好吧,所以我運行的是Visual Basic 2010 Express,我試圖在Direct X SDK中運行Tutorial#2;然而,由於某種原因,該程序不會編譯,儘管在我正在閱讀的教程中,它表示我只需要Direct X SDK和Visual Basic 2010 Express。我打開Tutorial02_2010.sln,並試圖編譯它。這裏的主文件的代碼:錯誤錯誤LNK1104:無法打開文件'winmm.lib'
//--------------------------------------------------------------------------------------
// File: Tutorial02.cpp
//
// This application displays a triangle using Direct3D 10
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d10.h>
#include <d3dx10.h>
#include "resource.h"
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
D3DXVECTOR3 Pos;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
D3D10_DRIVER_TYPE g_driverType = D3D10_DRIVER_TYPE_NULL;
ID3D10Device* g_pd3dDevice = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
ID3D10RenderTargetView* g_pRenderTargetView = NULL;
ID3D10Effect* g_pEffect = NULL;
ID3D10EffectTechnique* g_pTechnique = NULL;
ID3D10InputLayout* g_pVertexLayout = NULL;
ID3D10Buffer* g_pVertexBuffer = NULL;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
if(FAILED(InitWindow(hInstance, nCmdShow)))
return 0;
if(FAILED(InitDevice()))
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
CleanupDevice();
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_TUTORIAL1);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_TUTORIAL1);
if(!RegisterClassEx(&wcex))
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 640, 480 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"TutorialWindowClass", L"Direct3D 10 Tutorial 2: Rendering a Triangle",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
NULL);
if(!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
D3D10_DRIVER_TYPE driverTypes[] =
{
D3D10_DRIVER_TYPE_HARDWARE,
D3D10_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = sizeof(driverTypes)/sizeof(driverTypes[0]);
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for(UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D10CreateDeviceAndSwapChain(NULL, g_driverType, NULL, createDeviceFlags,
D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
if(SUCCEEDED(hr))
break;
}
if(FAILED(hr))
return hr;
// Create a render target view
ID3D10Texture2D* pBuffer;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBuffer);
if(FAILED(hr))
return hr;
hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pRenderTargetView);
pBuffer->Release();
if(FAILED(hr))
return hr;
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
// Setup the viewport
D3D10_VIEWPORT vp;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDevice->RSSetViewports(1, &vp);
// Create the effect
DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined(DEBUG) || defined(_DEBUG)
// Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
hr = D3DX10CreateEffectFromFile(L"Tutorial02.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0,
g_pd3dDevice, NULL, NULL, &g_pEffect, NULL, NULL);
if(FAILED(hr))
{
MessageBox(NULL,
L"The FX file cannot be located. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Obtain the technique
g_pTechnique = g_pEffect->GetTechniqueByName("Render");
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof(layout)/sizeof(layout[0]);
// Create the input layout
D3D10_PASS_DESC PassDesc;
g_pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &g_pVertexLayout);
if(FAILED(hr))
return hr;
// Set the input layout
g_pd3dDevice->IASetInputLayout(g_pVertexLayout);
// Create vertex buffer
SimpleVertex vertices[] =
{
D3DXVECTOR3(0.0f, 0.5f, 0.5f),
D3DXVECTOR3(0.5f, -0.5f, 0.5f),
D3DXVECTOR3(-0.5f, -0.5f, 0.5f),
};
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * 3;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if(FAILED(hr))
return hr;
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Set primitive topology
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if(g_pd3dDevice) g_pd3dDevice->ClearState();
if(g_pVertexBuffer) g_pVertexBuffer->Release();
if(g_pVertexLayout) g_pVertexLayout->Release();
if(g_pEffect) g_pEffect->Release();
if(g_pRenderTargetView) g_pRenderTargetView->Release();
if(g_pSwapChain) g_pSwapChain->Release();
if(g_pd3dDevice) g_pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch(message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Clear the back buffer
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
// Render a triangle
D3D10_TECHNIQUE_DESC techDesc;
g_pTechnique->GetDesc(&techDesc);
for(UINT p = 0; p < techDesc.Passes; ++p)
{
g_pTechnique->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(3, 0);
}
// Present the information rendered to the back buffer to the front buffer (the screen)
g_pSwapChain->Present(0, 0);
}
我是否需要安裝任何軟件,就像一個圖書館或東西,我只需要按照我不得不採取了直接X LIB文件相同的步驟?
http://www.rastertek.com/dx11tut01.html
windows sdk ....你需要windows sdk才能編譯windows程序。確保安裝完Windows sdk之後,您將項目include和lib路徑指向也指向Windows sdk安裝目錄。 – johnathon
我只需要安裝它嗎?或者我還必須「鏈接」它? –
安裝它。你在什麼版本的窗戶上?看到我以前的評論。你必須告訴項目你在哪裏可以找到windows SDK。您正在閱讀的教程假定使用visual studio 2010 professional或更高版本。 Windows 7的windows sdk附帶專業版,您必須自行安裝和設置。它是一個免費的開發環境,可視化工作室編輯器和編譯器的所有漂亮功能,減去sdk。 – johnathon