How to configure mingw32 to cross-compile Direct3D applications for Windows? Is there a possibility? I managed to compile the code from this tutorial: http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B4.aspx - using Code :: Blocks on Kubuntu with i586-mingw32msvc-g ++. I needed to add #define UNICODEand remove parts #pragma ...to do this, and I used the header files from / usr / i 586-mingw32msvc / include and libs also from the mingw package.
However, I cannot compile the code from this tutorial: http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B5.aspx
There is no file in Mingw d3dx9.h. So I installed the package wine1.2-devwith the wine versions of the Windows header files, but now I have errors:
C #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
And without #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
Here is all the code I'm trying to compile:
#define UNICODE
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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);
initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
cleanD3D();
return msg.wParam;
}
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);
}
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;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);
}
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
D3DXMATRIX matRotateY;
static float index = 0.0f; index+=0.05f;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 10.0f),
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void cleanD3D(void)
{
v_buffer->Release();
d3ddev->Release();
d3d->Release();
}
void init_graphics(void)
{
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), },
};
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid;
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}
Do I need to install via Wine MS DirectX SDK? Change something with code? I am connected to DirectX and Windows, but I just want to compile some simple D3D examples and check if this works.