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Visual c++ DirectX compilation error

开发者 https://www.devze.com 2023-03-17 04:30 出处:网络
Can any one help me with this error ? And I have Linked to d3d10.lib and d3dx10.lib. I am new to directX stuff and I was following wendy jones DirectX 10 toturial

Can any one help me with this error ? And I have Linked to d3d10.lib and d3dx10.lib.

I am new to directX stuff and I was following wendy jones DirectX 10 toturial

1>t1.obj : error LNK2019: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 referenced in function "bool cdecl InitDirect3D(struct HWND *,int,int)" (?InitDirect3D@@YA_NPAUHWND__@@HH@Z) 1>C:\Users\Ehsan\Documents\Visual Studio 2010\Projects\DirectX\t1\Debug\t1.exe : fatal error LNK1120: 1 unresolved externals

source code :

// t1.cpp : Defines the entry point for the application.
//

#include "stdafx.h"
#include "windows.h"
#include "tchar.h"  
#include <d3d10.h>
#include <d3dx10.h>

// Global Variables:
HINSTANCE hInst; // global handle to hold the application instance
HWND wndHandle; // global variable to hold the window handle
int width = 640;
int height = 480;

// Direct3D global vars
ID3D10Device * pD3DDevice = NULL;
IDXGISwapChain * pSwapChain = NULL;
ID3D10RenderTargetView * pRenderTargetView = NULL;

// Forward declarations of functions included in this code module:
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
bool InitWindow( HINSTANCE hInstance, int width, int height );
void Render();
void ShutDownDirect3D();
bool InitDirect3D(HWND hWnd, int width, int height);



int APIENTRY _tWinMain(HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPTSTR    lpCmdLine,
    int       nCmdShow)
{


    // TODO: Place code here.
    MSG msg = {0};
    // Perform application initialization:
    if ( !InitWindow( hInstance, width, height ) )
    {
        return FALSE;
    }
    // called after creating the window
    if(!InitDirect3D(wndHandle, width, height))
    {
        return FALSE;
    }

    //hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_T1));

    // Main message loop:
    while (WM_QUIT != msg.message)
    {
        while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE)
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        // Call the render function
        Render();
    }
    ShutDownDirect3D();
    return (int) msg.wParam;

}


bool InitWindow(HINSTANCE hInstance, int width, int height)
{
    WNDCLASSEX wcex;
    // Fill in the WNDCLASSEX structure. This describes how the window
    // will look to the system
    wcex.cbSize = sizeof(WNDCLASSEX); // the size of the structure
    wcex.style = CS_HREDRAW | CS_VREDRAW; // the class style
    wcex.lpfnWndProc = (WNDPROC)WndProc; // the window procedure callback
    wcex.cbClsExtra = 0; // extra bytes to allocate for this class
    wcex.cbWndExtra = 0; // extra bytes to allocate for this instance
    wcex.hInstance = hInstance; // handle to the application instance
    wcex.hIcon = 0; // icon to associate with the application
    wcex.hCursor = LoadCursor(NULL, IDC_ARROW); // the default cursor to use
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); // the background color
    wcex.lpszMenuName = NULL; // the resource name for the menu
    wcex.lpszClassName = TEXT("DirectXExample"); // the class name being created
    wcex.hIconSm = 0; // the handle to the small icon
    RegisterClassEx(&wcex);

    // Resize the window
    RECT rect = { 0, 0, width, height };
    AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
    // create the window from the class above

    wndHandle = CreateWindow(TEXT("DirectXExample"),
        TEXT("DirectXExample"),
        WS_OVERLAPPEDWINDOW,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        rect.right - rect.left,
        rect.bottom - rect.top,
        NULL,
        NULL,
        hInstance,
        NULL);
    if (!wndHandle)
    {
        return false;
    }
    // Display the window on the screen
    ShowWindow(wndHandle, SW_SHOW);
    UpdateWindow(wndHandle);
    return true;
}

//
//  FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  PURPOSE:  Processes messages for the main window.
//
//  WM_COMMAND  - process the application menu
//  WM_PAINT    - Paint the main window
//  WM_DESTROY  - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    // Check any available messages from the queue
    switch (message)
    {
        // Allow the user to press the Escape key to end the application
    case WM_KEYDOWN:
        switch(wParam)
        {
            // Check if the user hit the Escape key
        case VK_ESCAPE:
            PostQuitMessage(0);
            break;
        }
        break;
        // The user hit the close button, close the application
    case WM_DESTROY:
        PostQuitMessage(0);
        break;
    }
    // Always return the message to the default window procedure for furtherprocessing
    return DefWindowProc(hWnd, message, wParam, lParam);
}

/*******************************************************************
* InitDirect3D
* Initializes Direct3D
* Inputs - Parent window handle - HWND,
Window width - int
Window height - int
Updating the Code 31
* Outputs - true if successful, false if failed - bool
*******************************************************************/
bool InitDirect3D(HWND hWnd, int width, int height)
{
    // Create the clear the DXGI_SWAP_CHAIN_DESC structure
    DXGI_SWAP_CHAIN_DESC swapChainDesc;
    ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

    // Fill in the needed values
    swapChainDesc.BufferCount = 1;
    swapChainDesc.BufferDesc.Width = width;
    swapChainDesc.BufferDesc.Height = height;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.OutputWindow = hWnd;
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.SampleDesc.Quality = 0;
    swapChainDesc.Windowed = TRUE;

    // Create the D3D device and the swap chain
    HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,
   开发者_C百科     D3D10_DRIVER_TYPE_REFERENCE,
        NULL,
        0,
        D3D10_SDK_VERSION,
        &swapChainDesc,
        &pSwapChain,
        &pD3DDevice);

    // Error checking. Make sure the device was created
    if (hr != S_OK)
    {
        return false;
    }

    // Get the back buffer from the swapchain
    ID3D10Texture2D * pBackBuffer;
    hr = pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer);
    if (hr != S_OK)
    {
        return false;
    }

    // create the render target view
    hr = pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);

    // release the back buffer
    pBackBuffer->Release();

    // Make sure the render target view was created successfully
    if (hr != S_OK)
    {
        return false;
    }

    // set the render target
    pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);

    // create and set the viewport
    D3D10_VIEWPORT viewport;
    viewport.Width = width;
    viewport.Height = height;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;

    pD3DDevice->RSSetViewports(1, &viewport);

    return true;
}

/*******************************************************************
* ShutdownDirect3D
* Closes down and releases the resources for Direct3D
34 Chapter 2 n Your First DirectX Program
* Inputs - void
* Outputs - void
*******************************************************************/
void ShutDownDirect3D()
{
    // release the rendertarget
    if(pRenderTargetView)
    {
        pRenderTargetView->Release();
    }

    // release the swapchain
    if(pSwapChain)
    {
        pSwapChain->Release();
    }

    // release the D3D Device
    if(pD3DDevice)
    {
        pD3DDevice->Release();
    }
}

/*******************************************************************
* Render
* All drawing happens in the Render function
* Inputs - void
* Outputs - void
*******************************************************************/
void Render()
{
    if (pD3DDevice != NULL)
    {
        // clear the target buffer
        pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f));

        // All drawing will go here.

        // display the next item in the swap chain
        pSwapChain->Present(0, 0);
    }
}


It's a problem of linkage, did you add the right library in your visual studio ?


Add D3D10.lib to the list of linker dependencies.


What about your include folder in your hard drive?

You need to go to that through your includes and also added in lib/86 to library dependances.

Follow the steps in this link: http://www.rastertek.com/dx10tut01.html

This will take you through the process of setting up DirectX. Worst happens and you do it and you still get the same problem, you know its not a linker issue. Which 4 people have now told you it is.

Also this site is great for taking you through DirectX as well. I highly advise.

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