由于本人希望从DirectX11的基础sample开始学习,所以选择了
VS2010+Microsoft DirectX SDK(June 2010)的开发环境
学习龙书DirectX11版本,运行课本的Sample必须要在VS2010的环境下,不然会报错,想要完全专注于DX11的学习,那么请选择VS2010。
安装Microsoft DirectX SDK(June 2010)
安装失败 S1023的解决方案
卸载
Microsoft Visual C++ 2010 x86 Redistributable
Microsoft Visual C++ 2010 x64 Redistributable
以及所有Runtime文件。
如果还是报错,查看C:\Windows\Logs的日志DXError
[12/10/16 15:44:31] module: dxupdate(Jun 2 2010), file: dxupdate.cpp, line: 2223, function: RegisterDLL
Failed API: LoadLibraryEx()
Error: (193) - %1 不是有效的 Win32 应用程序。
Unable to load C:\Windows\system32\xactengine2_0.dll.
[12/10/16 15:44:31] module: dxupdate(Jun 2 2010), file: dxupdate.cpp, line: 5848, function: DirectXUpdateInstallPlugIn
RegisterDllFromSection() failed.
[12/10/16 15:44:31] module: dsetup32(Jun 2 2010), file: dxupdate.cpp, line: 280, function: CSetup::InstallPlugIn
DirectXUpdateInstallPlugIn() failed.
[12/10/16 15:44:31] module: dsetup32(Jun 2 2010), file: setup.cpp, line: 1723, function: CSetup::SetupForDirectX
InstallPlugIn() failed.
此时参照此博客的解决方案
解决Unable to load C:\Windows\system32\xactengine2_0.dll.
DirectX11在VS2010的配置
基本配置可以参考
浅墨逐梦旅程
博主可能点背,遇到了各种各样的问题
#include <Windows.h>
#include <d3dx9.h>
#include <MMSystem.h>
LPDIRECT3D9 g_pD3D;
LPDIRECT3DDEVICE9 g_pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 g_pVB;
struct CUSTOMVERTEX{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
HRESULT InitObject()
{
CUSTOMVERTEX triangle[] =
{
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
{ 0.0f, 1.0f, 0.0f, 0xffffffff, }
};
if (FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL)))
return E_FAIL;
VOID* pVertices;
if (FAILED(g_pVB->Lock(0,sizeof(triangle), &pVertices, 0)))
return E_FAIL;
memcpy(pVertices, triangle, sizeof(triangle));
g_pVB->Unlock();
return S_OK;
}
HRESULT InitD3D(HWND hWnd)
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (NULL == g_pD3D)
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if(FAILED( g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Turn off D3D lighting, since we are providing our own vertex colors
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
if (FAILED(InitObject()))
return E_FAIL;
return S_OK;
}
void SetupMatrices()
{
D3DXMATRIX matWorld;
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
D3DXMatrixRotationY(&matWorld, fAngle);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);
D3DXVECTOR3 vLookAtPt(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookAtPt, &vUp);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matPoj;
D3DXMatrixPerspectiveFovLH(&matPoj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matPoj);
}
void Render()
{
g_pd3dDevice->Clear(0,NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
g_pd3dDevice->BeginScene();
SetupMatrices();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
g_pd3dDevice->EndScene();
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
void Cleanup()
{
if (g_pd3dDevice)
g_pd3dDevice->Release();
if (g_pD3D)
g_pD3D->Release();
if (g_pVB)
g_pVB->Release();
}
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_PAINT:
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
INT WINAPI WinMain(__in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"Direct3D", NULL};
RegisterClassEx(&wc);
// Create the application window
HWND hWnd = CreateWindow(L"Direct3D",
L"Learn", WS_OVERLAPPEDWINDOW,
100, 100, 300, 300,
GetDesktopWindow(),
NULL, wc.hInstance, NULL);
//
ShowWindow(hWnd, SW_SHOW);
if (SUCCEEDED(InitD3D(hWnd)))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
Render();
}
}
UnregisterClass( L"Direct3D", wc.hInstance );
Cleanup();
return nShowCmd;
}
这是一个Sample,运行时编译器报错。
错误描述:
1>正在编译资源…
1>正在编译资源清单…
1>正在链接…
1>LINK : fatal error LNK1123: 转换到 COFF 期间失败: 文件无效或损坏
1>生成日志保存在“file://E:\HelloC\ShapeFill V11\ShapeFill\Debug\ShapeFill.log”
1>ShapeFill- 1个错误,0个警告
========== 全部重新生成: 0 已成功, 1 已失败, 0 已跳过 ==========
此时可以通过两种方法解决:
解决方案:
第一步:将 项目——项目属性——配置属性——连接器——清单文件——嵌入清单 “是”改为“否”。若还不能解决问题进入第二步。
第二步:查看计算机是否为64bit操作系统,如是,继续如下操作。
查找是否有两个cvtres.exe。
…\vc\bin\cvtres.exe(VS2010的安装目录)
C:\Windows\Microsoft.NET\Framework\v4.0.30319\cvtres.exe
右键属性—详细信息, 查看两者版本号,删除/重命名较旧的版本。
第二种方法可以避免每次都需要进行设置。
运行成功,可是编译器提醒缺少MSVCR100D.dll,此时只需要在网上下载MSVCR100D.dll放到C:\Windows\SysWOW64(64位机器放在这个目录)下即可。
此时终于成功了!
接下来终于可以正式的开始DirectX11的学习了。