我通常使用 dc 渲染目标,但我发现有点闪烁,所以我添加了一个位图渲染目标来运行绘图操作,然后在充当双缓冲区的 dc 上绘图 我的内存使用率很高(几乎 60MB)是由于
pDCRenderTarget->CreateCompatibleRenderTarget(&pBitmapRenderTarget);
当我调整窗口大小时,会消耗大量内存。 (请注意第一次发布问题,因为我几乎总是发现已经提出的问题)
我的main.cpp:
#include <windows.h>
#include <d2d1.h>
#pragma comment(lib, "d2d1")
// Global variables
ID2D1Factory* pFactory = nullptr;
ID2D1DCRenderTarget* pDCRenderTarget = nullptr;
ID2D1BitmapRenderTarget* pBitmapRenderTarget = nullptr;
ID2D1Factory* GetFactory() {
if (pFactory == nullptr) {
// Create the Direct2D factory
D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
}
return pFactory;
}
// Window Procedure
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
{
// Bind the DC render target to the HDC
RECT rc;
GetClientRect(hwnd, &rc);
HDC hdc = GetDC(hwnd);
pDCRenderTarget->BindDC(hdc, &rc);
// Create a compatible bitmap render target
pDCRenderTarget->CreateCompatibleRenderTarget(&pBitmapRenderTarget);
// Begin drawing on the bitmap render target
ID2D1Bitmap* pBitmap = nullptr;
pBitmapRenderTarget->BeginDraw();
// Clear the background
pBitmapRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
// Draw a rectangle
ID2D1SolidColorBrush* pBrush = nullptr;
pBitmapRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Blue), &pBrush);
pBitmapRenderTarget->FillRectangle(D2D1::RectF(50, 50, 200, 200), pBrush);
// End drawing
pBitmapRenderTarget->EndDraw();
// Get the bitmap from the render target
pBitmapRenderTarget->GetBitmap(&pBitmap);
// Draw the bitmap to the DC render target
pDCRenderTarget->BeginDraw();
pDCRenderTarget->DrawBitmap(pBitmap, D2D1::RectF(0, 0, rc.right, rc.bottom)); // Destination rectangle
pDCRenderTarget->EndDraw();
// Release resources
pBrush->Release();
pBitmap->Release();
pBitmapRenderTarget->Release();
pBitmapRenderTarget = nullptr;
break;
}
case WM_DESTROY:
PostQuitMessage(0);
pDCRenderTarget->Release();
pDCRenderTarget = nullptr;
if (pFactory) pFactory->Release();
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
return 0;
}
// Main Entry Point
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// Register the window class
const wchar_t CLASS_NAME[] = L"Direct2DDoubleBufferingWindow";
WNDCLASS wc = {};
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
// Create the window
HWND hwnd = CreateWindowEx(
0, // Optional window styles
CLASS_NAME, // Window class
L"Direct2D Double Buffering", // Window title
WS_OVERLAPPEDWINDOW, // Window style
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
nullptr, nullptr, hInstance, nullptr);
if (!hwnd)
return -1;
// Create a DC render target
D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE));
GetFactory()->CreateDCRenderTarget(&rtProps, &pDCRenderTarget);
ShowWindow(hwnd, nCmdShow);
// Run the message loop
MSG msg = {};
while (GetMessage(&msg, nullptr, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
首先要做的是按照
官方文档和本 Direct2D 教程使用 Direct2D 绘图中的说明处理
WM_PAINT
,即:您需要告诉 Windows 您已处理了 WM_PAINT
消息。
所以你的代码应该像这样:
case WM_PAINT:
{
// ==> I will handle WM_PAINT
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
// Bind the DC render target to the HDC
RECT rc;
GetClientRect(hwnd, &rc);
pDCRenderTarget->BindDC(hdc, &rc);
// Create a compatible bitmap render target
pDCRenderTarget->CreateCompatibleRenderTarget(&pBitmapRenderTarget);
...
pBitmapRenderTarget->Release();
pBitmapRenderTarget = nullptr;
// ==> now, I have handled WM_PAINT
EndPaint(hwnd, &ps);
break;
如果您不这样做,Windows 将继续发送
WM_PAINT
消息,这会消耗您计算机的资源。
然后,根据您的目标,您也可以保留
pBitmapRenderTarget
而不是每次处理 WM_PAINT 时创建它,这实际上取决于您在一般意义上“绘制”时打算做什么(实时更新,很少更改)等)
使用 Direct2D(和 Direct3D 等),另一种方法是在 WM_PAINT 中执行一次 BeginPaint+EndPaint 并在其他地方进行渲染,例如: https://gamedev.stackexchange.com/questions/12901/wm -paint-and-direct3d