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// include the basic windows header files and the Direct3D header file #include <windows.h> #include <windowsx.h> #include <d3d9.h> // include the Direct3D Library file #pragma comment (lib, "d3d9.lib") // global declarations LPDIRECT3D9 d3d; // the pointer to our Direct3D interface LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class // 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 // 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 = (WNDPROC)WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our First Direct3D Program", WS_OVERLAPPEDWINDOW, 300, 300, 640, 480, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); // set up and initialize Direct3D initD3D(hWnd); // enter the main loop: MSG msg; while(TRUE) { DWORD starting_point = GetTickCount(); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } render_frame(); while ((GetTickCount() - starting_point) < 25); } // 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); // create the Direct3D interface D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use d3dpp.Windowed = TRUE; // program windowed, not fullscreen d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D // 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); return; } // this is the function used to render a single frame void render_frame(void) { // clear the window to a deep blue d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0); d3ddev->BeginScene(); // begins the 3D scene // do 3D rendering on the back buffer here d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen return; } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D return; } |
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Fehler 1 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_Direct3DCreate9@4" in Funktion ""void __cdecl initD3D(struct HWND__ *)" (?initD3D@@YAXPAUHWND__@@@Z)". main.obj Fehler 2 fatal error LNK1120: 1 nicht aufgelöste externe Verweise. C:\Users\nanohack\Documents\Visual Studio 2008\Projects\test\Debug\test.exe |
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Fehler 8 fatal error LNK1120: 7 nicht aufgelöste externe Verweise. C:\Users\nanohack\Documents\Visual Studio 2008\Projects\test directX\Debug\test directX.exe Fehler 1 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_memset" in Funktion "_WinMain@16". main.obj Fehler 3 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "__RTC_CheckEsp" in Funktion "_WinMain@16". main.obj Fehler 2 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "@_RTC_CheckStackVars@8" in Funktion "_WinMain@16". main.obj Fehler 7 error LNK2001: Nicht aufgelöstes externes Symbol "_WinMainCRTStartup". test directX Fehler 4 error LNK2001: Nicht aufgelöstes externes Symbol "__RTC_Shutdown". main.obj Fehler 5 error LNK2001: Nicht aufgelöstes externes Symbol "__RTC_InitBase". main.obj Fehler 6 error LNK2001: Nicht aufgelöstes externes Symbol "__fltused". main.obj |
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Fehler 9 fatal error LNK1120: 7 nicht aufgelöste externe Verweise. Debug/Ultris.exe Fehler 4 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_DXTraceA@20" in Funktion ""public: long __thiscall CSoundManager::Initialize(struct HWND__ *,unsigned long,unsigned long,unsigned long,unsigned long)" (?Initialize@CSoundManager@@QAEJPAUHWND__@@KKKK@Z)". dsutil.obj Fehler 5 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_DirectSoundCreate8@12" in Funktion ""public: long __thiscall CSoundManager::Initialize(struct HWND__ *,unsigned long,unsigned long,unsigned long,unsigned long)" (?Initialize@CSoundManager@@QAEJPAUHWND__@@KKKK@Z)". dsutil.obj Fehler 2 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_DirectDrawCreateEx@16" in Funktion ""public: long __thiscall CDisplay::CreateFullScreenDisplay(struct HWND__ *,unsigned long,unsigned long,unsigned long)" (?CreateFullScreenDisplay@CDisplay@@QAEJPAUHWND__@@KKK@Z)". ddutil.obj Fehler 7 error LNK2001: Nicht aufgelöstes externes Symbol "_IID_IDirectSoundNotify". dsutil.obj Fehler 6 error LNK2001: Nicht aufgelöstes externes Symbol "_IID_IDirectSound3DListener". dsutil.obj Fehler 8 error LNK2001: Nicht aufgelöstes externes Symbol "_IID_IDirectSound3DBuffer". dsutil.obj Fehler 3 error LNK2001: Nicht aufgelöstes externes Symbol "_IID_IDirectDraw7". ddutil.obj |
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// 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 and keyboard macros #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // 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 t_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 = (WNDPROC)WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = "WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program", WS_EX_TOPMOST | WS_POPUP, 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) { DWORD starting_point = GetTickCount(); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } render_frame(); // check the 'escape' key if(KEY_DOWN(VK_ESCAPE)) PostMessage(hWnd, WM_DESTROY, 0, 0); while ((GetTickCount() - starting_point) < 25); } // 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 = FALSE; 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 return; } // 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, t_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); return; } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { t_buffer->Release(); // close and release the vertex buffer d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D return; } // this is the function that puts the 3D models into video RAM void init_graphics(void) { // create the vertices using the CUSTOMVERTEX struct CUSTOMVERTEX t_vert[] = { { 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 t_buffer d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &t_buffer, NULL); VOID* pVoid; // a void pointer // lock t_buffer and load the vertices into it t_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, t_vert, sizeof(t_vert)); t_buffer->Unlock(); return; } |
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Fehler 4 fatal error LNK1120: 3 nicht aufgelöste externe Verweise. C:\Users\nanohack\Documents\Visual Studio 2008\Projects\test directX\Debug\test directX.exe Fehler 3 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_D3DXMatrixRotationY@8" in Funktion ""void __cdecl render_frame(void)" (?render_frame@@YAXXZ)". main.obj Fehler 1 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_D3DXMatrixPerspectiveFovLH@20" in Funktion ""void __cdecl render_frame(void)" (?render_frame@@YAXXZ)". main.obj Fehler 2 error LNK2019: Verweis auf nicht aufgelöstes externes Symbol "_D3DXMatrixLookAtLH@16" in Funktion ""void __cdecl render_frame(void)" (?render_frame@@YAXXZ)". main.obj |
Zitat von »"minder"«
C-/C++-Quelltext
1 2 3 // include the Direct3D Library files #pragma comment (lib, "d3d9.lib") #pragma comment (lib, "d3dx9.lib")
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