C++ LNK2019:未解析的外部符号_WinMain@16在函数\uuuu\tMainCartStartup中引用
谷歌搜索了几个小时来解决这个错误,发现很多人都有这个错误,但还没有找到解决我自己问题的方法 大多数情况下,解决方案是将子系统更改为解决方案属性中的相应选项(控制台或Windows)。但我的设置为windows,这在我的情况下是正确的 创建此解决方案时,我使用了文件>新建>项目>Win32项目>(选定)Windows应用程序>(选中)空项目 我的字符集设置为Unicode,我认为这是默认设置 这是我的代码main.cpp:C++ LNK2019:未解析的外部符号_WinMain@16在函数\uuuu\tMainCartStartup中引用,c++,directx-9,lnk2019,winmain,C++,Directx 9,Lnk2019,Winmain,谷歌搜索了几个小时来解决这个错误,发现很多人都有这个错误,但还没有找到解决我自己问题的方法 大多数情况下,解决方案是将子系统更改为解决方案属性中的相应选项(控制台或Windows)。但我的设置为windows,这在我的情况下是正确的 创建此解决方案时,我使用了文件>新建>项目>Win32项目>(选定)Windows应用程序>(选中)空项目 我的字符集设置为Unicode,我认为这是默认设置 这是我的代码main.cpp: // STANDARD WINDOWS HEADERS #include
// 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;
}
}
//标准WINDOWS标题
#包括
#包括
#包括
#包括
//D3D9标题
#包括
//用户制作的标题
#包括“errorhelper.h”
#pragma注释(lib,“d3d9.lib”)
#pragma注释(lib,“DxErr.lib”)
//全球的
CComPtr d3d;
CComPtr d3ddev;
首席执行官vbuffer;
伊布弗伯爵;
命名空间游戏引擎
{
//定义窗口分辨率
#定义屏幕宽度1280//水平分辨率
#定义屏幕高度720//垂直分辨率
#定义CheckHr(hr)CheckForDxError(_文件,_行,hr)
#定义D3DFVF_顶点(D3DFVF_XYZRHW | D3DFVF_漫反射)
结构顶点
{
浮动x、y、z、rhw;
德沃德颜色;
};
//-----------------------------------------------------------------------------
//名称:InitVB()
//Desc:初始化顶点缓冲区
//-----------------------------------------------------------------------------
void InitVB()
{
顶点[]=
{
{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},
};
选中HR(d3ddev->CreateVertexBuffer(顶点大小),0,D3DFVF_顶点,D3DPOOL_默认值,&vbuffer,NULL));
无效*pverties;
选中hr(vbuffer->Lock(0,顶点大小),(void**)和pvertices,0);
memcpy(pverties,顶点,sizeof(顶点));
选中hr(vbuffer->Unlock());
}
//-----------------------------------------------------------------------------
//名称:InitIB()
//Desc:初始化索引缓冲区
//----------------------------------------------------------------------------
void InitIB()
{
短期指数[]=
{
0, 1, 2,
2, 3, 0
};
选中HR(d3ddev->CreateIndexBuffer(索引大小),0,D3DFMT_索引16,D3DPOOL_默认值,&ibuffer,NULL));
无效*小方块;
选中hr(ibuffer->Lock(0,索引大小),(无效**)和pindices,0);
memcpy(pindice、index、sizeof(index));
选中hr(ibuffer->Unlock());
}
//-----------------------------------------------------------------------------
//名称:Render()
//描述:绘制场景
//-----------------------------------------------------------------------------
void Render()
{
如果(d3ddev==NULL)
返回;
检查hr(d3ddev->清除(0,空,D3DCLEAR_目标,D3DCOLOR_XRGB(0,0,255),1.0f,0));
检查hr(d3ddev->BeginScene());
选中HR(d3ddev->SetStreamSource(0,vbuffer,0,sizeof(顶点));
检查HR(d3ddev->设置索引(ibuffer));
检查HR(d3ddev->SetFVF(D3DFVF_顶点));
选中HR(d3ddev->DrawIndexedPrimitive(D3DPT_三角形列表,0,0,4,0,2));
选中HR(d3ddev->EndScene());
检查HR(d3ddev->Present(NULL,NULL,NULL,NULL));
}
//-----------------------------------------------------------------------------
//名称:InitD3D()
//描述:初始化Direct3D
//-----------------------------------------------------------------------------
无效初始D3D(HWND HWND)
{
//创建d3d对象
附加(::Direct3DCreate9(d3d_SDK_版本));
如果(NULL==d3d)
抛出(“未能创建Direct3D对象”);
//设置设备设置
D3D当前参数d3dpp;
零内存(&d3dpp,sizeof(d3dpp));
d3dpp.BackBufferWidth=屏幕宽度;//后缓冲区的宽度
d3dpp.BackBufferHeight=屏幕高度;//后缓冲区的高度
d3dpp.BackBufferCount=1;//后缓冲区的数量
d3dpp.MultiSampleType=D3DMmultisample_4_SAMPLES;//MSAA(反alia,样本数
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;//如何交换前后缓冲区
d3dpp.hDeviceWindow=hWnd;//窗口的句柄
d3dpp.Windowed=TRUE;//全屏/加窗
//创建设备
选中HR(d3d->CreateDevice(D3DADAPTER_默认值,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp和d3ddev);
}
//-----------------------------------------------------------------------------
//名称:Cleanup()
//Desc:释放所有以前初始化的对象
//-----------------------------------------------------------------------------
空洞清理()
{
d3d=0;
d3ddev=0;
vbuffer=0;
ibuffer=0;
}
//-----------------------------------------------------------------------------
//名称:WindowProc()
//Desc:窗口的消息处理程序
//-----------------------------------------------------------------------------
LRESULT回调WindowProc(HWND HWND,UINT msg,WPARAM WPARAM,LPARAM LPARAM)
{
开关(msg)
{
#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();
}