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연습: WPF에서 호스팅할 Direct3D9 콘텐츠 만들기

이 연습에서는 WPF(Windows Presentation Foundation) 응용 프로그램에서 호스팅하기에 적합한 Direct3D9 콘텐츠를 만드는 방법을 보여 줍니다. WPF 응용 프로그램에서 Direct3D9 콘텐츠를 호스팅하는 방법에 대한 자세한 내용은 WPF 및 Direct3D9 상호 운용성를 참조하십시오.

이 연습에서는 다음 작업을 수행합니다.

  • Direct3D9 프로젝트를 만듭니다.

  • WPF 응용 프로그램에서 호스팅할 수 있도록 Direct3D9 프로젝트를 구성합니다.

작업을 마치면 WPF 응용 프로그램에서 사용할 수 있는 Direct3D9 콘텐츠가 포함된 DLL이 만들어집니다.

사전 요구 사항

이 연습을 완료하려면 다음 구성 요소가 필요합니다.

  • Visual Studio 2010.

  • DirectX SDK 9 이상

Direct3D9 프로젝트 만들기

첫 번째 단계는 Direct3D9 프로젝트를 만들고 구성하는 것입니다.

Direct3D9 프로젝트를 만들려면

  1. C++에서 D3DContent라는 이름의 Win32 프로젝트를 새로 만듭니다.

    Win32 응용 프로그램 마법사가 열리고 시작 화면이 표시됩니다.

  2. 다음을 클릭합니다.

    응용 프로그램 설정 화면이 나타납니다.

  3. 응용 프로그램 종류 섹션에서 DLL 옵션을 선택합니다.

  4. 마침을 클릭합니다.

    D3DContent 프로젝트가 생성됩니다.

  5. 솔루션 탐색기에서 D3DContent 프로젝트를 마우스 오른쪽 단추로 클릭하고 속성을 선택합니다.

    D3DContent 속성 페이지 대화 상자가 열립니다.

  6. C/C++ 노드를 선택합니다.

  7. 추가 포함 디렉터리 필드에 DirectX 포함 폴더의 위치를 지정합니다. 이 폴더의 기본 위치는 %ProgramFiles%\Microsoft DirectX SDK (version)\Include입니다.

  8. 링커 노드를 두 번 클릭하여 확장합니다.

  9. 추가 라이브러리 디렉터리 필드에 DirectX 라이브러리 폴더의 위치를 지정합니다. 이 폴더의 기본 위치는 %ProgramFiles%\Microsoft DirectX SDK (version)\Lib\x86입니다.

  10. 입력 노드를 선택합니다.

  11. 추가 종속성 필드에 d3d9.lib 및 d3dx9.lib 파일을 추가합니다.

  12. 솔루션 탐색기에서 프로젝트에 D3DContent.def라는 이름의 모듈 정의 파일(.def)을 새로 추가합니다.

Direct3D9 콘텐츠 만들기

최상의 성능을 얻으려면 Direct3D9 콘텐츠에서 특정 설정을 사용해야 합니다. 다음 코드에서는 최상의 성능 특성을 가진 Direct3D9 화면을 만드는 방법을 보여 줍니다. 자세한 내용은 Direct3D9 및 WPF 상호 운용성을 위한 성능 고려 사항을 참조하십시오.

Direct3D9 콘텐츠를 만들려면

  1. 솔루션 탐색기를 사용하여 다음과 같은 이름을 가진 C++ 클래스 세 개를 프로젝트에 추가합니다.

    CRenderer(가상 소멸자 포함)

    CRendererManager

    CTriangleRenderer

  2. 코드 편집기에서 Renderer.h를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    
    #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;
    
    };
    
  3. 코드 편집기에서 Renderer.cpp를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    //+-----------------------------------------------------------------------------
    //
    //  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;
    }
    
  4. 코드 편집기에서 RendererManager.h를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    
    #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;
    };
    
  5. 코드 편집기에서 RendererManager.cpp를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    
    //+-----------------------------------------------------------------------------
    //
    //  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;
    }
    
  6. 코드 편집기에서 TriangleRenderer.h를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    #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;
    };
    
  7. 코드 편집기에서 TriangleRenderer.cpp를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    
    //+-----------------------------------------------------------------------------
    //
    //  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;
    }
    
  8. 코드 편집기에서 stdafx.h를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    // 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; } }
    
    
  9. 코드 편집기에서 dllmain.cpp를 열고 자동 생성된 코드를 다음 코드로 바꿉니다.

    // 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;
    }
    
  10. 코드 편집기에서 D3DContent.def를 엽니다.

  11. 자동으로 생성된 코드를 다음 코드로 바꿉니다.

    LIBRARY "D3DContent"
    
    EXPORTS
    
    SetSize
    SetAlpha
    SetNumDesiredSamples
    SetAdapter
    
    GetBackBufferNoRef
    Render
    Destroy
    
  12. 프로젝트를 빌드합니다.

다음 단계

참고 항목

작업

연습: WPF에서 Direct3D9 콘텐츠 호스팅

참조

D3DImage

개념

Direct3D9 및 WPF 상호 운용성을 위한 성능 고려 사항