我对Direct2D编程非常陌生并且一直在关注教程。我已经将教程中给出的示例改编为一个稍微复杂的程序,该程序将球从窗口的边界弹回。
我的主程序(main.cpp):
#include "Graphics.h"
Graphics* graphics;
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
// Exit handler
if (uMsg == WM_DESTROY)
{
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE prevInstance, LPWSTR cmd, int nCmdShow)
{
WNDCLASSEX windowClass;
SecureZeroMemory(&windowClass, sizeof(WNDCLASSEX));
// Set up window
windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW;
windowClass.hInstance = hInstance;
windowClass.lpfnWndProc = WindowProc;
windowClass.lpszClassName = "MainWindow";
windowClass.style = CS_HREDRAW | CS_VREDRAW;
// Register window class and handle
RegisterClassEx(&windowClass);
RECT rect = { 0, 0, 800, 600 };
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, false, WS_EX_OVERLAPPEDWINDOW);
HWND windowHandle = CreateWindowEx(WS_EX_OVERLAPPEDWINDOW, "MainWindow", "Test Window", WS_OVERLAPPEDWINDOW, 100, 100,
rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, 0);
if (!windowHandle)
return -1;
graphics = new Graphics();
if (!graphics->Init(windowHandle))
{
delete graphics;
return -1;
}
ShowWindow(windowHandle, nCmdShow);
// Message loop
float x = 51.0, xSpeed = 5.0f, y = 0.0, ySpeed = 5.0f;
MSG message;
message.message = WM_NULL;
while (message.message != WM_QUIT)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
DispatchMessage(&message);
else
{
// Ball physics
//xSpeed += 0.6f;
x += xSpeed;
ySpeed += 0.2f;
y += ySpeed;
if (y > rect.bottom - 50)
{
ySpeed = -ySpeed;
}
if (x > rect.right - 50)
{
xSpeed = -xSpeed;
}
else if (x < 50)
{
xSpeed = -xSpeed;
}
// Redraw ball
graphics->beginDraw();
graphics->clearScreen(0.0f, 0.0f, 0.5f);
graphics->drawCircle(x, y, 50.0f, 1.0f, 1.0f, 1.0f, 1.0f);
graphics->endDraw();
}
}
delete graphics;
return 0;
}
我的头文件(Graphics.h):
#pragma once
#include <Windows.h>
#include <d2d1.h>
class Graphics
{
ID2D1Factory* factory;
ID2D1HwndRenderTarget* renderTarget;
ID2D1SolidColorBrush* brush;
public:
Graphics();
~Graphics();
bool Init(HWND windowHandle);
void beginDraw() { renderTarget->BeginDraw(); }
void endDraw() { renderTarget->EndDraw(); }
void clearScreen(float r, float g, float b);
void drawCircle(float x, float y, float radius, float r, float g, float b, float a);
};
我的图形功能(Graphics.cpp):
#include "Graphics.h"
#define CHECKRES if (res != S_OK) return false
Graphics::Graphics()
{
factory = NULL;
renderTarget = NULL;
brush = NULL;
}
Graphics::~Graphics()
{
if (factory)
factory->Release();
if (renderTarget)
renderTarget->Release();
if (brush)
brush->Release();
}
bool Graphics::Init(HWND windowHandle)
{
HRESULT res = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &factory);
CHECKRES;
RECT rect;
GetClientRect(windowHandle, &rect);
res = factory->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(windowHandle, D2D1::SizeU(rect.right, rect.bottom)),
&renderTarget
);
CHECKRES;
res = renderTarget->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0, 0), &brush);
CHECKRES;
return true;
}
void Graphics::clearScreen(float r, float g, float b)
{
renderTarget->Clear(D2D1::ColorF(r, g, b));
}
void Graphics::drawCircle(float x, float y, float radius, float r, float g, float b, float a)
{
brush->SetColor(D2D1::ColorF(r, g, b, a));
renderTarget->DrawEllipse(D2D1::Ellipse(D2D1::Point2F(x, y), radius, radius), brush, 3.0f);
}
虽然这个项目确实运作良好,但球的反弹有一些轻微的撕裂。我看到this question引导我this MSDN article。尽管阅读了这篇文章,我仍然不完全了解如何实现双缓冲,以期有望减少撕裂。有人可以提供ID2D1RenderTarget::CreateCompatibleRenderTarget
的简明示例和解释,因为这种高级Windows编程与我以前的编程完全不同吗?
答案 0 :(得分:3)
Check article here。 ID2D1HwndRenderTarget对象本质上是双缓冲的,并且首先对屏幕外缓冲区进行绘制,当绘制结束时,它将在屏幕上显示。