學一本書《Direct3D中的2D編程》,書中只寫理論,沒有實驗操作步驟。
第一章第一節的原始碼,就沒有通過。
實驗配置:
Windows7、DX8_SDK
Cfree5.0,設定了Include和Library目錄。原始碼未通過。
VC++6.0,設定了Include和Library目錄。原始碼未通過。
網上看到以下片段:
“第二步:添加鏈接所需的庫檔案,如dxguid.lib、d3d9.lib、d3dx9.lib等,……”
這一步驟我不懂,不知是否因為缺少這一步驟?針對DX8和本原始碼,該如何設定?
----------------------------------------------------------------------------------------
下載: 原始碼 +《Direct3D中的2D編程》PDF
https://download.csdn.net/download/u010971968/5882089
PDF在線閱讀
https://ishare.iask.sina.com.cn/f/22639180.html
附原始碼Example1_1,所有原始碼可在上面鏈接下載
//Example1_1
//main.cpp
//Ernest Pazera
//04OCT2001
//TGO-01-C
//Libs: d3d8.lib
#include <windows.h> //include windows stuff
#include <stdio.h> //standard input/output
#include "D3D8.h" //include direct3d8 stuff
//constants
//window class name
const char* WINDOWCLASS = "3D42DGP" ;
//window title
const char* WINDOWTITLE = "Example 1.1 (TGO-01-C): Creating and Destroying an IDirect3D8 object" ;
//globals
//instance handle
HINSTANCE g_hInstance = NULL ;
//window handle
HWND g_hWnd = NULL ;
//IDirect3D8 pointer
IDirect3D8* g_pd3d = NULL ;
//function prototypes
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam ) ;
//initialization
void Prog_Init ( ) ;
//clean up
void Prog_Done ( ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam )
{
//which message did we get?
switch ( uMsg )
{
case WM_DESTROY : //window being destroyed
{
//quit
PostQuitMessage ( 0 ) ;
//message handled, return 0
return ( 0 ) ;
} break ;
default: //all other messages, send to default handler
return ( DefWindowProc ( hWnd , uMsg , wParam , lParam ) ) ;
}
}
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd )
{
//grab instance handle
g_hInstance = hInstance ;
//redirect stderr and stdout output
freopen ( "stderr.txt" , "w" , stderr ) ;
freopen ( "stdout.txt" , "w" , stdout ) ;
//fill in window class
WNDCLASSEX wc ;
wc.cbClsExtra = 0 ; //no extra class information
wc.cbSize = sizeof ( WNDCLASSEX ) ; //size of structure
wc.cbWndExtra = 0 ; //no extra window information
wc.hbrBackground = ( HBRUSH ) GetStockObject ( BLACK_BRUSH ) ; //black brush
wc.hCursor = NULL ; //no cursor
wc.hIcon = NULL ; //no icon
wc.hIconSm = NULL ; //no small icon
wc.hInstance = g_hInstance ; //instance handle
wc.lpfnWndProc = TheWindowProc ; //window procedure
wc.lpszClassName = WINDOWCLASS ; //name of class
wc.lpszMenuName = NULL ; //no menu
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC ; //class styles
//register window class
RegisterClassEx ( &wc ) ;
//create window
g_hWnd = CreateWindowEx ( 0 , WINDOWCLASS , WINDOWTITLE , WS_OVERLAPPEDWINDOW , 0 , 0 , 320 , 240 , NULL , NULL , g_hInstance , NULL ) ;
//show the window
ShowWindow ( g_hWnd , nShowCmd ) ;
//initialization
Prog_Init ( ) ;
MSG msg ;
//message pump
for ( ; ; )
{
//check for a message
if ( PeekMessage( &msg , NULL , 0 , 0 , PM_REMOVE ) )
{
//message exists
//check for quit message
if ( msg.message == WM_QUIT ) break ;
//translate the message
TranslateMessage ( &msg ) ;
//dispatch the message
DispatchMessage ( &msg ) ;
}
}
//clean up
Prog_Done ( ) ;
//exit
return ( msg.wParam ) ;
}
//initialization
void Prog_Init ( )
{
//create the IDirect3D8 object
g_pd3d = Direct3DCreate8 ( D3D_SDK_VERSION ) ;
//error check
if ( g_pd3d )
{
//success
fprintf ( stdout , "IDirect3D8 object created successfully.\n" ) ;
}
else
{
//failure
fprintf ( stderr , "IDirect3D8 object creation failed.\n" ) ;
}
}
//clean up
void Prog_Done ( )
{
//safe release of IDirect3D8 object
if ( g_pd3d )
{
//release
g_pd3d->Release ( ) ;
//set to null
g_pd3d = NULL ;
//report action
fprintf ( stdout , "IDirect3D8 object released.\n" ) ;
}
}
轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/235140.html
標籤:其它游戲引擎
