There are two ways to combine Direct2D with Windows GDI API in the same application:
- Drawing Direct2D content to a GDI device context
- Drawing GDI content to a Direct2D GDI-compatible render target
Let’s see each one!
Drawing Direct2D content to a GDI device context
For this purpose, use ID2D1DCRenderTarget instead of ID2D1HwndRenderTarget interface. If using MFC shipped with Visual Studio 2015 or newer, then CDCRenderTarget wrapper class makes the programmer life easier. Here are the steps:
- In the WM_CREATE message handler call CWnd::EnableD2DSupport passing TRUE as second parameter. This way, the MFC framework creates a CD2DRenderTarget instead of a CHwndRenderTarget object.
int CChildView::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (__super::OnCreate(lpCreateStruct) == -1) return -1; // Note: need Visual Studio 2015 or newer (_MFC_VER >= 0x0E00) BOOL bUseDCRenderTarget = TRUE; EnableD2DSupport(TRUE, bUseDCRenderTarget); if (!IsD2DSupportEnabled()) return -1; return 0; }
- Map AFX_WM_DRAW2D registered messge.
class CChildView : public CWnd { // ... afx_msg LRESULT OnAfxDraw2D(WPARAM wParam, LPARAM lParam); };
BEGIN_MESSAGE_MAP(CChildView, CWnd) // ... ON_REGISTERED_MESSAGE(AFX_WM_DRAW2D, &CChildView::OnAfxDraw2D) END_MESSAGE_MAP()
- Finally, get the CDCRenderTarget* passed by MFC framework in LPARAM and enjoy.
LRESULT CChildView::OnAfxDraw2D(WPARAM wParam, LPARAM lParam) { CDCRenderTarget* pDCRenderTarget = (CDCRenderTarget*)lParam; ASSERT_KINDOF(CDCRenderTarget, pDCRenderTarget); // Draw Direct2D content in GDI device context _DrawDirect2DContent(pDCRenderTarget); pDCRenderTarget->EndDraw(); // Draw using GDI CWindowDC dc(this); _DrawGDIContent(&dc); return TRUE; }
Drawing GDI content to a Direct2D GDI-compatible render target
So far, MFC has not a wrapper class for ID2D1GdiInteropRenderTarget interface. Also, CWnd::EnableD2DSupport creates a CHwndRenderTarget which is not GDI-compatible. So, we must do it ourselves. Here is the sample code:
class CChildView : public CWnd { // ... CComQIPtr<ID2D1GdiInteropRenderTarget> m_spGdiInteropRenderTarget; // ... afx_msg LRESULT OnAfxDraw2D(WPARAM wParam, LPARAM lParam); };
int CChildView::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (__super::OnCreate(lpCreateStruct) == -1) return -1; // get global Direct2D factory ID2D1Factory* pDirect2DFactory = AfxGetD2DState()->GetDirect2dFactory(); // create GDI-compatible window render target D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties(); rtProps.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE; rtProps.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; rtProps.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; ID2D1HwndRenderTarget* pHwndRenderTarget = NULL; HRESULT hr = pDirect2DFactory->CreateHwndRenderTarget( &rtProps, &D2D1::HwndRenderTargetProperties(m_hWnd, CD2DSizeU()), &pHwndRenderTarget); if (FAILED(hr)) return -1; // instantiate new CHwndRenderTarget and attach the GDI-compatible render target m_pRenderTarget = new CHwndRenderTarget; GetRenderTarget()->Attach(pHwndRenderTarget); // create ID2D1GdiInteropRenderTarget instance m_spGdiInteropRenderTarget = pHwndRenderTarget; if (!m_spGdiInteropRenderTarget) return -1; return 0; }
LRESULT CChildView::OnAfxDraw2D(WPARAM wParam, LPARAM lParam) { CHwndRenderTarget* pHwndRenderTarget = (CHwndRenderTarget*)lParam; ASSERT_VALID(pHwndRenderTarget); // draw using Direct2D _DrawDirect2DContent(pHwndRenderTarget); HDC hDC = NULL; HRESULT hr = m_spGdiInteropRenderTarget->GetDC( D2D1_DC_INITIALIZE_MODE_COPY, &hDC); if (FAILED(hr) || (NULL == hDC)) return FALSE; // draw GDI content in a GDI-compatible window render target _DrawGDIContent(CDC::FromHandle(hDC)); CRect rcClient; GetClientRect(rcClient); hr = m_spGdiInteropRenderTarget->ReleaseDC(rcClient); if (FAILED(hr)) return FALSE; return TRUE; }
Demo projects
Download: Direct2D and GDI Interop Demo.zip (32)
The Visual C++ solution attached here has two simple projects showing the both Direct2D and GDI interoperatibily methods listed above.
Notes
- can be observed that Direct2D drawing quality is higher than GDI drawing, because Direct2D is capable of rendering with antialiasing;
- given the first note, my opinion is that GDI drawing has no much sense once using Direct2D but never know…