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chillypacman

"cannot convert parameter 1 from 'WCHAR [256]' to 'STRSAFE_LPSTR'"

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chillypacman    100
I get that error from the following code (taken out of the skinnedmesh demo in the dxsdk):
#include "dxstdafx.h"
#include "resource.h"


WCHAR g_wszShaderSource[4][30] =
{
    L"skinmesh1.vsh",
    L"skinmesh2.vsh",
    L"skinmesh3.vsh",
    L"skinmesh4.vsh"
};


// enum for various skinning modes possible
enum METHOD
{
    D3DNONINDEXED,
    D3DINDEXED,
    SOFTWARE,
    D3DINDEXEDVS,
    D3DINDEXEDHLSLVS,
    NONE
};

//--------------------------------------------------------------------------------------
// Name: struct D3DXFRAME_DERIVED
// Desc: Structure derived from D3DXFRAME so we can add some app-specific
//       info that will be stored with each frame
//--------------------------------------------------------------------------------------
struct D3DXFRAME_DERIVED: public D3DXFRAME
{
    D3DXMATRIXA16        CombinedTransformationMatrix;
};


//--------------------------------------------------------------------------------------
// Name: struct D3DXMESHCONTAINER_DERIVED
// Desc: Structure derived from D3DXMESHCONTAINER so we can add some app-specific
//       info that will be stored with each mesh
//--------------------------------------------------------------------------------------
struct D3DXMESHCONTAINER_DERIVED: public D3DXMESHCONTAINER
{
    LPDIRECT3DTEXTURE9*  ppTextures;       // array of textures, entries are NULL if no texture specified    
                                
    // SkinMesh info             
    LPD3DXMESH           pOrigMesh;
    LPD3DXATTRIBUTERANGE pAttributeTable;
    DWORD                NumAttributeGroups; 
    DWORD                NumInfl;
    LPD3DXBUFFER         pBoneCombinationBuf;
    D3DXMATRIX**         ppBoneMatrixPtrs;
    D3DXMATRIX*          pBoneOffsetMatrices;
    DWORD                NumPaletteEntries;
    bool                 UseSoftwareVP;
    DWORD                iAttributeSW;     // used to denote the split between SW and HW if necessary for non-indexed skinning
};


//--------------------------------------------------------------------------------------
// Name: class CAllocateHierarchy
// Desc: Custom version of ID3DXAllocateHierarchy with custom methods to create
//       frames and meshcontainers.
//--------------------------------------------------------------------------------------
class CAllocateHierarchy: public ID3DXAllocateHierarchy
{
public:
    STDMETHOD(CreateFrame)(THIS_ LPCSTR Name, LPD3DXFRAME *ppNewFrame);
    STDMETHOD(CreateMeshContainer)(THIS_ 
        LPCSTR Name, 
        CONST D3DXMESHDATA *pMeshData,
        CONST D3DXMATERIAL *pMaterials, 
        CONST D3DXEFFECTINSTANCE *pEffectInstances, 
        DWORD NumMaterials, 
        CONST DWORD *pAdjacency, 
        LPD3DXSKININFO pSkinInfo, 
        LPD3DXMESHCONTAINER *ppNewMeshContainer);
    STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME pFrameToFree);
    STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER pMeshContainerBase);

    CAllocateHierarchy() {}
};


//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
ID3DXFont*              g_pFont = NULL;         // Font for drawing text
ID3DXSprite*            g_pTextSprite = NULL;   // Sprite for batching draw text calls
ID3DXEffect*            g_pEffect = NULL;       // D3DX effect interface
CD3DArcBall             g_ArcBall;              // Arcball for model control
bool                    g_bShowHelp = true;     // If true, it renders the UI control text
CDXUTDialogResourceManager g_DialogResourceManager; // manager for shared resources of dialogs
CD3DSettingsDlg         g_SettingsDlg;          // Device settings dialog
CDXUTDialog             g_HUD;                  // dialog for standard controls
CDXUTDialog             g_SampleUI;             // dialog for sample specific controls
LPD3DXFRAME             g_pFrameRoot = NULL;
ID3DXAnimationController* g_pAnimController = NULL;
D3DXVECTOR3             g_vObjectCenter;        // Center of bounding sphere of object
FLOAT                   g_fObjectRadius;        // Radius of bounding sphere of object
METHOD                  g_SkinningMethod = D3DNONINDEXED; // Current skinning method
D3DXMATRIXA16*          g_pBoneMatrices = NULL;
UINT                    g_NumBoneMatricesMax = 0;
IDirect3DVertexShader9* g_pIndexedVertexShader[4];
D3DXMATRIXA16           g_matView;              // View matrix
D3DXMATRIXA16           g_matProj;              // Projection matrix
D3DXMATRIXA16           g_matProjT;             // Transpose of projection matrix (for asm shader)
DWORD                   g_dwBehaviorFlags;      // Behavior flags of the 3D device
bool                    g_bUseSoftwareVP;       // Flag to indicate whether software vp is
                                                // required due to lack of hardware


//--------------------------------------------------------------------------------------
// UI control IDs
//--------------------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN    1
#define IDC_TOGGLEREF           3
#define IDC_CHANGEDEVICE        4
#define IDC_METHOD              5



//--------------------------------------------------------------------------------------
// Forward declarations 
//--------------------------------------------------------------------------------------
bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void    CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void    CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void    CALLBACK OnLostDevice( void* pUserContext );
void    CALLBACK OnDestroyDevice( void* pUserContext );

void    InitApp();
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
void    RenderText();
void    DrawMeshContainer( IDirect3DDevice9 *pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase );
void    DrawFrame( IDirect3DDevice9 *pd3dDevice, LPD3DXFRAME pFrame );
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainer );
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame );
void    UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
void    UpdateSkinningMethod( LPD3DXFRAME pFrameBase );
HRESULT GenerateSkinnedMesh( IDirect3DDevice9 *pd3dDevice, D3DXMESHCONTAINER_DERIVED *pMeshContainer );
void    ReleaseAttributeTable( LPD3DXFRAME pFrameBase );


//--------------------------------------------------------------------------------------
// Name: AllocateName()
// Desc: Allocates memory for a string to hold the name of a frame or mesh
//--------------------------------------------------------------------------------------
HRESULT AllocateName( LPCSTR Name, LPSTR *pNewName )
{
    UINT cbLength;

    if( Name != NULL )
    {
        cbLength = (UINT)strlen(Name) + 1;
        *pNewName = new CHAR[cbLength];
        if (*pNewName == NULL)
            return E_OUTOFMEMORY;
        memcpy( *pNewName, Name, cbLength*sizeof(CHAR) );
    }
    else
    {
        *pNewName = NULL;
    }

    return S_OK;
}




//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateFrame()
// Desc: 
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateFrame( LPCSTR Name, LPD3DXFRAME *ppNewFrame )
{
    HRESULT hr = S_OK;
    D3DXFRAME_DERIVED *pFrame;

    *ppNewFrame = NULL;

    pFrame = new D3DXFRAME_DERIVED;
    if (pFrame == NULL)
    {
        hr = E_OUTOFMEMORY;
        goto e_Exit;
    }

    hr = AllocateName(Name, &pFrame->Name);
    if (FAILED(hr))
        goto e_Exit;

    // initialize other data members of the frame
    D3DXMatrixIdentity(&pFrame->TransformationMatrix);
    D3DXMatrixIdentity(&pFrame->CombinedTransformationMatrix);

    pFrame->pMeshContainer = NULL;
    pFrame->pFrameSibling = NULL;
    pFrame->pFrameFirstChild = NULL;

    *ppNewFrame = pFrame;
    pFrame = NULL;

e_Exit:
    delete pFrame;
    return hr;
}




//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateMeshContainer()
// Desc: 
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateMeshContainer(
    LPCSTR Name, 
    CONST D3DXMESHDATA *pMeshData,
    CONST D3DXMATERIAL *pMaterials, 
    CONST D3DXEFFECTINSTANCE *pEffectInstances, 
    DWORD NumMaterials, 
    CONST DWORD *pAdjacency, 
    LPD3DXSKININFO pSkinInfo, 
    LPD3DXMESHCONTAINER *ppNewMeshContainer) 
{
    HRESULT hr;
    D3DXMESHCONTAINER_DERIVED *pMeshContainer = NULL;
    UINT NumFaces;
    UINT iMaterial;
    UINT iBone, cBones;
    LPDIRECT3DDEVICE9 pd3dDevice = NULL;

    LPD3DXMESH pMesh = NULL;

    *ppNewMeshContainer = NULL;

    // this sample does not handle patch meshes, so fail when one is found
    if (pMeshData->Type != D3DXMESHTYPE_MESH)
    {
        hr = E_FAIL;
        goto e_Exit;
    }

    // get the pMesh interface pointer out of the mesh data structure
    pMesh = pMeshData->pMesh;

    // this sample does not FVF compatible meshes, so fail when one is found
    if (pMesh->GetFVF() == 0)
    {
        hr = E_FAIL;
        goto e_Exit;
    }

    // allocate the overloaded structure to return as a D3DXMESHCONTAINER
    pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
    if (pMeshContainer == NULL)
    {
        hr = E_OUTOFMEMORY;
        goto e_Exit;
    }
    memset(pMeshContainer, 0, sizeof(D3DXMESHCONTAINER_DERIVED));

    // make sure and copy the name.  All memory as input belongs to caller, interfaces can be addref'd though
    hr = AllocateName(Name, &pMeshContainer->Name);
    if (FAILED(hr))
        goto e_Exit;        

    pMesh->GetDevice(&pd3dDevice);
    NumFaces = pMesh->GetNumFaces();

    // if no normals are in the mesh, add them
    if (!(pMesh->GetFVF() & D3DFVF_NORMAL))
    {
        pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;

        // clone the mesh to make room for the normals
        hr = pMesh->CloneMeshFVF( pMesh->GetOptions(), 
                                    pMesh->GetFVF() | D3DFVF_NORMAL, 
                                    pd3dDevice, &pMeshContainer->MeshData.pMesh );
        if (FAILED(hr))
            goto e_Exit;

        // get the new pMesh pointer back out of the mesh container to use
        // NOTE: we do not release pMesh because we do not have a reference to it yet
        pMesh = pMeshContainer->MeshData.pMesh;

        // now generate the normals for the pmesh
        D3DXComputeNormals( pMesh, NULL );
    }
    else  // if no normals, just add a reference to the mesh for the mesh container
    {
        pMeshContainer->MeshData.pMesh = pMesh;
        pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;

        pMesh->AddRef();
    }
        
    // allocate memory to contain the material information.  This sample uses
    //   the D3D9 materials and texture names instead of the EffectInstance style materials
    pMeshContainer->NumMaterials = max(1, NumMaterials);
    pMeshContainer->pMaterials = new D3DXMATERIAL[pMeshContainer->NumMaterials];
    pMeshContainer->ppTextures = new LPDIRECT3DTEXTURE9[pMeshContainer->NumMaterials];
    pMeshContainer->pAdjacency = new DWORD[NumFaces*3];
    if ((pMeshContainer->pAdjacency == NULL) || (pMeshContainer->pMaterials == NULL))
    {
        hr = E_OUTOFMEMORY;
        goto e_Exit;
    }

    memcpy(pMeshContainer->pAdjacency, pAdjacency, sizeof(DWORD) * NumFaces*3);
    memset(pMeshContainer->ppTextures, 0, sizeof(LPDIRECT3DTEXTURE9) * pMeshContainer->NumMaterials);

    // if materials provided, copy them
    if (NumMaterials > 0)            
    {
        memcpy(pMeshContainer->pMaterials, pMaterials, sizeof(D3DXMATERIAL) * NumMaterials);

        for (iMaterial = 0; iMaterial < NumMaterials; iMaterial++)
        {
            if (pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL)
            {
                WCHAR strTexturePath[MAX_PATH];
                WCHAR wszBuf[MAX_PATH];
                MultiByteToWideChar( CP_ACP, 0, pMeshContainer->pMaterials[iMaterial].pTextureFilename, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH - 1] = L'\0';
                DXUTFindDXSDKMediaFileCch( strTexturePath, MAX_PATH, wszBuf );
                if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, strTexturePath,
                                                        &pMeshContainer->ppTextures[iMaterial] ) ) )
                    pMeshContainer->ppTextures[iMaterial] = NULL;

                // don't remember a pointer into the dynamic memory, just forget the name after loading
                pMeshContainer->pMaterials[iMaterial].pTextureFilename = NULL;
            }
        }
    }
    else // if no materials provided, use a default one
    {
        pMeshContainer->pMaterials[0].pTextureFilename = NULL;
        memset(&pMeshContainer->pMaterials[0].MatD3D, 0, sizeof(D3DMATERIAL9));
        pMeshContainer->pMaterials[0].MatD3D.Diffuse.r = 0.5f;
        pMeshContainer->pMaterials[0].MatD3D.Diffuse.g = 0.5f;
        pMeshContainer->pMaterials[0].MatD3D.Diffuse.b = 0.5f;
        pMeshContainer->pMaterials[0].MatD3D.Specular = pMeshContainer->pMaterials[0].MatD3D.Diffuse;
    }

    // if there is skinning information, save off the required data and then setup for HW skinning
    if (pSkinInfo != NULL)
    {
        // first save off the SkinInfo and original mesh data
        pMeshContainer->pSkinInfo = pSkinInfo;
        pSkinInfo->AddRef();

        pMeshContainer->pOrigMesh = pMesh;
        pMesh->AddRef();

        // Will need an array of offset matrices to move the vertices from the figure space to the bone's space
        cBones = pSkinInfo->GetNumBones();
        pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
        if (pMeshContainer->pBoneOffsetMatrices == NULL)
        {
            hr = E_OUTOFMEMORY;
            goto e_Exit;
        }

        // get each of the bone offset matrices so that we don't need to get them later
        for (iBone = 0; iBone < cBones; iBone++)
        {
            pMeshContainer->pBoneOffsetMatrices[iBone] = *(pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(iBone));
        }

        // GenerateSkinnedMesh will take the general skinning information and transform it to a HW friendly version
        hr = GenerateSkinnedMesh( pd3dDevice, pMeshContainer );
        if (FAILED(hr))
            goto e_Exit;
    }

    *ppNewMeshContainer = pMeshContainer;
    pMeshContainer = NULL;

e_Exit:
    SAFE_RELEASE(pd3dDevice);

    // call Destroy function to properly clean up the memory allocated 
    if (pMeshContainer != NULL)
    {
        DestroyMeshContainer(pMeshContainer);
    }

    return hr;
}




//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyFrame()
// Desc: 
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::DestroyFrame(LPD3DXFRAME pFrameToFree) 
{
    SAFE_DELETE_ARRAY( pFrameToFree->Name );
    SAFE_DELETE( pFrameToFree );
    return S_OK; 
}




//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyMeshContainer()
// Desc: 
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::DestroyMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase)
{
    UINT iMaterial;
    D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;

    SAFE_DELETE_ARRAY( pMeshContainer->Name );
    SAFE_DELETE_ARRAY( pMeshContainer->pAdjacency );
    SAFE_DELETE_ARRAY( pMeshContainer->pMaterials );
    SAFE_DELETE_ARRAY( pMeshContainer->pBoneOffsetMatrices );

    // release all the allocated textures
    if (pMeshContainer->ppTextures != NULL)
    {
        for (iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++)
        {
            SAFE_RELEASE( pMeshContainer->ppTextures[iMaterial] );
        }
    }

    SAFE_DELETE_ARRAY( pMeshContainer->ppTextures );
    SAFE_DELETE_ARRAY( pMeshContainer->ppBoneMatrixPtrs );
    SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
    SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
    SAFE_RELEASE( pMeshContainer->pSkinInfo );
    SAFE_RELEASE( pMeshContainer->pOrigMesh );
    SAFE_DELETE( pMeshContainer );
    return S_OK;
}

The error itself is in the DXUTgui.h header right on this line; void SetCaptionText( const WCHAR *pwszText ) { StringCchCopy( m_wszCaption, sizeof(m_wszCaption)/sizeof(m_wszCaption[0]), pwszText); } This is just a general error with the WCHAR thing which makes me think that maybe its to do with teh compiler options. Doesn't make sense to me why it doesn't work...

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