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我刚刚开始学习 D3D,我的代码运行良好,直到我在我的代码中实现了 D3D Shader Compiler Stuff。

我正在使用DirectXTutorials上的教程。如果我只是将代码从那里复制粘贴到一个新项目中,则程序编译得很好。

但是,与教程不同,我将代码放在不同的类中。当我尝试编译我的说法时,它给了我错误:语法错误:“TextMetrica”(编译 Direct3DRenderer.cpp)。

这是 Direct3DRenderer 文件:

#include "Window.h"
#include "Direct3DRenderer.h"
#include "Vertex.h"

Renderer::Renderer(HWND hw)
{
    OutputDebugString("Direct3D Initializing\n");

    DXGI_SWAP_CHAIN_DESC scd;
    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));         // ZERO OUT SCD
    scd.BufferCount = 1;                                    // HOW MANY BACKBUFFERS WE WANT
    scd.OutputWindow = hw;                                  // HANDLE TO THE OUTPUT WINDOW
    scd.Windowed = true;                                    // SHOULD WINDOW BE IN WINDOWED MODE BY DEFAULT
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;     // BUFFER FORMAT
    scd.BufferDesc.Width =  800;                            // BUFFER WIDTH
    scd.BufferDesc.Height = 600;                            // BUFFER HEIGHT
    scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;      // USE SWAP CHAIN AS OUTPUT TARGET
    scd.SampleDesc.Count = 4;                               // MSAA COUNT
    scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;     // FLAGS

    if (D3D11CreateDeviceAndSwapChain(
        NULL,
        D3D_DRIVER_TYPE_HARDWARE,
        NULL,
        NULL,
        NULL,
        NULL,
        D3D11_SDK_VERSION,
        &scd,
        &swapchain,
        &dev,
        NULL,
        &context
    ) == SEVERITY_SUCCESS)
    {
        OutputDebugString("SUCCESS\n");
        // Get The Address of BackBuffer
        ID3D11Texture2D* pbuffer;
        swapchain->GetBuffer(0, _uuidof(ID3D11Texture2D), (LPVOID*)& pbuffer);

        // Create a Render Target COM Object from the buffer
        dev->CreateRenderTargetView(pbuffer, NULL, &RenderTarget);
        pbuffer->Release();

        // Set Our RenderTarget as the back buffer
        context->OMSetRenderTargets(1, &RenderTarget, NULL);

        // Create Our Viewport
        viewport.Height = 800;
        viewport.Width = 600;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;

        context->RSSetViewports(1, &viewport);

        InitPipeline();
        InitGraphics();

    }
    else
    {
        OutputDebugString("ERROR\n");
    }
}
Renderer::~Renderer()
{
    OutputDebugString("Direct3D Cleanup Phase Started.\n");

    swapchain->SetFullscreenState(FALSE, NULL);
    swapchain->Release();
    context->Release();
    RenderTarget->Release();
    VS->Release();
    PS->Release();
    dev->Release();

    OutputDebugString("Direct3D Cleanup Phase Completed.\n");
}

void Renderer::InitPipeline()
{
    // Compile Shaders from file
    D3DX11CompileFromFile("shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, 0, &compiled_vs, 0, 0);
    D3DX11CompileFromFile("shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, 0, &compiled_ps, 0, 0);

    // Convert Compiled Shaders to COM Shader Objects
    dev->CreateVertexShader(compiled_vs->GetBufferPointer(), compiled_vs->GetBufferSize(), NULL, &VS);
    dev->CreatePixelShader(compiled_ps->GetBufferPointer(), compiled_ps->GetBufferSize(), NULL, &PS);

    // Sets the shaders to the device / Activates the shader
    context->VSSetShader(VS, 0, 0);
    context->PSSetShader(PS, 0, 0);

    // Create the Input Layout
    D3D11_INPUT_ELEMENT_DESC VertexElementDesc[] = {
        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
        {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
    };

    dev->CreateInputLayout(VertexElementDesc, 2, compiled_vs->GetBufferPointer(), compiled_vs->GetBufferSize(), &InputLayout);
    context->IASetInputLayout(InputLayout);
}

void Renderer::InitGraphics() {
    // Create Buffer so we can duplicate data from system memory to graphics memory
    ZeroMemory(&VBufferDesc, sizeof(VBufferDesc));

    VBufferDesc.ByteWidth = sizeof(Vertex) * 3;
    VBufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    VBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    VBufferDesc.Usage = D3D11_USAGE_DYNAMIC;

    dev->CreateBuffer(&VBufferDesc, NULL, &VBuffer);

    Vertex OurVertices[] =
    {
        {0.0f, 0.5f, 0.0f,      D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
        {0.45f, -0.5, 0.0f,     D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
        {-0.45f, -0.5f, 0.0f,   D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)}
    };

    // we need to map to avoid issues
    D3D11_MAPPED_SUBRESOURCE mapRes;

    context->Map(VBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &mapRes);
    memcpy(mapRes.pData, OurVertices, sizeof(OurVertices));
    context->Unmap(VBuffer, NULL);
}

void Renderer::RenderFrame()
{
    context->ClearRenderTargetView(RenderTarget, D3DXCOLOR(0.2, 0.4, 0.6, 1.0));

    // We can do the rendering here

    UINT stride = sizeof(Vertex);
    UINT offset = 0;
    context->IASetVertexBuffers(0, 1, &VBuffer, &stride, &offset);
    context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    context->Draw(3, 0);

    // Swap Buffer
    swapchain->Present(0, 0);

}

TEXTMETRICA 标识符错误实际上是在 D3DX10Core.h 中。我已经查看了定义,该文件似乎给了我错误。这个标识符的定义应该在 gdi 文件中。

我已将包含路径和 lib 路径添加到 directx(2010 年 6 月)SDK,并尝试在项目对所有配置设置的附加依赖项中指定 d3dx10.lib、d3dx11.lib、d3d11.lib。我是新手,所以我不知道我做错了什么。如果需要更多代码,请对此发表评论。

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1 回答 1

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请记住,大多数 DirectX 11 的 Internet 教程都有些过时了。特别是,您实际上并不需要旧版 DirectX SDK。请参阅这篇博客文章这篇文章和这篇文章。

如果使用 VS 2015/2017/2019 并且您仍想使用旧版 DirectX SDK,那么您必须以特定方式设置 include/lib 路径,否则您会遇到问题。Microsoft Docs上的详细信息。

欢迎您使用这些带有一些警告的旧教程,但您还应该查看DirectX Tool Kit以获得一些更“现代”的教程。

更新:使用旧版 D3DX9、D3DX10 和 D3DX11 实用程序库的另一种选择是使用Microsoft.DXSDK.D3DX NuGet 包。这消除了将其与现代 Windows SDK 和 Visual C++ 工具集混合的许多怪癖。它还包括具有简单并行许可证的可再发行二进制文件,而不必使用旧版 DXSETUP。也就是说,二进制文件本身仍然很古老,有已知的错误,不再受支持,所以YMMV。请参阅此博客文章

于 2020-01-02T22:19:50.013 回答