C + + DirectX. Negarse a compilar
Hola, he estado siguiendo una directX buen tutorial por un tiempo. He sido capaz de conseguir que todo funcione hasta el punto que utiliza los archivos de cabecera windowsx.h y d3dx9.h.
(Yo estoy usando Dev-C + +)
Extrañamente, parece que hay errores en los archivos de cabecera:
(hay cientos de errores similares)
Aquí está mi código (aunque estoy seguro de que está bien):
¿Es este un problema conocido cuando DX de programación con dev c + +? Me las arreglé para configurarlo bien originalmente.
(Yo estoy usando Dev-C + +)
Extrañamente, parece que hay errores en los archivos de cabecera:
Quote:
"5 C: \ Dev-Cpp \ include \ dx \ d3dx9.h: 46, de main.cpp En el fichero incluído de C: / Dev-Cpp/include/dx/d3dx9.h: 46, de la principal. cpp "
"46" C: \ Dev-Cpp \ include \ dx \ d3d9.h: 290, de C: \ Dev-Cpp \ include \ dx \ d3dx9.h En el fichero incluído de C: / Dev-Cpp/include/dx/d3d9 . h: 290, de C: / Dev-Cpp/include/dx/d3dx9.h "
"51" C: \ Dev-Cpp \ include \ dx \ d3d9types. h redefinición de `struct _D3DVECTOR"
"46" C: \ Dev-Cpp \ include \ dx \ d3d9.h: 290, de C: \ Dev-Cpp \ include \ dx \ d3dx9.h En el fichero incluído de C: / Dev-Cpp/include/dx/d3d9 . h: 290, de C: / Dev-Cpp/include/dx/d3dx9.h "
"51" C: \ Dev-Cpp \ include \ dx \ d3d9types. h redefinición de `struct _D3DVECTOR"
(hay cientos de errores similares)
Aquí está mi código (aunque estoy seguro de que está bien):
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L" WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L" WindowClass", L" Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// SET UP THE PIPELINE
D3DXMATRIX matRotateY; // a matrix to store the rotation information
static float index = 0.0f; index+=0.05f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixRotationY(&matRotateY, index);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 10.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L" WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L" WindowClass", L" Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// SET UP THE PIPELINE
D3DXMATRIX matRotateY; // a matrix to store the rotation information
static float index = 0.0f; index+=0.05f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixRotationY(&matRotateY, index);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 10.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}
- // include the basic windows header files and the Direct3D header file
- #include <windows.h>
- #include <windowsx.h>
- #include <d3d9.h>
- #include <d3dx9.h>
- // define the screen resolution
- #define SCREEN_WIDTH 800
- #define SCREEN_HEIGHT 600
- // include the Direct3D Library files
- #pragma comment (lib, "d3d9.lib")
- #pragma comment (lib, "d3dx9.lib")
- // global declarations
- LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
- LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
- LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
- // function prototypes
- void initD3D(HWND hWnd); // sets up and initializes Direct3D
- void render_frame(void); // renders a single frame
- void cleanD3D(void); // closes Direct3D and releases memory
- void init_graphics(void); // 3D declarations
- struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
- #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
- // the WindowProc function prototype
- LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
- // the entry point for any Windows program
- int WINAPI WinMain(HINSTANCE hInstance,
- HINSTANCE hPrevInstance,
- LPSTR lpCmdLine,
- int nCmdShow)
- {
- HWND hWnd;
- WNDCLASSEX wc;
- ZeroMemory(&wc, sizeof(WNDCLASSEX));
- wc.cbSize = sizeof(WNDCLASSEX);
- wc.style = CS_HREDRAW | CS_VREDRAW;
- wc.lpfnWndProc = WindowProc;
- wc.hInstance = hInstance;
- wc.hCursor = LoadCursor(NULL, IDC_ARROW);
- wc.lpszClassName = L" WindowClass";
- RegisterClassEx(&wc);
- hWnd = CreateWindowEx(NULL, L" WindowClass", L" Our Direct3D Program",
- WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
- NULL, NULL, hInstance, NULL);
- ShowWindow(hWnd, nCmdShow);
- // set up and initialize Direct3D
- initD3D(hWnd);
- // enter the main loop:
- MSG msg;
- while(TRUE)
- {
- while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- if(msg.message == WM_QUIT)
- break;
- render_frame();
- }
- // clean up DirectX and COM
- cleanD3D();
- return msg.wParam;
- }
- // this is the main message handler for the program
- LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
- {
- switch(message)
- {
- case WM_DESTROY:
- {
- PostQuitMessage(0);
- return 0;
- } break;
- }
- return DefWindowProc (hWnd, message, wParam, lParam);
- }
- // this function initializes and prepares Direct3D for use
- void initD3D(HWND hWnd)
- {
- d3d = Direct3DCreate9(D3D_SDK_VERSION);
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory(&d3dpp, sizeof(d3dpp));
- d3dpp.Windowed = TRUE;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.hDeviceWindow = hWnd;
- d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
- d3dpp.BackBufferWidth = SCREEN_WIDTH;
- d3dpp.BackBufferHeight = SCREEN_HEIGHT;
- // create a device class using this information and the info from the d3dpp stuct
- d3d->CreateDevice(D3DADAPTER_DEFAULT,
- D3DDEVTYPE_HAL,
- hWnd,
- D3DCREATE_SOFTWARE_VERTEXPROCESSING,
- &d3dpp,
- &d3ddev);
- init_graphics(); // call the function to initialize the triangle
- d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
- }
- // this is the function used to render a single frame
- void render_frame(void)
- {
- d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
- d3ddev->BeginScene();
- // select which vertex format we are using
- d3ddev->SetFVF(CUSTOMFVF);
- // SET UP THE PIPELINE
- D3DXMATRIX matRotateY; // a matrix to store the rotation information
- static float index = 0.0f; index+=0.05f; // an ever-increasing float value
- // build a matrix to rotate the model based on the increasing float value
- D3DXMatrixRotationY(&matRotateY, index);
- // tell Direct3D about our matrix
- d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
- D3DXMATRIX matView; // the view transform matrix
- D3DXMatrixLookAtLH(&matView,
- &D3DXVECTOR3 (0.0f, 0.0f, 10.0f), // the camera position
- &D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
- &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
- d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
- D3DXMATRIX matProjection; // the projection transform matrix
- D3DXMatrixPerspectiveFovLH(&matProjection,
- D3DXToRadian(45), // the horizontal field of view
- (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
- 1.0f, // the near view-plane
- 100.0f); // the far view-plane
- d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
- // select the vertex buffer to display
- d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
- // copy the vertex buffer to the back buffer
- d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
- d3ddev->EndScene();
- d3ddev->Present(NULL, NULL, NULL, NULL);
- }
- // this is the function that cleans up Direct3D and COM
- void cleanD3D(void)
- {
- v_buffer->Release(); // close and release the vertex buffer
- d3ddev->Release(); // close and release the 3D device
- d3d->Release(); // close and release Direct3D
- }
- // this is the function that puts the 3D models into video RAM
- void init_graphics(void)
- {
- // create the vertices using the CUSTOMVERTEX struct
- CUSTOMVERTEX vertices[] =
- {
- { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
- { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
- { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
- };
- // create a vertex buffer interface called v_buffer
- d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
- 0,
- CUSTOMFVF,
- D3DPOOL_MANAGED,
- &v_buffer,
- NULL);
- VOID* pVoid; // a void pointer
- // lock v_buffer and load the vertices into it
- v_buffer->Lock(0, 0, (void**)&pVoid, 0);
- memcpy(pVoid, vertices, sizeof(vertices));
- v_buffer->Unlock();
- }
¿Es este un problema conocido cuando DX de programación con dev c + +? Me las arreglé para configurarlo bien originalmente.
- Anonymous
- Bot


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Noviembre 5th, 2009, 9:12 am
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