给定同一Direct2D工厂的多个渲染目标



我不得不用Direct2D画很多形状。我使用工厂来创建用于绘制的渲染目标。在这些形状之上,我需要添加其他形状,而不更改以前的形状(徒手绘制),但如果我使用相同的渲染目标,我必须刷新整个画布(即,重新绘制所有形状),这是不可行的,因为它太慢了。

我需要一个解决方案,它允许我在静态形状上绘制,而无需连续清除绘制所有画布。我想通过使用同一个工厂创建一个新的渲染目标,但这个解决方案对我不起作用(即新形状不会显示在屏幕上)。

有没有解决方案可以解决这个问题?例如,在位图上绘制静态形状?

好的。。我现在还没有安装MSVS,所以我用Delphi写了一个简单的例子。函数名称都是一样的,所以我希望你能领会这个想法。。

以下是我使用的变量:

FFactory: ID2D1Factory;             //ID2D1Factory* FFactory;
FHWNDRT: ID2D1HwndRenderTarget;     //ID2D1HwndRenderTarget* FHWNDRT;
FBitmapRT: ID2D1BitmapRenderTarget; //Etc..
FBrush: ID2D1SolidColorBrush;

以下是示例:

function TForm1.InitializeD2D: HRESULT;
var
  TargetRect: TRect;
  BrushProps: D2D1_BRUSH_PROPERTIES;
begin
  { Create factory }
  Result := D2D1CreateFactory( D2D1_FACTORY_TYPE_SINGLE_THREADED, ID2D1Factory, nil, FFactory );
  If Failed(Result) then Exit;
  { Get form's client rect }
  Winapi.Windows.GetClientRect( Self.Handle, targetRect );
  { Create hwnd render target }
  Result := FFactory.CreateHwndRenderTarget(
      D2D1RenderTargetProperties( D2D1_RENDER_TARGET_TYPE_HARDWARE, D2D1PixelFormat( DXGI_FORMAT_R8G8B8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED ), 96, 96, D2D1_RENDER_TARGET_USAGE_NONE, D2D1_FEATURE_LEVEL_10 ),
      D2D1HwndRenderTargetProperties( Self.Handle, D2D1SizeU( TargetRect.Width, TargetRect.Height ) ),
      FHWNDRT
  );
  If Failed(Result) then Exit;
  { Create bitmap render target }
  Result := FHWNDRT.CreateCompatibleRenderTarget(
      nil,
      nil,
      nil,
      D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS_NONE,
      FBitmapRT
  );
  If Failed(Result) then Exit;
  With BrushProps do Begin
    opacity := 1;
    transform := D2D1_MATRIX_3X2_F.Identity;
  End;
  { Create brush so we can draw }
  Result := FBitmapRT.CreateSolidColorBrush( D2D1ColorF( 0, 0.25, 0.75, 1 ), @BrushProps, FBrush );
end;
function TForm1.UpdateStaticShapes: HRESULT;
begin
  //Draw the static shapes on the offscreen bitmap
  FBitmapRT.BeginDraw;
  //Clear the offscreen bitmap
  FBitmapRT.Clear( D2D1ColorF(0, 0, 0, 1) );
  //Draw a line
  FBrush.SetColor( D2D1ColorF( 1, 0, 0, 1 ) );
  FBitmapRT.DrawLine( D2D1PointF( Random(10)+10, Random(10)+10 ), D2D1PointF( 50, 50 ), FBrush );
  //Draw a filled rect
  FBrush.SetColor( D2D1ColorF( 0, 0.25, 0.75, 1 ) );
  FBitmapRT.FillRectangle( D2D1RectF( Random(50), Random(50), Random(250)+50, Random(300) + 50 ), FBrush );
  //Etc.. (draw all your shapes)
  Result := FBitmapRT.EndDraw();
end;
function TForm1.Render: HRESULT;
var
  pBitmap: ID2D1Bitmap;
begin
  FHWNDRT.BeginDraw;
  FHWNDRT.Clear( D2D1ColorF( 0, 0, 0, 1 ) );
  { Draw the offscreen bitmap }
  FBitmapRT.GetBitmap( pBitmap );
  If pBitmap <> nil then Begin
    FHWNDRT.DrawBitmap( pBitmap );
    pBitmap := nil; //Equivalent to _Release()
  End;
  { Draw the additional free hand drawing here }
  FBrush.SetColor( D2D1ColorF( 1, 1, 1, 1 ) );
  FHWNDRT.DrawRectangle( D2D1RectF( 100, 100, 200, 200 ), FBrush );
  Result := FHWNDRT.EndDraw();
end;

屏幕外位图在UpdateStaticShapes()方法中重新绘制。最后一帧在Render()方法中渲染。

编辑:我试着做缩放,并理解你的问题。我想解决方案是在每次更改缩放因子时(以及每次调整窗口大小时)重新创建位图渲染目标。屏幕外位图的大小应为:

  OffscreenBitmap.Width/Height = HwndRT.Width/Height * ScaleFactor;

绘制形状时,必须使用相对于屏幕外位图大小的坐标。例如:不应该绘制线(50,50,100100),而应该绘制线(50*K,50*K、100*K,100*K)K=ScaleFactor

以下是我如何创建位图RT:

//In C++ this should look like:
//HRESULT TForm::CreateBitmapRT(float ScaleFactor) {}
function TForm1.CreateBitmapRT(ScaleFactor: Single): HRESULT;
var
  DesiredSize: D2D1_POINT_2F;
begin
  FBitmapRT := nil; //FBitmapRT->_Release(); FBitmapRT = NULL;
  { Decide offscreen bitmap's size }
  DesiredSize := D2D1PointF( FWindowRect.Width * ScaleFactor, FWindowRect.Height * ScaleFactor );
  { Create bitmap render target }
  Result := FHWNDRT.CreateCompatibleRenderTarget(
      @DesiredSize,
      nil,
      nil,
      D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS_NONE,
      FBitmapRT
  );
end;

以下是更新后的Render()方法:

function TForm1.Render: HRESULT;
var
  pBitmap: ID2D1Bitmap;
  SrcRect, DestRect: D2D1_RECT_F;
begin
  FHWNDRT.BeginDraw;
  FHWNDRT.Clear( D2D1ColorF( 0, 0, 0, 1 ) );
  If FBitmapRT <> nil then Begin
    { Draw the offscreen bitmap }
    FBitmapRT.GetBitmap( pBitmap );
    If pBitmap <> nil then Begin
      SrcRect := D2D1RectF( FZoomOffset.x, FZoomOffset.y, FZoomOffset.x + FWindowRect.Width, FZoomOffset.y + FWindowRect.Height );
      DestRect := D2D1RectF( 0, 0, FWindowRect.Width, FWindowRect.Height );
      FHWNDRT.DrawBitmap( pBitmap, @DestRect, 1, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, @SrcRect );
      pBitmap := nil; //pBitmap->_Release(); pBitmap = NULL;
    End;
  End;
  { Draw the additional free hand drawing here }
  FBrush.SetColor( D2D1ColorF( 1, 1, 1, 1 ) );
  FHWNDRT.DrawRectangle( D2D1RectF( 100, 100, 200, 200 ), FBrush );
  Result := FHWNDRT.EndDraw();
end;

如果我更改缩放因子(放大或缩小),会发生以下情况:

function TForm1.ApplyZoom(fScaleFactor: Single): HRESULT;
begin
  If fScaleFactor = FZoomFactor then Exit(S_OK);    
  If fScaleFactor = 0 then fScaleFactor := 0.1;
  { Recreate the offscreen bitmap }
  Result := CreateBitmapRT( fScaleFactor );
  If Failed(Result) then Exit;
  { Here you have to redraw the shapes once again }  
  Result := UpdateStaticShapes;
  If Failed(Result) then Exit;
  { I save the new Zoom Factor in a class field }
  FZoomFactor := fScaleFactor;
end;

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