Not
Åtkomst till den här sidan kräver auktorisering. Du kan prova att logga in eller ändra kataloger.
Åtkomst till den här sidan kräver auktorisering. Du kan prova att ändra kataloger.
Den här genomgången visar hur du skapar Direct3D9-innehåll som är lämpligt för värdtjänster i ett WPF-program (Windows Presentation Foundation). Mer information om att hantera Direct3D9-innehåll i WPF-applikationer finns i WPF och Direct3D9 Interoperation.
I den här genomgången utför du följande uppgifter:
Skapa ett Direct3D9-projekt.
Konfigurera Direct3D9-projektet för värd i ett WPF-program.
När du är klar har du en DLL som innehåller Direct3D9-innehåll för användning i ett WPF-program.
Förutsättningar
Du behöver följande komponenter för att slutföra den här genomgången:
Visual Studio 2010.
DirectX SDK 9 eller senare.
Skapa Direct3D9-projektet
Det första steget är att skapa och konfigurera Direct3D9-projektet.
Skapa Direct3D9-projektet
Skapa ett nytt Win32-projekt i C++ med namnet
D3DContent.Win32-applikationsguiden öppnas och visar välkomstsidan.
Klicka på Nästa.
Skärmen Programinställningar visas.
I avsnittet Programtyp: väljer du alternativet DLL.
Klicka på Finish.
D3DContent-projektet genereras.
Högerklicka på projektet D3DContent i Solution Explorer och välj Egenskaper.
Dialogrutan D3DContent Property Pages öppnas.
Välj noden C/C++.
I fältet Ytterligare inkludera kataloger anger du platsen för directx-inkluderingsmappen. Standardplatsen för den här mappen är %ProgramFiles%\Microsoft DirectX SDK (version)\Include.
Dubbelklicka på noden Linker för att expandera den.
I fältet Ytterligare bibliotekskataloger anger du platsen för mappen DirectX-bibliotek. Standardplatsen för den här mappen är %ProgramFiles%\Microsoft DirectX SDK (version)\Lib\x86.
Välj noden Indata.
I fältet Ytterligare beroenden lägger du till filerna
d3d9.libochd3dx9.lib.I Solution Explorer lägger du till en ny moduldefinitionsfil (.def) med namnet
D3DContent.defi projektet.
Skapa Direct3D9-innehållet
För att få bästa prestanda måste ditt Direct3D9-innehåll använda särskilda inställningar. Följande kod visar hur du skapar en Direct3D9-yta som har de bästa prestandaegenskaperna. Mer information finns i prestandaöverväganden för Direct3D9 och WPF Interoperability.
Så här skapar du Direct3D9-innehållet
Använd Solution Explorer och lägg till tre C++-klasser i projektet med namnet följande.
CRenderer(med virtuell destructor)CRendererManagerCTriangleRendererÖppna Renderer.h i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
#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; };Öppna Renderer.cpp i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
//+----------------------------------------------------------------------------- // // 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; }Öppna RendererManager.h i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
#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; };Öppna RendererManager.cpp i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
//+----------------------------------------------------------------------------- // // 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; }Öppna TriangleRenderer.h i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
#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; };Öppna TriangleRenderer.cpp i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
//+----------------------------------------------------------------------------- // // 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; }Öppna stdafx.h i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
// 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; } }Öppna dllmain.cpp i kodredigeraren och ersätt den automatiskt genererade koden med följande kod.
// 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; }Öppna D3DContent.def i kodredigeraren.
Ersätt den automatiskt genererade koden med följande kod.
LIBRARY "D3DContent" EXPORTS SetSize SetAlpha SetNumDesiredSamples SetAdapter GetBackBufferNoRef Render DestroySkapa projektet.
Nästa steg
- Värd Direct3D9-innehållet i en WPF-applikation. För mer information, se Genomgång: Som värd för Direct3D9-innehåll i WPF.
Se även
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