已经用Google搜索了几个小时来解决此错误并发现很多人都会收到此错误,但还没有为我自己的案例找到解决方案。
大多数情况下,解决方案是将SubSystem更改为解决方案属性中的相应选项,可以是Console或Windows。但我的设置为windows,这是我的正确选择。
当我创建此解决方案时,我使用了File>新>项目> Win32项目> (已选择)Windows应用程序> (选中)空项目
我的字符集设置为Unicode,我认为是默认值。
这是我的代码,main.cpp:
// STANDARD WINDOWS HEADERS
#include <windows.h>
#include <windowsx.h>
#include <stdio.h>
#include <atlbase.h>
// D3D9 HEADERS
#include <d3d9.h>
// USER MADE HEADERS
#include "errorhelper.h"
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "DxErr.lib")
// GLOBALS
CComPtr<IDirect3D9> d3d;
CComPtr<IDirect3DDevice9> d3ddev;
CComPtr<IDirect3DVertexBuffer9> vbuffer;
CComPtr<IDirect3DIndexBuffer9> ibuffer;
namespace GameEngine
{
// define the windowed resolution
#define SCREEN_WIDTH 1280 // horizontal resolution
#define SCREEN_HEIGHT 720 // vertical resolution
#define CheckHr(hr) CheckForDxError(__FILE__,__LINE__,hr)
#define D3DFVF_VERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
struct VERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
//-----------------------------------------------------------------------------
// Name: InitVB()
// Desc: Initializes the vertex buffer
//-----------------------------------------------------------------------------
void InitVB()
{
VERTEX vertices[] =
{
{0.0f, 0.0f, 0.0f, 1.0f, 0xffffffff},
{10.0f, 0.0f, 0.0f, 1.0f, 0xffffffff},
{10.0f, 10.0f, 0.0f, 1.0f, 0xffffffff},
{0.0f, 10.0f, 0.0f, 1.0f, 0xffffffff},
};
CheckHr(d3ddev->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &vbuffer, NULL));
void* pvertices;
CheckHr(vbuffer->Lock(0, sizeof(vertices), (void**) &pvertices, 0));
memcpy(pvertices, vertices, sizeof(vertices));
CheckHr(vbuffer->Unlock());
}
//-----------------------------------------------------------------------------
// Name: InitIB()
// Desc: Initializes the index buffer
//----------------------------------------------------------------------------
void InitIB()
{
short indices[] =
{
0, 1, 2,
2, 3, 0
};
CheckHr(d3ddev->CreateIndexBuffer(sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ibuffer, NULL));
void* pindices;
CheckHr(ibuffer->Lock(0, sizeof(indices), (void**) &pindices, 0));
memcpy(pindices, indices, sizeof(indices));
CheckHr(ibuffer->Unlock());
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
void Render()
{
if( d3ddev == NULL )
return;
CheckHr(d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0));
CheckHr(d3ddev->BeginScene());
CheckHr(d3ddev->SetStreamSource(0, vbuffer, 0, sizeof(VERTEX)));
CheckHr(d3ddev->SetIndices(ibuffer));
CheckHr(d3ddev->SetFVF(D3DFVF_VERTEX));
CheckHr(d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2));
CheckHr(d3ddev->EndScene());
CheckHr(d3ddev->Present(NULL, NULL, NULL, NULL));
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
void InitD3D( HWND hWnd )
{
// Create the d3d object
d3d.Attach(::Direct3DCreate9(D3D_SDK_VERSION));
if( NULL == d3d )
throw("Failed to create Direct3D object");
// Set the device settings
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = SCREEN_WIDTH; // width of back buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // height of the back buffer
d3dpp.BackBufferCount = 1; // number of back buffers
d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES; // MSAA (anti-alia, number of samples
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // how to swap the front and back buffer
d3dpp.hDeviceWindow = hWnd; // handle to the window
d3dpp.Windowed = TRUE; // fullscreen/windowed
// Create the device
CheckHr( d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &d3ddev ));
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
void Cleanup()
{
d3d = 0;
d3ddev = 0;
vbuffer = 0;
ibuffer = 0;
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
// the message that is sent when you click on the red x
case WM_DESTROY:
Cleanup();
PostQuitMessage(0);
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// Create the window class
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.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
// Register the window class
RegisterClassEx(&wc);
// Calculate the neede window size
RECT ws = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
AdjustWindowRect(&ws, WS_OVERLAPPEDWINDOW, FALSE);
// Ceate the window
HWND hWnd = CreateWindowEx(NULL, L"WindowClass1", L"Game Engine", WS_OVERLAPPEDWINDOW,
300, 300, ws.right - ws.left, ws.bottom - ws.top,
NULL, NULL, hInstance, NULL);
// Initialize Direct3D
InitD3D(hWnd);
InitVB();
InitIB();
// Show the window
ShowWindow( hWnd, nCmdShow );
// The message loop.
MSG msg;
while( GetMessage( &msg, NULL, 0, 0 ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
UnregisterClass( L"WindowClass1", hInstance );
return 0;
}
}
和errorhelper.h:
#include <Windows.h>
#include <windowsx.h>
#include <comdef.h>
#include <DxErr.h>
#pragma comment (lib, "DxErr.lib")
void CheckForDxError(const char *file, int line, HRESULT hr)
{
if (!FAILED(hr))
return;
// Get the direct X error and description
char desc[1024];
sprintf( desc, "(DX) %s - %s" , DXGetErrorString(hr), DXGetErrorDescription(hr) );
// Output the file and line number in the correct format + the above DX error
char buf[4096];
sprintf( buf, "%s(%d) : Error: %s\n", file, line, desc);
OutputDebugStringA(buf);
// Cause the debugger to break here so we can fix the problem
DebugBreak();
}
如果仍有需要的信息,请询问,
由于
答案 0 :(得分:1)
您将WinMain
放入C ++命名空间。 WinMain()
必须是全局命名空间中的自由函数,而不是应用程序命名空间中的自由函数。