I wrote some solution to draw gifs, using Direct2D GIF sample:
// somewhere in render loop
IWICBitmapFrameDecode* frame = nullptr;
IWICFormatConverter* converter = nullptr;
gifDecoder->GetFrame(current_frame, &frame);
if (frame)
{
d2dWICFactory->CreateFormatConverter(&converter);
if (converter)
{
ID2D1Bitmap* temp = nullptr;
converter->Initialize(frame, GUID_WICPixelFormat32bppPBGRA,
WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteType::WICBitmapPaletteTypeCustom);
tar->CreateBitmapFromWicBitmap(converter, NULL, &temp);
scale->SetValue(D2D1_SCALE_PROP_SCALE, D2D1::Vector2F(1, 1));
scale->SetInput(0, temp);
target->DrawImage(scale);
SafeRelease(&temp);
}
}
SafeRelease(&frame);
SafeRelease(&converter);
Where gifDecoder
is obtained this way:
d2dWICFactory->CreateDecoderFromFilename(pathToGif, NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &gifDecoder);
But in my program almost with all gifs, all frames, except the first one, for some reason have horizontal transparent lines. Obviously, when I view the same gif in browser or in another program there are no that holes.
I tried to change pixel format, pallet type, but that glitches are still there.
What do I do wrong?
Basic steps:
ID2D1Bitmap
s but only the image's decoder. Every time decode the frame, get bitmap and draw it. At least, at first animation loop frames bitmaps and metadata (again, for each frame) can be cached.Approximate code:
ID2D1DeviceContext *renderTarget;
class GIF
{
ID2D1BitmapRenderTarget *compose;
IWICBitmapDecoder *decoder; // it seems like precache all frames costs too much time, it will be faster to obtain each frame each time (maybe cache during first loop)
float naturalWidth; // gif screen width
float naturalHeight; // gif screen height
int framesCount;
int currentFrame;
unsigned int lastFrameEpoch;
int x;
int y;
int width; // image width needed to be drawn
int height; // image height
float fw; // scale factor width;
float fh; // scale factor height
GIF(const wchar_t *path, int x, int y, int width, int height)
{
// Init, using WIC obtain here image's decoder, naturalWidth, naturalHeight
// framesCount and other optional stuff like loop information
// using IWICMetadataQueryReader obtained from the whole image,
// not from zero frame
compose = nullptr;
currentFrame = 0;
lastFrameEpoch = epoch(); // implement Your millisecond function
Resize(width, height);
}
void Resize(int width, int height)
{
this->width = width;
this->height = height;
// calculate scale factors
fw = width / naturalWidth;
fh = height / naturalHeight;
if(compose == nullptr)
{
renderTarget->CreateCompatibleRenderTarget(D2D1::SizeF(naturalWidth, naturalHeight), &compose);
compose->Clear(D2D1::ColorF(0,0,0,0));
}
}
void Render()
{
IWICBitmapFrameDecode* frame = nullptr;
decoder->GetFrame(currentFrame, &frame);
IWICFormatConverter* converter = nullptr;
d2dWICFactory->CreateFormatConverter(&converter);
converter->Initialize(frame, GUID_WICPixelFormat32bppPBGRA,
WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteType::WICBitmapPaletteTypeCustom);
IWICMetadataQueryReader* reader = nullptr;
frame->GetMetadataQueryReader(&reader);
PROPVARIANT propValue;
PropVariantInit(&propValue);
char disposal = 0;
float l = 0, t = 0; // frame offsets (may have)
HRESULT hr = S_OK;
reader->GetMetadataByName(L"/grctlext/Delay", &propValue);
if (SUCCEEDED((propValue.vt == VT_UI2 ? S_OK : E_FAIL)))
{
UINT frameDelay = 0;
UIntMult(propValue.uiVal, 10, &fr);
frameDelay = fr;
if (frameDelay < 16)
{
frameDelay = 16;
}
if(epoch() - lastFrameEpoch < frameDelay)
{
SafeRelease(&reader);
SafeRelease(&frame);
SafeRelease(&converter);
return;
}
}
if (SUCCEEDED(reader->GetMetadataByName(
L"/grctlext/Disposal",
&propValue)))
{
hr = (propValue.vt == VT_UI1) ? S_OK : E_FAIL;
if (SUCCEEDED(hr))
{
disposal = propValue.bVal;
}
}
PropVariantClear(&propValue);
{
hr = reader->GetMetadataByName(L"/imgdesc/Left", &propValue);
if (SUCCEEDED(hr))
{
hr = (propValue.vt == VT_UI2 ? S_OK : E_FAIL);
if (SUCCEEDED(hr))
{
l = static_cast<FLOAT>(propValue.uiVal);
}
PropVariantClear(&propValue);
}
}
{
hr = reader->GetMetadataByName(L"/imgdesc/Top", &propValue);
if (SUCCEEDED(hr))
{
hr = (propValue.vt == VT_UI2 ? S_OK : E_FAIL);
if (SUCCEEDED(hr))
{
t = static_cast<FLOAT>(propValue.uiVal);
}
PropVariantClear(&propValue);
}
}
renderTarget->CreateBitmapFromWicBitmap(converter, NULL, &temp);
compose->BeginDraw();
if (disposal == 2)
compose->Clear(D2D1::ColorF(0, 0, 0, 0));
auto ss = temp->GetSize();
compose->DrawBitmap(temp, D2D1::RectF(l, t, l + ss.width, t + ss.height));
compose->EndDraw();
ID2D1Bitmap* composition = nullptr;
compose->GetBitmap(&composition);
// You need to create scale effect to have antialised resizing
scale->SetValue(D2D1_SCALE_PROP_SCALE, D2D1::Vector2F(fw, fh));
scale->SetInput(0, composition);
auto p = D2D1::Point2F(x, y);
renderTarget->DrawImage(iscale, p);
SafeRelease(&temp);
SafeRelease(&composition);
SafeRelease(&reader);
SafeRelease(&frame);
SafeRelease(&converter);
}
}*gif[100] = {nullptr};
inline void Render()
{
renderTarget->BeginDraw();
for(int i = 0; i < 100 && gif[i] != nullptr; i++)
gif[i]->Render();
renderTarget->EndDraw();
}