在Linux上使用mingw进行Direct3D交叉编译

4
如何配置mingw32用于跨平台编译Windows的Direct3D应用程序?这是有可能的吗?实际上,我已经成功地从这个教程编译了代码:http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B4.aspx - 在Kubuntu上使用Code::Blocks和i586-mingw32msvc-g++。我需要添加#define UNICODE并删除#pragma ...部分才能做到这一点,我使用了/usr/i586-mingw32msvc/include中的头文件以及mingw包中的库。
但是,我无法编译来自此教程的代码:http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B5.aspx Mingw没有d3dx9.h文件。所以我安装了wine1.2-dev包,并使用与Windows相关的头文件的wine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

没有#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

这是我正在尝试编译的整个代码:

// 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();
}

我需要通过wine安装MS DirectX SDK吗?还需要修改代码吗?我对DirectX和Windows相关的东西一窍不通,但我只是想交叉编译一些简单的D3D示例,并检查是否可以工作。

3个回答

5

好的!我终于成功了!

不幸的是,我需要下载Microsoft DirectX SDK(2007年4月版)(我不能用wine安装更新版本)。

然后,我使用wine安装了MinGW,并安装了mingw-utils 0.3(我必须获取reimp.exe文件)。

接着我在wine注册表中设置了PATH为C:\windows;C:\windows\system;C:\MinGW\bin

然后我运行wine reimp.exe "C:\Program Files\Microsoft DirectX SDK (April 2007)/Lib/x86/d3dx9.lib"。这个命令生成了d3dx9_33.a文件,我将其改为d3dx9.a并放入/usr/i586-mingw32msvc/lib/目录下。

我还将所有缺失的头文件从DirectX SDK复制到/usr/i586-mingw32msvc/include目录下。

然后... 我编译了程序,链接到libd3d9.a和libd3dx9.a,编译、链接成功并且它运行正常!

所以好消息是:可以使用Linux版本的MinGW在Linux下编译Windows DirectX程序。

坏消息是:需要使用wine安装一些MinGW工具和整个MS DX SDK。

编辑

还有一件事:我需要手动进行所有WCHAR *相关转换-如果没有这样做,mingw会报错。 Goz在这里提供了帮助。


2
如果你将字符串更改为
(const WCHAR*)L"blah blah"

然后它应该编译,但似乎在mingw下wchar_t和WCHAR不兼容。我不确定为什么它无法编译,因为windows.h将WCHAR定义为wchar_t的typedef...


好的,那行。但仍缺少libd3dx9.a文件(我需要连接它)。不过,我通过使用mingw dlltool和wine的d3dx9_36.dll以及libd3dx9.def解决了这个问题... 呵呵,安装微软DirectX SDK可能更容易些。 - silmeth

1

你也可以在Debian或Ubuntu中使用纯mingw交叉编译器,仅使用LoadLibrary()和GetProcAddress()加载DirectX代码。(但是 DirectX的教程不能逐字使用。)


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