Original Post
Aye, I've got a simple question. I'm trying to set up a basic direct3D system (or whatever it's called), by following a tutorial, but I get 2 unexpected errors: errors: error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup MSVCRTD.lib Error 2 fatal error LNK1120: 1 unresolved externals G:\CPP\WinAPI\Direct3D\Debug\Direct3D.exe Does anyone know the solution? - Stenny
#include <iostream>
#include <windows.h>
#include <d3d9.h>
// Include the Direct3D library file
#pragma comment (lib, "d3d9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D inferface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// 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
// Windows Procedure:
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
// instead of the normal main, we have WinMain
int WINAPI WinMain(
HINSTANCE hInstance, // instance handle of the application
HINSTANCE hPrevInstance, // unused
LPSTR lpCmdLine, // command line options (if any)
int nCmdShow) // show window flag (mini-/maximized)
{
// registering a windows class
WNDCLASSEX wcex = {
sizeof(WNDCLASSEX), // size of this structure
CS_CLASSDC, // Style of the window
WindowProc, // Window message procedure
0L, // 0
0L, // 0
hInstance, // instance handle from windmain
NULL, // handle to application icon
NULL, // handle to application cursor
NULL, // handle to application brush
NULL, // handle to application menu
L"GameClass", // this class' name
NULL // handle to small application icon
};
// register the just made class and exit on error
if (!RegisterClassEx(&wcex)) // parameter is the WNDCLASSEX class just created
{
return FALSE;
};
// creating a window
HWND hWnd;
hWnd = CreateWindow(
L"GameClass", // name of the gameclass
L"My Direct3D program", // Window caption
WS_OVERLAPPEDWINDOW, // Windowstyle
300, // X of the window
300, // Y of the window
640, // Width of the window
480, // Height of the window
NULL,
NULL,
hInstance, // instance handle from winmain
NULL);
// return on error creating the window
if (hWnd == NULL)
{
return FALSE;
}
// show the window
ShowWindow(hWnd, SW_SHOWNORMAL);
UpdateWindow(hWnd);
// set up and initialize Direct3D
initD3D(hWnd);
// Enter the messagepump
MSG msg;
// clear out the message structure
ZeroMemory(&msg, sizeof(MSG));
// loop endlessly until you receive a quit message
while(msg.message != WM_QUIT)
{
//find out the starting time for each loop
DWORD starting_point = GetTickCount();
// peek into the message queue and see if there's a message waiting
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// yay! a message! Handle it normally!
TranslateMessage(&msg);
DispatchMessage(&msg);
};
// render each frame
render_frame();
while ((GetTickCount() - starting_point) < 25);
}
// clean up DirectX and COM
cleanD3D();
// unregister class
UnregisterClass(L"GameClass", hInstance); // parameter 1: class name, parameter 2: instance handle
// the normal return 0, to check if the program has executed correctly
return 0;
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// 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);
return;
}
// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen
return;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}