├── Direct2D_1.0
├── D2DBezierToWave
│ ├── D2DBezierToWave.cpp
│ ├── D2DBezierToWave.h
│ ├── D2DBezierToWave.sln
│ ├── D2DBezierToWave.vcxproj
│ ├── D2DBezierToWave.vcxproj.filters
│ └── D2DBezierToWave.vcxproj.user
├── D2DBitmapBlend
│ ├── D2DBitmapBlend.cpp
│ ├── D2DBitmapBlend.h
│ ├── D2DBitmapBlend.sln
│ ├── D2DBitmapBlend.vcxproj
│ ├── D2DBitmapBlend.vcxproj.filters
│ ├── D2DBitmapBlend.vcxproj.user
│ └── bitmap.png
├── D2DBitmapBlendWithBitmap
│ ├── D2DBitmapBlendWithBitmap.cpp
│ ├── D2DBitmapBlendWithBitmap.h
│ ├── D2DBitmapBlendWithBitmap.sln
│ ├── D2DBitmapBlendWithBitmap.vcxproj
│ ├── D2DBitmapBlendWithBitmap.vcxproj.filters
│ ├── D2DBitmapBlendWithBitmap.vcxproj.user
│ ├── bitmap.png
│ └── bitmapBlend.png
├── D2DChromaKey
│ ├── D2DChromaKey.cpp
│ ├── D2DChromaKey.h
│ ├── D2DChromaKey.sln
│ ├── D2DChromaKey.vcxproj
│ ├── D2DChromaKey.vcxproj.filters
│ ├── D2DChromaKey.vcxproj.user
│ ├── bitmap.png
│ └── bitmapBlend.png
├── D2DClip
│ ├── D2DClip.cpp
│ ├── D2DClip.h
│ ├── D2DClip.sln
│ ├── D2DClip.vcxproj
│ ├── D2DClip.vcxproj.filters
│ ├── D2DClip.vcxproj.user
│ └── bitmap.png
├── D2DCollisionDetectionBetweenGeometrys
│ ├── D2DCollisionDetectionBetweenGeometrys.cpp
│ ├── D2DCollisionDetectionBetweenGeometrys.h
│ ├── D2DCollisionDetectionBetweenGeometrys.vcxproj
│ ├── D2DCollisionDetectionBetweenGeometrys.vcxproj.filters
│ └── D2DCollisionDetectionBetweenGeometrys.vcxproj.user
├── D2DCombineGeometries
│ ├── D2DCombineGeometries.cpp
│ ├── D2DCombineGeometries.h
│ ├── D2DCombineGeometries.sln
│ ├── D2DCombineGeometries.vcxproj
│ ├── D2DCombineGeometries.vcxproj.filters
│ └── D2DCombineGeometries.vcxproj.user
├── D2DCreateBitmapFromFile
│ ├── D2DCreateBitmapFromFile.cpp
│ ├── D2DCreateBitmapFromFile.h
│ ├── D2DCreateBitmapFromFile.sln
│ ├── D2DCreateBitmapFromFile.vcxproj
│ ├── D2DCreateBitmapFromFile.vcxproj.filters
│ ├── D2DCreateBitmapFromFile.vcxproj.user
│ └── bitmap.png
├── D2DCreateBitmapFromResource
│ ├── D2DCreateBitmapFromResource.aps
│ ├── D2DCreateBitmapFromResource.cpp
│ ├── D2DCreateBitmapFromResource.h
│ ├── D2DCreateBitmapFromResource.rc
│ ├── D2DCreateBitmapFromResource.sln
│ ├── D2DCreateBitmapFromResource.vcxproj
│ ├── D2DCreateBitmapFromResource.vcxproj.filters
│ ├── D2DCreateBitmapFromResource.vcxproj.user
│ ├── bitmap.png
│ └── resource.h
├── D2DCurve
│ ├── D2DCurve.cpp
│ ├── D2DCurve.h
│ ├── D2DCurve.sln
│ ├── D2DCurve.vcxproj
│ ├── D2DCurve.vcxproj.filters
│ └── D2DCurve.vcxproj.user
├── D2DGeometricTranslationOrder
│ ├── D2DGeometricTranslationOrder.cpp
│ ├── D2DGeometricTranslationOrder.h
│ ├── D2DGeometricTranslationOrder.sln
│ ├── D2DGeometricTranslationOrder.vcxproj
│ ├── D2DGeometricTranslationOrder.vcxproj.filters
│ └── D2DGeometricTranslationOrder.vcxproj.user
├── D2DGeometryCollisionDetectionWithPt
│ ├── D2DGeometryCollisionDetectionWithPt.cpp
│ ├── D2DGeometryCollisionDetectionWithPt.h
│ ├── D2DGeometryCollisionDetectionWithPt.vcxproj
│ ├── D2DGeometryCollisionDetectionWithPt.vcxproj.filters
│ └── D2DGeometryCollisionDetectionWithPt.vcxproj.user
├── D2DLayeredWnd
│ ├── D2DLayeredWnd.cpp
│ ├── D2DLayeredWnd.h
│ ├── D2DLayeredWnd.sln
│ ├── D2DLayeredWnd.vcxproj
│ ├── D2DLayeredWnd.vcxproj.filters
│ └── D2DLayeredWnd.vcxproj.user
├── D2DMesh
│ ├── D2DMesh.cpp
│ ├── D2DMesh.h
│ ├── D2DMesh.sln
│ ├── D2DMesh.vcxproj
│ ├── D2DMesh.vcxproj.filters
│ └── D2DMesh.vcxproj.user
├── D2DSaveBitmapToFile
│ ├── D2DSaveBitmapToFile.aps
│ ├── D2DSaveBitmapToFile.cpp
│ ├── D2DSaveBitmapToFile.h
│ ├── D2DSaveBitmapToFile.rc
│ ├── D2DSaveBitmapToFile.sln
│ ├── D2DSaveBitmapToFile.vcxproj
│ ├── D2DSaveBitmapToFile.vcxproj.filters
│ ├── D2DSaveBitmapToFile.vcxproj.user
│ └── resource.h
├── D2DSector
│ ├── D2DSector.cpp
│ ├── D2DSector.h
│ ├── D2DSector.sln
│ ├── D2DSector.vcxproj
│ ├── D2DSector.vcxproj.filters
│ └── D2DSector.vcxproj.user
├── D2DStrokeStyle
│ ├── D2DStrokeStyle.cpp
│ ├── D2DStrokeStyle.h
│ ├── D2DStrokeStyle.sln
│ ├── D2DStrokeStyle.vcxproj
│ ├── D2DStrokeStyle.vcxproj.filters
│ └── D2DStrokeStyle.vcxproj.user
├── D2DTMPL
│ ├── D2DTMPL.sln
│ ├── D2DTMPL.vcxproj
│ ├── D2DTMPL.vcxproj.filters
│ ├── D2DTMPL.vcxproj.user
│ ├── D2D_TMPL.cpp
│ └── D2D_TMPL.h
├── DWriteCharacterSymbol
│ ├── DWriteCharacterSymbol.cpp
│ ├── DWriteCharacterSymbol.h
│ ├── DWriteCharacterSymbol.sln
│ ├── DWriteCharacterSymbol.vcxproj
│ ├── DWriteCharacterSymbol.vcxproj.filters
│ └── DWriteCharacterSymbol.vcxproj.user
├── DWriteCustomFont
│ ├── DWriteCustomFont.cpp
│ ├── DWriteCustomFont.h
│ ├── DWriteCustomFont.sln
│ ├── DWriteCustomFont.vcxproj
│ ├── DWriteCustomFont.vcxproj.filters
│ ├── DWriteCustomFont.vcxproj.user
│ └── Debug
│ │ ├── Ruzicka TypeK.ttf
│ │ └── kooten.ttf
├── DWriteStringTrimming
│ ├── DWriteStringTrimming.cpp
│ ├── DWriteStringTrimming.h
│ ├── DWriteStringTrimming.vcxproj
│ ├── DWriteStringTrimming.vcxproj.filters
│ └── DWriteStringTrimming.vcxproj.user
├── ExtendSamples
│ ├── D2DMatrixPro
│ │ ├── Common
│ │ │ ├── D2DApp.cpp
│ │ │ ├── D2DApp.h
│ │ │ ├── D2DTimer.cpp
│ │ │ ├── D2DTimer.h
│ │ │ ├── D2DUtil.cpp
│ │ │ └── D2DUtil.h
│ │ ├── D2DMatrixPro.sln
│ │ └── D2DMatrixPro
│ │ │ ├── D2DMatrixPro.cpp
│ │ │ ├── D2DMatrixPro.vcxproj
│ │ │ ├── D2DMatrixPro.vcxproj.filters
│ │ │ ├── D2DMatrixPro.vcxproj.user
│ │ │ ├── bg.png
│ │ │ ├── node_child.png
│ │ │ └── node_parent.png
│ └── MFCD2DApplication
│ │ ├── ChildFrm.cpp
│ │ ├── ChildFrm.h
│ │ ├── ClassView.cpp
│ │ ├── ClassView.h
│ │ ├── FileView.cpp
│ │ ├── FileView.h
│ │ ├── MFCD2DApplication.aps
│ │ ├── MFCD2DApplication.cpp
│ │ ├── MFCD2DApplication.h
│ │ ├── MFCD2DApplication.rc
│ │ ├── MFCD2DApplication.vcxproj
│ │ ├── MFCD2DApplication.vcxproj.filters
│ │ ├── MFCD2DApplicationDoc.cpp
│ │ ├── MFCD2DApplicationDoc.h
│ │ ├── MFCD2DApplicationView.cpp
│ │ ├── MFCD2DApplicationView.h
│ │ ├── MainFrm.cpp
│ │ ├── MainFrm.h
│ │ ├── OutputWnd.cpp
│ │ ├── OutputWnd.h
│ │ ├── PropertiesWnd.cpp
│ │ ├── PropertiesWnd.h
│ │ ├── ReadMe.txt
│ │ ├── Resource.h
│ │ ├── UserImages.bmp
│ │ ├── ViewTree.cpp
│ │ ├── ViewTree.h
│ │ ├── res
│ │ ├── MFCD2DApplication.ico
│ │ ├── MFCD2DApplication.rc2
│ │ ├── MFCD2DApplicationDoc.ico
│ │ ├── Toolbar.bmp
│ │ ├── Toolbar256.bmp
│ │ ├── class_view.ico
│ │ ├── class_view_hc.ico
│ │ ├── classview.bmp
│ │ ├── classview_hc.bmp
│ │ ├── explorer.bmp
│ │ ├── explorer_hc.bmp
│ │ ├── file_view.ico
│ │ ├── file_view_hc.ico
│ │ ├── fileview.bmp
│ │ ├── fileview_hc.bmp
│ │ ├── menuimages.bmp
│ │ ├── menuimages_hc.bmp
│ │ ├── output_wnd.ico
│ │ ├── output_wnd_hc.ico
│ │ ├── properties.bmp
│ │ ├── properties_hc.bmp
│ │ ├── properties_wnd.ico
│ │ ├── properties_wnd_hc.ico
│ │ ├── sort.bmp
│ │ └── sort_hc.bmp
│ │ ├── stdafx.cpp
│ │ ├── stdafx.h
│ │ └── targetver.h
└── README.md
├── Direct2D_1.1
├── Common
│ ├── Common.h
│ ├── D2D1App.cpp
│ ├── D2D1App.h
│ ├── D2D1Func.h
│ └── D2D1Timer.h
├── D2D1BitmapFlip
│ ├── .vs
│ │ └── D2D1BitmapFlip
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1BitmapFlip.cpp
│ ├── D2D1BitmapFlip.sln
│ ├── D2D1BitmapFlip.vcxproj
│ ├── D2D1BitmapFlip.vcxproj.filters
│ └── flower.png
├── D2D1EffectDiscreteTransfer
│ ├── .vs
│ │ └── D2D1EffectDiscreteTransfer
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1EffectDiscreteTransfer.cpp
│ ├── D2D1EffectDiscreteTransfer.sln
│ ├── D2D1EffectDiscreteTransfer.vcxproj
│ ├── D2D1EffectDiscreteTransfer.vcxproj.filters
│ └── effect.png
├── D2D1EffectGaussianBlur
│ ├── .vs
│ │ └── D2D1EffectGaussianBlur
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1EffectGaussianBlur.cpp
│ ├── D2D1EffectGaussianBlur.sln
│ ├── D2D1EffectGaussianBlur.vcxproj
│ ├── D2D1EffectGaussianBlur.vcxproj.filters
│ └── leopard.png
├── D2D1Template
│ ├── .vs
│ │ └── D2D1Template
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1Template.cpp
│ ├── D2D1Template.sln
│ ├── D2D1Template.vcxproj
│ └── D2D1Template.vcxproj.filters
└── README.md
├── Direct2D_1.2
└── README.md
├── Direct2D_1.3
├── Common
│ ├── Common.h
│ ├── D2D1App.cpp
│ ├── D2D1App.h
│ ├── D2D1Func.cpp
│ ├── D2D1Func.h
│ └── D2D1Timer.h
├── D2D1Sprite
│ ├── .vs
│ │ └── D2D1Sprite
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1Sprite.cpp
│ ├── D2D1Sprite.sln
│ ├── D2D1Sprite.vcxproj
│ ├── D2D1Sprite.vcxproj.filters
│ └── leopard.png
├── D2D1Template
│ ├── .vs
│ │ └── D2D1Template
│ │ │ └── v14
│ │ │ └── .suo
│ ├── D2D1Template.cpp
│ ├── D2D1Template.sln
│ ├── D2D1Template.vcxproj
│ └── D2D1Template.vcxproj.filters
└── README.md
├── README.md
└── images
├── D2DChromaKey.png
├── D2DClip.gif
├── D2DCombineGeometries.png
├── D2DStrokeStyle.png
├── Direct2DBlend1.png
├── Direct2DBlend2.png
├── Direct2DMesh.png
├── DirectWriteStringTrimming.png
└── qrcode_for_gh_16bcaf1d516e_258.jpg
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1 | ================================================================================
2 | MICROSOFT 基础类库 : MFCD2DApplication 项目概述
3 | ===============================================================================
4 |
5 | 应用程序向导已为您创建了此 MFCD2DApplication 应用程序。此应用程序不仅演示 Microsoft 基础类的基本使用方法,还可作为您编写应用程序的起点。
6 |
7 | 本文件概要介绍组成 MFCD2DApplication 应用程序的每个文件的内容。
8 |
9 | MFCD2DApplication.vcxproj
10 | 这是使用应用程序向导生成的 VC++ 项目的主项目文件,其中包含生成该文件的 Visual C++ 的版本信息,以及有关使用应用程序向导选择的平台、配置和项目功能的信息。
11 |
12 | MFCD2DApplication.vcxproj.filters
13 | 这是使用“应用程序向导”生成的 VC++ 项目筛选器文件。它包含有关项目文件与筛选器之间的关联信息。在 IDE 中,通过这种关联,在特定节点下以分组形式显示具有相似扩展名的文件。例如,“.cpp”文件与“源文件”筛选器关联。
14 |
15 | MFCD2DApplication.h
16 | 这是应用程序的主头文件。
17 | 其中包括其他项目特定的标头(包括 Resource.h),并声明 CMFCD2DApplicationApp 应用程序类。
18 |
19 | MFCD2DApplication.cpp
20 | 这是包含应用程序类 CMFCD2DApplicationApp 的主应用程序源文件。
21 |
22 | MFCD2DApplication.rc
23 | 这是程序使用的所有 Microsoft Windows 资源的列表。它包括 RES 子目录中存储的图标、位图和光标。此文件可以直接在 Microsoft Visual C++ 中进行编辑。项目资源包含在 2052 中。
24 |
25 | res\MFCD2DApplication.ico
26 | 这是用作应用程序图标的图标文件。此图标包括在主资源文件 MFCD2DApplication.rc 中。
27 |
28 | res\MFCD2DApplication.rc2
29 | 此文件包含不在 Microsoft Visual C++ 中进行编辑的资源。您应该将不可由资源编辑器编辑的所有资源放在此文件中。
30 |
31 | /////////////////////////////////////////////////////////////////////////////
32 |
33 | 对于主框架窗口:
34 | 该项目包含一个标准的 MFC 接口。
35 |
36 | MainFrm.h, MainFrm.cpp
37 | 这些文件中包含框架类 CMainFrame,该类派生自
38 | CMDIFrameWnd 并控制所有 MDI 框架功能。
39 |
40 | res\Toolbar.bmp
41 | 此位图文件用于为工具栏创建平铺图像。
42 | 初始工具栏和状态栏在 CMainFrame 类中构造。使用资源编辑器编辑此工具栏位图,并更新 MFCD2DApplication.rc 中的 IDR_MAINFRAME TOOLBAR 数组以添加工具栏按钮。
43 | /////////////////////////////////////////////////////////////////////////////
44 |
45 | 对于子框架窗口:
46 |
47 | ChildFrm.h, ChildFrm.cpp
48 | 这些文件定义并实现 CChildFrame 类,该类支持 MDI 应用程序中的子窗口。
49 |
50 | /////////////////////////////////////////////////////////////////////////////
51 |
52 | 应用程序向导创建一种文档类型和一个视图:
53 |
54 | MFCD2DApplicationDoc.h、MFCD2DApplicationDoc.cpp - 文档
55 | 这些文件包含 CMFCD2DApplicationDoc 类。编辑这些文件以添加特殊文档数据并实现文件保存和加载(通过 CMFCD2DApplicationDoc::Serialize)。
56 |
57 | MFCD2DApplicationView.h、MFCD2DApplicationView.cpp - 文档视图
58 | 这些文件包含 CMFCD2DApplicationView 类。
59 | CMFCD2DApplicationView 对象用于查看 CMFCD2DApplicationDoc 对象。
60 |
61 | res\MFCD2DApplicationDoc.ico
62 | 这是一个图标文件,用作 CMFCD2DApplicationDoc 类的 MDI 子窗口的图标。此图标包括在主资源文件 MFCD2DApplication.rc 中。
63 |
64 |
65 |
66 | /////////////////////////////////////////////////////////////////////////////
67 |
68 | 其他功能:
69 |
70 | ActiveX 控件
71 | 该应用程序包含对使用 ActiveX 控件的支持。
72 |
73 | 打印和打印预览支持
74 | 应用程序向导通过从 MFC 库调用 CView 类中的成员函数生成代码,来处理打印、打印设置和打印预览命令。
75 |
76 | /////////////////////////////////////////////////////////////////////////////
77 |
78 | 其他标准文件:
79 |
80 | StdAfx.h, StdAfx.cpp
81 | 这些文件用于生成名为 MFCD2DApplication.pch 的预编译头 (PCH) 文件和名为 StdAfx.obj 的预编译类型文件。
82 |
83 | Resource.h
84 | 这是标准头文件,可用于定义新的资源 ID。Microsoft Visual C++ 将读取并更新此文件。
85 |
86 | MFCD2DApplication.manifest
87 | Windows XP 使用应用程序清单文件来描述特定版本的并行程序集的应用程序依赖项。加载程序使用这些信息来从程序集缓存中加载相应的程序集,并保护其不被应用程序访问。应用程序清单可能会包含在内,以作为与应用程序可执行文件安装在同一文件夹中的外部 .manifest 文件进行重新分发,它还可能以资源的形式包含在可执行文件中。
88 | /////////////////////////////////////////////////////////////////////////////
89 |
90 | 其他注释:
91 |
92 | 应用程序向导使用“TODO:”来指示应添加或自定义的源代码部分。
93 |
94 | 如果应用程序使用共享 DLL 中的 MFC,您将需要重新分发 MFC DLL。如果应用程序所使用的语言与操作系统的区域设置不同,则还需要重新分发相应的本地化资源 mfc110XXX.DLL。
95 | 有关上述话题的更多信息,请参见 MSDN 文档中有关重新分发 Visual C++ 应用程序的部分。
96 |
97 | /////////////////////////////////////////////////////////////////////////////
98 |
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/Direct2D_1.0/README.md:
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1 | ## Direct2D_1.0
2 | 此目录为Direct2D_1.0版本的示例代码。
3 | [上一级](https://github.com/Ray1024/Direct2D)
4 |
5 | ## 一、基础示例
6 |
7 | ### 1.1 绘制多种风格的线条
8 | 使用ID2D1StrokeStyle类型的对象可以创建不同风格的线条,绘制出多种多样的几何图形。
9 | 
10 |
11 | ### 1.2 加载位图
12 | (1)从文件加载位图(D2DCreateBitmapFromFile)
13 | (2)从资源加载位图(D2DCreateBitmapFromResource)
14 | 详见[博客:Direct2d开发之从资源加载位图](http://www.cnblogs.com/Ray1024/p/6104368.html)。
15 |
16 | ### 1.3 将Direct2D位图保存为图片文件(D2DSaveBitmapToFile)
17 | 此示例演示了将窗口内容保存为图片文件。
18 | 整个过程为:
19 | (1)将要绘制的内容绘制到CompatibleRenderTarget上;
20 | (2)从CompatibleRenderTarget上GetBitmap;
21 | (3)将获取的bitmap绘制到HwndRenderTarget上;
22 | (4)将获取的bitmap通过WIC组件保存为图片文件。
23 | 注意:在此过程中,注意不同设备创建出来的资源之间的兼容,容易出错。
24 |
25 | ### 1.4 剪裁(D2DClip)
26 | (1)轴对称矩形剪裁
27 | (2)几何图形蒙版剪裁
28 | 
29 |
30 | ### 1.5 纹理混合
31 | (1)对位图进行颜色混合(D2DBitmapBlend)
32 | 对位图进行颜色混合,详见[博客:Direct2D开发之纹理混合](http://www.cnblogs.com/Ray1024/p/6189257.html)。
33 | 
34 |
35 | (2)将两个位图进行混合(D2DBitmapBlendWithBitmap)
36 | 将两个位图进行混合,详见[博客:Direct2D开发之纹理混合](http://www.cnblogs.com/Ray1024/p/6189257.html)。
37 | 
38 |
39 | ### 1.6 自定义字体(DWriteCustomFont)
40 | 使用DirectWrite绘制自定义字体(即非系统字体)。将自定义字体文件加载为资源文件也可以,但是在这里我是用的是另外一种方法。方法是用字体文件和需要绘制的字符串创建路径几何图形(path geometry),然后直接绘制路径几何图形即可。
41 |
42 | ### 1.7 字符串文本去尾(DWriteStringTrimming)
43 | 使用DirectWrite绘制文本时,对字符串进行去尾操作,详见[博客:Direct2D开发之字符串去尾](http://www.cnblogs.com/Ray1024/p/5660490.html)。
44 | 
45 |
46 | ### 1.8 特殊字符符号(DWriteCharacterSymbol)
47 | DirectWrite使用"Segoe UI Symbol"字体来绘制一些字符符号。
48 |
49 | ### 1.9 测量文字大小
50 | 详见[博客:使用DirectWrite测量Direct2D文字大小](http://www.cnblogs.com/Ray1024/p/6027052.html)
51 |
52 | ### 1.10 使用平滑的曲线连接指定的几个点
53 |
54 | ### 1.11 [色度键过滤(绿幕抠图)](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.0/D2DChromaKey)
55 | 绘制图片时,过滤掉指定颜色。(此方法直接操作像素,效率较低)
56 | 
57 |
58 | ### 1.12 几何图形对象的组合
59 | 
60 |
61 | ## 二、扩展示例
62 |
63 | |项目名称|项目介绍|
64 | | ----|----|
65 | | D2DTMPL|Direct2D的一个模板框架程序|
66 | | D2DBezierToWave|使用贝塞尔曲线绘制波形图。|
67 | | D2DCollisionDetectionBetweenGeometrys|两个几何图形对象之间的位置关系判断,即碰撞检测,详见[博客:Direct2D处理几何图形之间的碰撞检测(下)](http://www.cnblogs.com/Ray1024/p/6030242.html)。|
68 | | D2DGeometryCollisionDetectionWithPt|几何图形对象和点的位置关系判断,即碰撞检测,详见[博客:Direct2D处理几何图形之间的碰撞检测(上)](http://www.cnblogs.com/Ray1024/p/6028108.html)。|
69 | | D2DGeometricTranslationOrder|在Direct2D绘图中,几何变换的顺序是有固定顺序的,正确的顺序应该是:缩放 -> 旋转 -> 平移。如果你随意改变几何变换的顺序,将会导致不可预见的错误结果。|
70 | | D2DMesh|绘制网格,详见[博客:Direct2d开发之绘制网格](http://www.cnblogs.com/Ray1024/p/6103981.html)。|
71 | | D2DLayeredWnd| Direct2D绘制分层窗口。|
72 |
73 | ## 三、进阶示例
74 | [ExtendSamples](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.0/ExtendSamples)目录中的示例为进阶示例。
75 |
76 | |项目名称|项目介绍|
77 | | ----|----|
78 | | D2DMatrixPro | 此工程演示了Direct2D矩阵的高级使用方法,并说明了子节点和父节点的矩阵复合使用方法。 |
79 | | MFCD2DApplication | MFC工程中使用Direct2D。 |
80 |
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/Direct2D_1.1/Common/Common.h:
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1 | /***********************************************************************
2 | 功能:包含程序使用的头文件和库文件
3 | 作者:Ray1024
4 | 网址:http://www.cnblogs.com/Ray1024/
5 | ***********************************************************************/
6 |
7 | #ifndef RAY1024_COMMON
8 | #define RAY1024_COMMON
9 |
10 | #include
11 |
12 | #include
13 | #include
14 | #include
15 | #include
16 | #include
17 | #include
18 | #include
19 | #include
20 | #include
21 | #include
22 |
23 | #include
24 | #include
25 | #include
26 | #include
27 | #include
28 | #include
29 |
30 | #pragma comment(lib, "dxgi.lib")
31 | #pragma comment(lib, "d3d11.lib")
32 | #pragma comment(lib, "dwrite.lib" )
33 | #pragma comment(lib, "d3dcompiler.lib")
34 | #pragma comment(lib, "d2d1.lib" )
35 | #pragma comment(lib, "windowscodecs.lib" )
36 |
37 | #pragma comment(lib, "dxguid.lib")
38 | #pragma comment(lib, "Winmm.lib")
39 |
40 | // 计算数组大小
41 | #define lengthof(a) (sizeof(a)/sizeof(*(a)))
42 |
43 | // 释放资源
44 | template
45 | inline void SafeRelease(Interface *&pInterfaceToRelease) {
46 | if (pInterfaceToRelease != nullptr) {
47 | pInterfaceToRelease->Release();
48 | pInterfaceToRelease = nullptr;
49 | }
50 | }
51 |
52 | #endif
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/Direct2D_1.1/Common/D2D1App.cpp:
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/Direct2D_1.1/Common/D2D1App.h:
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/Direct2D_1.1/Common/D2D1Func.h:
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1 | /***********************************************************************
2 | 功能:包含D2D1需要的函数的简单封装
3 | 作者:Ray1024
4 | 网址:http://www.cnblogs.com/Ray1024/
5 | ***********************************************************************/
6 |
7 | #ifndef RAY1024_D2D1FUNC
8 | #define RAY1024_D2D1FUNC
9 |
10 | #include "Common.h"
11 |
12 | // 从文件读取位图
13 | HRESULT LoadBitmapFromFile(
14 | ID2D1DeviceContext* IN pRenderTarget,
15 | IWICImagingFactory2* IN pIWICFactory,
16 | PCWSTR IN uri,
17 | UINT OPTIONAL width,
18 | UINT OPTIONAL height,
19 | ID2D1Bitmap1** OUT ppBitmap)
20 | {
21 | IWICBitmapDecoder *pDecoder = nullptr;
22 | IWICBitmapFrameDecode *pSource = nullptr;
23 | IWICStream *pStream = nullptr;
24 | IWICFormatConverter *pConverter = nullptr;
25 | IWICBitmapScaler *pScaler = nullptr;
26 |
27 | HRESULT hr = pIWICFactory->CreateDecoderFromFilename(
28 | uri,
29 | nullptr,
30 | GENERIC_READ,
31 | WICDecodeMetadataCacheOnLoad,
32 | &pDecoder);
33 |
34 | if (SUCCEEDED(hr))
35 | {
36 | hr = pDecoder->GetFrame(0, &pSource);
37 | }
38 | if (SUCCEEDED(hr))
39 | {
40 | hr = pIWICFactory->CreateFormatConverter(&pConverter);
41 | }
42 |
43 | if (SUCCEEDED(hr))
44 | {
45 | if (width != 0 || height != 0)
46 | {
47 | UINT originalWidth, originalHeight;
48 | hr = pSource->GetSize(&originalWidth, &originalHeight);
49 | if (SUCCEEDED(hr))
50 | {
51 | if (width == 0)
52 | {
53 | FLOAT scalar = static_cast(height) / static_cast(originalHeight);
54 | width = static_cast(scalar * static_cast(originalWidth));
55 | }
56 | else if (height == 0)
57 | {
58 | FLOAT scalar = static_cast(width) / static_cast(originalWidth);
59 | height = static_cast(scalar * static_cast(originalHeight));
60 | }
61 |
62 | hr = pIWICFactory->CreateBitmapScaler(&pScaler);
63 | if (SUCCEEDED(hr))
64 | {
65 | hr = pScaler->Initialize(
66 | pSource,
67 | width,
68 | height,
69 | WICBitmapInterpolationModeCubic);
70 | }
71 | if (SUCCEEDED(hr))
72 | {
73 | hr = pConverter->Initialize(
74 | pScaler,
75 | GUID_WICPixelFormat32bppPBGRA,
76 | WICBitmapDitherTypeNone,
77 | nullptr,
78 | 0.f,
79 | WICBitmapPaletteTypeMedianCut);
80 | }
81 | }
82 | }
83 | else
84 | {
85 | hr = pConverter->Initialize(
86 | pSource,
87 | GUID_WICPixelFormat32bppPBGRA,
88 | WICBitmapDitherTypeNone,
89 | nullptr,
90 | 0.f,
91 | WICBitmapPaletteTypeMedianCut);
92 | }
93 | }
94 | if (SUCCEEDED(hr))
95 | {
96 | hr = pRenderTarget->CreateBitmapFromWicBitmap(
97 | pConverter,
98 | nullptr,
99 | ppBitmap);
100 | }
101 |
102 | SafeRelease(pDecoder);
103 | SafeRelease(pSource);
104 | SafeRelease(pStream);
105 | SafeRelease(pConverter);
106 | SafeRelease(pScaler);
107 |
108 | return hr;
109 | }
110 |
111 | #endif
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/Direct2D_1.1/Common/D2D1Timer.h:
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/Direct2D_1.1/D2D1BitmapFlip/.vs/D2D1BitmapFlip/v14/.suo:
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/Direct2D_1.1/D2D1BitmapFlip/D2D1BitmapFlip.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1BitmapFlip", "D2D1BitmapFlip.vcxproj", "{05D58FE0-F32A-441C-B617-A76086065E7D}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Debug|x64.ActiveCfg = Debug|x64
17 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Debug|x64.Build.0 = Debug|x64
18 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Debug|x86.ActiveCfg = Debug|Win32
19 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Debug|x86.Build.0 = Debug|Win32
20 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Release|x64.ActiveCfg = Release|x64
21 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Release|x64.Build.0 = Release|x64
22 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Release|x86.ActiveCfg = Release|Win32
23 | {05D58FE0-F32A-441C-B617-A76086065E7D}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
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/Direct2D_1.1/D2D1BitmapFlip/D2D1BitmapFlip.vcxproj.filters:
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1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;xsd
11 |
12 |
13 |
14 |
15 | 源文件
16 |
17 |
18 | Common
19 |
20 |
21 |
22 |
23 | Common
24 |
25 |
26 | Common
27 |
28 |
29 | Common
30 |
31 |
32 | Common
33 |
34 |
35 |
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/Direct2D_1.1/D2D1BitmapFlip/flower.png:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.1/D2D1BitmapFlip/flower.png
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/Direct2D_1.1/D2D1EffectDiscreteTransfer/.vs/D2D1EffectDiscreteTransfer/v14/.suo:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.1/D2D1EffectDiscreteTransfer/.vs/D2D1EffectDiscreteTransfer/v14/.suo
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/Direct2D_1.1/D2D1EffectDiscreteTransfer/D2D1EffectDiscreteTransfer.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1EffectDiscreteTransfer", "D2D1EffectDiscreteTransfer.vcxproj", "{0B98C66B-054A-4E94-88E1-34C616D763B2}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Debug|x64.ActiveCfg = Debug|x64
17 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Debug|x64.Build.0 = Debug|x64
18 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Debug|x86.ActiveCfg = Debug|Win32
19 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Debug|x86.Build.0 = Debug|Win32
20 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Release|x64.ActiveCfg = Release|x64
21 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Release|x64.Build.0 = Release|x64
22 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Release|x86.ActiveCfg = Release|Win32
23 | {0B98C66B-054A-4E94-88E1-34C616D763B2}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1EffectDiscreteTransfer/D2D1EffectDiscreteTransfer.vcxproj.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {67DA6AB6-F800-4c08-8B7A-83BB121AAD01}
10 | rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms
11 |
12 |
13 |
14 |
15 | Common
16 |
17 |
18 | Common
19 |
20 |
21 | Common
22 |
23 |
24 | Common
25 |
26 |
27 |
28 |
29 | Common
30 |
31 |
32 | 源文件
33 |
34 |
35 |
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1EffectDiscreteTransfer/effect.png:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.1/D2D1EffectDiscreteTransfer/effect.png
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/Direct2D_1.1/D2D1EffectGaussianBlur/.vs/D2D1EffectGaussianBlur/v14/.suo:
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/Direct2D_1.1/D2D1EffectGaussianBlur/D2D1EffectGaussianBlur.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1EffectGaussianBlur", "D2D1EffectGaussianBlur.vcxproj", "{24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Debug|x64.ActiveCfg = Debug|x64
17 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Debug|x64.Build.0 = Debug|x64
18 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Debug|x86.ActiveCfg = Debug|Win32
19 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Debug|x86.Build.0 = Debug|Win32
20 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Release|x64.ActiveCfg = Release|x64
21 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Release|x64.Build.0 = Release|x64
22 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Release|x86.ActiveCfg = Release|Win32
23 | {24A3DD62-9E2B-4B5E-A043-3B1B7844EBED}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1EffectGaussianBlur/D2D1EffectGaussianBlur.vcxproj.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;xsd
11 |
12 |
13 |
14 |
15 | 源文件
16 |
17 |
18 | Common
19 |
20 |
21 |
22 |
23 | Common
24 |
25 |
26 | Common
27 |
28 |
29 | Common
30 |
31 |
32 | Common
33 |
34 |
35 |
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1EffectGaussianBlur/leopard.png:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.1/D2D1EffectGaussianBlur/leopard.png
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/Direct2D_1.1/D2D1Template/.vs/D2D1Template/v14/.suo:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.1/D2D1Template/.vs/D2D1Template/v14/.suo
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/Direct2D_1.1/D2D1Template/D2D1Template.cpp:
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1 | /***********************************************************************
2 | 程序:Direct2D 1.1 程序模板,演示如何使用本程序框架
3 | 功能:实例化D2D1App子类,利用现成的程序框架,并在子类中实现自己的功能
4 | 作者:Ray1024
5 | 网址:http://www.cnblogs.com/Ray1024/
6 | ***********************************************************************/
7 |
8 | #include "../Common/D2D1App.h"
9 |
10 | //--------------------------------------------------------------------
11 | // D2D1Template
12 | //--------------------------------------------------------------------
13 | class D2D1Template : public D2D1App
14 | {
15 | public:
16 | // 构造函数
17 | D2D1Template();
18 | // 析构函数
19 | ~D2D1Template();
20 | // 重写:初始化
21 | virtual HRESULT Initialize(HINSTANCE hInstance, int nCmdShow);
22 | // 重写:渲染
23 | virtual void DrawScene();
24 |
25 | private:
26 | // 单色画刷
27 | ID2D1SolidColorBrush* m_pBrush = nullptr;
28 | // 字体格式
29 | IDWriteTextFormat* m_pTextFormat = nullptr;
30 | };
31 |
32 |
33 | //-------------------------------------------------------------------
34 | // 程序入口WinMain
35 | //-------------------------------------------------------------------
36 | int WINAPI WinMain(
37 | HINSTANCE hInstance,
38 | HINSTANCE hPrevInstance,
39 | LPSTR lpCmdLine,
40 | int nCmdShow)
41 | {
42 | ::HeapSetInformation(nullptr, HeapEnableTerminationOnCorruption, nullptr, 0);
43 | if (SUCCEEDED(::CoInitialize(nullptr)))
44 | {
45 | {
46 | D2D1Template app;
47 | if (SUCCEEDED(app.Initialize(hInstance, nCmdShow)))
48 | {
49 | app.Run();
50 | }
51 | }
52 | ::CoUninitialize();
53 | }
54 |
55 | return 0;
56 | }
57 |
58 |
59 | //-------------------------------------------------------------------
60 | // D2D1Template Implement
61 | //-------------------------------------------------------------------
62 |
63 | D2D1Template::D2D1Template()
64 | {
65 | m_wndCaption = "Direct2D 1.1 程序模板";
66 | }
67 |
68 | D2D1Template::~D2D1Template()
69 | {
70 | SafeRelease(m_pBrush);
71 | SafeRelease(m_pTextFormat);
72 | }
73 |
74 | HRESULT D2D1Template::Initialize(HINSTANCE hInstance, int nCmdShow)
75 | {
76 | if (!SUCCEEDED(D2D1App::Initialize(hInstance, nCmdShow)))
77 | {
78 | return S_FALSE;
79 | }
80 |
81 | HRESULT hr = S_OK;
82 |
83 | // 创建字体格式
84 | if (m_pDWriteFactory != NULL)
85 | {
86 | hr = m_pDWriteFactory->CreateTextFormat(
87 | L"Sitka Text",
88 | NULL,
89 | DWRITE_FONT_WEIGHT_NORMAL,
90 | DWRITE_FONT_STYLE_NORMAL,
91 | DWRITE_FONT_STRETCH_NORMAL,
92 | 68.0,
93 | L"en-us",
94 | &m_pTextFormat);
95 | }
96 |
97 | // 创建画刷
98 | if (m_pD2DDeviceContext != NULL && SUCCEEDED(hr))
99 | {
100 | hr = m_pD2DDeviceContext->CreateSolidColorBrush(
101 | D2D1::ColorF(D2D1::ColorF::DarkBlue), &m_pBrush);
102 | }
103 |
104 | return true;
105 | }
106 |
107 | void D2D1Template::DrawScene()
108 | {
109 | if (m_pD2DDeviceContext != nullptr)
110 | {
111 | // 开始渲染
112 | m_pD2DDeviceContext->BeginDraw();
113 | // 清屏
114 | m_pD2DDeviceContext->Clear(D2D1::ColorF(D2D1::ColorF::LightBlue));
115 |
116 | m_pD2DDeviceContext->DrawText(
117 | L"Template project of Direct2D 1.1.",
118 | wcslen(L"Template project of Direct2D 1.1."),
119 | m_pTextFormat,
120 | D2D1::RectF(0, 0, 1080, 0),
121 | m_pBrush);
122 |
123 | // 结束渲染
124 | m_pD2DDeviceContext->EndDraw();
125 | // 呈现目标
126 | m_pSwapChain->Present(0, 0);
127 | }
128 | }
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1Template/D2D1Template.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1Template", "D2D1Template.vcxproj", "{CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x64.ActiveCfg = Debug|x64
17 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x64.Build.0 = Debug|x64
18 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x86.ActiveCfg = Debug|Win32
19 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x86.Build.0 = Debug|Win32
20 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x64.ActiveCfg = Release|x64
21 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x64.Build.0 = Release|x64
22 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x86.ActiveCfg = Release|Win32
23 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
--------------------------------------------------------------------------------
/Direct2D_1.1/D2D1Template/D2D1Template.vcxproj.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;xsd
11 |
12 |
13 |
14 |
15 | 源文件
16 |
17 |
18 | Common
19 |
20 |
21 |
22 |
23 | Common
24 |
25 |
26 | Common
27 |
28 |
29 | Common
30 |
31 |
32 |
--------------------------------------------------------------------------------
/Direct2D_1.1/README.md:
--------------------------------------------------------------------------------
1 | ## Direct2D_1.1
2 | 此目录为Direct2D_1.1版本的示例代码。
3 | [上一级](https://github.com/Ray1024/Direct2D)
4 |
5 | ## 仓库简介
6 |
7 | |项目名称|项目介绍|
8 | | ----|----|
9 | | D2D1Template| 本仓库中大部分示例程序都使用的一个空框架程序。|
10 | | D2D1BitmapFlip| 打破二维的限制,实现图片的翻转 |
11 | | D2D1EffectGaussianBlur| Direct2D 1.1中的内置特效之高斯模糊。|
12 | | D2D1EffectDiscreteTransfer| Direct2D 1.1中的内置特效之离散传递效果。|
--------------------------------------------------------------------------------
/Direct2D_1.2/README.md:
--------------------------------------------------------------------------------
1 | ## Direct2D_1.2
2 | 此目录为Direct2D_1.2版本的示例代码。
3 | [上一级](https://github.com/Ray1024/Direct2D)
4 |
5 | ## 仓库简介
6 |
--------------------------------------------------------------------------------
/Direct2D_1.3/Common/Common.h:
--------------------------------------------------------------------------------
1 | /***********************************************************************
2 | 功能:包含程序使用的头文件和库文件
3 | 作者:Ray1024
4 | 网址:http://www.cnblogs.com/Ray1024/
5 | ***********************************************************************/
6 |
7 | #ifndef RAY1024_COMMON
8 | #define RAY1024_COMMON
9 |
10 | #define _WIN32_WINNT 0x0A01
11 |
12 | #include
13 |
14 | #include
15 | #include
16 | #include
17 | #include
18 | #include
19 | #include
20 | #include
21 | #include
22 | #include
23 | #include
24 |
25 | #include
26 | #include
27 | #include
28 | #include
29 | #include
30 | #include
31 |
32 | #pragma comment(lib, "dxgi.lib")
33 | #pragma comment(lib, "d3d11.lib")
34 | #pragma comment(lib, "dwrite.lib" )
35 | #pragma comment(lib, "d3dcompiler.lib")
36 | #pragma comment(lib, "d2d1.lib" )
37 | #pragma comment(lib, "windowscodecs.lib" )
38 |
39 | #pragma comment(lib, "dxguid.lib")
40 | #pragma comment(lib, "Winmm.lib")
41 |
42 | // 计算数组大小
43 | #define lengthof(a) (sizeof(a)/sizeof(*(a)))
44 |
45 | // 释放资源
46 | template
47 | inline void SafeRelease(Interface *&pInterfaceToRelease) {
48 | if (pInterfaceToRelease != nullptr) {
49 | pInterfaceToRelease->Release();
50 | pInterfaceToRelease = nullptr;
51 | }
52 | }
53 |
54 | #endif
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/Direct2D_1.3/Common/D2D1App.cpp:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.3/Common/D2D1App.cpp
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/Direct2D_1.3/Common/D2D1App.h:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.3/Common/D2D1App.h
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/Direct2D_1.3/Common/D2D1Func.cpp:
--------------------------------------------------------------------------------
1 | #include "D2D1Func.h"
2 |
3 | // 从文件读取位图
4 | HRESULT LoadBitmapFromFile(
5 | ID2D1DeviceContext* IN pRenderTarget,
6 | IWICImagingFactory2* IN pIWICFactory,
7 | PCWSTR IN uri,
8 | UINT OPTIONAL width,
9 | UINT OPTIONAL height,
10 | ID2D1Bitmap1** OUT ppBitmap)
11 | {
12 | IWICBitmapDecoder *pDecoder = nullptr;
13 | IWICBitmapFrameDecode *pSource = nullptr;
14 | IWICStream *pStream = nullptr;
15 | IWICFormatConverter *pConverter = nullptr;
16 | IWICBitmapScaler *pScaler = nullptr;
17 |
18 | HRESULT hr = pIWICFactory->CreateDecoderFromFilename(
19 | uri,
20 | nullptr,
21 | GENERIC_READ,
22 | WICDecodeMetadataCacheOnLoad,
23 | &pDecoder);
24 |
25 | if (SUCCEEDED(hr))
26 | {
27 | hr = pDecoder->GetFrame(0, &pSource);
28 | }
29 | if (SUCCEEDED(hr))
30 | {
31 | hr = pIWICFactory->CreateFormatConverter(&pConverter);
32 | }
33 |
34 | if (SUCCEEDED(hr))
35 | {
36 | if (width != 0 || height != 0)
37 | {
38 | UINT originalWidth, originalHeight;
39 | hr = pSource->GetSize(&originalWidth, &originalHeight);
40 | if (SUCCEEDED(hr))
41 | {
42 | if (width == 0)
43 | {
44 | FLOAT scalar = static_cast(height) / static_cast(originalHeight);
45 | width = static_cast(scalar * static_cast(originalWidth));
46 | }
47 | else if (height == 0)
48 | {
49 | FLOAT scalar = static_cast(width) / static_cast(originalWidth);
50 | height = static_cast(scalar * static_cast(originalHeight));
51 | }
52 |
53 | hr = pIWICFactory->CreateBitmapScaler(&pScaler);
54 | if (SUCCEEDED(hr))
55 | {
56 | hr = pScaler->Initialize(
57 | pSource,
58 | width,
59 | height,
60 | WICBitmapInterpolationModeCubic);
61 | }
62 | if (SUCCEEDED(hr))
63 | {
64 | hr = pConverter->Initialize(
65 | pScaler,
66 | GUID_WICPixelFormat32bppPBGRA,
67 | WICBitmapDitherTypeNone,
68 | nullptr,
69 | 0.f,
70 | WICBitmapPaletteTypeMedianCut);
71 | }
72 | }
73 | }
74 | else
75 | {
76 | hr = pConverter->Initialize(
77 | pSource,
78 | GUID_WICPixelFormat32bppPBGRA,
79 | WICBitmapDitherTypeNone,
80 | nullptr,
81 | 0.f,
82 | WICBitmapPaletteTypeMedianCut);
83 | }
84 | }
85 | if (SUCCEEDED(hr))
86 | {
87 | hr = pRenderTarget->CreateBitmapFromWicBitmap(
88 | pConverter,
89 | nullptr,
90 | ppBitmap);
91 | }
92 |
93 | SafeRelease(pDecoder);
94 | SafeRelease(pSource);
95 | SafeRelease(pStream);
96 | SafeRelease(pConverter);
97 | SafeRelease(pScaler);
98 |
99 | return hr;
100 | }
101 |
102 | // 创建路径几何图形
103 | ID2D1PathGeometry* GetPathGeometry(ID2D1Factory4* pD2DFactory, D2D1_POINT_2F *points, UINT pointsCount)
104 | {
105 | ID2D1PathGeometry* geometry = NULL;
106 | HRESULT hr = pD2DFactory->CreatePathGeometry(&geometry);
107 |
108 | if (SUCCEEDED(hr))
109 | {
110 | ID2D1GeometrySink *pSink = NULL;
111 | hr = geometry->Open(&pSink); // 获取Sink对象
112 |
113 | if (SUCCEEDED(hr))
114 | {
115 | pSink->BeginFigure(points[0], D2D1_FIGURE_BEGIN_FILLED);
116 |
117 | pSink->AddLines(points, pointsCount);
118 |
119 | pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
120 | }
121 |
122 | pSink->Close(); // 关闭Sink对象
123 |
124 | return geometry;
125 | }
126 |
127 | return NULL;
128 | }
--------------------------------------------------------------------------------
/Direct2D_1.3/Common/D2D1Func.h:
--------------------------------------------------------------------------------
1 | /***********************************************************************
2 | 功能:包含D2D1需要的函数的简单封装
3 | 作者:Ray1024
4 | 网址:http://www.cnblogs.com/Ray1024/
5 | ***********************************************************************/
6 |
7 | #pragma once
8 |
9 | #include "Common.h"
10 |
11 | // 从文件读取位图
12 | HRESULT LoadBitmapFromFile(
13 | ID2D1DeviceContext* IN pRenderTarget, IWICImagingFactory2* IN pIWICFactory,
14 | PCWSTR IN uri, UINT OPTIONAL width, UINT OPTIONAL height, ID2D1Bitmap1** OUT ppBitmap);
15 |
16 | // 创建路径几何图形
17 | ID2D1PathGeometry* GetPathGeometry(
18 | ID2D1Factory4* pD2DFactory, D2D1_POINT_2F *points, UINT pointsCount);
19 |
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/Direct2D_1.3/Common/D2D1Timer.h:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.3/Common/D2D1Timer.h
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/Direct2D_1.3/D2D1Sprite/.vs/D2D1Sprite/v14/.suo:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.3/D2D1Sprite/.vs/D2D1Sprite/v14/.suo
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/Direct2D_1.3/D2D1Sprite/D2D1Sprite.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1Sprite", "D2D1Sprite.vcxproj", "{79C4AFDC-CB26-429F-8018-7A2FA60F06B2}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Debug|x64.ActiveCfg = Debug|x64
17 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Debug|x64.Build.0 = Debug|x64
18 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Debug|x86.ActiveCfg = Debug|Win32
19 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Debug|x86.Build.0 = Debug|Win32
20 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Release|x64.ActiveCfg = Release|x64
21 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Release|x64.Build.0 = Release|x64
22 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Release|x86.ActiveCfg = Release|Win32
23 | {79C4AFDC-CB26-429F-8018-7A2FA60F06B2}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
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/Direct2D_1.3/D2D1Sprite/D2D1Sprite.vcxproj.filters:
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1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;xsd
11 |
12 |
13 |
14 |
15 | Common
16 |
17 |
18 | Common
19 |
20 |
21 | Common
22 |
23 |
24 | Common
25 |
26 |
27 |
28 |
29 | Common
30 |
31 |
32 | 源文件
33 |
34 |
35 | Common
36 |
37 |
38 |
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/Direct2D_1.3/D2D1Sprite/leopard.png:
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https://raw.githubusercontent.com/Ray1024/Direct2D/dedd33e49847489296bf77216b0f187cb0b440e2/Direct2D_1.3/D2D1Sprite/leopard.png
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/Direct2D_1.3/D2D1Template/.vs/D2D1Template/v14/.suo:
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/Direct2D_1.3/D2D1Template/D2D1Template.cpp:
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1 | /***********************************************************************
2 | 程序:Direct2D 1.1 程序模板,演示如何使用本程序框架
3 | 功能:实例化D2D1App子类,利用现成的程序框架,并在子类中实现自己的功能
4 | 作者:Ray1024
5 | 网址:http://www.cnblogs.com/Ray1024/
6 | ***********************************************************************/
7 |
8 | // 如果使用Direct2D1.3的API,需要定义下面这个宏
9 | //#define USE_D2D1_3
10 |
11 | #include "../Common/D2D1App.h"
12 |
13 | //--------------------------------------------------------------------
14 | // D2D1Template
15 | //--------------------------------------------------------------------
16 | class D2D1Template : public D2D1App
17 | {
18 | public:
19 | // 构造函数
20 | D2D1Template();
21 | // 析构函数
22 | ~D2D1Template();
23 | // 重写:初始化
24 | virtual HRESULT Initialize(HINSTANCE hInstance, int nCmdShow);
25 | // 重写:渲染
26 | virtual void DrawScene();
27 |
28 | private:
29 | // 单色画刷
30 | ID2D1SolidColorBrush* m_pBrush = nullptr;
31 | // 字体格式
32 | IDWriteTextFormat* m_pTextFormat = nullptr;
33 | };
34 |
35 |
36 | //-------------------------------------------------------------------
37 | // 程序入口WinMain
38 | //-------------------------------------------------------------------
39 | int WINAPI WinMain(
40 | HINSTANCE hInstance,
41 | HINSTANCE hPrevInstance,
42 | LPSTR lpCmdLine,
43 | int nCmdShow)
44 | {
45 | ::HeapSetInformation(nullptr, HeapEnableTerminationOnCorruption, nullptr, 0);
46 | if (SUCCEEDED(::CoInitialize(nullptr)))
47 | {
48 | {
49 | D2D1Template app;
50 | if (SUCCEEDED(app.Initialize(hInstance, nCmdShow)))
51 | {
52 | app.Run();
53 | }
54 | }
55 | ::CoUninitialize();
56 | }
57 |
58 | return 0;
59 | }
60 |
61 |
62 | //-------------------------------------------------------------------
63 | // D2D1Template Implement
64 | //-------------------------------------------------------------------
65 |
66 | D2D1Template::D2D1Template()
67 | {
68 | m_wndCaption = "Direct2D 1.1 程序模板";
69 | }
70 |
71 | D2D1Template::~D2D1Template()
72 | {
73 | SafeRelease(m_pBrush);
74 | SafeRelease(m_pTextFormat);
75 | }
76 |
77 | HRESULT D2D1Template::Initialize(HINSTANCE hInstance, int nCmdShow)
78 | {
79 | if (!SUCCEEDED(D2D1App::Initialize(hInstance, nCmdShow)))
80 | {
81 | return S_FALSE;
82 | }
83 |
84 | HRESULT hr = S_OK;
85 |
86 | // 创建字体格式
87 | if (m_pDWriteFactory != NULL)
88 | {
89 | hr = m_pDWriteFactory->CreateTextFormat(
90 | L"Sitka Text",
91 | NULL,
92 | DWRITE_FONT_WEIGHT_NORMAL,
93 | DWRITE_FONT_STYLE_NORMAL,
94 | DWRITE_FONT_STRETCH_NORMAL,
95 | 68.0,
96 | L"en-us",
97 | &m_pTextFormat);
98 | }
99 |
100 | // 创建画刷
101 | if (m_pD2DDeviceContext != NULL && SUCCEEDED(hr))
102 | {
103 | hr = m_pD2DDeviceContext->CreateSolidColorBrush(
104 | D2D1::ColorF(D2D1::ColorF::DarkBlue), &m_pBrush);
105 | }
106 |
107 | return true;
108 | }
109 |
110 | void D2D1Template::DrawScene()
111 | {
112 | if (m_pD2DDeviceContext != nullptr)
113 | {
114 | // 开始渲染
115 | m_pD2DDeviceContext->BeginDraw();
116 | // 清屏
117 | m_pD2DDeviceContext->Clear(D2D1::ColorF(D2D1::ColorF::LightBlue));
118 |
119 | m_pD2DDeviceContext->DrawText(
120 | L"Template project of Direct2D 1.1.",
121 | wcslen(L"Template project of Direct2D 1.1."),
122 | m_pTextFormat,
123 | D2D1::RectF(0, 0, 1080, 0),
124 | m_pBrush);
125 |
126 | // 结束渲染
127 | m_pD2DDeviceContext->EndDraw();
128 | // 呈现目标
129 | m_pSwapChain->Present(0, 0);
130 | }
131 | }
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/Direct2D_1.3/D2D1Template/D2D1Template.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D2D1Template", "D2D1Template.vcxproj", "{CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x64.ActiveCfg = Debug|x64
17 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x64.Build.0 = Debug|x64
18 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x86.ActiveCfg = Debug|Win32
19 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Debug|x86.Build.0 = Debug|Win32
20 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x64.ActiveCfg = Release|x64
21 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x64.Build.0 = Release|x64
22 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x86.ActiveCfg = Release|Win32
23 | {CEAF009E-28D8-42C8-93C4-68F6A35C8C7E}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | EndGlobal
29 |
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/Direct2D_1.3/D2D1Template/D2D1Template.vcxproj.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;xsd
11 |
12 |
13 |
14 |
15 | 源文件
16 |
17 |
18 | Common
19 |
20 |
21 |
22 |
23 | Common
24 |
25 |
26 | Common
27 |
28 |
29 | Common
30 |
31 |
32 |
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/Direct2D_1.3/README.md:
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1 | ## Direct2D_1.3
2 | 此目录为Direct2D_1.3版本的示例代码。
3 | [上一级](https://github.com/Ray1024/Direct2D)
4 |
5 | ## 仓库简介
6 |
7 | |项目名称|项目介绍|
8 | | ----|----|
9 | | D2D1Template| 本仓库中大部分示例程序都使用的一个空框架程序。|
10 | | D2D1Sprite| Direct2D 1.3中的批精灵(ID2D1SpriteBatch)示例。|
11 |
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/README.md:
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1 | # Direct2D-Samples
2 | 这个仓库包含了我学习Direct2D过程中写的示例代码,所有版本(1.0至1.3)的代码示例都在这里,并不定时地更新。
3 | 同样也包含了DirectWrite和WIC等常用工具的示例。
4 | 大部分示例代码在我的博客中都有详细解释,如果您有任何疑问,可以去我的博客看详细介绍,也可以通过下方公众号联系我。
5 |
6 | ## 示例编写使用的IDE
7 | Direct2D_1.0中使用的IDE为vs2010,其余均为vs2015。
8 |
9 | ## Direct2D版本和windows sdk版本对应关系
10 |
11 | | Direct2D版本 | windows sdk版本 | 头文件 | Library | DLL | 示例地址 |
12 | | ----|----|----|----|----|----|
13 | | Direct2D_1.0 | win7 | d2d1.h | d2d1.lib | d2d1.dll |[示例](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.0) |
14 | | Direct2D_1.1 | win8 | d2d1_1.h | d2d1.lib | d2d1.dll |[示例](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.1) |
15 | | Direct2D_1.2 | win8.1 | d2d1_2.h | d2d1.lib | d2d1.dll |[示例](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.2) |
16 | | Direct2D_1.3 | win10sdk版本 10.0.10586 | d2d1_3.h | d2d1.lib | d2d1.dll |[示例](https://github.com/Ray1024/Direct2D/tree/master/Direct2D_1.3) |
17 |
18 | ## 公众号
19 | 关注公众号:江湖码客Mark,有任何问题都可解答。
20 | 
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