Hello,
Ive recently just started with directx 11, and i came up with this code:
[code]// include the basic windows header files and the Direct3D header files
#include #include #include #include #include // include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
#pragma comment (lib, "d3dx10d.lib")
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer; // the pointer to our back buffer
ID3D11DepthStencilView *zbuffer; // the pointer to our depth buffer
ID3D11InputLayout *pLayout; // the pointer to the input layout
ID3D11VertexShader *pVS; // the pointer to the vertex shader
ID3D11PixelShader *pPS; // the pointer to the pixel shader
ID3D11Buffer *pVBuffer; // the pointer to the vertex buffer
ID3D11Buffer *pCBuffer; // the pointer to the constant buffer
ID3D11Buffer *pIBuffer; // the pointer to the index buffer
// various buffer structs
struct VERTEX{FLOAT X, Y, Z; D3DXCOLOR Color;};
struct PERFRAME{D3DXCOLOR Color; FLOAT X, Y, Z;};
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void InitGraphics(void); // creates the shape to render
void InitPipeline(void); // loads and prepares the shaders
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// create the depth buffer texture
D3D11_TEXTURE2D_DESC texd;
ZeroMemory(&texd, sizeof(texd));
texd.Width = SCREEN_WIDTH;
texd.Height = SCREEN_HEIGHT;
texd.ArraySize = 1;
texd.MipLevels = 1;
texd.SampleDesc.Count = 4;
texd.Format = DXGI_FORMAT_D32_FLOAT;
texd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D *pDepthBuffer;
dev->CreateTexture2D(&texd, NULL, &pDepthBuffer);
// create the depth buffer
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
ZeroMemory(&dsvd, sizeof(dsvd));
dsvd.Format = DXGI_FORMAT_D32_FLOAT;
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
dev->CreateDepthStencilView(pDepthBuffer, &dsvd, &zbuffer);
pDepthBuffer->Release();
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, zbuffer);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
viewport.MinDepth = 0; // the closest an object can be on the depth buffer is 0.0
viewport.MaxDepth = 1; // the farthest an object can be on the depth buffer is 1.0
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
// this is the function used to render a single frame
void RenderFrame(void)
{
D3DXMATRIX matRotate, matView, matProjection;
D3DXMATRIX matFinal;
static float Time = 0.0f; Time += 0.001f;
// create a world matrices
D3DXMatrixRotationY(&matRotate, Time);
// create a view matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(0.0f, 9.0f, 24.0f), // the camera position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // the up direction
// create a projection matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
(FLOAT)D3DXToRadian(45), // field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // near view-plane
100.0f); // far view-plane
// create the final transform
matFinal = matRotate * matView * matProjection;
// clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
// clear the depth buffer
devcon->ClearDepthStencilView(zbuffer, D3D11_CLEAR_DEPTH, 1.0f, 0);
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0);
// select which primtive type we are using
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the Hypercraft
devcon->UpdateSubresource(pCBuffer, 0, 0, &matFinal, 0, 0);
devcon->DrawIndexed(24, 0, 0);
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
pLayout->Release();
pVS->Release();
pPS->Release();
zbuffer->Release();
pVBuffer->Release();
pCBuffer->Release();
pIBuffer->Release();
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
}
// this is the function that creates the shape to render
void InitGraphics()
{
// create vertices to represent the corners of the Hypercraft
VERTEX OurVertices[] =
{
// fuselage
{3.0f, 0.0f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{0.0f, 3.0f, -3.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)},
{0.0f, 0.0f, 10.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{-3.0f, 0.0f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 1.0f, 1.0f)},
// left gun
{3.2f, -1.0f, -3.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)},
{3.2f, -1.0f, 11.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{2.0f, 1.0f, 2.0f, D3DXCOLOR(0.0f, 1.0f, 1.0f, 1.0f)},
// right gun
{-3.2f, -1.0f, -3.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)},
{-3.2f, -1.0f, 11.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{-2.0f, 1.0f, 2.0f, D3DXCOLOR(0.0f, 1.0f, 1.0f, 1.0f)},
};
// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(VERTEX) * 10;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
dev->CreateBuffer(&bd, NULL, &pVBuffer);
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
devcon->Unmap(pVBuffer, NULL);
// create the index buffer out of DWORDs
DWORD OurIndices[] =
{
0, 1, 2, // fuselage
2, 1, 3,
3, 1, 0,
0, 2, 3,
4, 5, 6, // wings
7, 8, 9,
4, 6, 5, // wings (back face)
7, 9, 8,
};
// create the index buffer
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(DWORD) * 24;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
dev->CreateBuffer(&bd, NULL, &pIBuffer);
devcon->Map(pIBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurIndices, sizeof(OurIndices)); // copy the data
devcon->Unmap(pIBuffer, NULL);
}
// this function loads and prepares the shaders
void InitPipeline()
{
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 64;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
dev->CreateBuffer(&bd, NULL, &pCBuffer);
devcon->VSSetConstantBuffers(0, 1, &pCBuffer);
}[/code]
But for some reason it gave me this(errors):
Error 1 error LNK2019: unresolved external symbol _D3DXMatrixPerspectiveFovLH@20 referenced in function "void __cdecl RenderFrame(void)" (?RenderFrame@
@YAXXZ) C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDCE Enginemain.obj DCE Engine
Error 2 error LNK2019: unresolved external symbol _D3DXMatrixLookAtLH@16 referenced in function "void __cdecl RenderFrame(void)" (?RenderFrame@
@YAXXZ) C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDCE Enginemain.obj DCE Engine
Error 3 error LNK2019: unresolved external symbol _D3DXMatrixRotationY@8 referenced in function "void __cdecl RenderFrame(void)" (?RenderFrame@
@YAXXZ) C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDCE Enginemain.obj DCE Engine
Error 4 error LNK2019: unresolved external symbol _D3DXMatrixMultiply@12 referenced in function "public: struct D3DXMATRIX __thiscall D3DXMATRIX::operator*(struct D3DXMATRIX const &)const " (??DD3DXMATRIX@
@QBE?AU0@ABU0@
@Z) C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDCE Enginemain.obj DCE Engine
Error 5 error LNK2019: unresolved external symbol _D3DX11CompileFromFileA@44 referenced in function "void __cdecl InitPipeline(void)" (?InitPipeline@
@YAXXZ) C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDCE Enginemain.obj DCE Engine
Error 6 error LNK1120: 5 unresolved externals C:UsersUtilizadordocumentsvisual studio 2010ProjectsDCE EngineDebugDCE Engine.exe DCE Engine
I know whats wrong, but i don't know which libraries I'm not including.
Include Directories:
$(VCInstallDir)include;$(VCInstallDir)atlmfcinclude;$(WindowsSdkDir)include;$(FrameworkSDKDir)include;E:Microsoft DirectX SDK (June 2010)Includex86;E:Microsoft DirectX SDK (June 2010)Includex64;E:Microsoft DirectX SDK (June 2010)Include
Library Directories:
$(VCInstallDir)lib;$(VCInstallDir)atlmfclib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)lib;E:Microsoft DirectX SDK (June 2010)Lib;E:Microsoft DirectX SDK (June 2010)Libx64;E:Microsoft DirectX SDK (June 2010)Libx86
Additional Dependencies:
kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies);d3dx9.lib;d3d9.lib;d3d11.lib;d3dx11.lib;d3dx10.lib;d3d10.lib
I have many times searched on the internet, people seem to find a solution, but when i follow the answer given, it don't seem to work as i were given these errors.
Best Regards
Miguel Petersen