今天第一次写3d游戏中程序,只想初始化一下D3D。可是在第一步“获取接口Idirect3D9的指针”时就出现了问题。
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'
很多人都说是引用头文件出错,但是我设置过应该没问题。到很多群里问,论坛发贴都没得解。
经过一晚上思考,终于在今天零晨一个群里的朋友看了我传给他的项目后找到了原因:
语句写在了函数体外!!
请看我的源代码:注意*****************部分是关键。
// 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 <d3dx9.h>//Since i can't found how to set the road,so give full road.
#include <d3d9.h>
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"d3d9.lib")
// 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); //这就是我出错的地方啦,错误在哪你明白了吗?
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
///