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求助:我使用的是vs2003.net,编译时出现下列错误

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发表于 2006-5-1 14:09:00 | 显示全部楼层 |阅读模式
源程序为:



//-----------------------------------------------------------------------------
// File: Light.cpp
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices

// A structure for our custom vertex type. We added a normal, and omitted the
// color (which is provided by the material)
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position; // The 3D position for the vertex
    D3DXVECTOR3 normal;   // The surface normal for the vertex
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    // Create the vertex buffer.
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }

    // Fill the vertex buffer. We are algorithmically generating a cylinder
    // here, including the normals, which are used for lighting.
    CUSTOMVERTEX* pVertices;
    if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
        return E_FAIL;
    for( DWORD i=0; i<50; i++ )
    {
        FLOAT theta = (2*D3DX_PI*i)/(50-1);
        pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
        pVertices[2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
    }
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just leave it as the identity
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );

    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the lights and materials for the scene.
//-----------------------------------------------------------------------------
VOID SetupLights()
{
    // Set up a material. The material here just has the diffuse and ambient
    // colors set to yellow. Note that only one material can be used at a time.
    D3DMATERIAL9 mtrl;
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
    mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
    mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
    mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
    g_pd3dDevice->SetMaterial( &mtrl );
//set up lights
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 0.0f;
    light.Diffuse.g  = 1.0f;
    light.Diffuse.b  = 0.0f;
    vecDir = D3DXVECTOR3(10,10,-10);
   
        D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
    light.Range       = 1000.0f;
    g_pd3dDevice->SetLight( 0, &light );
    g_pd3dDevice->LightEnable( 0, TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

    D3DXVECTOR3  vecPos2;
    D3DLIGHT9 light2;
    ZeroMemory( &light2, sizeof(D3DLIGHT9) );
    light2.Type       = D3DLIGHT_POINT;
    light2.Diffuse.r  = 0.9f;
    light2.Diffuse.g  = 0.0f;
    light2.Diffuse.b  = 0.0f;

    light2.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
                         10,
                                                 10*cosf(timeGetTime()/350.0f) );

    light2.Range       = 100.0f;
        light2.Attenuation0 = 1.0f;
    g_pd3dDevice->SetLight( 1, &light2 );
    g_pd3dDevice->LightEnable( 1, TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

    // Finally, turn on some ambient light.
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the lights and materials1
        SetupLights();

        // Setup the world, view, and projection matrices
        SetupMatrices();

        // Render the vertex buffer contents
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice-&gtresent( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial : Light",
                              WS_OVERLAPPEDWINDOW, 100, 100, 400, 400,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}




编译时出错:


正在链接...
ghj.obj : error LNK2019: 无法解析的外部符号 _Direct3DCreate9@4 ,该符号在函数 "long __cdecl InitD3D(struct HWND__ *)" (?InitD3D@@YAJPAUHWND__@@@Z) 中被引用
ghj.obj : error LNK2019: 无法解析的外部符号 _D3DXMatrixPerspectiveFovLH@20 ,该符号在函数 "void __cdecl SetupMatrices(void)" (?SetupMatrices@@YAXXZ) 中被引用
ghj.obj : error LNK2019: 无法解析的外部符号 _D3DXMatrixLookAtLH@16 ,该符号在函数 "void __cdecl SetupMatrices(void)" (?SetupMatrices@@YAXXZ) 中被引用
ghj.obj : error LNK2019: 无法解析的外部符号 __imp__timeGetTime@0 ,该符号在函数 "void __cdecl SetupLights(void)" (?SetupLights@@YAXXZ) 中被引用
ghj.obj : error LNK2019: 无法解析的外部符号 _D3DXVec3Normalize@8 ,该符号在函数 "void __cdecl SetupLights(void)" (?SetupLights@@YAXXZ) 中被引用
Debug/ghj.exe : fatal error LNK1120: 5 个无法解析的外部命令

生成日志保存在“file://e:\程序\ghj\Debug\BuildLog.htm”中
ghj - 6 错误,0 警告


---------------------- 完成 ---------------------

    生成: 0 已成功, 1 已失败, 0 已跳过



我是初学者,哪位大侠能帮帮我啊,万分感谢!!

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发表于 2006-5-1 14:13:00 | 显示全部楼层

Re:求助:我使用的是vs2003.net,编译时出现下列错误

在工程中加入lib文件

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发表于 2006-5-1 15:21:00 | 显示全部楼层

Re:求助:我使用的是vs2003.net,编译时出现下列错误

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"d3dx9.lib")
在文件开头加上这几句

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发表于 2006-5-4 21:07:00 | 显示全部楼层

Re:求助:我使用的是vs2003.net,编译时出现下列错误

确定你工程已经包含了所需的lib文件
再者就是包含Direct SDK 的 include 和 lib 时应把它的路径移到最上面,避免包含了旧版的Direct API


如:
F:\软件工具\DX9\INCLUDE
C:\Program Files\Microsoft Visual Studio\VC98\INCLUDE
C:\Program Files\Microsoft Visual Studio\VC98\MFC\INCLUDE
C:\Program Files\Microsoft Visual Studio\VC98\ATL\INCLUDE

这只是include包含文件,lib也是同样的道理....



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发表于 2006-5-4 21:08:00 | 显示全部楼层

Re:求助:我使用的是vs2003.net,编译时出现下列错误

VS 2003我想应该也是同样道理!!!!
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