我应该使用 Direct3D 还是只使用 Windows GDI 来获得花哨/高性能的 Win32 应用程序 UI? [关闭]

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【中文标题】我应该使用 Direct3D 还是只使用 Windows GDI 来获得花哨/高性能的 Win32 应用程序 UI? [关闭]【英文标题】:Should I use Direct3D or just Windows GDI for a fancy/high-perf Win32 app UI? [closed] 【发布时间】:2015-11-02 21:07:29 【问题描述】:

寻找正确的通用方法来使 UI 变得非常活泼。

我正在考虑开发一种 UI 工具,它可能会超越一些“内部”工具。它将涉及精细和自定义的 2d 元素,并且需要支持大型虚拟表面的快速滚动,这可能需要非常快速地重新绘制大量自定义内容。

早在 XP 刚推出时,我就做过一些 GDI 编程,但我遇到了一些性能问题,有很多全屏 blitting(无论如何,它是一台速度很慢的计算机)。我知道 GDI 有一定程度的加速,但我很难确定我可以在这里加速什么。

我只在游戏中使用过 Direct3D。让 D3D 为窗口 GUI 应用程序提供动力是否合理?另外,如果我使用 D3D,我是否必须从头开始做所有事情,或者我可以制作某种 GDI/D3D 混合,例如,在 WM_PAINT 中使用 Direct3D 调用或其他东西,以利用一些 Win32 的东西,如菜单栏或列表框与一个充满 D3D 渲染内容的面板并排?有没有人有将 D3D 与 Win32 gui junk 混合的例子?或者这真的不是正确的方法吗?

AutoCad 或 3ds Max 或 Photoshop 等程序,或其他具有类似复杂 UI 的主要 Win32 应用程序有什么作用?

【问题讨论】:

简短回答:坚持使用 GDI。 Blitting 是硬件加速的,所以不用担心那里的性能问题。 Direct3D 意味着巨大的开销。即使在渲染大量小部件(可能有数百个)时,GPU 加速最终分摊的开销(数十万个多边形)也相去甚远。 Direct3D 也意味着进入一个痛苦的世界。现在您受驱动程序供应商的摆布,他们似乎无法就光栅化规则达成一致:您将看到一个像素的偏移量。对于游戏来说问题不大,但忘记在您的 GUI 中进行像素完美渲染。 【参考方案1】:

如果您的 GUI 涉及 3D 场景的 3D 操作,那么 Direct3D 或 OpenGL 可能会更胜一筹。如果你只是想给你的 GUI 一个“不乏味”的外观,其中控件被风格化并使用 alpha 混合位图等进行绘制,那么你最好坚持使用传统的窗口系统(即 GDI)作为底部- 大多数渲染层。然而,实现这种“外观”的最简单方法是使用更高级别的工具包,如 wxWidgets 或 Qt,以实现主题和自定义,使您的 GUI 看起来“现代”,而不是像无聊的公司应用程序.

另一种选择是使用来自本机应用程序的 XAML/WPF,并使用可用于创建基于 XAML 的 GUI 的工具,例如 Microsoft 的 Expression。我自己还没有探索过,但是使用 2013 年 3 月 MSDN 杂志上的 this article 中的技术应该是可行的。

【讨论】:

谢谢。我关心的不是菜单和按钮等等,也不是试图看起来“现代”。这是正在编辑的主要主题,主要是数千个带有标签和自定义交互和绘画的二维彩色矩形。我正在考虑使用混合,使用 GDI 或 WPF 来处理典型的 UI 内容(例如菜单、工具栏、帮助窗口),然后为图形加速内容使用不可见的无边框窗口。 Direct2D/DirectWrite 旨在成为 GDI 的 GPU 加速替代品。 Direct2D 是一种类似于 GDI 的“矢量绘图”技术,因此它比直接使用 Direct3D 更好。 根据您非常笼统的描述,很难准确地说出哪个是最佳的整体选择。当然,长期以来人们一直在编写处理数千个矩形的 GDI 应用程序——用于电子设备设计或电路板设计的 CAD 应用程序就是一个很好的例子。当然,将数以千计的文本标签塞进一个窗口会非常忙碌,即使该窗口是全屏的。 Direct2D/DirectWrite 无疑是一种可以为您提供 GPU 加速的选项,并且可以对 2D 基元进行高质量的抗锯齿处理。 XAML/WPF 过去对本机应用程序的支持有限。使用 Windows 10 和 Universal Windows Platform 应用程序,情况发生了变化。您现在可以使用 XAML/WPF 编写本机应用程序,使用纯 C++、带有Windows Runtime C++ Template Library (WRL) 或 C++/CX 的 C++。【参考方案2】:

简单的 C 风格 D3D9 应用程序代码(显示网格)。

////////////////////////////////////////////////////////////////
// Defines main Direct3D rendering funcions


#include <windows.h>
#include <mmsystem.h>
#include <d3d9.h>
#include "d3dx9.h"
#include "cube_prim.h"


#ifndef __D3D_RENDERER_H__
#define __D3D_RENDERER_H__


#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"winmm.lib")

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)

LPDIRECT3D9 pDirect3D = NULL;
LPDIRECT3DDEVICE9 pDirect3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 pDirect3DVertexBuffer = NULL;
LPDIRECT3DINDEXBUFFER9 pDirect3DIndexBuffer = NULL;
LPDIRECT3DTEXTURE9 pDirect3DTexture01 = NULL;
LPDIRECT3DTEXTURE9 pDirect3DTexture02 = NULL;

LPD3DXMESH pD3DXMesh = NULL;
D3DMATERIAL9* pDirect3DMaterial = NULL;
LPDIRECT3DTEXTURE9* pDirect3DTexture = NULL;
DWORD Subsets = 0;

FLOAT XRot = 0.0f;
FLOAT YRot = 0.0f;


HRESULT InitializeD3D(HWND hWnd)

    D3DDISPLAYMODE dispMode;
    D3DPRESENT_PARAMETERS parameters;

    pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);

    if (pDirect3D == NULL)
        return E_FAIL;

    if (FAILED(pDirect3D->GetAdapterDisplayMode(
        D3DADAPTER_DEFAULT,&dispMode)))
        return E_FAIL;

    ZeroMemory(&parameters,sizeof(D3DPRESENT_PARAMETERS));
    parameters.Windowed = FALSE;
    parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
    parameters.BackBufferFormat = dispMode.Format;
    parameters.BackBufferWidth = dispMode.Width;
    parameters.BackBufferHeight = dispMode.Height;
    parameters.BackBufferCount = 2;
    parameters.EnableAutoDepthStencil = TRUE;
    parameters.AutoDepthStencilFormat = D3DFMT_D24S8;


    if (FAILED(pDirect3D->CreateDevice(D3DADAPTER_DEFAULT,
        D3DDEVTYPE_HAL,hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING,
        &parameters,&pDirect3DDevice)))
        return E_FAIL;

    pDirect3DDevice->SetRenderState(D3DRS_LIGHTING,TRUE);
    pDirect3DDevice->SetRenderState(D3DRS_AMBIENT,RGB(180,180,180));
    pDirect3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
    pDirect3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
    //pDirect3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,D3DMCS_COLOR2);
    //pDirect3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,D3DMCS_COLOR2);
    pDirect3DDevice->SetRenderState(D3DRS_SPECULARENABLE,TRUE);

    return S_OK;



HRESULT InitializeD3DBufferObject(void)

    VOID* pVertices = NULL;
    VOID* pIndicies = NULL;


    if (pDirect3DDevice != NULL)
    
        if (FAILED(pDirect3DDevice->CreateVertexBuffer(
            sizeof(vertices),0,D3DFVF_CUSTOMVERTEX,
            D3DPOOL_DEFAULT,&pDirect3DVertexBuffer,NULL)))
            return E_FAIL;

        if (FAILED(pDirect3DVertexBuffer->Lock(0,
            sizeof(vertices),(void**)&pVertices,NULL)))
            return E_FAIL;

        memcpy(pVertices,vertices,sizeof(vertices));

        pDirect3DVertexBuffer->Unlock();

        if (FAILED(pDirect3DDevice->CreateIndexBuffer(
            sizeof(indices),0,D3DFMT_INDEX32,D3DPOOL_DEFAULT,
            &pDirect3DIndexBuffer,NULL)))
            return E_FAIL;

        if (FAILED(pDirect3DIndexBuffer->Lock(0,
            sizeof(indices),(void**)&pIndicies,NULL)))
            return E_FAIL;

        memcpy(pIndicies,indices,sizeof(indices));

        pDirect3DIndexBuffer->Unlock();

        if (FAILED(D3DXCreateTextureFromFile(pDirect3DDevice,
            _T("wood.tga"),&pDirect3DTexture01)))
            return E_FAIL;

        if (FAILED(D3DXCreateTextureFromFile(pDirect3DDevice,
            _T("stripes.tga"),&pDirect3DTexture02)))
            return E_FAIL;

        return S_OK;
    
    else
        return E_FAIL;




HRESULT InitialMesh(void)

    LPD3DXBUFFER pMeshObj = NULL;
    LPD3DXMATERIAL pMaterial = NULL;
    char buffer[255];

    if (pDirect3DDevice != NULL)
    
        if (FAILED(D3DXLoadMeshFromX(_T("Dwarf\\Dwarf.x"),
            D3DXMESH_SYSTEMMEM,
            pDirect3DDevice,
            NULL,
            &pMeshObj,
            NULL,
            &Subsets,
            &pD3DXMesh)))
            return E_FAIL;

        pMaterial = (D3DXMATERIAL*)pMeshObj->GetBufferPointer();

        pDirect3DMaterial = new D3DMATERIAL9[Subsets];
        pDirect3DTexture = new LPDIRECT3DTEXTURE9[Subsets];

        for (INT i = 0; i < Subsets; i++)
        
            pDirect3DMaterial[i] = pMaterial[i].MatD3D;

            sprintf(buffer,"Dwarf\\");
            strcat(buffer,pMaterial[i].pTextureFilename);

            if (FAILED(D3DXCreateTextureFromFileA(
                pDirect3DDevice,buffer,&pDirect3DTexture[i])))
                return E_FAIL;
        

        pMeshObj->Release();

        return S_OK;
    
    else
        return E_FAIL;




VOID ChangeSize(INT cx,INT cy)

    D3DXMATRIX projMatrix;

    if (pDirect3DDevice != NULL)
    
        if (cy == 0)
            cy = 1;

        FLOAT aspectRatio = static_cast<FLOAT>(cx) / 
            static_cast<FLOAT>(cy);

        D3DXMatrixPerspectiveFovLH(&projMatrix,45.0f,
            aspectRatio,1.0f,150.0f);

        pDirect3DDevice->SetTransform(D3DTS_PROJECTION,&projMatrix);
    



VOID RotateScene(void)

    if (GetAsyncKeyState(VK_ESCAPE))
        exit(0);

    if (GetAsyncKeyState(VK_UP))
        XRot -= 0.1f;

    if (GetAsyncKeyState(VK_DOWN))
        XRot += 0.1f;

    if (GetAsyncKeyState(VK_LEFT))
        YRot -= 0.1f;

    if (GetAsyncKeyState(VK_RIGHT))
        YRot += 0.1f;




VOID RenderScene(void)

    D3DXMATRIX worldMatrix;
    D3DMATERIAL9 material;
    D3DLIGHT9 light;
    D3DCAPS9 caps;

    D3DCOLORVALUE ambientLight =  0.0f, 0.0f, 0.0f, 1.0f ;
    D3DCOLORVALUE diffuseLight =  0.7f, 0.7f, 0.7f, 1.0f ;
    D3DCOLORVALUE specularLight =  1.0f, 1.0f, 1.0f, 1.0f ;
    D3DCOLORVALUE materialColor =  1.0f, 1.0f, 1.0f, 1.0f ;

    ZeroMemory(&material,sizeof(D3DMATERIAL9));
    material.Ambient = materialColor;
    material.Diffuse = materialColor;
    material.Specular = specularLight;
    material.Power = 20.0f;

    ZeroMemory(&light,sizeof(D3DLIGHT9));
    light.Ambient = ambientLight;
    light.Diffuse = diffuseLight;
    light.Specular = specularLight;
    light.Range = 300.0f;
    light.Position = D3DXVECTOR3(-30,150,-10);
    light.Type = D3DLIGHT_POINT;
    light.Attenuation0 = 1.0f;

    if (pDirect3DDevice != NULL)
    
        D3DXMatrixIdentity(&worldMatrix);
        pDirect3DDevice->SetTransform(D3DTS_WORLD,&worldMatrix);

        D3DXMatrixTranslation(&worldMatrix,0.0f,0.0f,4.0f);
        pDirect3DDevice->MultiplyTransform(D3DTS_WORLD,&worldMatrix);

        D3DXMatrixRotationX(&worldMatrix,XRot);
        pDirect3DDevice->MultiplyTransform(D3DTS_WORLD,&worldMatrix);

        D3DXMatrixRotationY(&worldMatrix,YRot);
        pDirect3DDevice->MultiplyTransform(D3DTS_WORLD,&worldMatrix);

        pDirect3DDevice->Clear(0,0,D3DCLEAR_TARGET | 
            D3DCLEAR_ZBUFFER,D3DCOLOR_ARGB(255,0,0,0),1.0f,0);

        pDirect3DDevice->SetMaterial(&material);
        pDirect3DDevice->SetLight(0,&light);
        pDirect3DDevice->LightEnable(0,TRUE);

        pDirect3DDevice->SetTexture(0,pDirect3DTexture01);
        //pDirect3DDevice->SetTexture(1,pDirect3DTexture02);

        pDirect3DDevice->SetTextureStageState(0,
            D3DTSS_COLORARG1,D3DTA_TEXTURE);
        pDirect3DDevice->SetTextureStageState(0,
            D3DTSS_COLORARG2,D3DTA_DIFFUSE);
        pDirect3DDevice->SetTextureStageState(0,
            D3DTSS_COLOROP,D3DTOP_MODULATE);

        pDirect3DDevice->SetTextureStageState(1,
            D3DTSS_TEXCOORDINDEX,0);
        pDirect3DDevice->SetTextureStageState(1,
            D3DTSS_COLORARG1,D3DTA_TEXTURE);
        pDirect3DDevice->SetTextureStageState(1,
            D3DTSS_COLORARG1,D3DTA_TEXTURE);
        pDirect3DDevice->SetTextureStageState(1,
            D3DTSS_COLOROP,D3DTOP_MODULATE);

        pDirect3DDevice->GetDeviceCaps(&caps);

        pDirect3DDevice->SetSamplerState(0,D3DSAMP_MAXANISOTROPY,caps.MaxAnisotropy);
        pDirect3DDevice->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_ANISOTROPIC);
        pDirect3DDevice->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_ANISOTROPIC);
        pDirect3DDevice->SetSamplerState(0,D3DSAMP_MIPFILTER,D3DTEXF_ANISOTROPIC);

        pDirect3DDevice->SetSamplerState(1,D3DSAMP_MAXANISOTROPY,caps.MaxAnisotropy);
        pDirect3DDevice->SetSamplerState(1,D3DSAMP_MINFILTER,D3DTEXF_ANISOTROPIC);
        pDirect3DDevice->SetSamplerState(1,D3DSAMP_MAGFILTER,D3DTEXF_ANISOTROPIC);
        pDirect3DDevice->SetSamplerState(1,D3DSAMP_MIPFILTER,D3DTEXF_ANISOTROPIC);

        pDirect3DDevice->BeginScene();
        
            pDirect3DDevice->SetStreamSource(0,pDirect3DVertexBuffer,0,
                sizeof(CUSTOMVERTEX));
            pDirect3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
            pDirect3DDevice->SetIndices(pDirect3DIndexBuffer);
            /*pDirect3DDevice->DrawIndexedPrimitive(
                D3DPT_TRIANGLELIST,0,0,36,0,12);*/


            for (int i = 0; i < Subsets; i++)
            
                pDirect3DDevice->SetMaterial(&pDirect3DMaterial[i]);
                pDirect3DDevice->SetTexture(0,pDirect3DTexture[i]);
                pD3DXMesh->DrawSubset(i);
            
        
        pDirect3DDevice->EndScene();

        pDirect3DDevice->Present(NULL,NULL,NULL,NULL);
    



VOID ReleaseD3D(void)

    if (pDirect3DTexture)
    
        for (int i = 0; i < 0; i++)
            pDirect3DTexture[i]->Release();
    

    if (pDirect3DMaterial)
    
        delete [] pDirect3DMaterial;
    

    if (pD3DXMesh)
        pD3DXMesh->Release();

    if (pDirect3DTexture02)
        pDirect3DTexture02->Release();

    if (pDirect3DTexture01)
        pDirect3DTexture01->Release();

    if (pDirect3DIndexBuffer)
        pDirect3DIndexBuffer->Release();

    if (pDirect3DVertexBuffer)
        pDirect3DVertexBuffer->Release();

    if (pDirect3DDevice)
        pDirect3DDevice->Release();

    if (pDirect3D)
        pDirect3D->Release();


#endif

App 使用简单的 Win32 框架和 WinMain 等...

MFC 类中的示例代码

#include "MainWnd.h"
#include "d3d_renderer.h"

CMainWnd::CMainWnd(void)



CMainWnd::~CMainWnd(void)


BEGIN_MESSAGE_MAP(CMainWnd, CWnd)
    ON_WM_CREATE()
    ON_WM_DESTROY()
    ON_WM_SIZE()
    ON_WM_TIMER()
    ON_WM_PAINT()
END_MESSAGE_MAP()

// WM_CREATE
int CMainWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)

    if (CWnd::OnCreate(lpCreateStruct) == -1)
        return -1;

    if (FAILED(InitializeD3D(m_hWnd)))
        exit(0);

    if (FAILED(InitializeD3DBufferObject()))
        exit(0);

    if (FAILED(InitialMesh()))
        exit(0);

    SetTimer(33,1,NULL);

    return 0;


// WM_DESTROY
void CMainWnd::OnDestroy()

    CWnd::OnDestroy();

    KillTimer(101);

    ReleaseD3D();


// WM_SIZE
void CMainWnd::OnSize(UINT nType, int cx, int cy)

    CWnd::OnSize(nType, cx, cy);

    ChangeSize(cx,cy);


// WM_TIMER
void CMainWnd::OnTimer(UINT_PTR nIDEvent)

    InvalidateRect(NULL,FALSE);

    CWnd::OnTimer(nIDEvent);


// WM_PAINT
void CMainWnd::OnPaint()

    RotateScene();

    RenderScene();

    ValidateRect(NULL);

所以决定你想使用什么(D3D 比 GDI 快得多)

您还可以使用 OpenGL 以更少的代码量绘制加速图形(比 D3D 慢一点)。

使用 OpenGL 和纯 Win32 UI 显示 3D 文本

#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>

// Palette Handle
HPALETTE hPalette = NULL;


static LPCTSTR lpszAppName = "Text3D";
GLint nFontList;

// Light values and coordinates
GLfloat  whiteLight[] =  0.4f, 0.4f, 0.4f, 1.0f ;
GLfloat  diffuseLight[] =  0.8f, 0.8f, 0.8f, 1.0f ;
GLfloat  specular[] =  0.9f, 0.9f, 0.9f, 1.0f;
GLfloat lightPos[] =  -100.0f, 200.0f, 50.0f, 1.0f ;


// Declaration for Window procedure
LRESULT CALLBACK WndProc(   HWND    hWnd,
                            UINT    message,
                            WPARAM  wParam,
                            LPARAM  lParam);

// Set Pixel Format function - forward declaration
void SetDCPixelFormat(HDC hDC);



void ChangeSize(GLsizei w, GLsizei h)
    
    GLfloat nRange = 100.0f;
    GLfloat fAspect;

    // Prevent a divide by zero
    if(h == 0)
        h = 1;

    fAspect = (GLfloat)w/(GLfloat)h;

    // Set Viewport to window dimensions
    glViewport(0, 0, w, h);

    glMatrixMode(GL_PROJECTION);

    // Reset coordinate system
    glLoadIdentity();

    // Setup perspective for viewing
    gluPerspective(17.5f,fAspect,1,300);

    // Viewing transformation
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(-1.8f, 0.0f, -15.0f);
    glRotatef(-20.0f, 0.0f, 1.0f,0.0f);

    glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    


void RenderScene(void)
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Blue 3D Text
    glColor3ub(0, 0, 255);

    glPushMatrix();
    glListBase(nFontList);
    glCallLists (6, GL_UNSIGNED_BYTE, "OpenGL");    
    glPopMatrix();
    


void SetupRC(HDC hDC)
    
    // Setup the Font characteristics
    HFONT hFont;
    GLYPHMETRICSFLOAT agmf[128]; // Throw away
    LOGFONT logfont;

    logfont.lfHeight = -10;
    logfont.lfWidth = 0;
    logfont.lfEscapement = 0;
    logfont.lfOrientation = 0;
    logfont.lfWeight = FW_BOLD;
    logfont.lfItalic = FALSE;
    logfont.lfUnderline = FALSE;
    logfont.lfStrikeOut = FALSE;
    logfont.lfCharSet = ANSI_CHARSET;
    logfont.lfOutPrecision = OUT_DEFAULT_PRECIS;
    logfont.lfClipPrecision = CLIP_DEFAULT_PRECIS;
    logfont.lfQuality = DEFAULT_QUALITY;
    logfont.lfPitchAndFamily = DEFAULT_PITCH;
    strcpy(logfont.lfFaceName,"Arial");

    // Create the font and display list
    hFont = CreateFontIndirect(&logfont);
    SelectObject (hDC, hFont); 


    //create display lists for glyphs 0 through 128 with 0.1 extrusion 
    // and default deviation. 
    nFontList = glGenLists(128);
    wglUseFontOutlines(hDC, 0, 128, nFontList, 0.0f, 0.5f, 
                WGL_FONT_POLYGONS, agmf); 

    DeleteObject(hFont);

    glEnable(GL_DEPTH_TEST);    // Hidden surface removal
    glEnable(GL_COLOR_MATERIAL);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0,GL_AMBIENT,whiteLight);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
    glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
    glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    glEnable(GL_LIGHT0);


    glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
    glMaterialfv(GL_FRONT, GL_SPECULAR,specular);
    glMateriali(GL_FRONT,GL_SHININESS,128);
    


// If necessary, creates a 3-3-2 palette for the device context listed.
HPALETTE GetOpenGLPalette(HDC hDC)
    
    HPALETTE hRetPal = NULL;    // Handle to palette to be created
    PIXELFORMATDESCRIPTOR pfd;  // Pixel Format Descriptor
    LOGPALETTE *pPal;           // Pointer to memory for logical palette
    int nPixelFormat;           // Pixel format index
    int nColors;                // Number of entries in palette
    int i;                      // Counting variable
    BYTE RedRange,GreenRange,BlueRange;
                                // Range for each color entry (7,7,and 3)


    // Get the pixel format index and retrieve the pixel format description
    nPixelFormat = GetPixelFormat(hDC);
    DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);

    // Does this pixel format require a palette?  If not, do not create a
    // palette and just return NULL
    if(!(pfd.dwFlags & PFD_NEED_PALETTE))
        return NULL;

    // Number of entries in palette.  8 bits yeilds 256 entries
    nColors = 1 << pfd.cColorBits;  

    // Allocate space for a logical palette structure plus all the palette entries
    pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +nColors*sizeof(PALETTEENTRY));

    // Fill in palette header 
    pPal->palVersion = 0x300;       // Windows 3.0
    pPal->palNumEntries = nColors; // table size

    // Build mask of all 1's.  This creates a number represented by having
    // the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
    // pfd.cBlueBits.  
    RedRange = (1 << pfd.cRedBits) -1;
    GreenRange = (1 << pfd.cGreenBits) - 1;
    BlueRange = (1 << pfd.cBlueBits) -1;

    // Loop through all the palette entries
    for(i = 0; i < nColors; i++)
        
        // Fill in the 8-bit equivalents for each component
        pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
        pPal->palPalEntry[i].peRed = (unsigned char)(
            (double) pPal->palPalEntry[i].peRed * 255.0 / RedRange);

        pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
        pPal->palPalEntry[i].peGreen = (unsigned char)(
            (double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);

        pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
        pPal->palPalEntry[i].peBlue = (unsigned char)(
            (double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);

        pPal->palPalEntry[i].peFlags = (unsigned char) NULL;
        


    // Create the palette
    hRetPal = CreatePalette(pPal);

    // Go ahead and select and realize the palette for this device context
    SelectPalette(hDC,hRetPal,FALSE);
    RealizePalette(hDC);

    // Free the memory used for the logical palette structure
    free(pPal);

    // Return the handle to the new palette
    return hRetPal;
    


// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
    
    int nPixelFormat;

    static PIXELFORMATDESCRIPTOR pfd = 
        sizeof(PIXELFORMATDESCRIPTOR),  // Size of this structure
        1,                              // Version of this structure    
        PFD_DRAW_TO_WINDOW |            // Draw to Window (not to bitmap)
        PFD_SUPPORT_OPENGL |            // Support OpenGL calls in window
        PFD_DOUBLEBUFFER,               // Double buffered mode
        PFD_TYPE_RGBA,                  // RGBA Color mode
        32,                             // Want 32 bit color
        0,0,0,0,0,0,                    // Not used to select mode
        0,0,                            // Not used to select mode
        0,0,0,0,0,                      // Not used to select mode
        16,                             // Size of depth buffer
        0,                              // Not used to select mode
        0,                              // Not used to select mode
        0,                              // Draw in main plane
        0,                              // Not used to select mode
        0,0,0 ;                        // Not used to select mode

    // Choose a pixel format that best matches that described in pfd
    nPixelFormat = ChoosePixelFormat(hDC, &pfd);

    // Set the pixel format for the device context
    SetPixelFormat(hDC, nPixelFormat, &pfd);
    



// Entry point of all Windows programs
int APIENTRY WinMain(   HINSTANCE   hInstance,
                        HINSTANCE   hPrevInstance,
                        LPSTR       lpCmdLine,
                        int         nCmdShow)
    
    MSG         msg;        // Windows message structure
    WNDCLASS    wc;         // Windows class structure
    HWND        hWnd;       // Storeage for window handle


    // Register Window style
    wc.style            = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    wc.lpfnWndProc      = (WNDPROC) WndProc;
    wc.cbClsExtra       = 0;
    wc.cbWndExtra       = 0;
    wc.hInstance        = hInstance;
    wc.hIcon            = NULL;
    wc.hCursor          = LoadCursor(NULL, IDC_ARROW);

    // No need for background brush for OpenGL window
    wc.hbrBackground    = NULL;     

    wc.lpszMenuName     = NULL;
    wc.lpszClassName    = lpszAppName;

    // Register the window class
    if(RegisterClass(&wc) == 0)
        return FALSE;


    // Create the main application window
    hWnd = CreateWindow(
                lpszAppName,
                lpszAppName,

                // OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
                WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,

                // Window position and size
                100, 100,
                250, 250,
                NULL,
                NULL,
                hInstance,
                NULL);

    // If window was not created, quit
    if(hWnd == NULL)
        return FALSE;


    // Display the window
    ShowWindow(hWnd,SW_SHOW);
    UpdateWindow(hWnd);

    // Process application messages until the application closes
    while( GetMessage(&msg, NULL, 0, 0))
        
        TranslateMessage(&msg);
        DispatchMessage(&msg);
        

    return msg.wParam;
    



// Window procedure, handles all messages for this program
LRESULT CALLBACK WndProc(   HWND    hWnd,
                            UINT    message,
                            WPARAM  wParam,
                            LPARAM  lParam)
    
    static HGLRC hRC;       // Permenant Rendering context
    static HDC hDC;         // Private GDI Device context

    switch (message)
        
        // Window creation, setup for OpenGL
        case WM_CREATE:
            // Store the device context
            hDC = GetDC(hWnd);      

            // Select the pixel format
            SetDCPixelFormat(hDC);      

            // Create the rendering context and make it current
            hRC = wglCreateContext(hDC);
            wglMakeCurrent(hDC, hRC);

            // Create the palette
            hPalette = GetOpenGLPalette(hDC);

            SetupRC(hDC);

            break;

        // Window is being destroyed, cleanup
        case WM_DESTROY:
            // Kill the timer that we created
            KillTimer(hWnd,101);

            glDeleteLists(nFontList, 128);

            // Deselect the current rendering context and delete it
            wglMakeCurrent(hDC,NULL);
            wglDeleteContext(hRC);

            // Delete the palette
            if(hPalette != NULL)
                DeleteObject(hPalette);

            // Tell the application to terminate after the window
            // is gone.
            PostQuitMessage(0);
            break;

        // Window is resized.
        case WM_SIZE:
            // Call our function which modifies the clipping
            // volume and viewport
            ChangeSize(LOWORD(lParam), HIWORD(lParam));
            break;

        // The painting function.  This message sent by Windows 
        // whenever the screen needs updating.
        case WM_PAINT:
            
            // Call OpenGL drawing code
            RenderScene();

            // Call function to swap the buffers
            SwapBuffers(hDC);

            ValidateRect(hWnd,NULL);
            
            break;


        // Windows is telling the application that it may modify
        // the system palette.  This message in essance asks the 
        // application for a new palette.
        case WM_QUERYNEWPALETTE:
            // If the palette was created.
            if(hPalette)
                
                int nRet;

                // Selects the palette into the current device context
                SelectPalette(hDC, hPalette, FALSE);

                // Map entries from the currently selected palette to
                // the system palette.  The return value is the number 
                // of palette entries modified.
                nRet = RealizePalette(hDC);

                // Repaint, forces remap of palette in current window
                InvalidateRect(hWnd,NULL,FALSE);

                return nRet;
                
            break;


        // This window may set the palette, even though it is not the 
        // currently active window.
        case WM_PALETTECHANGED:
            // Don't do anything if the palette does not exist, or if
            // this is the window that changed the palette.
            if((hPalette != NULL) && ((HWND)wParam != hWnd))
                
                // Select the palette into the device context
                SelectPalette(hDC,hPalette,FALSE);

                // Map entries to system palette
                RealizePalette(hDC);

                // Remap the current colors to the newly realized palette
                UpdateColors(hDC);
                return 0;
                
            break;


        default:   // Passes it on if unproccessed
            return (DefWindowProc(hWnd, message, wParam, lParam));

        

    return (0L);
    

无需重置调色板即可工作

作为窗口句柄,您可以使用所有合法的窗口句柄(面板、列表框、按钮等...),因此您几乎可以在任何地方显示 3d 内容

Photoshop 使用 OpenGL,3DS Max 可选(OpenGL,Direct3D),AutoCad 很难说:GDI 旧版本,最新也使用 .NET。

【讨论】:

你们为什么这么消极? @VoidStar 询问了 GDI 和(在这种情况下为 D3D(OpenGL)的加速图形)之间的性能差异,以及 Direct3D(OpenGL)的可能用法。所以我展示了所有这些。 exept GDI(我想我们都熟悉这个 API)。标签显示用户对 C++ 和 WinAPI 感兴趣。 “VoidStar 询问了 GDI 和加速图形之间的性能差异 [...] 所以我展示了所有这些。除了 GDI”。你不认为你当时没有回答这个问题吗?

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