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C++ 使用mingw在Linux上交叉编译Direct3D_C++_Directx_Mingw_Cross Compiling_Mingw32 - Fatal编程技术网

C++ 使用mingw在Linux上交叉编译Direct3D

C++ 使用mingw在Linux上交叉编译Direct3D,c++,directx,mingw,cross-compiling,mingw32,C++,Directx,Mingw,Cross Compiling,Mingw32,如何配置mingw32以交叉编译适用于Windows的Direct3D应用程序?有可能吗?实际上,我已经成功地编译了本教程中的代码:-在Kubuntu上使用i586-mingw32msvc-g++代码::块。我需要添加#define UNICODE并删除#pragma…部分来实现这一点,我使用了/usr/i586-mingw32msvc/include中的头文件以及mingw包中的libs 但是,我无法编译本教程中的代码: Mingw没有d3dx9.h文件。因此,我安装了带有wine版本的Win

如何配置mingw32以交叉编译适用于Windows的Direct3D应用程序?有可能吗?实际上,我已经成功地编译了本教程中的代码:-在Kubuntu上使用i586-mingw32msvc-g++代码::块。我需要添加
#define UNICODE
并删除
#pragma…
部分来实现这一点,我使用了/usr/i586-mingw32msvc/include中的头文件以及mingw包中的libs

但是,我无法编译本教程中的代码:

Mingw没有
d3dx9.h
文件。因此,我安装了带有wine版本的Windows相关头文件的
wine1.2-dev
软件包,但现在出现了错误:

使用
#定义UNICODE

-------------- Build: Debug in d3d ---------------

i586-mingw32msvc-g++ -Wall  -g    -I/usr/include/wine/windows  -c /home/silmeth/programowanie/codeblocks/d3d/main.cpp -o obj/Debug/main.o
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:50: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error:   initializing argument 2 of ‘HWND__* CreateWindowExW(DWORD, const WCHAR*, const WCHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error:   initializing argument 3 of ‘HWND__* CreateWindowExW(DWORD, const WCHAR*, const WCHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘void render_frame()’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:158: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:159: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:160: warning: taking address of temporary
Process terminated with status 1 (0 minutes, 0 seconds)
5 errors, 3 warnings
没有
#define


-------------- Build: Debug in d3d ---------------

i586-mingw32msvc-g++ -Wall  -g    -I/usr/include/wine/windows  -c /home/silmeth/programowanie/codeblocks/d3d/main.cpp -o obj/Debug/main.o
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:50: error: cannot convert ‘const wchar_t [12]’ to ‘const CHAR*’ in assignment
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: cannot convert ‘const wchar_t*’ to ‘const CHAR*’ for argument ‘2’ to ‘HWND__* CreateWindowExA(DWORD, const CHAR*, const CHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘void render_frame()’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:158: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:159: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:160: warning: taking address of temporary
Process terminated with status 1 (0 minutes, 0 seconds)
2 errors, 3 warnings
以下是我试图编译的全部代码:

// include the basic windows header files and the Direct3D header file
#define UNICODE //tried to comment and uncomment this
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library files
//#pragma comment (lib, "d3d9.lib")
//#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

// 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 = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    // 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)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;

    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();    // call the function to initialize the triangle

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
}


// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);

    // SET UP THE PIPELINE

    D3DXMATRIX matRotateY;    // a matrix to store the rotation information

    static float index = 0.0f; index+=0.05f;    // an ever-increasing float value

    // build a matrix to rotate the model based on the increasing float value
    D3DXMatrixRotationY(&matRotateY, index);

    // tell Direct3D about our matrix
    d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);

    D3DXMATRIX matView;    // the view transform matrix

    D3DXMatrixLookAtLH(&matView,
                       &D3DXVECTOR3 (0.0f, 0.0f, 10.0f),    // the camera position
                       &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at position
                       &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction

    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView

    D3DXMATRIX matProjection;     // the projection transform matrix

    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,    // the near view-plane
                               100.0f);    // the far view-plane

    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);    // set the projection

    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));

    // copy the vertex buffer to the back buffer
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    d3ddev->EndScene();

    d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    v_buffer->Release();    // close and release the vertex buffer
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX vertices[] =
    {
        { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();
}
//包括基本windows头文件和Direct3D头文件
#define UNICODE//试图对此进行注释并取消注释
#包括
#包括
#包括
#包括
//定义屏幕分辨率
#定义屏幕宽度800
#定义屏幕高度600
//包括Direct3D库文件
//#pragma注释(lib,“d3d9.lib”)
//#pragma注释(lib,“d3dx9.lib”)
//全球宣言
LPDIRECT3D9 d3d;//指向Direct3D界面的指针
LPDIRECT3DDEVICE9 d3ddev;//指向设备类的指针
LPDIRECT3DVERTEXBUFFER9 v_buffer=NULL;//指向顶点缓冲区的指针
//功能原型
void initD3D(HWND HWND);//设置并初始化Direct3D
void渲染_帧(void);//渲染单个帧
空隙清理3d(空隙);//关闭Direct3D并释放内存
void init_图形(void);//三维声明
结构自定义顶点{FLOAT X,Y,Z;DWORD COLOR;};
#定义自定义FVF(D3DFVF_XYZ | D3DFVF_DIFFUSE)
//WindowProc函数原型
LRESULT回调WindowProc(HWND-HWND,UINT消息,WPARAM-WPARAM,LPARAM-LPARAM);
//任何Windows程序的入口点
int WINAPI WinMain(HINSTANCE HINSTANCE,
HINSTANCE HPPrevenstance,
LPSTR lpCmdLine,
国际展览(nCmdShow)
{
HWND-HWND;
WNDCLASSEX wc;
零内存(&wc,sizeof(WNDCLASSEX));
wc.cbSize=sizeof(WNDCLASSEX);
wc.style=CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc=WindowProc;
wc.hInstance=hInstance;
wc.hCursor=LoadCursor(空,IDC_箭头);
wc.lpszClassName=L“WindowClass”;
注册类别(&wc);
hWnd=CreateWindowEx(空,L“WindowClass”,L“我们的Direct3D程序”,
WS_重叠窗口,0,0,屏幕宽度,屏幕高度,
NULL,NULL,hInstance,NULL);
显示窗口(hWnd、nCmdShow);
//设置并初始化Direct3D
initD3D(hWnd);
//进入主循环:
味精;
while(TRUE)
{
while(peek消息(&msg,NULL,0,0,PM_-REMOVE))
{
翻译信息(&msg);
发送消息(&msg);
}
如果(msg.message==WM\u退出)
打破
渲染_帧();
}
//清理DirectX和COM
清洁d3d();
返回msg.wParam;
}
//这是程序的主要消息处理程序
LRESULT回调WindowProc(HWND-HWND,UINT消息,WPARAM-WPARAM,LPARAM-LPARAM)
{
开关(信息)
{
案例WM_销毁:
{
PostQuitMessage(0);
返回0;
}中断;
}
返回DefWindowProc(hWnd、message、wParam、lParam);
}
//此函数用于初始化和准备Direct3D以供使用
无效初始D3D(HWND HWND)
{
d3d=Direct3DCreate9(d3d_SDK_版本);
D3D当前参数d3dpp;
零内存(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed=TRUE;
d3dpp.SwapEffect=d3dswapeeffect_DISCARD;
d3dpp.hDeviceWindow=hWnd;
d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth=屏幕宽度;
d3dpp.BackBufferHeight=屏幕高度;
//使用此信息和d3dpp结构中的信息创建设备类
d3d->CreateDevice(D3DADAPTER_默认值,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&民进党,,
&d3ddev);
init_graphics();//调用函数初始化三角形
d3ddev->SetRenderState(D3DRS_照明,错误);//关闭3D照明
}
//这是用于渲染单个帧的函数
void渲染帧(void)
{
d3ddev->清除(0,空,D3DCLEAR_目标,D3DCOLOR_XRGB(0,0,0),1.0f,0);
d3ddev->BeginScene();
//选择要使用的顶点格式
d3ddev->SetFVF(自定义FVF);
//铺设管道
D3DXMATRIX matRotateY;//存储旋转信息的矩阵
静态浮点索引=0.0f;索引+=0.05f;//一个不断增加的浮点值
//建立一个矩阵,根据增加的浮点值旋转模型
d3dx矩阵旋转(&matRotateY,索引);
//告诉Direct3D我们的矩阵
d3ddev->SetTransform(D3DTS_WORLD和matRotateY);
D3DXMATRIX matView;//视图变换矩阵
D3DXMatrixLookAtLH和matView,
&D3DXVECTOR3(0.0f、0.0f、10.0f),//摄像机位置
&D3DXVECTOR3(0.0f,0.0f,0.0f),//观察位置
&D3DXVECTOR3(0.0f,1.0f,0.0f));//向上方向
d3ddev->SetTransform(D3DTS_视图和matView);//将视图转换设置为matView
D3DXMATRIX matProjection;//投影变换矩阵
D3DXMatrixPerspectiveFovLH和matProjection,
D3DXToRadian(45),//水平视野
(浮动)屏幕宽度/(浮动)屏幕高度,//纵横比
1.0f,//近视图平面
100.0f);//远视图平面
d3ddev->SetTransform(D3DTS_投影和matProjection);//设置投影
//选择要显示的顶点缓冲区
d3ddev->Se
(const WCHAR*)L"blah blah"