What is Direct2D?
Direct2D is a hardware-accelerated, immediate-mode 2D graphics API that provides high performance for 2D graphics and text rendering. It's designed to be easy to use and integrates seamlessly with other Windows graphics technologies like Direct3D and GDI.
Direct2D offers features such as:
- Vector graphics rendering
- Bitmap rendering
- Text rendering
- Transformations (translation, rotation, scaling)
- Effects and filters
- Anti-aliasing
Prerequisites
Before you begin, ensure you have the following:
- A Windows development environment (Windows 7 or later).
- A C++ compiler (e.g., from Visual Studio).
- The Windows SDK installed. Direct2D is included as part of the Windows SDK.
Setting Up Your Project
Direct2D is typically used within a C++ application. Here’s a basic setup:
1. Include Necessary Headers
You'll need to include the Direct2D header file:
#include <d2d1.h>
2. Link the Library
Ensure your project links against the Direct2D library. In Visual Studio, this is often handled automatically when you include the header, but you might need to add it manually in your project settings under Linker -> Input -> Additional Dependencies.
d2d1.lib
Your First Direct2D Application
Let's create a simple example of initializing Direct2D and drawing a rectangle.
1. Initialize Direct2D Factory
The Direct2D factory is the starting point for all Direct2D operations.
ID2D1Factory* pFactory = NULL;
HRESULT hr = D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
&pFactory
);
if (SUCCEEDED(hr)) {
// Factory created successfully
}
2. Create a Render Target
A render target is where you draw your graphics. You can render to a window, a bitmap, or a printer.
// Assume you have an HWND (window handle) called 'm_hwnd'
D2D1_RENDER_TARGET_PROPERTIES renderTargetProperties;
renderTargetProperties.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
renderTargetProperties.pixelFormat.format = DXGI_FORMAT_UNKNOWN;
renderTargetProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN;
renderTargetProperties.dpiX = 0.0f;
renderTargetProperties.dpiY = 0.0f;
renderTargetProperties.usage = D2D1_RENDER_TARGET_USAGE_NONE;
renderTargetProperties.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
ID2D1HwndRenderTarget* pRenderTarget = NULL;
hr = pFactory->CreateHwndRenderTarget(
renderTargetProperties,
D2D1::HwndRenderTarget(m_hwnd, D2D1_SIZE_U{width, height}), // Specify window size
&pRenderTarget
);
if (SUCCEEDED(hr)) {
// Render target created
}
3. Drawing Operations
Within your window's paint message handler (e.g., WM_PAINT), you'll perform drawing.
// Inside your paint handler...
pRenderTarget->BeginDraw();
// Clear the background
pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
// Create a solid color brush
ID2D1SolidColorBrush* pBrush = NULL;
pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::CornflowerBlue), &pBrush);
// Define a rectangle
D2D1_RECT_F rect = D2D1::RectF(
100.0f, // left
100.0f, // top
200.0f, // right
200.0f // bottom
);
// Draw the rectangle
pRenderTarget->FillRectangle(&rect, pBrush);
// End drawing and check for errors
hr = pRenderTarget->EndDraw();
if (FAILED(hr)) {
// Handle errors
}
// Release the brush (or manage its lifetime appropriately)
if (pBrush) pBrush->Release();
4. Cleanup
Remember to release all Direct2D objects when they are no longer needed.
if (pRenderTarget) pRenderTarget->Release();
if (pFactory) pFactory->Release();
This is a very basic outline. Real-world applications involve more complex resource management, error handling, and interaction with the Windows messaging system.
Next Steps
Now that you've got a basic understanding, dive deeper into Direct2D's capabilities:
- Explore different brush types (gradients, bitmaps).
- Learn about shapes, paths, and geometry.
- Implement text rendering with DirectWrite.
- Discover transformations and effects.
- Understand resource management and best practices.
The official Microsoft Direct2D documentation is your primary resource for detailed information and examples.