语法错误:D3DX10Core中的标识符'TEXTMETRICA'

问题描述 投票:0回答:1

我刚刚开始学习D3D,直到我对代码实现了D3D Shader Compiler Stuff之后,我的代码才能正常工作。

我正在使用DirectXTutorials上的教程。如果我只是将代码从那里复制粘贴到新项目中,则该程序可以正常编译。

但是与教程不同,我将代码放在不同的类中。当我尝试编译我的说法时,它给我错误:语法错误:“ TextMetrica”(编译Direct3DRenderer.cpp)。

这里是Direct3DRenderer文件:

#include "Window.h"
#include "Direct3DRenderer.h"
#include "Vertex.h"

Renderer::Renderer(HWND hw)
{
    OutputDebugString("Direct3D Initializing\n");

    DXGI_SWAP_CHAIN_DESC scd;
    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));         // ZERO OUT SCD
    scd.BufferCount = 1;                                    // HOW MANY BACKBUFFERS WE WANT
    scd.OutputWindow = hw;                                  // HANDLE TO THE OUTPUT WINDOW
    scd.Windowed = true;                                    // SHOULD WINDOW BE IN WINDOWED MODE BY DEFAULT
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;     // BUFFER FORMAT
    scd.BufferDesc.Width =  800;                            // BUFFER WIDTH
    scd.BufferDesc.Height = 600;                            // BUFFER HEIGHT
    scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;      // USE SWAP CHAIN AS OUTPUT TARGET
    scd.SampleDesc.Count = 4;                               // MSAA COUNT
    scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;     // FLAGS

    if (D3D11CreateDeviceAndSwapChain(
        NULL,
        D3D_DRIVER_TYPE_HARDWARE,
        NULL,
        NULL,
        NULL,
        NULL,
        D3D11_SDK_VERSION,
        &scd,
        &swapchain,
        &dev,
        NULL,
        &context
    ) == SEVERITY_SUCCESS)
    {
        OutputDebugString("SUCCESS\n");
        // Get The Address of BackBuffer
        ID3D11Texture2D* pbuffer;
        swapchain->GetBuffer(0, _uuidof(ID3D11Texture2D), (LPVOID*)& pbuffer);

        // Create a Render Target COM Object from the buffer
        dev->CreateRenderTargetView(pbuffer, NULL, &RenderTarget);
        pbuffer->Release();

        // Set Our RenderTarget as the back buffer
        context->OMSetRenderTargets(1, &RenderTarget, NULL);

        // Create Our Viewport
        viewport.Height = 800;
        viewport.Width = 600;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;

        context->RSSetViewports(1, &viewport);

        InitPipeline();
        InitGraphics();

    }
    else
    {
        OutputDebugString("ERROR\n");
    }
}
Renderer::~Renderer()
{
    OutputDebugString("Direct3D Cleanup Phase Started.\n");

    swapchain->SetFullscreenState(FALSE, NULL);
    swapchain->Release();
    context->Release();
    RenderTarget->Release();
    VS->Release();
    PS->Release();
    dev->Release();

    OutputDebugString("Direct3D Cleanup Phase Completed.\n");
}

void Renderer::InitPipeline()
{
    // Compile Shaders from file
    D3DX11CompileFromFile("shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, 0, &compiled_vs, 0, 0);
    D3DX11CompileFromFile("shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, 0, &compiled_ps, 0, 0);

    // Convert Compiled Shaders to COM Shader Objects
    dev->CreateVertexShader(compiled_vs->GetBufferPointer(), compiled_vs->GetBufferSize(), NULL, &VS);
    dev->CreatePixelShader(compiled_ps->GetBufferPointer(), compiled_ps->GetBufferSize(), NULL, &PS);

    // Sets the shaders to the device / Activates the shader
    context->VSSetShader(VS, 0, 0);
    context->PSSetShader(PS, 0, 0);

    // Create the Input Layout
    D3D11_INPUT_ELEMENT_DESC VertexElementDesc[] = {
        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
        {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
    };

    dev->CreateInputLayout(VertexElementDesc, 2, compiled_vs->GetBufferPointer(), compiled_vs->GetBufferSize(), &InputLayout);
    context->IASetInputLayout(InputLayout);
}

void Renderer::InitGraphics() {
    // Create Buffer so we can duplicate data from system memory to graphics memory
    ZeroMemory(&VBufferDesc, sizeof(VBufferDesc));

    VBufferDesc.ByteWidth = sizeof(Vertex) * 3;
    VBufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    VBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    VBufferDesc.Usage = D3D11_USAGE_DYNAMIC;

    dev->CreateBuffer(&VBufferDesc, NULL, &VBuffer);

    Vertex OurVertices[] =
    {
        {0.0f, 0.5f, 0.0f,      D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
        {0.45f, -0.5, 0.0f,     D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
        {-0.45f, -0.5f, 0.0f,   D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)}
    };

    // we need to map to avoid issues
    D3D11_MAPPED_SUBRESOURCE mapRes;

    context->Map(VBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &mapRes);
    memcpy(mapRes.pData, OurVertices, sizeof(OurVertices));
    context->Unmap(VBuffer, NULL);
}

void Renderer::RenderFrame()
{
    context->ClearRenderTargetView(RenderTarget, D3DXCOLOR(0.2, 0.4, 0.6, 1.0));

    // We can do the rendering here

    UINT stride = sizeof(Vertex);
    UINT offset = 0;
    context->IASetVertexBuffers(0, 1, &VBuffer, &stride, &offset);
    context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    context->Draw(3, 0);

    // Swap Buffer
    swapchain->Present(0, 0);

}

TEXTMETRICA标识符错误实际上在D3DX10Core.h中。我偷看了定义,该文件似乎给了我错误。该标识符的定义应在gdi文件中。

我已将include路径和lib路径添加到directx(2010年6月)SDK,并且还尝试在项目对所有配置设置的附加依赖项中指定d3dx10.lib,d3dx11.lib,d3d11.lib。我是新来的,所以我不知道我在做什么错。如果需要更多代码,请对此发表评论。

c++ directx-11 direct3d11 directx-10 direct3d10
1个回答
0
投票

请记住,大多数DirectX 11的Internet教程都有些过时。特别是,您实际上并不需要需要传统DirectX SDK。参见this blog postthis onethis one

[如果使用VS 2015/2017/2019,但仍要使用旧版DirectX SDK,则必须以特定方式设置include / lib路径,否则会遇到问题。有关Microsoft Docs的详细信息。

欢迎您使用这些较早的教程进行一些警告,但您还应该查看DirectX Tool Kit,以获取更多的“现代”教程。

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