程序不能运行..

Boor 2004-04-27 03:35:56
下面的代码用VC6.0编译通过,但是不能运行,没任何提示,请高手指点一下,thx..

//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device

LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem
D3DMATERIAL9* g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh
DWORD g_dwNumMaterials = 0L; // Number of mesh materials


void RemovePathFromFileName(char * pcfullname,char * pcname)
{
char * pch=strrchr(pcfullname,'\\');
if (pch)
strcpy(pcname,++pch);
else
strcpy(pcname,pcfullname);
}


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

// Turn on ambient lighting
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;

// Load the mesh from the specified file
if( FAILED( D3DXLoadMeshFromX( "dinosaur.x", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
return E_FAIL;
}

// We need to extract the material properties and texture names from the
// pD3DXMtrlBuffer
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// Copy the material
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

// Set the ambient color for the material (D3DX does not do this)
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

g_pMeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
char filename[256];
RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

// Create the texture
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
filename,
&g_pMeshTextures[i] ) ) )
{
// If texture is not in current folder, try parent folder
{
MessageBox(NULL, "Could not find texture map", "", MB_OK);
}
}
}
}

// Done with the material buffer
pD3DXMtrlBuffer->Release();

return S_OK;
}

VOID SetupLights()
{
// Set up a material. The material here just has the diffuse and ambient
// colors set to yellow. Note that only one material can be used at a time.
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//set up lights
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.80f;
light.Diffuse.g = 0.60f;
light.Diffuse.b = 0.60f;
vecDir = D3DXVECTOR3(10,-10,-10);

D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 5000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

// Finally, turn on some ambient light.
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
}



//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;

if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures[i] )
g_pMeshTextures[i]->Release();
}
delete[] g_pMeshTextures;
}
if( g_pMesh != NULL )
g_pMesh->Release();

if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

if( g_pD3D != NULL )
g_pD3D->Release();
}
...全文
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狂放之歌 2004-04-28
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学习.
zhaohuiguang 2004-04-28
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接粉
Boor 2004-04-27
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wsm 我的显卡不支持硬件顶点运算??痛苦中.....
把D3DCREATE_HARDWARE_VERTEXPROCESSING改为D3DCREATE_SOFTWARE_VERTEXPROCESSING就搞定了....就是运行起来像蜗牛爬:)

楼下的只要跟贴都有分啊~~~~~~~~
Boor 2004-04-27
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to:gcz5212314(孤独一剑)在那个函数的上面第二行就是, char filename[].
看来我还是在翻翻DIRECTX 的文档吧...大家都好菜哦...
GameWeaverDummy 2004-04-27
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gcz5212314 2004-04-27
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我试着编译了一下,也和搂主出现的情况一样。
后来我试着单步执行,执行到这一步时怎么也进不去,
if( SUCCEEDED( InitGeometry() ) ,后来我仔细看一下InitGeometry()这个函数,终于发现了问题
D3DXCreateTextureFromFile( g_pd3dDevice, filename, &g_pMeshTextures[i] )
这个函数的filename在整个程序中始终没有给出!!!
Boor 2004-04-27
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单步在调用InitD3D( hWnd )的时候异常退出了,不会跟硬件有关吧,我的显卡是NVIDIA RIVA TNT2 MODEL 64 PRO...
nnd..who da xia can help me?
gcz5212314 2004-04-27
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怪哉!怪哉!!
chena224503 2004-04-27
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可能是你还没有创建窗口,程序就退出了。
单步调试。
Boor 2004-04-27
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wlpwind(robin) :是点击程序没反应
也没有出错信息....
heavenchang 2004-04-27
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对呀

要你错的信息呀
wlpwind 2004-04-27
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不能运行是什么反应?
是点击后没反应还是出错?
Boor 2004-04-27
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//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// For our world matrix, we will just leave it as the identity
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
// D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vEyePt( 0.0f, 800.0f,400.0f );

D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 160.0f );
D3DXVECTOR3 vUpVec( 0.0f, .0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMATRIXA16 matProj;
//D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 10000.0f );

g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Setup the world, view, and projection matrices
SetupMatrices();
SetupLights();
// Meshes are divided into subsets, one for each material. Render them in
// a loop

for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// Set the material and texture for this subset
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

// Draw the mesh subset

g_pMesh->DrawSubset( i );


}

// End the scene
g_pd3dDevice->EndScene();
}

// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial : Meshes",
WS_OVERLAPPEDWINDOW, 0, 0, 580, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}

UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}

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