求助,VC2010游戏编程无法载入磁盘位图?

a86632678 2012-11-25 02:51:39
我刚刚开始学游戏编程,用的是VC2010。在基本的Direct3D 那里遇到了问题,利用LPDIRECT3DSURFACE9 载入磁盘位图时失败,提示


错误 1 error LNK2019: 无法解析的外部符号 _D3DXLoadSurfaceFromFileA@32,该符号在函数 "bool __cdecl Game_Init(struct HWND__ *)" (?Game_Init@@YA_NPAUHWND__@@@Z) 中被引用 E:\workspace\GameT1\Create_Surface\Create_Surface\winmain.obj Create_Surface


请问如何解决问题,谢谢了

程序代码如下:


#include <Windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <time.h>
#include <iostream>
#include <rmxfguid.h>
using namespace std;



const string APPTITLE ="Create Surface Program";
#define SCREENW 1024
#define SCREENH 768


#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code)&0x8000)?1:0)



LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer =NULL;
LPDIRECT3DSURFACE9 surface=NULL;

bool gameover =false;

bool Game_Init(HWND hwnd)
{
d3d = Direct3DCreate9( D3D_SDK_VERSION );

if(!d3d)
{
MessageBox(hwnd,"Error initializing Direct3D","Error",MB_OK);
return false;
}

D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed=TRUE;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount=1;
d3dpp.BackBufferWidth=SCREENW;
d3dpp.BackBufferHeight=SCREENH;
d3dpp.hDeviceWindow=hwnd;

d3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);

if(!d3ddev)
{
MessageBox(hwnd,"Error createing Direct3D device","Error",MB_OK);
return false;
}

//srand(time(NULL));

d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
///*
HRESULT result = d3ddev->CreateOffscreenPlainSurface(
SCREENW, //surface 宽
SCREENH, //surface 高
D3DFMT_X8R8G8B8,//D3DFMT_R5G6B6,//surface 格式
D3DPOOL_DEFAULT,
&surface,
NULL);
if(!SUCCEEDED(result)) return false;

result=D3DXLoadSurfaceFromFile(
surface,
NULL,
NULL,
"E:\\workspace\\GameT1\\Create_Surface\\Create_Surface\\c.bmp",
NULL,
D3DX_DEFAULT,//D3DX_FILTER_NONE
0,
NULL);
if(!SUCCEEDED(result)) return false;//*/
/*
d3ddev->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer);

HRESULT result=d3ddev->CreateOffscreenPlainSurface(
100,100,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,
&surface,
NULL);
if(!SUCCEEDED(result)) return false;
//*/
return true;

//UPdate result=d3ddev->UpdateSurface(surface,NULL,backbuffer,NULL);
}


void Game_Run(HWND hwnd)
{
if(!d3ddev) return;

d3ddev->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer);

if(d3ddev->BeginScene())
{
/*
int r=rand()%255;
int g=rand()%255;
int b=rand()%255;
d3ddev->ColorFill(surface,NULL,D3DCOLOR_XRGB(r,g,b));

RECT rect;
rect.left=rand()%SCREENW/2;
rect.right=rect.left+rand()%SCREENW/2;
rect.top=rand()%SCREENH;
rect.bottom=rect.top+rand()%SCREENH/2;
d3ddev->StretchRect(surface,NULL,backbuffer,&rect,D3DTEXF_NONE);
//*/

d3ddev->StretchRect(surface,NULL,backbuffer,NULL,D3DTEXF_NONE);

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

if(KEY_DOWN(VK_ESCAPE))
PostMessage(hwnd,WM_DESTROY,0,0);


}

void Game_End(HWND hwnd)
{
if(surface) surface->Release();
if(d3ddev) d3ddev->Release();
if(d3d) d3d->Release();
}


LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
gameover=true;
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}


int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine,int nCmdShow)
{
WNDCLASSEX wc;
wc.cbSize =sizeof(WNDCLASSEX);
wc.style =CS_HREDRAW|CS_VREDRAW;
wc.lpfnWndProc =(WNDPROC)WinProc;
wc.cbClsExtra =0;
wc.cbWndExtra =0;
wc.hInstance =hInstance;
wc.hIcon =NULL;
wc.hCursor =LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName =NULL;
wc.lpszClassName=APPTITLE.c_str();
wc.hIconSm =NULL;
RegisterClassEx(&wc);

HWND window=CreateWindow(APPTITLE.c_str(),APPTITLE.c_str(),WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,CW_USEDEFAULT,SCREENW,SCREENH,NULL,NULL,hInstance,NULL);


if(window==0) return 0;

ShowWindow(window,nCmdShow);
UpdateWindow(window);

if(!Game_Init(window)) return 0;

MSG message;
while(!gameover)
{
if(PeekMessage(&message,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&message);
DispatchMessage(&message);
}

Game_Run(window);

}

return message.wParam;
}


求大神帮解决。谢谢了
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a86632678 2012-11-28
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引用 2 楼 Binzo 的回复:
1 D3DXCreateTextureFromFile( Device, TEXT("crate.jpg"), &Tex); 函数是这样用的。 2 Project->xxx properties->Configuration Properties->Linker->Input->Additional Dependencies + d3d9.lib d3dx9.……
求大神指点下 我用这个函数不行啊。
hnzmdzcm 2012-11-27
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帮顶,呵呵
a86632678 2012-11-25
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引用 2 楼 Binzo 的回复:
1 D3DXCreateTextureFromFile( Device, TEXT("crate.jpg"), &Tex); 函数是这样用的。 2 Project->xxx properties->Configuration Properties->Linker->Input->Additional Dependencies + d3d9.lib d3dx9.……
先感谢,我试试先
Binzo 2012-11-25
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1 D3DXCreateTextureFromFile( Device, TEXT("crate.jpg"), &Tex); 函数是这样用的。 2 Project->xxx properties->Configuration Properties->Linker->Input->Additional Dependencies + d3d9.lib d3dx9.lib winmm.lib Tools->Options->Projects and Solutions->VC++ Directories->win32 Include files + DirectXSDK安装目录\Include DirectX SDK 需安装, 上面以D3D9为例。 这个网址你可以参考下:http://wenku.baidu.com/view/4b7f2243be1e650e52ea9985.html。 后面写了配置的问题。
神-气 2012-11-25
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D3dx9.lib

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