Wskazówki: Tworzenie zawartości Direct3D9 dla hostingu w WPF
W tym przewodniku pokazano, jak utworzyć zawartość Direct3D9 odpowiednią do hostowania w aplikacji Windows Presentation Foundation (WPF). Aby uzyskać więcej informacji na temat hostowania zawartości Direct3D9 w aplikacjach WPF, zobacz Interoperation WPF i Direct3D9.
W tym przewodniku wykonasz następujące zadania:
Utwórz projekt Direct3D9.
Skonfiguruj projekt Direct3D9 do hostowania w aplikacji WPF.
Po zakończeniu będziesz mieć bibliotekę DLL zawierającą zawartość Direct3D9 do użycia w aplikacji WPF.
Wymagania wstępne
Następujące składniki są wymagane do przeprowadzenia tego instruktażu:
Visual Studio 2010.
Zestaw DirectX SDK 9 lub nowszy.
Tworzenie projektu Direct3D9
Pierwszym krokiem jest utworzenie i skonfigurowanie projektu Direct3D9.
Aby utworzyć projekt Direct3D9
Utwórz nowy projekt Win32 w języku C++ o nazwie
D3DContent
.Zostanie otwarty Kreator aplikacji Win32 i zostanie wyświetlony ekran powitalny.
Kliknij przycisk Dalej.
Zostanie wyświetlony ekran Aplikacja Ustawienia.
W sekcji Typ aplikacji wybierzopcję DLL.
Kliknij przycisk Finish (Zakończ).
Zostanie wygenerowany projekt D3DContent.
W Eksplorator rozwiązań kliknij prawym przyciskiem myszy projekt D3DContent i wybierz polecenie Właściwości.
Zostanie otwarte okno dialogowe Strony właściwości D3DContent.
Wybierz węzeł C/C++.
W polu Dodatkowe katalogi dołączania określ lokalizację folderu dołączania DirectX. Domyślną lokalizacją tego folderu jest %ProgramFiles%\Microsoft DirectX SDK (wersja)\Include.
Kliknij dwukrotnie węzeł Konsolidator, aby go rozwinąć.
W polu Dodatkowe katalogi bibliotek określ lokalizację folderu bibliotek DirectX. Domyślną lokalizacją tego folderu jest %ProgramFiles%\Microsoft DirectX SDK (wersja)\Lib\x86.
Wybierz węzeł Wejściowy.
W polu Dodatkowe zależności dodaj
d3d9.lib
pliki id3dx9.lib
.W Eksplorator rozwiązań dodaj do projektu nowy plik definicji modułu (.def).
D3DContent.def
Tworzenie zawartości Direct3D9
Aby uzyskać najlepszą wydajność, zawartość Direct3D9 musi używać określonych ustawień. Poniższy kod pokazuje, jak utworzyć powierzchnię Direct3D9 o najlepszej wydajności. Aby uzyskać więcej informacji, zobacz Zagadnienia dotyczące wydajności dotyczące współdziałania Direct3D9 i WPF.
Aby utworzyć zawartość Direct3D9
Używając Eksplorator rozwiązań, dodaj trzy klasy języka C++ do projektu o nazwie poniżej.
CRenderer
(z destruktorem wirtualnym)CRendererManager
CTriangleRenderer
Otwórz plik Renderer.h w Edytorze kodu i zastąp automatycznie wygenerowany kod następującym kodem.
#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; };
Otwórz plik Renderer.cpp w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
//+----------------------------------------------------------------------------- // // 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; }
Otwórz plik RendererManager.h w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
#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; };
Otwórz plik RendererManager.cpp w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
//+----------------------------------------------------------------------------- // // 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; }
Otwórz plik TriangleRenderer.h w edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
#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; };
Otwórz plik TriangleRenderer.cpp w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
//+----------------------------------------------------------------------------- // // 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; }
Otwórz plik stdafx.h w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
// 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; } }
Otwórz plik dllmain.cpp w Edytorze kodu i zastąp automatycznie wygenerowany kod poniższym kodem.
// 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; }
Otwórz plik D3DContent.def w edytorze kodu.
Zastąp automatycznie wygenerowany kod następującym kodem.
LIBRARY "D3DContent" EXPORTS SetSize SetAlpha SetNumDesiredSamples SetAdapter GetBackBufferNoRef Render Destroy
Skompiluj projekt.
Następne kroki
- Hostowanie zawartości Direct3D9 w aplikacji WPF. Aby uzyskać więcej informacji, zobacz Przewodnik: hostowanie zawartości Direct3D9 w WPF.
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