASSERT(hr == S_OK);

 53: 

 54: 		SafeRelease(&pGradientStops);

 55: 	}

 56: 	

 57: 	return (hr == S_OK);

 58: }

5.Render

  1: //View.cpp

  2: void CBasicView::Render()

  3: {

  4: 	ASSERT(m_pD2d1Factory != NULL);

  5: 	if (!m_pHwndRenderTarget)	//Render target need to be recreated

  6: 	{

  7: 		//Recreate device dependent resource

  8: 		BOOL succeeded = CreateDeviceDependentResource();

  9: 		if (!succeeded)

 10: 			return;

 11: 	}

 12: 	

 13: 	const D2D1_COLOR_F redColor = ColorF(ColorF::Red);

 14: 	const D2D1_COLOR_F greenColor = ColorF(ColorF::Green);

 15: 	const D2D1_COLOR_F blueColor = ColorF(ColorF::Blue);

 16: 	const D2D1_COLOR_F yellowColor = ColorF(ColorF::Yellow);

 17: 	const D2D1_COLOR_F pinkColor = ColorF(ColorF::Pink);

 18: 	const D2D1_COLOR_F lightBlue = ColorF(ColorF::LightBlue);

 19: 	const D2D1_COLOR_F lightGreen = ColorF(ColorF::LightGreen);

 20: 

 21: 	m_pHwndRenderTarget->BeginDraw();

 22: 	m_pHwndRenderTarget->Clear(ColorF(ColorF::White));	//Clear the background

 23: 	

 24: 	//Draw line

 25: 	//We can set the color and opacity of solid color brush at any time,

 26: 	//so there is no need to create brushes for different colors

 27: 	m_pSolidColorBrush->SetColor(redColor);	

 28: 	D2D1_POINT_2F startPoint = Point2F(10,10);

 29: 	D2D1_POINT_2F endPoint = Point2F(90,90);

 30: 	m_pHwndRenderTarget->DrawLine(startPoint,endPoint,m_pSolidColorBrush,5.0);

 31: 

 32: 	//Draw rectangle

 33: 	m_pSolidColorBrush->SetColor(greenColor);

 34: 	D2D1_RECT_F rect = RectF(110,10,190,90);

 35: 	m_pHwndRenderTarget->DrawRectangle(rect,m_pSolidColorBrush,4.0f);

 36: 

 37: 	//Draw rounded rectangle

 38: 	m_pSolidColorBrush->SetColor(blueColor);

 39: 	rect = RectF(210,10,290,90);

 40: 	D2D1_ROUNDED_RECT roundedRect = RoundedRect(rect,10,10);

 41: 	m_pHwndRenderTarget->DrawRoundedRectangle(roundedRect,m_pSolidColorBrush,3.0f);

 42: 

 43: 	//Draw ellipse

 44: 	m_pSolidColorBrush->SetColor(redColor);

 45: 	D2D1_POINT_2F center = D2D1::Point2F(350,50);

 46: 	D2D1_ELLIPSE ellipse = D2D1::Ellipse(center,40,30);

 47: 	m_pHwndRenderTarget->DrawEllipse(ellipse,m_pSolidColorBrush,3.0f);

 48: 

 49: 	//Fill rectangle

 50: 	m_pSolidColorBrush->SetColor(pinkColor);

 51: 	rect = RectF(10,110,90,190);

 52: 	m_pHwndRenderTarget->FillRectangle(rect,m_pSolidColorBrush);

 53: 

 54: 	//Fill rounded rectangle

 55: 	m_pSolidColorBrush->SetColor(blueColor);

 56: 	m_pSolidColorBrush->SetOpacity(0.3f);

 57: 	rect = RectF(110,110,190,190);

 58: 	roundedRect = RoundedRect(rect,20,20);

 59: 	m_pHwndRenderTarget->FillRoundedRectangle(roundedRect,m_pSolidColorBrush);

 60: 

 61: 	//Fill rectangle with linear gradient brush

 62: 	rect = RectF(210,110,290,190);

 63: 	m_pHwndRenderTarget->FillRectangle(rect,m_pLinearGradientBrush);

 64: 	

 65: 	//Fill ellipse with gradient brush

 66: 	ellipse = D2D1::Ellipse(Point2F(350,150),40,40);

 67: 	m_pHwndRenderTarget->FillEllipse(ellipse,m_pRadialGradientBrush);

 68: 

 69: 	//Draw text with a linear gradient brush

 70: 	const CString text = _T("Text drawed with Direct2D & DWrite!");

 71: 	rect = RectF(20,210,380,290);

 72: 	m_pHwndRenderTarget->DrawTextW(

 73: 		text,

 74: 		text.GetLength(),

 75: 		m_pTextFormat,

 76: 		rect,

 77: 		m_pLinearGradientBrush);

 78: 

 79: 	HRESULT hr = m_pHwndRenderTarget->EndDraw();

 80: 

 81: 	if (hr == D2DERR_RECREATE_TARGET)	//Render target need to be recreated

 82: 	{

 83: 		//Discard all device dependent resources,

 84: 		//and recreate them in the next render procedure

 85: 		DiscardDeviceDependentResource();

 86: 	}

 87: }

6. 销毁设备依赖资源,以备下次Render时再次创建

  1: //View.cpp

  2: void CBasicView::DiscardDeviceDependentResource()

  3: {

  4: 	SafeRelease(&m_pRadialGradientBrush);

  5: 	SafeRelease(&m_pLinearGradientBrush);

  6: 	SafeRelease(&m_pSolidColorBrush);

  7: 	SafeRelease(&m_pHwndRenderTarget);

  8: }

7.Resize

  1: //View.cpp

  2: void CBasicView::Resize(int width,int height)

  3: {

  4: 	if (m_pHwndRenderTarget)

  5: 	{

  6: 		m_pHwndRenderTarget->Resize(SizeU(width,height));

  7: 	}

  8: }

四. 程序运行结果

ScreenShot00072

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