Reputation: 10499
I have to draw a lot of shapes by using Direct2D. I use a factory to create a render target I use to draw. Above these shapes I need to add others shapes without changing the previous (freehand drawing), but if I use the same render target I have to refresh the entire canvas (that is, redraw all the shapes), and this is not feasible because it is too slow.
I need I solution that allows me to draw over the static shapes without continuously clear a draw all the canvas. I thought to create a new render target, by using the same factory, but this solution does not work for me (i.e. the new shapes are not displayed on the screen).
Is there a solution that can fix this problem? As for example to draw the static shapes on a bitmap?
Upvotes: 4
Views: 2091
Reputation: 1244
Okay.. here it is. I have no MS VS installed now so I write a simple example in Delphi. The function names are all the same, so I hope you'll catch the idea..
Here are the variables I use:
FFactory: ID2D1Factory; //ID2D1Factory* FFactory;
FHWNDRT: ID2D1HwndRenderTarget; //ID2D1HwndRenderTarget* FHWNDRT;
FBitmapRT: ID2D1BitmapRenderTarget; //Etc..
FBrush: ID2D1SolidColorBrush;
Here is the example:
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;
The offscreen bitmap is redrawn in UpdateStaticShapes() method. And the final frame is rendered in Render() method.
Edit: I tried to do zooming and understood your problem. I guess the solution is to recreate the bitmap render target every time you change the zoom factor (also every time you resize the window). The size of the offscreen bitmap should be:
OffscreenBitmap.Width/Height = HwndRT.Width/Height * ScaleFactor;
When you are drawing the shapes you have to use coordinates relative to the offscreen bitmap size. For example: instead of drawing line (50,50, 100,100), you should draw it (50*K, 50*K, 100*K, 100*K) where K = ScaleFactor;
Here is how I create the bitmap 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;
Here is the updated Render() method:
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;
Here is what happen if I change the zoom factor (zoom in or zoom out):
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;
Upvotes: 3