交叉编译的Direct3D在Linux上使用MinGW
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26-09-2019 - |
题
如何配置mingw32的交叉编译的Direct3D应用程序的Windows?是否有可能?其实我已经成功编译代码从本教程: http://www.directxtutorial.com /Tutorial9/B-Direct3DBasics/dx9B4.aspx - 使用代码::块上的Kubuntu与i586的-mingw32msvc-G ++。我需要添加#define UNICODE
并取出#pragma ...
零件要做到这一点,我使用的头文件从/ usr / i586的-mingw32msvc /包括和库也从mingw的包。
但是我可以从这个教程不编译的代码: HTTP://www.directxtutorial的.com / Tutorial9 / B-Direct3DBasics / dx9B5.aspx
MINGW没有d3dx9.h
文件。所以,我已经安装了wine1.2-dev
包与Windows相关的头文件酒的版本,但现在我有错误:
使用#define UNICODE
:
-------------- Build: Debug in d3d ---------------
i586-mingw32msvc-g++ -Wall -g -I/usr/include/wine/windows -c /home/silmeth/programowanie/codeblocks/d3d/main.cpp -o obj/Debug/main.o
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:50: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: initializing argument 2 of ‘HWND__* CreateWindowExW(DWORD, const WCHAR*, const WCHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: invalid conversion from ‘const wchar_t*’ to ‘const WCHAR*’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: initializing argument 3 of ‘HWND__* CreateWindowExW(DWORD, const WCHAR*, const WCHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘void render_frame()’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:158: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:159: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:160: warning: taking address of temporary
Process terminated with status 1 (0 minutes, 0 seconds)
5 errors, 3 warnings
和无#define
:
-------------- Build: Debug in d3d ---------------
i586-mingw32msvc-g++ -Wall -g -I/usr/include/wine/windows -c /home/silmeth/programowanie/codeblocks/d3d/main.cpp -o obj/Debug/main.o
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:50: error: cannot convert ‘const wchar_t [12]’ to ‘const CHAR*’ in assignment
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:56: error: cannot convert ‘const wchar_t*’ to ‘const CHAR*’ for argument ‘2’ to ‘HWND__* CreateWindowExA(DWORD, const CHAR*, const CHAR*, DWORD, INT, INT, INT, INT, HWND__*, HMENU__*, HINSTANCE__*, void*)’
/home/silmeth/programowanie/codeblocks/d3d/main.cpp: In function ‘void render_frame()’:
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:158: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:159: warning: taking address of temporary
/home/silmeth/programowanie/codeblocks/d3d/main.cpp:160: warning: taking address of temporary
Process terminated with status 1 (0 minutes, 0 seconds)
2 errors, 3 warnings
下面是整个代码我试图编译:
// include the basic windows header files and the Direct3D header file
#define UNICODE //tried to comment and uncomment this
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
//#pragma comment (lib, "d3d9.lib")
//#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// SET UP THE PIPELINE
D3DXMATRIX matRotateY; // a matrix to store the rotation information
static float index = 0.0f; index+=0.05f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixRotationY(&matRotateY, index);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 10.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}
我要通过酒MS的DirectX SDK安装?更改与代码的东西吗?我DirectX-和Windows有关的东西小白,但我只是想交叉编译D3D的一些简单的例子,并检查该作品。
解决方案
确定!我终于成功了!
不幸的是,我需要下载微软的DirectX SDK(2007年4月)(我不能用酒安装较新的)。
然后,我使用酒安装MinGW和也安装的mingw-utils的0.3(我不得不获得reimp.exe文件)。
然后,我建立PATH在葡萄酒的寄存器C:\windows;C:\windows\system;C:\MinGW\bin
然后,我做出wine reimp.exe "C:\Program Files\Microsoft DirectX SDK (April 2007)/Lib/x86/d3dx9.lib"
。这个生成的命令d3dx9_33.a
文件中,我将其改为d3dx9.a
并把它放在/usr/i586-mingw32msvc/lib/
。
我也复制从DirectX SDK中所有缺乏头文件/usr/i586-mingw32msvc/include
。
然后......我编程序,将其链接到libd3d9.a和libd3dx9.a,它编译,链接,和它的作品!
因此,好消息是:可以使用Linux的Linux版本的MinGW下编译的Windows的DirectX程序
坏消息:一个需要安装几个MinGW的事业和整个MS DX SDK使用酒
修改强>
还有一两件事:我需要让所有WCHAR *手动 - 相关铸件 - MinGW的喊声有错误,如果不这样做。 GOZ在这里有用的。
其他提示
如果你改变你的字符串
(const WCHAR*)L"blah blah"
然后,它应该编译它并不理想,但似乎wchar_t的WCHAR和不MinGW的下兼容。我不完全知道为什么它不作为WINDOWS.H定义WCHAR虽然编译为wchar_t的...
的一个typedef可以还你平原mingw的交叉编译在例如Debian或者Ubuntu和只使用的LoadLibrary()和GetProcAddress()的DirectX的代码。 (但是,在DirectX教程不能原样使用即可。)