Direct2D: Getting Started

Unlock the power of hardware-accelerated 2D graphics on Windows.

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:

Prerequisites

Before you begin, ensure you have the following:

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:

The official Microsoft Direct2D documentation is your primary resource for detailed information and examples.