我正在使用Visual Studio Ultimate 2010和C ++。 我正在学习直接X编程,并试图运行示例文件。 我正在使用这本书" 3D游戏编程简介与DirectX 11"(Frank D.Luna)。
我正在尝试运行一个示例演示,测试Direct X是否适用于VC,以及我(学生)是否接受。程序没有运行它返回错误。
一个月前我进行了碎片整理,删除了所有内容并重启了我的电脑。 在此之前,当我最初尝试安装并运行并启动DirectX 11时,它运行正常。 现在,当我再次安装VS和Direct X 11时,我做的事与我之前做的一样,现在它不起作用。 基本错误是成功进行调试但没有运行,当我运行程序时,我得到一个空白窗口,错误无法创建DirectX设备。
我应该尝试重新安装所有Visual Studio版本 和直接X11,然后安装第一个视觉,然后直接X? 如果我卸载所有Visual Studio,我的电脑会受损吗? 我的显卡过时了吗? 是因为我有旧版本的Windows 7吗?
1>------ Rebuild All started: Project: FalsePromise, Configuration: Debug Win32 ------
1>Build started 2014-07-29 19:25:38.
1>_PrepareForClean:
1> Deleting file "Debug\FalsePromise.lastbuildstate".
1>InitializeBuildStatus:
1> Creating "Debug\FalsePromise.unsuccessfulbuild" because "AlwaysCreate" was specified.
1>ClCompile:
1> xnacollision.cpp
1> Waves.cpp
1> TextureMgr.cpp
1> MathHelper.cpp
1> LightHelper.cpp
1> GeometryGenerator.cpp
1> GameTimer.cpp
1> d3dUtil.cpp
1> d3dApp.cpp
1> Camera.cpp
1> BoxDemo.cpp
1> Generating Code...
1>BoxDemo.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
1> Creating library C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\FalsePromise.lib and object C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\FalsePromise.exp
1>Effects11d.lib(d3dx11dbg.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(d3dxGlobal.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(EffectAPI.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(EffectLoad.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(EffectNonRuntime.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(EffectReflection.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1>Effects11d.lib(EffectRuntime.obj) : warning LNK4204: 'C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\vc100.pdb' is missing debugging information for referencing module; linking object as if no debug info
1> FalsePromise.vcxproj -> C:\Users\Claes\documents\visual studio 2010\Projects\FalsePromise\Debug\FalsePromise.exe
1>FinalizeBuildStatus:
1> Deleting file "Debug\FalsePromise.unsuccessfulbuild".
1> Touching "Debug\FalsePromise.lastbuildstate".
1>
1>Build succeeded.
1>
1>Time Elapsed 00:00:10.16
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========
//***************************************************************************************
// BoxDemo.cpp by Frank Luna (C) 2011 All Rights Reserved.
//
// Demonstrates rendering a colored box.
//
// Controls:
// Hold the left mouse button down and move the mouse to rotate.
// Hold the right mouse button down to zoom in and out.
//
//***************************************************************************************
#include "d3dApp.h"
#include "d3dx11Effect.h"
#include "MathHelper.h"
struct Vertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
};
class BoxApp : public D3DApp
{
public:
BoxApp(HINSTANCE hInstance);
~BoxApp();
bool Init();
void OnResize();
void UpdateScene(float dt);
void DrawScene();
void OnMouseDown(WPARAM btnState, int x, int y);
void OnMouseUp(WPARAM btnState, int x, int y);
void OnMouseMove(WPARAM btnState, int x, int y);
private:
void BuildGeometryBuffers();
void BuildFX();
void BuildVertexLayout();
private:
ID3D11Buffer* mBoxVB;
ID3D11Buffer* mBoxIB;
ID3DX11Effect* mFX;
ID3DX11EffectTechnique* mTech;
ID3DX11EffectMatrixVariable* mfxWorldViewProj;
ID3D11InputLayout* mInputLayout;
XMFLOAT4X4 mWorld;
XMFLOAT4X4 mView;
XMFLOAT4X4 mProj;
float mTheta;
float mPhi;
float mRadius;
POINT mLastMousePos;
};
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
BoxApp theApp(hInstance);
if( !theApp.Init() )
return 0;
return theApp.Run();
}
BoxApp::BoxApp(HINSTANCE hInstance)
: D3DApp(hInstance), mBoxVB(0), mBoxIB(0), mFX(0), mTech(0),
mfxWorldViewProj(0), mInputLayout(0),
mTheta(1.5f*MathHelper::Pi), mPhi(0.25f*MathHelper::Pi), mRadius(5.0f)
{
mMainWndCaption = L"Box Demo";
mLastMousePos.x = 0;
mLastMousePos.y = 0;
XMMATRIX I = XMMatrixIdentity();
XMStoreFloat4x4(&mWorld, I);
XMStoreFloat4x4(&mView, I);
XMStoreFloat4x4(&mProj, I);
}
BoxApp::~BoxApp()
{
ReleaseCOM(mBoxVB);
ReleaseCOM(mBoxIB);
ReleaseCOM(mFX);
ReleaseCOM(mInputLayout);
}
bool BoxApp::Init()
{
if(!D3DApp::Init())
return false;
BuildGeometryBuffers();
BuildFX();
BuildVertexLayout();
return true;
}
void BoxApp::OnResize()
{
D3DApp::OnResize();
// The window resized, so update the aspect ratio and recompute the projection matrix.
XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
XMStoreFloat4x4(&mProj, P);
}
void BoxApp::UpdateScene(float dt)
{
// Convert Spherical to Cartesian coordinates.
float x = mRadius*sinf(mPhi)*cosf(mTheta);
float z = mRadius*sinf(mPhi)*sinf(mTheta);
float y = mRadius*cosf(mPhi);
// Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
XMStoreFloat4x4(&mView, V);
}
void BoxApp::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
md3dImmediateContext->IASetInputLayout(mInputLayout);
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
UINT stride = sizeof(Vertex);
UINT offset = 0;
md3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);
// Set constants
XMMATRIX world = XMLoadFloat4x4(&mWorld);
XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX worldViewProj = world*view*proj;
mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj));
D3DX11_TECHNIQUE_DESC techDesc;
mTech->GetDesc( &techDesc );
for(UINT p = 0; p < techDesc.Passes; ++p)
{
mTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
// 36 indices for the box.
md3dImmediateContext->DrawIndexed(36, 0, 0);
}
HR(mSwapChain->Present(0, 0));
}
void BoxApp::OnMouseDown(WPARAM btnState, int x, int y)
{
mLastMousePos.x = x;
mLastMousePos.y = y;
SetCapture(mhMainWnd);
}
void BoxApp::OnMouseUp(WPARAM btnState, int x, int y)
{
ReleaseCapture();
}
void BoxApp::OnMouseMove(WPARAM btnState, int x, int y)
{
if( (btnState & MK_LBUTTON) != 0 )
{
// Make each pixel correspond to a quarter of a degree.
float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));
// Update angles based on input to orbit camera around box.
mTheta += dx;
mPhi += dy;
// Restrict the angle mPhi.
mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi-0.1f);
}
else if( (btnState & MK_RBUTTON) != 0 )
{
// Make each pixel correspond to 0.005 unit in the scene.
float dx = 0.005f*static_cast<float>(x - mLastMousePos.x);
float dy = 0.005f*static_cast<float>(y - mLastMousePos.y);
// Update the camera radius based on input.
mRadius += dx - dy;
// Restrict the radius.
mRadius = MathHelper::Clamp(mRadius, 3.0f, 15.0f);
}
mLastMousePos.x = x;
mLastMousePos.y = y;
}
void BoxApp::BuildGeometryBuffers()
{
// Create vertex buffer
Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), (const float*)&Colors::White },
{ XMFLOAT3(-1.0f, +1.0f, -1.0f), (const float*)&Colors::Black },
{ XMFLOAT3(+1.0f, +1.0f, -1.0f), (const float*)&Colors::Red },
{ XMFLOAT3(+1.0f, -1.0f, -1.0f), (const float*)&Colors::Green },
{ XMFLOAT3(-1.0f, -1.0f, +1.0f), (const float*)&Colors::Blue },
{ XMFLOAT3(-1.0f, +1.0f, +1.0f), (const float*)&Colors::Yellow },
{ XMFLOAT3(+1.0f, +1.0f, +1.0f), (const float*)&Colors::Cyan },
{ XMFLOAT3(+1.0f, -1.0f, +1.0f), (const float*)&Colors::Magenta }
};
D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex) * 8;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = vertices;
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB));
// Create the index buffer
UINT indices[] = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
};
D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * 36;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mBoxIB));
}
void BoxApp::BuildFX()
{
DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
shaderFlags |= D3D10_SHADER_DEBUG;
shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
ID3D10Blob* compiledShader = 0;
ID3D10Blob* compilationMsgs = 0;
HRESULT hr = D3DX11CompileFromFile(L"FX/color.fx", 0, 0, 0, "fx_5_0", shaderFlags,
0, 0, &compiledShader, &compilationMsgs, 0);
// compilationMsgs can store errors or warnings.
if( compilationMsgs != 0 )
{
MessageBoxA(0, (char*)compilationMsgs->GetBufferPointer(), 0, 0);
ReleaseCOM(compilationMsgs);
}
// Even if there are no compilationMsgs, check to make sure there were no other errors.
if(FAILED(hr))
{
DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX11CompileFromFile", true);
}
HR(D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(),
0, md3dDevice, &mFX));
// Done with compiled shader.
ReleaseCOM(compiledShader);
mTech = mFX->GetTechniqueByName("ColorTech");
mfxWorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
}
void BoxApp::BuildVertexLayout()
{
// Create the vertex input layout.
D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{"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}
};
// Create the input layout
D3DX11_PASS_DESC passDesc;
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc, 2, passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize, &mInputLayout));
}