• 在D2D环境下与GDI结合加载位图


    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    #include <Windows.h>
    #include <d2d1.h>
    
    #include <wincodec.h>
    
    #pragma comment(lib, "d2d1.lib")
    #pragma comment(lib, "Windowscodecs.lib")
    
    #define SAFE_RELEASE(P) if(P){P->Release() ; P = NULL ;}
    
    extern "C" ID2D1Bitmap* mybitmapcreate(ID2D1DCRenderTarget*);
    float left = 5;
    float top = 10;
    float Bottom = 10;
    float Right = 30;
    ID2D1Bitmap *pBitmap = NULL;
    IWICImagingFactory *pIWICFactory = NULL;
    
    void initize();
    void draw();
    D2D1_RECT_F myrect = D2D1::RectF(left, top, Bottom, Right);
    ID2D1DCRenderTarget* pow;
    ID2D1Bitmap* mybitmap;
    ID2D1Factory *l;
    REFIID x = __uuidof(ID2D1Factory);
    
    HRESULT LoadBitmapFromFile(
        ID2D1RenderTarget *pRenderTarget,
        IWICImagingFactory *pIWICFactory,
        PCWSTR uri,
        UINT destinationWidth,
        UINT destinationHeight
    )
    {
        HRESULT hr = S_OK;
    
        IWICBitmapDecoder *pDecoder = NULL;
        IWICBitmapFrameDecode *pSource = NULL;
        IWICStream *pStream = NULL;
        IWICFormatConverter *pConverter = NULL;
        IWICBitmapScaler *pScaler = NULL;
    
    
        hr = pIWICFactory->CreateDecoderFromFilename(
            uri,
            NULL,
            GENERIC_READ,
            WICDecodeMetadataCacheOnLoad,
            &pDecoder
        );
        if (SUCCEEDED(hr))
        {
    
            // Create the initial frame.
            hr = pDecoder->GetFrame(0, &pSource);
        }
        if (SUCCEEDED(hr))
        {
            hr = pIWICFactory->CreateFormatConverter(&pConverter);
        }
        // If a new width or height was specified, create an
    // IWICBitmapScaler and use it to resize the image.
        if (destinationWidth != 0 || destinationHeight != 0)
        {
            UINT originalWidth, originalHeight;
            hr = pSource->GetSize(&originalWidth, &originalHeight);
            if (SUCCEEDED(hr))
            {
                if (destinationWidth == 0)
                {
                    FLOAT scalar = static_cast<FLOAT>(destinationHeight) / static_cast<FLOAT>(originalHeight);
                    destinationWidth = static_cast<UINT>(scalar * static_cast<FLOAT>(originalWidth));
                }
                else if (destinationHeight == 0)
                {
                    FLOAT scalar = static_cast<FLOAT>(destinationWidth) / static_cast<FLOAT>(originalWidth);
                    destinationHeight = static_cast<UINT>(scalar * static_cast<FLOAT>(originalHeight));
                }
    
                hr = pIWICFactory->CreateBitmapScaler(&pScaler);
                if (SUCCEEDED(hr))
                {
                    hr = pScaler->Initialize(
                        pSource,
                        destinationWidth,
                        destinationHeight,
                        WICBitmapInterpolationModeCubic
                    );
                }
                if (SUCCEEDED(hr))
                {
                    hr = pConverter->Initialize(
                        pScaler,
                        GUID_WICPixelFormat32bppPBGRA,
                        WICBitmapDitherTypeNone,
                        NULL,
                        0.f,
                        WICBitmapPaletteTypeMedianCut
                    );
                }
            }
        }
        if (SUCCEEDED(hr))
        {
            // Create a Direct2D bitmap from the WIC bitmap.
            hr = pRenderTarget->CreateBitmapFromWicBitmap(
                pConverter,
                NULL,
                &pBitmap
            );
        }
    
        SAFE_RELEASE(pDecoder);
        SAFE_RELEASE(pSource);
        SAFE_RELEASE(pStream);
        SAFE_RELEASE(pConverter);
        SAFE_RELEASE(pScaler);
    
        return TRUE;
    }
    
    LRESULT CALLBACK WndProcFunc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        RECT rc;
        switch (message)
        {
        case WM_PAINT:
        {
            PAINTSTRUCT ps;
            HDC hdc = BeginPaint(hwnd, &ps);
            GetClientRect(hwnd, &rc);
            pow->BindDC(ps.hdc, &rc);
            draw();
            EndPaint(hwnd, &ps);
        }
        break;
        case WM_DESTROY:
            PostQuitMessage(0);
            return 0;
        }
        return DefWindowProc(hwnd, message, wParam, lParam);
    }
    int main(int argc, char* argv[])
    {
        WNDCLASS wc{};
        wc.style = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc = WndProcFunc;
        wc.hInstance = GetModuleHandle(NULL);
        wc.lpszClassName = L"Class_Name";
        wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
        RegisterClass(&wc);
    
        HWND hWnd = CreateWindow(L"Class_Name", L"Test", WS_OVERLAPPEDWINDOW, 100, 100, 1000, 500, NULL, NULL, GetModuleHandle(NULL), NULL);
        initize();
    
        ShowWindow(hWnd, 1);
        UpdateWindow(hWnd);
    
        MSG Msg;
        while (GetMessage(&Msg, NULL, 0, 0))
        {
            TranslateMessage(&Msg);
            DispatchMessage(&Msg);
        }
    
        return 0;
    }
    
    void initize()
    {
        CoInitializeEx(NULL, COINIT_MULTITHREADED);
        CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, reinterpret_cast<void **>(&pIWICFactory));
    
        // Create a Direct2D render target.
        D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(
            D2D1_RENDER_TARGET_TYPE_DEFAULT,
            D2D1::PixelFormat(
                DXGI_FORMAT_B8G8R8A8_UNORM,
                D2D1_ALPHA_MODE_IGNORE),
            0,
            0,
            D2D1_RENDER_TARGET_USAGE_NONE,
            D2D1_FEATURE_LEVEL_DEFAULT
        );
    
        HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &l);
        l->CreateDCRenderTarget(&props, &pow);
        
    }
    
    void draw()
    {
    
        LoadBitmapFromFile(pow, pIWICFactory, L"Path\timg.bmp", 650, 400);
        
        
        pow->BeginDraw();
    
        pow->Clear(D2D1::ColorF(D2D1::ColorF::White));
    
        D2D1_SIZE_F size = pBitmap->GetSize();
        D2D1_POINT_2F upperLeftCorner = D2D1::Point2F(0.f, 0.f);
    
        // Draw bitmap
        pow->DrawBitmap(
            pBitmap,
            D2D1::RectF(
                upperLeftCorner.x,
                upperLeftCorner.y,
                upperLeftCorner.x + size.width,
                upperLeftCorner.y + size.height)
        );
        pow->EndDraw();
    
    }

    文档参考: https://docs.microsoft.com/en-us/windows/win32/direct2d/direct2d-and-gdi-interoperation-overview

                       https://docs.microsoft.com/en-us/windows/win32/direct2d/direct2d-quickstart

                      https://docs.microsoft.com/en-us/windows/win32/direct2d/how-to-load-a-direct2d-bitmap-from-a-file

             

  • 相关阅读:
    多文档上传文件
    每个程序员都有一颗想改变世界的心
    获取在服务器上面的路径
    串行口通信(二)之串行口方式0
    串行口通信(一)
    keil进阶教程
    keil教程之新建软件工程
    定时器2的使用
    定时器之计数器应用
    定时器(二)
  • 原文地址:https://www.cnblogs.com/strive-sun/p/12329335.html
Copyright © 2020-2023  润新知