游戏编程初始化D3D出错,求助!

dclchj 2009-02-02 09:44:31
VC6.0和VC2008都遇到同样问题。XP系统。

这是我第一次写3D游戏,只想初始化一下D3D,只在最基本的游戏框架里加了三条语句:
#include <d3d9.h>
IDirect3D9* _d3d9; // point to IDirect3D9
_d3d9=Direct3DCreate9(D3D_SDK_VERSION);

库文件和头文件在设置中设置好了。

编译时出错提示:
error C2501: '_d3d9' : missing storage-class or type specifiers
error C2040: '_d3d9' : 'int' differs in levels of indirection from 'struct IDirect3D9 *'
error C2440: 'initializing' : cannot convert from 'struct IDirect3D9 *' to 'int'

(d3d9.h也试过照书上例子用d3dx9,当去掉自已加的三句中最后一句时可以运行)

———下面是全部代码,很短"*号处是关键代码"———————————————————————
// T3D Game Console, creates a game console application

// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC

#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include "iostream" // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
//MY INCLUDE***********************************************
#include <d3d9.h> //Since i can't found how to set the road,so give full road.

// DEFINES ////////////////////////////////////////////////

// defines for windows
#define WINDOW_CLASS_NAME "MY 3D GAME"

// MACROS /////////////////////////////////////////////////

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

// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
//MY VARIABLE**********************************************
IDirect3D9* _d3d9; // point to IDirect3D9
_d3d9=Direct3DCreate9(D3D_SDK_VERSION);

char buffer[80]; // general printing buffer

// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings

// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;

case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);

// end painting
EndPaint(hwnd,&ps);

// return success
return(0);
} break;

case WM_DESTROY:
{

// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);

// return success
return(0);
} break;

default:break;

} // end switch

// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

///////////////////////////////////////////////////////////

int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0);

// return success or failure or your own return code here
return(1);

} // end Game_Main

////////////////////////////////////////////////////////////

int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here



// return success or failure or your own return code here
return(1);

} // end Game_Init

/////////////////////////////////////////////////////////////

int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here



// return success or failure or your own return code here
return(1);

} // end Game_Shutdown

// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{

WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context

// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"3D GAME TEST", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
800,600, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;

// initialize game here
Game_Init();

// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;

// translate any accelerator keys
TranslateMessage(&msg);

// send the message to the window proc
DispatchMessage(&msg);
} // end if

// main game processing goes here
Game_Main();

} // end while

// closedown game here
Game_Shutdown();

// return to Windows like this
return(msg.wParam);

} // end WinMain

///////////////////////////////////////////////////////////
...全文
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feilinhe 2009-02-03
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加入d3dx9.lib和d3d9.lib了没?
dclchj 2009-02-03
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我把赋值语句写在了函数外,出错了。谁来顶贴明天散分。
轻剑 2009-02-03
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[Quote=引用 1 楼 dclchj 的回复:]
我把赋值语句写在了函数外,出错了。谁来顶贴明天散分。
[/Quote]
gton08 2009-02-03
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自己发现错误了?

很好。。

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