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Пошаговое руководство. Создание содержимого Direct3D9 для размещения в WPF

В этом пошаговом руководстве показано, как создать содержимое Direct3D9, которое можно разместить в приложении Windows Presentation Foundation (WPF). Дополнительные сведения о размещении содержимого Direct3D9 в приложениях WPF см. в разделе Взаимодействие WPF и Direct3D9.

В данном пошаговом руководстве выполняются следующие задачи.

  • Создание проекта Direct3D9.

  • Настройка проекта Direct3D9 для размещения в приложении WPF.

В итоге будет получен файл DLL с содержимым Direct3D9 для использования в приложении WPF.

Обязательные компоненты

Ниже приведены компоненты, необходимые для выполнения данного пошагового руководства.

  • Visual Studio 2010.

  • DirectX SDK 9 или более поздняя версия.

Создание проекта Direct3D9

Сначала создайте и настройте проект Direct3D9.

Создание проекта Direct3D9

  1. Создайте новый проект Win32 в C++ с именем D3DContent.

    Откроется мастер приложений Win32 и окно приветствия.

  2. Нажмите кнопку Далее.

    Откроется окно "Параметры приложения".

  3. В разделе Тип приложения: выберите параметр DLL.

  4. Нажмите кнопку Готово.

    Будет создан проект D3DContent.

  5. В обозревателе решений щелкните правой кнопкой проект D3DContent и выберите Свойства.

    Откроется диалоговое окно Страницы свойств D3DContent.

  6. Выберите узел C/C++.

  7. В поле Дополнительные каталоги включения укажите местоположение папки с DirectX. Папка по умолчанию %ProgramFiles%\Microsoft DirectX SDK (версия)\Include.

  8. Дважды щелкните узел Linker и разверните его.

  9. В поле Дополнительные каталоги библиотек укажите местоположение папки с библиотеками DirectX. Папка по умолчанию %ProgramFiles%\Microsoft DirectX SDK (версия)\Lib\x86.

  10. Выберите узел Input.

  11. В поле Дополнительные зависимости добавьте файлы d3d9.lib и d3dx9.lib.

  12. В обозревателе решений добавьте в проект новый файл определения модуля (DEF) с именем D3DContent.def.

Создание содержимого Direct3D9

Чтобы добиться лучшей производительности, содержимое Direct3D9 должно использовать определенные параметры. В следующем коде показано, как создать поверхность Direct3D9, имеющую лучшие характеристики производительности. Дополнительные сведения см. в разделе Вопросы производительности, связанные с взаимодействием Direct3D9 и WPF.

Создание содержимого Direct3D9

  1. С помощью обозревателя решений добавьте в проект три класса C++ со следующими именами.

    CRenderer (с виртуальным деструктором)

    CRendererManager

    CTriangleRenderer

  2. В редакторе кода откройте Renderer.h и замените автоматически созданный код следующим кодом.

    
    #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. В редакторе кода откройте Renderer.cpp и замените автоматически созданный код следующим кодом.

    //+-----------------------------------------------------------------------------
    //
    //  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. В редакторе кода откройте RendererManager.h и замените автоматически созданный код следующим кодом.

    
    #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. В редакторе кода откройте RendererManager.cpp и замените автоматически созданный код следующим кодом.

    
    //+-----------------------------------------------------------------------------
    //
    //  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. В редакторе кода откройте TriangleRenderer.h и замените автоматически созданный код следующим кодом.

    #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. В редакторе кода откройте TriangleRenderer.cpp и замените автоматически созданный код следующим кодом.

    
    //+-----------------------------------------------------------------------------
    //
    //  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. В редакторе кода откройте stdafx.h и замените автоматически созданный код следующим кодом.

    // 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. В редакторе кода откройте dllmain.cpp и замените автоматически созданный код следующим кодом.

    // 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. В редакторе кода откройте D3DContent.def.

  11. Замените автоматически создаваемый код на следующий код.

    LIBRARY "D3DContent"
    
    EXPORTS
    
    SetSize
    SetAlpha
    SetNumDesiredSamples
    SetAdapter
    
    GetBackBufferNoRef
    Render
    Destroy
    
  12. Выполните построение проекта.

Следующие действия

См. также

Задачи

Пошаговое руководство. Размещение содержимого Direct3D9 в WPF

Ссылки

D3DImage

Основные понятия

Вопросы производительности, связанные с взаимодействием Direct3D9 и WPF