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Questa procedura dettagliata illustra come creare contenuto Direct3D9 adatto per l'hosting in un'applicazione Windows Presentation Foundation (WPF). Per altre informazioni sull'hosting di contenuto Direct3D9 nelle applicazioni WPF, vedere Interoperabilità WPF e Direct3D9.
Questa procedura dettagliata prevede l'esecuzione delle attività seguenti:
Creare un progetto Direct3D9.
Configurare il progetto Direct3D9 per l'hosting in un'applicazione WPF.
Al termine, si avrà una DLL contenente contenuto Direct3D9 da usare in un'applicazione WPF.
Prerequisiti
Per completare questa procedura dettagliata, è necessario disporre dei componenti seguenti:
Visual Studio 2010.
DirectX SDK 9 o versione successiva.
Creazione del progetto Direct3D9
Il primo passaggio consiste nel creare e configurare il progetto Direct3D9.
Per creare il progetto Direct3D9
Creare un nuovo progetto Win32 in C++ denominato
D3DContent
.Viene visualizzata la Procedura guidata applicazione Win32 e viene visualizzata la schermata iniziale.
Fare clic su Avanti.
Viene visualizzata la schermata Impostazioni applicazione.
Nella sezione Tipo di applicazione selezionare l'opzione DLL.
Fare clic su Fine.
Viene generato il progetto D3DContent.
In Esplora soluzioni fare clic con il pulsante destro del mouse sul progetto D3DContent e scegliere Proprietà.
Verrà visualizzata la finestra di dialogo Pagine delle proprietà D3DContent.
Selezionare il nodo C/C++ .
Nel campo Directory di inclusione aggiuntive specificare il percorso della cartella di inclusione DirectX. Il percorso predefinito per questa cartella è %ProgramFiles%\Microsoft DirectX SDK (versione)\Include.
Fare doppio clic sul nodo Linker per espanderlo.
Nel campo Directory librerie aggiuntive specificare il percorso della cartella librerie DirectX. Il percorso predefinito per questa cartella è %ProgramFiles%\Microsoft DirectX SDK (versione)\Lib\x86.
Selezionare il nodo Input .
Nel campo Dipendenze aggiuntive aggiungere i
d3d9.lib
file ed3dx9.lib
.In Esplora soluzioni aggiungere un nuovo file di definizione del modulo (con estensione def) denominato
D3DContent.def
al progetto.
Creazione del contenuto Direct3D9
Per ottenere prestazioni ottimali, il contenuto di Direct3D9 deve usare impostazioni specifiche. Il codice seguente illustra come creare una superficie Direct3D9 con le migliori caratteristiche di prestazioni. Per altre informazioni, vedere Considerazioni sulle prestazioni per Direct3D9 e Interoperabilità WPF.
Per creare il contenuto di Direct3D9
Usando Esplora soluzioni, aggiungere tre classi C++ al progetto denominato seguente.
CRenderer
(con distruttore virtuale)CRendererManager
CTriangleRenderer
Aprire Renderer.h nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
#pragma once class CRenderer { public: virtual ~CRenderer(); HRESULT CheckDeviceState(); HRESULT CreateSurface(UINT uWidth, UINT uHeight, bool fUseAlpha, UINT m_uNumSamples); virtual HRESULT Render() = 0; IDirect3DSurface9 *GetSurfaceNoRef() { return m_pd3dRTS; } protected: CRenderer(); virtual HRESULT Init(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter); IDirect3DDevice9 *m_pd3dDevice; IDirect3DDevice9Ex *m_pd3dDeviceEx; IDirect3DSurface9 *m_pd3dRTS; };
Aprire Renderer.cpp nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
//+----------------------------------------------------------------------------- // // CRenderer // // An abstract base class that creates a device and a target render // surface. Derive from this class and override Init() and Render() // to do your own rendering. See CTriangleRenderer for an example. //------------------------------------------------------------------------------ #include "StdAfx.h" //+----------------------------------------------------------------------------- // // Member: // CRenderer ctor // //------------------------------------------------------------------------------ CRenderer::CRenderer() : m_pd3dDevice(NULL), m_pd3dDeviceEx(NULL), m_pd3dRTS(NULL) { } //+----------------------------------------------------------------------------- // // Member: // CRenderer dtor // //------------------------------------------------------------------------------ CRenderer::~CRenderer() { SAFE_RELEASE(m_pd3dDevice); SAFE_RELEASE(m_pd3dDeviceEx); SAFE_RELEASE(m_pd3dRTS); } //+----------------------------------------------------------------------------- // // Member: // CRenderer::CheckDeviceState // // Synopsis: // Returns the status of the device. 9Ex devices are a special case because // TestCooperativeLevel() has been deprecated in 9Ex. // //------------------------------------------------------------------------------ HRESULT CRenderer::CheckDeviceState() { if (m_pd3dDeviceEx) { return m_pd3dDeviceEx->CheckDeviceState(NULL); } else if (m_pd3dDevice) { return m_pd3dDevice->TestCooperativeLevel(); } else { return D3DERR_DEVICELOST; } } //+----------------------------------------------------------------------------- // // Member: // CRenderer::CreateSurface // // Synopsis: // Creates and sets the render target // //------------------------------------------------------------------------------ HRESULT CRenderer::CreateSurface(UINT uWidth, UINT uHeight, bool fUseAlpha, UINT m_uNumSamples) { HRESULT hr = S_OK; SAFE_RELEASE(m_pd3dRTS); IFC(m_pd3dDevice->CreateRenderTarget( uWidth, uHeight, fUseAlpha ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8, static_cast<D3DMULTISAMPLE_TYPE>(m_uNumSamples), 0, m_pd3dDeviceEx ? FALSE : TRUE, // Lockable RT required for good XP perf &m_pd3dRTS, NULL )); IFC(m_pd3dDevice->SetRenderTarget(0, m_pd3dRTS)); Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CRenderer::Init // // Synopsis: // Creates the device // //------------------------------------------------------------------------------ HRESULT CRenderer::Init(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter) { HRESULT hr = S_OK; D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferHeight = 1; d3dpp.BackBufferWidth = 1; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; D3DCAPS9 caps; DWORD dwVertexProcessing; IFC(pD3D->GetDeviceCaps(uAdapter, D3DDEVTYPE_HAL, &caps)); if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == D3DDEVCAPS_HWTRANSFORMANDLIGHT) { dwVertexProcessing = D3DCREATE_HARDWARE_VERTEXPROCESSING; } else { dwVertexProcessing = D3DCREATE_SOFTWARE_VERTEXPROCESSING; } if (pD3DEx) { IDirect3DDevice9Ex *pd3dDevice = NULL; IFC(pD3DEx->CreateDeviceEx( uAdapter, D3DDEVTYPE_HAL, hwnd, dwVertexProcessing | D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE, &d3dpp, NULL, &m_pd3dDeviceEx )); IFC(m_pd3dDeviceEx->QueryInterface(__uuidof(IDirect3DDevice9), reinterpret_cast<void**>(&m_pd3dDevice))); } else { assert(pD3D); IFC(pD3D->CreateDevice( uAdapter, D3DDEVTYPE_HAL, hwnd, dwVertexProcessing | D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE, &d3dpp, &m_pd3dDevice )); } Cleanup: return hr; }
Aprire RendererManager.h nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
#pragma once class CRenderer; class CRendererManager { public: static HRESULT Create(CRendererManager **ppManager); ~CRendererManager(); HRESULT EnsureDevices(); void SetSize(UINT uWidth, UINT uHeight); void SetAlpha(bool fUseAlpha); void SetNumDesiredSamples(UINT uNumSamples); void SetAdapter(POINT screenSpacePoint); HRESULT GetBackBufferNoRef(IDirect3DSurface9 **ppSurface); HRESULT Render(); private: CRendererManager(); void CleanupInvalidDevices(); HRESULT EnsureRenderers(); HRESULT EnsureHWND(); HRESULT EnsureD3DObjects(); HRESULT TestSurfaceSettings(); void DestroyResources(); IDirect3D9 *m_pD3D; IDirect3D9Ex *m_pD3DEx; UINT m_cAdapters; CRenderer **m_rgRenderers; CRenderer *m_pCurrentRenderer; HWND m_hwnd; UINT m_uWidth; UINT m_uHeight; UINT m_uNumSamples; bool m_fUseAlpha; bool m_fSurfaceSettingsChanged; };
Aprire RendererManager.cpp nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
//+----------------------------------------------------------------------------- // // CRendererManager // // Manages the list of CRenderers. Managed code pinvokes into this class // and this class forwards to the appropriate CRenderer. // //------------------------------------------------------------------------------ #include "StdAfx.h" const static TCHAR szAppName[] = TEXT("D3DImageSample"); typedef HRESULT (WINAPI *DIRECT3DCREATE9EXFUNCTION)(UINT SDKVersion, IDirect3D9Ex**); //+----------------------------------------------------------------------------- // // Member: // CRendererManager ctor // //------------------------------------------------------------------------------ CRendererManager::CRendererManager() : m_pD3D(NULL), m_pD3DEx(NULL), m_cAdapters(0), m_hwnd(NULL), m_pCurrentRenderer(NULL), m_rgRenderers(NULL), m_uWidth(1024), m_uHeight(1024), m_uNumSamples(0), m_fUseAlpha(false), m_fSurfaceSettingsChanged(true) { } //+----------------------------------------------------------------------------- // // Member: // CRendererManager dtor // //------------------------------------------------------------------------------ CRendererManager::~CRendererManager() { DestroyResources(); if (m_hwnd) { DestroyWindow(m_hwnd); UnregisterClass(szAppName, NULL); } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::Create // // Synopsis: // Creates the manager // //------------------------------------------------------------------------------ HRESULT CRendererManager::Create(CRendererManager **ppManager) { HRESULT hr = S_OK; *ppManager = new CRendererManager(); IFCOOM(*ppManager); Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::EnsureRenderers // // Synopsis: // Makes sure the CRenderer objects exist // //------------------------------------------------------------------------------ HRESULT CRendererManager::EnsureRenderers() { HRESULT hr = S_OK; if (!m_rgRenderers) { IFC(EnsureHWND()); assert(m_cAdapters); m_rgRenderers = new CRenderer*[m_cAdapters]; IFCOOM(m_rgRenderers); ZeroMemory(m_rgRenderers, m_cAdapters * sizeof(m_rgRenderers[0])); for (UINT i = 0; i < m_cAdapters; ++i) { IFC(CTriangleRenderer::Create(m_pD3D, m_pD3DEx, m_hwnd, i, &m_rgRenderers[i])); } // Default to the default adapter m_pCurrentRenderer = m_rgRenderers[0]; } Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::EnsureHWND // // Synopsis: // Makes sure an HWND exists if we need it // //------------------------------------------------------------------------------ HRESULT CRendererManager::EnsureHWND() { HRESULT hr = S_OK; if (!m_hwnd) { WNDCLASS wndclass; wndclass.style = CS_HREDRAW | CS_VREDRAW; wndclass.lpfnWndProc = DefWindowProc; wndclass.cbClsExtra = 0; wndclass.cbWndExtra = 0; wndclass.hInstance = NULL; wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH); wndclass.lpszMenuName = NULL; wndclass.lpszClassName = szAppName; if (!RegisterClass(&wndclass)) { IFC(E_FAIL); } m_hwnd = CreateWindow(szAppName, TEXT("D3DImageSample"), WS_OVERLAPPEDWINDOW, 0, // Initial X 0, // Initial Y 0, // Width 0, // Height NULL, NULL, NULL, NULL); } Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::EnsureD3DObjects // // Synopsis: // Makes sure the D3D objects exist // //------------------------------------------------------------------------------ HRESULT CRendererManager::EnsureD3DObjects() { HRESULT hr = S_OK; HMODULE hD3D = NULL; if (!m_pD3D) { hD3D = LoadLibrary(TEXT("d3d9.dll")); DIRECT3DCREATE9EXFUNCTION pfnCreate9Ex = (DIRECT3DCREATE9EXFUNCTION)GetProcAddress(hD3D, "Direct3DCreate9Ex"); if (pfnCreate9Ex) { IFC((*pfnCreate9Ex)(D3D_SDK_VERSION, &m_pD3DEx)); IFC(m_pD3DEx->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void **>(&m_pD3D))); } else { m_pD3D = Direct3DCreate9(D3D_SDK_VERSION); if (!m_pD3D) { IFC(E_FAIL); } } m_cAdapters = m_pD3D->GetAdapterCount(); } Cleanup: if (hD3D) { FreeLibrary(hD3D); } return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::CleanupInvalidDevices // // Synopsis: // Checks to see if any devices are bad and if so, deletes all resources // // We could delete resources and wait for D3DERR_DEVICENOTRESET and reset // the devices, but if the device is lost because of an adapter order // change then our existing D3D objects would have stale adapter // information. We'll delete everything to be safe rather than sorry. // //------------------------------------------------------------------------------ void CRendererManager::CleanupInvalidDevices() { for (UINT i = 0; i < m_cAdapters; ++i) { if (FAILED(m_rgRenderers[i]->CheckDeviceState())) { DestroyResources(); break; } } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::GetBackBufferNoRef // // Synopsis: // Returns the surface of the current renderer without adding a reference // // This can return NULL if we're in a bad device state. // //------------------------------------------------------------------------------ HRESULT CRendererManager::GetBackBufferNoRef(IDirect3DSurface9 **ppSurface) { HRESULT hr = S_OK; // Make sure we at least return NULL *ppSurface = NULL; CleanupInvalidDevices(); IFC(EnsureD3DObjects()); // // Even if we never render to another adapter, this sample creates devices // and resources on each one. This is a potential waste of video memory, // but it guarantees that we won't have any problems (e.g. out of video // memory) when switching to render on another adapter. In your own code // you may choose to delay creation but you'll need to handle the issues // that come with it. // IFC(EnsureRenderers()); if (m_fSurfaceSettingsChanged) { if (FAILED(TestSurfaceSettings())) { IFC(E_FAIL); } for (UINT i = 0; i < m_cAdapters; ++i) { IFC(m_rgRenderers[i]->CreateSurface(m_uWidth, m_uHeight, m_fUseAlpha, m_uNumSamples)); } m_fSurfaceSettingsChanged = false; } if (m_pCurrentRenderer) { *ppSurface = m_pCurrentRenderer->GetSurfaceNoRef(); } Cleanup: // If we failed because of a bad device, ignore the failure for now and // we'll clean up and try again next time. if (hr == D3DERR_DEVICELOST) { hr = S_OK; } return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::TestSurfaceSettings // // Synopsis: // Checks to see if our current surface settings are allowed on all // adapters. // //------------------------------------------------------------------------------ HRESULT CRendererManager::TestSurfaceSettings() { HRESULT hr = S_OK; D3DFORMAT fmt = m_fUseAlpha ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8; // // We test all adapters because because we potentially use all adapters. // But even if this sample only rendered to the default adapter, you // should check all adapters because WPF may move your surface to // another adapter for you! // for (UINT i = 0; i < m_cAdapters; ++i) { // Can we get HW rendering? IFC(m_pD3D->CheckDeviceType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, fmt, TRUE )); // Is the format okay? IFC(m_pD3D->CheckDeviceFormat( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET | D3DUSAGE_DYNAMIC, // We'll use dynamic when on XP D3DRTYPE_SURFACE, fmt )); // D3DImage only allows multisampling on 9Ex devices. If we can't // multisample, overwrite the desired number of samples with 0. if (m_pD3DEx && m_uNumSamples > 1) { assert(m_uNumSamples <= 16); if (FAILED(m_pD3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, fmt, TRUE, static_cast<D3DMULTISAMPLE_TYPE>(m_uNumSamples), NULL ))) { m_uNumSamples = 0; } } else { m_uNumSamples = 0; } } Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::DestroyResources // // Synopsis: // Delete all D3D resources // //------------------------------------------------------------------------------ void CRendererManager::DestroyResources() { SAFE_RELEASE(m_pD3D); SAFE_RELEASE(m_pD3DEx); for (UINT i = 0; i < m_cAdapters; ++i) { delete m_rgRenderers[i]; } delete [] m_rgRenderers; m_rgRenderers = NULL; m_pCurrentRenderer = NULL; m_cAdapters = 0; m_fSurfaceSettingsChanged = true; } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::SetSize // // Synopsis: // Update the size of the surface. Next render will create a new surface. // //------------------------------------------------------------------------------ void CRendererManager::SetSize(UINT uWidth, UINT uHeight) { if (uWidth != m_uWidth || uHeight != m_uHeight) { m_uWidth = uWidth; m_uHeight = uHeight; m_fSurfaceSettingsChanged = true; } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::SetAlpha // // Synopsis: // Update the format of the surface. Next render will create a new surface. // //------------------------------------------------------------------------------ void CRendererManager::SetAlpha(bool fUseAlpha) { if (fUseAlpha != m_fUseAlpha) { m_fUseAlpha = fUseAlpha; m_fSurfaceSettingsChanged = true; } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::SetNumDesiredSamples // // Synopsis: // Update the MSAA settings of the surface. Next render will create a // new surface. // //------------------------------------------------------------------------------ void CRendererManager::SetNumDesiredSamples(UINT uNumSamples) { if (m_uNumSamples != uNumSamples) { m_uNumSamples = uNumSamples; m_fSurfaceSettingsChanged = true; } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::SetAdapter // // Synopsis: // Update the current renderer. Next render will use the new renderer. // //------------------------------------------------------------------------------ void CRendererManager::SetAdapter(POINT screenSpacePoint) { CleanupInvalidDevices(); // // After CleanupInvalidDevices, we may not have any D3D objects. Rather than // recreate them here, ignore the adapter update and wait for render to recreate. // if (m_pD3D && m_rgRenderers) { HMONITOR hMon = MonitorFromPoint(screenSpacePoint, MONITOR_DEFAULTTONULL); for (UINT i = 0; i < m_cAdapters; ++i) { if (hMon == m_pD3D->GetAdapterMonitor(i)) { m_pCurrentRenderer = m_rgRenderers[i]; break; } } } } //+----------------------------------------------------------------------------- // // Member: // CRendererManager::Render // // Synopsis: // Forward to the current renderer // //------------------------------------------------------------------------------ HRESULT CRendererManager::Render() { return m_pCurrentRenderer ? m_pCurrentRenderer->Render() : S_OK; }
Aprire TriangleRenderer.h nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
#pragma once class CTriangleRenderer : public CRenderer { public: static HRESULT Create(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter, CRenderer **ppRenderer); ~CTriangleRenderer(); HRESULT Render(); protected: HRESULT Init(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter); private: CTriangleRenderer(); IDirect3DVertexBuffer9 *m_pd3dVB; };
Aprire TriangleRenderer.cpp nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
//+----------------------------------------------------------------------------- // // CTriangleRenderer // // Subclass of CRenderer that renders a single, spinning triangle // //------------------------------------------------------------------------------ #include "StdAfx.h" struct CUSTOMVERTEX { FLOAT x, y, z; DWORD color; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE) //+----------------------------------------------------------------------------- // // Member: // CTriangleRenderer ctor // //------------------------------------------------------------------------------ CTriangleRenderer::CTriangleRenderer() : CRenderer(), m_pd3dVB(NULL) { } //+----------------------------------------------------------------------------- // // Member: // CTriangleRenderer dtor // //------------------------------------------------------------------------------ CTriangleRenderer::~CTriangleRenderer() { SAFE_RELEASE(m_pd3dVB); } //+----------------------------------------------------------------------------- // // Member: // CTriangleRenderer::Create // // Synopsis: // Creates the renderer // //------------------------------------------------------------------------------ HRESULT CTriangleRenderer::Create(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter, CRenderer **ppRenderer) { HRESULT hr = S_OK; CTriangleRenderer *pRenderer = new CTriangleRenderer(); IFCOOM(pRenderer); IFC(pRenderer->Init(pD3D, pD3DEx, hwnd, uAdapter)); *ppRenderer = pRenderer; pRenderer = NULL; Cleanup: delete pRenderer; return hr; } //+----------------------------------------------------------------------------- // // Member: // CTriangleRenderer::Init // // Synopsis: // Override of CRenderer::Init that calls base to create the device and // then creates the CTriangleRenderer-specific resources // //------------------------------------------------------------------------------ HRESULT CTriangleRenderer::Init(IDirect3D9 *pD3D, IDirect3D9Ex *pD3DEx, HWND hwnd, UINT uAdapter) { HRESULT hr = S_OK; D3DXMATRIXA16 matView, matProj; D3DXVECTOR3 vEyePt(0.0f, 0.0f,-5.0f); D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f); // Call base to create the device and render target IFC(CRenderer::Init(pD3D, pD3DEx, hwnd, uAdapter)); // Set up the VB CUSTOMVERTEX vertices[] = { { -1.0f, -1.0f, 0.0f, 0xffff0000, }, // x, y, z, color { 1.0f, -1.0f, 0.0f, 0xff00ff00, }, { 0.0f, 1.0f, 0.0f, 0xff00ffff, }, }; IFC(m_pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &m_pd3dVB, NULL)); void *pVertices; IFC(m_pd3dVB->Lock(0, sizeof(vertices), &pVertices, 0)); memcpy(pVertices, vertices, sizeof(vertices)); m_pd3dVB->Unlock(); // Set up the camera D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec); IFC(m_pd3dDevice->SetTransform(D3DTS_VIEW, &matView)); D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f); IFC(m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj)); // Set up the global state IFC(m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE)); IFC(m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE)); IFC(m_pd3dDevice->SetStreamSource(0, m_pd3dVB, 0, sizeof(CUSTOMVERTEX))); IFC(m_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX)); Cleanup: return hr; } //+----------------------------------------------------------------------------- // // Member: // CTriangleRenderer::Render // // Synopsis: // Renders the rotating triangle // //------------------------------------------------------------------------------ HRESULT CTriangleRenderer::Render() { HRESULT hr = S_OK; D3DXMATRIXA16 matWorld; IFC(m_pd3dDevice->BeginScene()); IFC(m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(128, 0, 0, 128), // NOTE: Premultiplied alpha! 1.0f, 0 )); // Set up the rotation UINT iTime = GetTickCount() % 1000; FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f; D3DXMatrixRotationY(&matWorld, fAngle); IFC(m_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld)); IFC(m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1)); IFC(m_pd3dDevice->EndScene()); Cleanup: return hr; }
Aprire stdafx.h nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
// stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #pragma once #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> #include <d3d9.h> #include <d3dx9.h> #include <assert.h> #include "RendererManager.h" #include "Renderer.h" #include "TriangleRenderer.h" #define IFC(x) { hr = (x); if (FAILED(hr)) goto Cleanup; } #define IFCOOM(x) { if ((x) == NULL) { hr = E_OUTOFMEMORY; IFC(hr); } } #define SAFE_RELEASE(x) { if (x) { x->Release(); x = NULL; } }
Aprire dllmain.cpp nell'editor di codice e sostituire il codice generato automaticamente con il codice seguente.
// dllmain.cpp : Defines the entry point for the DLL application. #include "stdafx.h" BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } static CRendererManager *pManager = NULL; static HRESULT EnsureRendererManager() { return pManager ? S_OK : CRendererManager::Create(&pManager); } extern "C" HRESULT WINAPI SetSize(UINT uWidth, UINT uHeight) { HRESULT hr = S_OK; IFC(EnsureRendererManager()); pManager->SetSize(uWidth, uHeight); Cleanup: return hr; } extern "C" HRESULT WINAPI SetAlpha(BOOL fUseAlpha) { HRESULT hr = S_OK; IFC(EnsureRendererManager()); pManager->SetAlpha(!!fUseAlpha); Cleanup: return hr; } extern "C" HRESULT WINAPI SetNumDesiredSamples(UINT uNumSamples) { HRESULT hr = S_OK; IFC(EnsureRendererManager()); pManager->SetNumDesiredSamples(uNumSamples); Cleanup: return hr; } extern "C" HRESULT WINAPI SetAdapter(POINT screenSpacePoint) { HRESULT hr = S_OK; IFC(EnsureRendererManager()); pManager->SetAdapter(screenSpacePoint); Cleanup: return hr; } extern "C" HRESULT WINAPI GetBackBufferNoRef(IDirect3DSurface9 **ppSurface) { HRESULT hr = S_OK; IFC(EnsureRendererManager()); IFC(pManager->GetBackBufferNoRef(ppSurface)); Cleanup: return hr; } extern "C" HRESULT WINAPI Render() { assert(pManager); return pManager->Render(); } extern "C" void WINAPI Destroy() { delete pManager; pManager = NULL; }
Aprire D3DContent.def nell'editor di codice.
Sostituire il codice generato automaticamente con il codice seguente.
LIBRARY "D3DContent" EXPORTS SetSize SetAlpha SetNumDesiredSamples SetAdapter GetBackBufferNoRef Render Destroy
Compilare il progetto.
Passaggi successivi
- Ospitare il contenuto Direct3D9 in un'applicazione WPF. Per altre informazioni, vedere Procedura dettagliata: Hosting di contenuto Direct3D9 in WPF.
Vedi anche
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