Original Post
Trying a piece of code from the book, "Ultimate Game Programming With DirectX" Language: C++ Compiler: MinGW IDE: Eclipse Problem: I'm getting the error, "undefined reference to `Direct3DCreate9@4'" on the line that uses Direct3DCreate9(D3D_SDK_VERSION), and I'm getting two warnings, "ignoring #pragma comment", for the two pragma lines up front. [Edited by - Nahrix on April 23, 2009 5:50:59 PM]
#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Blank D3D Window"
// Function prototypes
bool InitializeD3D(HWND hWnd, bool fullscreen);
void RenderScene();
void Shutdown();
// Direct3D object and device
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wParam == VK_ESCAPE)
{
PostQuitMessage(0);
break;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, hInst, NULL, NULL, NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (InitializeD3D(hWnd, false))
{
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
RenderScene();
}
}
}
// Release any and all resources
Shutdown();
// Unregister the class
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
// Create the D3D object
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL)
{
return false;
}
// Get the desktop display mode
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
{
return false;
}
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if (fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
}
else
{
d3dpp.Windowed = TRUE;
}
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// Create the D3DDevice
if (FAILED( g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice)))
{
return false;
}
return true;
}
void RenderScene()
{
// Clear the backbuffer
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
// Begin the scene. Start rendering
g_D3DDevice->BeginScene();
// End the scene. Stop rendering
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
if (g_D3DDevice != NULL)
{
g_D3DDevice->Release();
}
if (g_D3D != NULL)
{
g_D3D->Release();
}
g_D3DDevice = NULL;
g_D3D = NULL;
}