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好的,所以我正在运行 Visual Basic 2010 Express,并尝试在 Direct X SDK 中运行教程 #2;但是,由于某种原因,该程序无法编译,尽管在我现在阅读的教程中它说我只需要 Direct X SDK 和 Visual Basic 2010 Express。我打开 Tutorial02_2010.sln,并尝试编译它。这是主文件的代码:

//--------------------------------------------------------------------------------------
// 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 );
}

我是否需要安装其他任何东西,例如库或其他东西,我是否只需要按照我必须为 Direct x lib 文件采取的相同步骤进行操作?

http://www.rastertek.com/dx11tut01.html

4

2 回答 2

2
  1. 安装 Visual Studio Express C++。
  2. 安装适用于 Windows 7 的 Windows SDK。
  3. 为该复制+粘贴代码重新创建一个新项目后,将项目属性指向 windows sdk,以及直接 X sdk。这包括包含文件夹和 lib 文件夹。如果您不知道该怎么做,请前往 msdn.com 上查看 Visual Studio 2010 的“我如何”视频。
  4. 编译。
于 2012-12-22T00:02:12.287 回答
0

我在使用 Visual Studio 2013 Express 时遇到了一个非常相似的错误:

LINK : fatal error LNK1181: cannot open input file 'winmm.lib'

对我来说,事实证明我安装了“Visual Studio 2013 Express for Windows”,而实际上我需要“Visual Studio 2013 Express for Windows Desktop”。

安装“Visual Studio 2013 Express for Windows Desktop”为我解决了这个错误。

于 2014-08-08T09:53:57.153 回答