我正在为我的毕业设计制作 RPG 游戏(暗黑破坏神)。我尝试使用 Directx 8 示例编译 Jim Adams 编程 RPG。
忽略他们用其他语言的评论。
/*--------------------------------------------------------------------------
------------------===========================-------------------------------
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=================||||||||||||||||||||||||||||===============================
(c) Braniselj Klemen 2013
=========================
;;;;;;;;;;;;;;;;;;;/CLASS ZA LEVEL 1 /;;;;;;;;;;;;;;;;;;;;;;
**************************
*/
#ifndef _ACT1_H_
#define _ACT1_H_
//DVA TIPA STRUKTURA ALI QUADTREE(ZA LEVELE Z KONSTANTNO VIŠINO ALI OCTREE ZA LEVELE Z SPREMENLJIVO DOLŽINO
enum TreeTypes { QUADTREE = 0, OCTREE };
class cNodeTreeMesh
{
private:
//Struktura pobere koordinate iz vertex bufferja modela
typedef struct sVertex { float x, y, z; } sVertex;
//Textura je izrisana samo enkrat ne 60 na sekuno
typedef struct sPolygon {
unsigned long Group; //Skupina teksture
unsigned long Time; //kdaj je bila nazadnje izrisana
unsigned short Vertex[3]; //x, y ,z
sPolygon() { Group = Time = 0; } //Počisti podatke
} sPolygon;
//Struktura ohranja ševilo polygonov v 3D prostoru
typedef struct sNode {
unsigned long NumPolygons;
sPolygon **PolygonList;
float XPos, YPos, ZPos;
float Size;
sNode *Nodes[8];
//Konstruktor ki počisti spremenljivko
sNode()
{
NumPolygons = 0;
PolygonList = NULL;
XPos = YPos = ZPos = Size = 0.0f;
for(short i=0; i< 8; i++)
Nodes[i] = NULL;
}
~sNode()
{
delete [] PolygonList;
for (short i=0; i<8; i++)
delete Nodes[i];
}
}sNode;
//Struktura ki grupira polygone ki morajo biti izrisani v vsakem framu
typedef struct sGroup {
cVertexBuffer VertexBuffer;
char *VertexPtr;
unsigned long NumPolygons;
unsigned long NumPolygonsToDraw;
sGroup() { NumPolygons = 0; }
~sGroup() { VertexBuffer.Free(); }
} sGroup;
int m_TreeType; //QUAD ALI OCTA
cGraphics *m_Graphics;
cFrustum *m_Frustum;
unsigned long m_Time;
float m_Size;
float m_MaxSize;
sNode *m_ParentNode;
unsigned long m_NumGroups;
sGroup *m_Groups;
unsigned long m_NumPolygons;
unsigned long m_MaxPolygons;
sPolygon *m_PolygonList;
sMesh *m_Mesh;
char *m_VertexPtr;
unsigned long m_VertexFVF;
unsigned long m_VertexSize;
void SortNode(sNode *Node, float XPos, float YPos, float ZPos, float Size);
void AddNode(sNode *Node);
BOOL IsPolygonContained(sPolygon *Polygon, float XPos, float YPos, float ZPos, float Size);
unsigned long CountPolygons( float XPos, float YPos, float ZPos, float Size);
public:
cNodeTreeMesh(); //konstruktor za model
~cNodeTreeMesh(); //dekonstruktor za model
BOOL Create(cGraphics *Graphics, cMesh *Mesh, int TreeType = OCTREE, float Maxsize = 256.0f, long MaxPolygons = 32);
BOOL Free();
BOOL Render(cFrustum *Frustum = NULL, float ZDistance = 0.0f);
float GetClosestHeight(float XPos, float YPos, float ZPos);
float GetHeightBelow(float XPos, float YPos, float ZPos);
float GetHeightAbove(float XPos, float YPos, float ZPos);
BOOL CheckIntersect(float XStart, float YStart, float ZStart, float XEnd, float YEnd, float ZEnd, float *Length);
};
#endif // _ACT1_H_
ACT1.cpp
/*-------------------------------------------------------------------
------------------===========================-------------------------------
IIIIIIII IIIII IIII III III IIIII II IIIII
III III III III III III III III III II III III
III II III III III III III III III II III III
III II III IIIIIIIIIII III III III III II III III
IIIIIIII IIIII III III IIII IIIIII IIIIII IIIIII
=================||||||||||||||||||||||||||||===============================
Povzeto po Jim Adams Programing role playing games with directx
(c) Braniselj Klemen 2013
Node = Del levela
=========================
;;;;;;;;;;;;;;;;;;;;;/FUNKCIJE ZA LEVEL 1/;;;;;;;;;;;;;;;;;;;;;;
**************************
*/
#include "Core_Global.h"
#include "Frustum.h"
#include "ACT1.h"
#pragma comment(lib, "User32.lib")
#pragma comment(lib, "gdi32.lib")
#pragma comment(lib,"d3d8.lib")
#pragma comment(lib,"d3dx8.lib")
#pragma comment(lib, "winmm.lib")
#include <Windows.h>
#include <iostream>
#include <stdio.h>
#include "d3d8.h"
#include "d3dx8.h"
using namespace std;
cNodeTreeMesh::cNodeTreeMesh()
{
m_TreeType = OCTREE;
m_Graphics = NULL;
m_ParentNode = NULL;
m_NumPolygons = 0;
m_PolygonList = NULL;
m_NumGroups = 0;
m_Groups = NULL;
m_Time = 0;
}
cNodeTreeMesh::~cNodeTreeMesh()
{
Free();
}
BOOL cNodeTreeMesh::Create(cGraphics *Graphics, cMesh *Mesh, int TreeType, float MaxSize, long MaxPolygons)
{
ID3DXMesh *LoadMesh;
unsigned short *IndexPtr;
DWORD *Attributes;
unsigned long i;
float MaxX, MaxY, MaxZ;
Free();
if((m_Graphics = Graphics ) == NULL)
return FALSE;
if(Mesh == NULL)
return FALSE;
if(!Mesh->GetParentMesh()->m_NumMaterials)
return FALSE;
//lastnosti modela
m_Mesh = Mesh->GetParentMesh();
LoadMesh = m_Mesh->m_Mesh;
m_VertexFVF = LoadMesh->GetFVF();
m_VertexSize = D3DXGetFVFVertexSize(m_VertexFVF);
m_NumPolygons = LoadMesh->GetNumFaces();
m_MaxPolygons = MaxPolygons;
//Ustvarimo seznam poljgonov(drevo)
m_PolygonList = new sPolygon[m_NumPolygons]();
m_NumGroups = m_Mesh->m_NumMaterials;
m_Groups = new sGroup[m_NumGroups]();
//zaklenemo vertex bufferje
LoadMesh->LockIndexBuffer(D3DLOCK_READONLY, (BYTE**)&IndexPtr);
LoadMesh->LockAttributeBuffer(D3DLOCK_READONLY, &Attributes);
//Informacije polygona v strukturo
for(i = 0; i <m_NumPolygons; i++)
{
m_PolygonList[i].Vertex[0] = *IndexPtr++;
m_PolygonList[i].Vertex[1] = *IndexPtr++;
m_PolygonList[i].Vertex[2] = *IndexPtr++;
//Shranimo texture group in stevec
m_PolygonList[i].Group = Attributes[i];
m_Groups[Attributes[i]].NumPolygons++;
}
LoadMesh->UnlockIndexBuffer();
LoadMesh->UnlockAttributeBuffer();
for(i = 0; i < m_NumGroups; i++)
{
if(m_Groups[i].NumPolygons != 0)
m_Groups[i].VertexBuffer.Create(m_Graphics, m_Groups[i].NumPolygons * 3, m_VertexFVF, m_VertexSize);
}
//Velikost kocke
MaxX = (float)max(fabs(Mesh->GetParentMesh()->m_Min.x), fabs(Mesh->GetParentMesh()->m_Max.x));
MaxY = (float)max(fabs(Mesh->GetParentMesh()->m_Min.y), fabs(Mesh->GetParentMesh()->m_Max.y));
MaxZ = (float)max(fabs(Mesh->GetParentMesh()->m_Min.z), fabs(Mesh->GetParentMesh()->m_Max.z));
m_Size = max(MaxX, max(MaxY, MaxZ)) * 2.0f;
m_MaxSize = MaxSize;
//ustvarimo starševsko vozlišče
m_ParentNode = new sNode();
LoadMesh->LockVertexBuffer(D3DLOCK_READONLY, (BYTE**)&m_VertexPtr);
SortNode(m_ParentNode, 0.0f, 0.0f, 0.0f, m_Size);
LoadMesh->UnlockVertexBuffer();
return TRUE;
}
//"SPROSTIMO" MODEL
BOOL cNodeTreeMesh::Free()
{
delete m_ParentNode;
m_ParentNode = NULL;
m_Graphics = NULL;
m_NumPolygons = 0;
delete [] m_PolygonList;
m_PolygonList = NULL;
m_NumGroups = 0;
delete [] m_Groups;
m_Groups = NULL;
return TRUE;
}
void cNodeTreeMesh::SortNode(sNode *Node, float XPos, float YPos, float ZPos, float Size)
{
unsigned long i, Num;
float XOff, YOff, ZOff;
//Kakšna napaka
if(Node == NULL || m_PolygonList == NULL)
return;
//Koordinate node-ov
Node->XPos = XPos;
Node->YPos = (m_TreeType == QUADTREE)?0.0f:YPos;
Node->ZPos = ZPos;
Node->Size = Size;
//ali so plyigoni v nodu
if(!(Num = CountPolygons(XPos, YPos, ZPos, Size)))
return;
//Če je preveč polygoonov v nodu razdeli
if(Size > m_MaxSize && Num > m_MaxPolygons)
{
for(i=0; i<(unsigned long)((m_TreeType == QUADTREE)?4:8);i++)
{
XOff = ((( i % 2 ) < 1) ? -1.0f : 1.0f ) * (Size * 4.0f);
YOff = ((( i % 4 ) < 1) ? -1.0f : 1.0f ) * (Size * 4.0f);
ZOff = ((( i % 8 ) < 1) ? -1.0f : 1.0f ) * (Size * 4.0f);
//ali so polygoni v zajemu noda
if(CountPolygons(XPos+XOff, YPos+YOff, ZPos+ZOff, Size/2.0f))
{
Node->Nodes[i] = new sNode();
SortNode(Node->Nodes[i], XPos+XOff, YPos+YOff, ZPos+ZOff, Size/2.0f);
}
}
return;
}
//Allokacija prostora za kazalce na Polygon
Node->NumPolygons = Num;
Node->PolygonList = new sPolygon*[Num];
//shranjuje kazalce
Num = 0;
for ( i=0; i<m_NumPolygons; i++)
{
//dodaj polygon če je zajet v 3D prostoru
if(IsPolygonContained(&m_PolygonList[i], XPos, YPos, ZPos, Size) == TRUE)
Node->PolygonList[Num++] = &m_PolygonList[i];
}
}
BOOL cNodeTreeMesh::IsPolygonContained(sPolygon *Polygon, float XPos, float YPos, float ZPos, float Size)
{
float XMin, XMax, YMin, YMax, ZMin, ZMax;
sVertex *Vertex[3];
//vertices(točke) polygona
Vertex[0] =(sVertex*)&m_VertexPtr[m_VertexSize * Polygon->Vertex[0]];
Vertex[1] =(sVertex*)&m_VertexPtr[m_VertexSize * Polygon->Vertex[1]];
Vertex[2] =(sVertex*)&m_VertexPtr[m_VertexSize * Polygon->Vertex[2]];
// preveri po x osi
XMin = min(Vertex[0]->x, min(Vertex[1]->x, Vertex[2]->x));
XMax = max(Vertex[0]->x, max(Vertex[1]->x, Vertex[2]->x));
if(XMax < (XPos - Size / 2.0f))
return FALSE;
if(XMin > (XPos + Size / 2.0f))
return FALSE;
// preveri po y osi
if(m_TreeType == OCTREE) {
YMin = min(Vertex[0]->y, min(Vertex[1]->y, Vertex[2]->y));
YMax = max(Vertex[0]->y, max(Vertex[1]->y, Vertex[2]->y));
if(YMax < (YPos - Size / 2.0f))
return FALSE;
if(YMin > (YPos + Size / 2.0f))
return FALSE;
}
// preveri po z osi
ZMin = min(Vertex[0]->z, min(Vertex[1]->z, Vertex[2]->z));
ZMax = max(Vertex[0]->z, max(Vertex[1]->z, Vertex[2]->z));
if(ZMax < (ZPos - Size / 2.0f))
return FALSE;
if(ZMin > (ZPos + Size / 2.0f))
return FALSE;
return TRUE;
}
unsigned long cNodeTreeMesh::CountPolygons(float XPos, float YPos, float ZPos, float Size)
{
unsigned long i, Num;
// Ali je kakšen polygon za procesirati
if(!m_NumPolygons)
return 0;
// preglej kateri polygoni so zajeti v 3D prostoru
Num = 0;
for( i=0; i<m_NumPolygons; i++ ) {
if(IsPolygonContained(&m_PolygonList[i],XPos,YPos,ZPos,Size) == TRUE)
Num++;
}
return Num;
}
BOOL cNodeTreeMesh::Render(cFrustum *Frustum, float ZDistance)
{
D3DXMATRIX Matrix;
cFrustum ViewFrustum;
// ali je kje kakšna napaka
if(m_Graphics == NULL || m_ParentNode == NULL || !m_NumPolygons)
return FALSE;
// ustvari pogled
if((m_Frustum = Frustum) == NULL) {
ViewFrustum.Construct(m_Graphics, ZDistance);
m_Frustum = &ViewFrustum;
}
D3DXMatrixIdentity(&Matrix);
m_Graphics->GetDeviceCOM()->SetTransform(D3DTS_WORLD, &Matrix);
// zakleni vertex buffer
for(unsigned long i=0; i<m_NumGroups; i++) {
m_Groups[i].VertexBuffer.Lock(0,0);
m_Groups[i].VertexPtr = (char*)m_Groups[i].VertexBuffer.GetPtr();
m_Groups[i].NumPolygonsToDraw = 0;
}
m_Mesh->m_Mesh->LockVertexBuffer(D3DLOCK_READONLY, (BYTE**)&m_VertexPtr);
// shrani trenutni čas v render
m_Time = timeGetTime();
// Dodaj polygone v vertex buffer
AddNode(m_ParentNode);
// odkleni vertex bufferje in izriši
m_Mesh->m_Mesh->UnlockVertexBuffer();
for(unsigned long i=0; i<m_NumGroups; i++) {
m_Groups[i].VertexBuffer.Unlock();
if(m_Groups[i].NumPolygonsToDraw) {
m_Graphics->GetDeviceCOM()->SetMaterial(&m_Mesh->m_Materials[i]);
m_Graphics->GetDeviceCOM()->SetTexture(0, m_Mesh->m_Textures[i]);
m_Groups[i].VertexBuffer.Render(0, m_Groups[i].NumPolygonsToDraw, D3DPT_TRIANGLELIST);
}
}
return TRUE;
}
void cNodeTreeMesh::AddNode(sNode *Node)
{
unsigned long i, Group;
short Num;
// Preveri pogled glede
if(m_TreeType == QUADTREE) {
if(m_Frustum->CheckRectangle(
Node->XPos, 0.0f, Node->ZPos,
Node->Size / 2.0f, m_Size / 2.0f, Node->Size / 2.0f) == FALSE)
return;
} else {
if(m_Frustum->CheckRectangle(
Node->XPos, Node->YPos, Node->ZPos,
Node->Size / 2.0f, Node->Size / 2.0f, Node->Size / 2.0f) == FALSE)
return;
}
Num = 0;
for(i=0;i<(unsigned long)((m_TreeType==QUADTREE)?4:8);i++) {
if(Node->Nodes[i] != NULL) {
Num++;
AddNode(Node->Nodes[i]);
}
}
if(Num)
return;
if(Node->NumPolygons != 0) {
for(i=0;i<Node->NumPolygons;i++) {
// če polygon še ni buil izrisan
if(Node->PolygonList[i]->Time != m_Time && (Group = Node->PolygonList[i]->Group) < m_NumGroups) {
// izriši polygone ki so vidni
if(m_Mesh->m_Materials[Node->PolygonList[i]->Group].Diffuse.a != 0.0f) {
memcpy(m_Groups[Group].VertexPtr, &m_VertexPtr[m_VertexSize * Node->PolygonList[i]->Vertex[0]], m_VertexSize);
m_Groups[Group].VertexPtr += m_VertexSize;
memcpy(m_Groups[Group].VertexPtr, &m_VertexPtr[m_VertexSize * Node->PolygonList[i]->Vertex[1]], m_VertexSize);
m_Groups[Group].VertexPtr += m_VertexSize;
memcpy(m_Groups[Group].VertexPtr, &m_VertexPtr[m_VertexSize * Node->PolygonList[i]->Vertex[2]], m_VertexSize);
m_Groups[Group].VertexPtr += m_VertexSize;
m_Groups[Group].NumPolygonsToDraw++;
}
// Označi polygon ki je bil sprocesiran v določenem časovnem segmentu
Node->PolygonList[i]->Time = m_Time;
}
}
}
}
float cNodeTreeMesh::GetClosestHeight(float XPos, float YPos, float ZPos)
{
float YAbove, YBelow;
YAbove = GetHeightAbove(XPos, YPos, ZPos);
YBelow = GetHeightBelow(XPos, YPos, ZPos);
if(fabs(YAbove-YPos) < fabs(YBelow-YPos))
return YAbove;
return YBelow;
}
float cNodeTreeMesh::GetHeightBelow(float XPos, float YPos, float ZPos)
{
BOOL Hit;
float u, v, Dist;
DWORD FaceIndex;
D3DXIntersect(m_Mesh->m_Mesh,
&D3DXVECTOR3(XPos,YPos,ZPos), &D3DXVECTOR3(0.0f, -1.0f, 0.0f),&Hit, &FaceIndex, &u, &v, &Dist, NULL, NULL);
if(Hit == TRUE)
return YPos-Dist;
return YPos;
}
float cNodeTreeMesh::GetHeightAbove(float XPos, float YPos, float ZPos)
{
BOOL Hit;
float u, v, Dist;
DWORD FaceIndex;
D3DXIntersect(m_Mesh->m_Mesh,
&D3DXVECTOR3(XPos,YPos,ZPos),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f),
&Hit, &FaceIndex, &u, &v, &Dist , NULL, NULL);
if(Hit == TRUE)
return YPos+Dist;
return YPos;
}
BOOL cNodeTreeMesh::CheckIntersect(float XStart, float YStart, float ZStart,
float XEnd, float YEnd, float ZEnd,
float *Length)
{
BOOL Hit;
float u, v, Dist;
float XDiff, YDiff, ZDiff, Size;
DWORD FaceIndex;
D3DXVECTOR3 vecDir;
XDiff = XEnd - XStart;
YDiff = YEnd - YStart;
ZDiff = ZEnd - ZStart;
D3DXVec3Normalize(&vecDir, &D3DXVECTOR3(XDiff, YDiff, ZDiff));
D3DXIntersect(m_Mesh->m_Mesh, &D3DXVECTOR3(XStart,YStart,ZStart), &vecDir,&Hit, &FaceIndex, &u, &v, &Dist, NULL, NULL);
if(Hit == TRUE) {
Size = (float)sqrt(XDiff*XDiff+YDiff*YDiff+ZDiff*ZDiff);
if(Dist > Size)
Hit = FALSE;
else {
if(Length != NULL)
*Length = Dist;
}
}
return Hit;
}
是的,我已经在附加依赖项中链接了 lib 文件
d3d8.lib;
d3dx8d.lib;
d3dx8.lib;
winmm.lib;
odbc32.lib;
odbccp32.lib;
libcmtd.lib;
user32.lib;
gdi32.lib;
kernel32.lib;
winspool.lib;
comdlg32.lib;
advapi32.lib;
shell32.lib;
ole32.lib;
oleaut32.lib;
uuid.lib;
wsock32.lib;
d3dxof.lib;
dxguid.lib;
d3dx.lib;
dsound.lib;
dinput8.lib;
dplayx.lib;
%(AdditionalDependencies)
我得到了这些错误:
1>Build started 1.3.2013 17:45:31.
1>InitializeBuildStatus:
1> Touching "Debug\Diavolo.unsuccessfulbuild".
1>ClCompile:
1> ACT1.cpp
1> c:\program files (x86)\microsoft sdks\windows\v7.0a\include\dinput.h: DIRECTINPUT_VERSION undefined. Defaulting to version 0x0800
1>ManifestResourceCompile:
1> All outputs are up-to-date.
1>libcmtd.lib(crt0.obj) : error LNK2001: unresolved external symbol _main
1>ACT1.obj : error LNK2019: unresolved external symbol "public: int __thiscall cVertexBuffer::Create(class cGraphics *,unsigned long,unsigned long,long)" (?Create@cVertexBuffer@@QAEHPAVcGraphics@@KKJ@Z) referenced in function "public: int __thiscall cNodeTreeMesh::Create(class cGraphics *,class cMesh *,int,float,long)" (?Create@cNodeTreeMesh@@QAEHPAVcGraphics@@PAVcMesh@@HMJ@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: struct sMesh * __thiscall cMesh::GetParentMesh(void)" (?GetParentMesh@cMesh@@QAEPAUsMesh@@XZ) referenced in function "public: int __thiscall cNodeTreeMesh::Create(class cGraphics *,class cMesh *,int,float,long)" (?Create@cNodeTreeMesh@@QAEHPAVcGraphics@@PAVcMesh@@HMJ@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: __thiscall cVertexBuffer::cVertexBuffer(void)" (??0cVertexBuffer@@QAE@XZ) referenced in function "public: __thiscall cNodeTreeMesh::sGroup::sGroup(void)" (??0sGroup@cNodeTreeMesh@@QAE@XZ)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: __thiscall cVertexBuffer::~cVertexBuffer(void)" (??1cVertexBuffer@@QAE@XZ) referenced in function "public: __thiscall cNodeTreeMesh::sGroup::~sGroup(void)" (??1sGroup@cNodeTreeMesh@@QAE@XZ)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: int __thiscall cVertexBuffer::Free(void)" (?Free@cVertexBuffer@@QAEHXZ) referenced in function "public: __thiscall cNodeTreeMesh::sGroup::~sGroup(void)" (??1sGroup@cNodeTreeMesh@@QAE@XZ)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: int __thiscall cVertexBuffer::Render(unsigned long,unsigned long,unsigned long)" (?Render@cVertexBuffer@@QAEHKKK@Z) referenced in function "public: int __thiscall cNodeTreeMesh::Render(class cFrustum *,float)" (?Render@cNodeTreeMesh@@QAEHPAVcFrustum@@M@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: int __thiscall cVertexBuffer::Unlock(void)" (?Unlock@cVertexBuffer@@QAEHXZ) referenced in function "public: int __thiscall cNodeTreeMesh::Render(class cFrustum *,float)" (?Render@cNodeTreeMesh@@QAEHPAVcFrustum@@M@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: void * __thiscall cVertexBuffer::GetPtr(void)" (?GetPtr@cVertexBuffer@@QAEPAXXZ) referenced in function "public: int __thiscall cNodeTreeMesh::Render(class cFrustum *,float)" (?Render@cNodeTreeMesh@@QAEHPAVcFrustum@@M@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: int __thiscall cVertexBuffer::Lock(unsigned long,unsigned long)" (?Lock@cVertexBuffer@@QAEHKK@Z) referenced in function "public: int __thiscall cNodeTreeMesh::Render(class cFrustum *,float)" (?Render@cNodeTreeMesh@@QAEHPAVcFrustum@@M@Z)
1>ACT1.obj : error LNK2019: unresolved external symbol "public: struct IDirect3DDevice8 * __thiscall cGraphics::GetDeviceCOM(void)" (?GetDeviceCOM@cGraphics@@QAEPAUIDirect3DDevice8@@XZ) referenced in function "public: int __thiscall cNodeTreeMesh::Render(class cFrustum *,float)" (?Render@cNodeTreeMesh@@QAEHPAVcFrustum@@M@Z)
1>Frustum.obj : error LNK2001: unresolved external symbol "public: struct IDirect3DDevice8 * __thiscall cGraphics::GetDeviceCOM(void)" (?GetDeviceCOM@cGraphics@@QAEPAUIDirect3DDevice8@@XZ)
1>.\Debug\Diavolo.exe : fatal error LNK1120: 11 unresolved externals
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:01.57
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
抱歉英语不好。任何帮助都会非常感激