Tutorial: Crear contenido Direct3D9 para hospedarlo en WPF

Actualización: Julio de 2008

En este tutorial se muestra cómo crear contenido de Direct3D9 apropiado para su hospedaje en una aplicación de Windows Presentation Foundation (WPF).

En este tutorial realizará las tareas siguientes:

  • Crear un proyecto de Direct3D9.

  • Configurar el proyecto de Direct3D9 para su hospedaje en una aplicación de WPF.

Cuando haya terminado, tendrá una DLL que incluirá el contenido de Direct3D9 para su uso en una aplicación de WPF.

Nota

Los cuadros de diálogo y comandos de menú que verá pueden variar con respecto a los descritos en la Ayuda en función de su edición o configuración activa. Para cambiar su configuración, elija Importar y exportar configuraciones en el menú Herramientas. Para obtener más información, vea Valores de configuración de Visual Studio.

Requisitos previos

Necesita los componentes siguientes para completar este tutorial:

  • Visual Studio 2008 SP1.

  • DirectX SDK 9 o posterior.

Crear el proyecto de Direct3D9

El primer paso consiste en crear y configurar el proyecto de Direct3D9.

Para crear el proyecto de Direct3D9

  1. Cree un nuevo proyecto de Win32 en C++ denominado D3DContent.

    Se abre el Asistente para aplicaciones Win32 y muestra la pantalla de bienvenida.

  2. Haga clic en Siguiente.

    Aparece la pantalla Configuración de la aplicación.

  3. En la sección Tipo de aplicación:, seleccione la opción DLL.

  4. Haga clic en Finalizar.

    Se genera el proyecto de D3DContent.

  5. En el Explorador de soluciones, haga clic con el botón secundario en el proyecto D3DContent y seleccione Propiedades.

    Se abre el cuadro de diálogo Páginas de propiedades de D3DContent.

  6. Seleccione el nodo C/C++.

  7. En el campo Directorios de inclusión adicionales, especifique la ubicación de la carpeta de inclusión de DirectX. La ubicación predeterminada de esta carpeta es %Archivos de programa%\Microsoft DirectX SDK (versión)\Include.

  8. Haga doble clic en el nodo Vinculador para expandirlo.

  9. En el campo Directorios de bibliotecas adicionales, especifique la ubicación de la carpeta de bibliotecas de DirectX. La ubicación predeterminada de esta carpeta es %Archivos de programa%\Microsoft DirectX SDK (versión)\Lib\x86.

  10. Seleccione el nodo Entrada.

  11. En el campo Dependencias adicionales, agregue los archivos d3d9.lib y d3dx9.lib.

  12. En el Explorador de soluciones, agregue al proyecto un nuevo archivo de definición de módulo (.def) denominado D3DContent.def.

Crear el contenido de Direct3D9

Para obtener el máximo rendimiento, el contenido de Direct3D9 debe utilizar valores determinados. En el código siguiente se muestra cómo crear una superficie de Direct3D9 que presenta características de máximo rendimiento. Para obtener más información, vea Consideraciones de rendimiento para la interoperabilidad entre Direct3D9 y WPF.

Para crear contenido de Direct3D9

  1. Con el Explorador de soluciones, agregue tres clases de C++ al proyecto con los nombres siguientes.

    CRenderer (con destructor virtual)

  2. En el editor de código, abra Renderer.h y reemplace el código generado automáticamente por el código siguiente.

    #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. En el editor de código, abra Renderer.cpp y reemplace el código generado automáticamente por el código siguiente.

    //+-----------------------------------------------------------------------------
    //
    //  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. En el editor de código, abra RendererManager.h y reemplace el código generado automáticamente por el código siguiente.

    #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. En el editor de código, abra RendererManager.cpp y reemplace el código generado automáticamente por el código siguiente.

    //+-----------------------------------------------------------------------------
    //
    //  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. En el editor de código, abra TriangleRenderer.h y reemplace el código generado automáticamente por el código siguiente.

    #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. En el editor de código, abra TriangleRenderer.cpp y reemplace el código generado automáticamente por el código siguiente.

    //+-----------------------------------------------------------------------------
    //
    //  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. En el editor de código, abra stdafx.h y reemplace el código generado automáticamente por el código siguiente.

    // 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. En el editor de código, abra dllmain.cpp y reemplace el código generado automáticamente por el código siguiente.

    // 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. Abra D3DContent.def en el editor de código.

  11. Reemplace el código generado automáticamente por el código siguiente.

    LIBRARY "D3DContent"
    
    EXPORTS
    
    SetSize
    SetAlpha
    SetNumDesiredSamples
    SetAdapter
    
    GetBackBufferNoRef
    Render
    Destroy
    
  12. Genere el proyecto.

Pasos siguientes

Vea también

Tareas

Tutorial: Hospedar contenido Direct3D9 en WPF

Conceptos

Consideraciones de rendimiento para la interoperabilidad entre Direct3D9 y WPF

Referencia

D3DImage

Historial de cambios

Fecha

Historial

Motivo

Julio de 2008

Se ha agregado un tema nuevo.

Cambio de características de SP1.