Archived

This topic is now archived and is closed to further replies.

Ninkazu

"Unexpected end of file" error

Recommended Posts

I have a framework set up for my OpenGL application, and I'm getting an error that doesn't make sense. I've tried this in VC++6 and Dev-Cpp (which it doesn't recognize free() for some reason) and they didn't work. I don't know how any of my code is wrong... The Font.bmp is here. Here's the code:
  #define WIN32_LEAN_AND_MEAN#pragma comment (lib, "opengl32.lib")
#pragma comment (lib, "glaux.lib")
#pragma comment (lib, "glu32.lib")

#include <math.h>
#include <windows.h>
#include <stdio.h>
#include <stdarg.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>

AUX_RGBImageRec *LoadBMP(char *Filename);
int LoadGLTextures(GLvoid);
GLvoid BuildFont(GLvoid);
GLvoid KillFont(GLvoid);
GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...);

GLvoid ReSizeGLScene(GLsizei width, GLsizei height);
int InitGL(GLvoid);
GLvoid KillGLWindow(GLvoid);
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag);

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);

HGLRC           hRC=NULL;
HDC             hDC=NULL;
HWND            hWnd=NULL;
HINSTANCE       hInstance;

bool	keys[256];
bool	active=TRUE;
bool	fullscreen=TRUE;
GLuint	texture[1];
GLuint	base;

#define NumberOfTextures 1

int DrawGLScene(GLvoid)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear The Screen And The Depth Buffer

	glLoadIdentity();							// Reset The Current Modelview Matrix


	glPrint(50,50,1,"Testing...");

	return TRUE;								// Everything Went OK

}

int APIENTRY WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR     lpCmdLine,
                     int       nCmdShow)
{
	MSG	msg;								// Windows Message Structure

	BOOL done=FALSE;							// Bool Variable To Exit Loop


	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;						// Windowed Mode

	}
	if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
	{
		return 0;							// Quit If Window Was Not Created

	}

	while(!done)								// Loop That Runs Until done=TRUE

	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))			// Is There A Message Waiting?

		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?

			{
				done=TRUE;					// If So done=TRUE

			}
			else							// If Not, Deal With Window Messages

			{
				TranslateMessage(&msg);				// Translate The Message

				DispatchMessage(&msg);				// Dispatch The Message

			}
		}
		else								// If There Are No Messages

		{
			if (active)						// Program Active?

			{
				if (keys[VK_ESCAPE])				// Was ESC Pressed?

				{
					done=TRUE;				// ESC Signalled A Quit

				}
				else						// Not Time To Quit, Update Screen

				{
					DrawGLScene();				// Draw The Scene

					SwapBuffers(hDC);			// Swap Buffers (Double Buffering)

				}
			}
			if (keys[VK_F1])					// Is F1 Being Pressed?

			{
				keys[VK_F1]=FALSE;				// If So Make Key FALSE

				KillGLWindow();					// Kill Our Current Window

				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode

				// Recreate Our OpenGL Window

				if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
				{
					return 0;				// Quit If Window Was Not Created

				}
			}
		}
	}
	KillGLWindow();								// Kill The Window

	return (msg.wParam);							// Exit The Program

}

AUX_RGBImageRec *LoadBMP(char *Filename)			        // Loads The Bitmap Images

{
		FILE *File=NULL;								    // File Handle

		if (!Filename)										// Make Sure A Filename Was Given

		{
			return NULL;									// If Not Return NULL

		}
		File=fopen(Filename,"r");							// Check To See If The File Exists

		if (File)											// Does The File Exist?

		{
			fclose(File);									// Close The Handle

			return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer

		}
		return NULL;										// If Load Failed Return NULL

}

int LoadGLTextures(GLvoid)										// Load Bitmaps And Convert To Textures

{
        int Status=FALSE;									// Status Indicator

		int loop1;                                          // loop variable


        AUX_RGBImageRec *TextureImage[NumberOfTextures];					// Create Storage Space For The Textures

        memset(TextureImage,0,sizeof(void *)*NumberOfTextures);			// Set The Pointer To NULL


        if ( (TextureImage[0]=LoadBMP("Font.bmp")) )
        {
			Status=TRUE;									// Set The Status To TRUE


			glGenTextures(NumberOfTextures, &texture[0]);					// Create The Texture


			for (loop1=0; loop1<NumberOfTextures; loop1++)					// Loop Through Textures

			{
				glBindTexture(GL_TEXTURE_2D, texture[loop1]);
				glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop1]->sizeX, TextureImage[loop1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop1]->data);
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
			}

			for (loop1=0; loop1<NumberOfTextures; loop1++)					// Loop Through Textures

			{
				if (TextureImage[loop1])					// If Texture Exists	

				{
					if (TextureImage[loop1]->data)			// If Texture Image Exists

					{
						free(TextureImage[loop1]->data);	// Free The Texture Image Memory

					}
					free(TextureImage[loop1]);				// Free The Image Structure

				}
			}
		}
	return Status;											// Return The Status

}

GLvoid BuildFont(GLvoid)								// Build Our Font Display List

{
	float cx;											// Holds Our X Character Coord

	float cy;											// Holds Our Y Character Coord

	int loop1;

	base=glGenLists(256);								// Creating 256 Display Lists

	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture

	for (loop1=0; loop1<256; loop1++)						// Loop Through All 256 Lists

	{
		cx=float(loop1%16)/16.0f;						// X Position Of Current Character

		cy=float(loop1/16)/16.0f;						// Y Position Of Current Character


		glNewList(base+loop1,GL_COMPILE);				// Start Building A List

			glBegin(GL_QUADS);							// Use A Quad For Each Character

				glTexCoord2f(cx,1-cy-0.0625f);			// Texture Coord (Bottom Left)

				glVertex2i(0,0);						// Vertex Coord (Bottom Left)

				glTexCoord2f(cx+0.0625f,1-cy-0.0625f);	// Texture Coord (Bottom Right)

				glVertex2i(16,0);						// Vertex Coord (Bottom Right)

				glTexCoord2f(cx+0.0625f,1-cy);			// Texture Coord (Top Right)

				glVertex2i(16,16);						// Vertex Coord (Top Right)

				glTexCoord2f(cx,1-cy);					// Texture Coord (Top Left)

				glVertex2i(0,16);						// Vertex Coord (Top Left)

			glEnd();									// Done Building Our Quad (Character)

			glTranslated(10,0,0);						// Move To The Right Of The Character

		glEndList();									// Done Building The Display List

	}													// Loop Until All 256 Are Built

}

GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...)	// Where The Printing Happens

{

	char		text[256];									// Holds Our String

	va_list		ap;											// Pointer To List Of Arguments


	if (fmt == NULL)										// If There's No Text

		return;												// Do Nothing


	va_start(ap, fmt);										// Parses The String For Variables

	    vsprintf(text, fmt, ap);							// And Converts Symbols To Actual Numbers

	va_end(ap);												// Results Are Stored In Text


	if (set>1)
	{
		set=1;
	}
	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture

	glDisable(GL_DEPTH_TEST);							// Disables Depth Testing

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix

	
	glPushMatrix();										// Store The Projection Matrix

		glLoadIdentity();									// Reset The Projection Matrix

		glOrtho(0,640,0,480,-1,1);							// Set Up An Ortho Screen

	
		glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix

		glPushMatrix();										// Store The Modelview Matrix

			
		glLoadIdentity();									// Reset The Modelview Matrix

		glTranslated(x,y,0);								// Position The Text (0,0 - Bottom Left)

		glListBase(base-32+(128*set));						// Choose The Font Set (0 or 1)

		glCallLists(strlen(text),GL_BYTE,text);			// Write The Text To The Screen

	
		glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix

	glPopMatrix();										// Restore The Old Projection Matrix

	
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix

	glPopMatrix();										// Restore The Old Projection Matrix

	
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing

}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)				// Resize And Initialize The GL Window

{
	if (height==0)								// Prevent A Divide By Zero By

	{
		height=1;								// Making Height Equal One

	}

	glViewport(0, 0, width, height);
	glMatrixMode(GL_PROJECTION);				// Select The Projection Matrix

	glLoadIdentity();							// Reset The Projection Matrix


	// Calculate The Aspect Ratio Of The Window

	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);					// Select The Modelview Matrix

	glLoadIdentity();							// Reset The Modelview Matrix

}

int InitGL(GLvoid)								// All Setup For OpenGL Goes Here

{
	if (!LoadGLTextures())									// Jump To Texture Loading Routine

	{
		return FALSE;										// If Texture Didn't Load Return FALSE

	}

	BuildFont();											// Build The Font


	glShadeModel(GL_SMOOTH);						// Enables Smooth Shading

	glClearDepth(1.0f);								// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do

	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	return TRUE;								// Initialization Went OK

}

GLvoid KillGLWindow(GLvoid)							// Properly Kill The Window

{
	if (fullscreen)								// Are We In Fullscreen Mode?

	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop

		ShowCursor(TRUE);						// Show Mouse Pointer

	}
	if (hRC)								// Do We Have A Rendering Context?

	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?

		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		if (!wglDeleteContext(hRC))					// Are We Able To Delete The RC?

		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;							// Set RC To NULL

	}
	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC

	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;							// Set DC To NULL

	}
	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?

	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;							// Set hWnd To NULL

	}
	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class

	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;							// Set hInstance To NULL

	}
	
	glDeleteLists(base,256);
}

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;						// Holds The Results After Searching For A Match

	WNDCLASS	wc;							// Windows Class Structure

	DWORD		dwExStyle;						// Window Extended Style

	DWORD		dwStyle;						// Window Style


	RECT WindowRect;							// Grabs Rectangle Upper Left / Lower Right Values

	WindowRect.left=(long)0;						// Set Left Value To 0

	WindowRect.right=(long)width;						// Set Right Value To Requested Width

	WindowRect.top=(long)0;							// Set Top Value To 0

	WindowRect.bottom=(long)height;						// Set Bottom Value To Requested Height


	fullscreen=fullscreenflag;						// Set The Global Fullscreen Flag


	hInstance		= GetModuleHandle(NULL);			// Grab An Instance For Our Window

	wc.style		= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// Redraw On Move, And Own DC For Window

	wc.lpfnWndProc		= (WNDPROC) WndProc;				// WndProc Handles Messages

	wc.cbClsExtra		= 0;						// No Extra Window Data

	wc.cbWndExtra		= 0;						// No Extra Window Data

	wc.hInstance		= hInstance;					// Set The Instance

	wc.hIcon		= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon

	wc.hCursor		= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer

	wc.hbrBackground	= NULL;						// No Background Required For GL

	wc.lpszMenuName		= NULL;						// We Don't Want A Menu

	wc.lpszClassName	= "OpenGL";					// Set The Class Name


	if (!RegisterClass(&wc))						// Attempt To Register The Window Class

	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Exit And Return FALSE

	}
	if (fullscreen)								// Attempt Fullscreen Mode?

	{
		DEVMODE dmScreenSettings;					// Device Mode

		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));		// Makes Sure Memory's Cleared

		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure

		dmScreenSettings.dmPelsWidth	= width;			// Selected Screen Width

		dmScreenSettings.dmPelsHeight	= height;			// Selected Screen Height

		dmScreenSettings.dmBitsPerPel	= bits;				// Selected Bits Per Pixel

		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;				// Select Windowed Mode (Fullscreen=FALSE)

			}
			else
			{
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;					// Exit And Return FALSE

			}
		}
	}
	if (fullscreen)								// Are We Still In Fullscreen Mode?

	{
		dwExnononostyle=WS_EX_APPWINDOW;					// Window Extended Style

		dwnononostyle=WS_POPUP;						// Windows Style

		ShowCursor(FALSE);						// Hide Mouse Pointer

	}
	else
	{
		dwExnononostyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style

		dwnononostyle=WS_OVERLAPPEDWINDOW;					// Windows Style

	}
	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size


	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window

					"OpenGL",				// Class Name

					title,					// Window Title

					WS_CLIPSIBLINGS |			// Required Window Style

					WS_CLIPCHILDREN |			// Required Window Style

					dwStyle,				// Selected Window Style

					0, 0,					// Window Position

					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width

					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height

					NULL,					// No Parent Window

					NULL,					// No Menu

					hInstance,				// Instance

					NULL)))					// Don't Pass Anything To WM_CREATE

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}
	static	PIXELFORMATDESCRIPTOR pfd=					// pfd Tells Windows How We Want Things To Be

	{
		sizeof(PIXELFORMATDESCRIPTOR),					// Size Of This Pixel Format Descriptor

		1,								// Version Number

		PFD_DRAW_TO_WINDOW |						// Format Must Support Window

		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL

		PFD_DOUBLEBUFFER,						// Must Support Double Buffering

		PFD_TYPE_RGBA,							// Request An RGBA Format

		bits,								// Select Our Color Depth

		0, 0, 0, 0, 0, 0,						// Color Bits Ignored

		0,								// No Alpha Buffer

		0,								// Shift Bit Ignored

		0,								// No Accumulation Buffer

		0, 0, 0, 0,							// Accumulation Bits Ignored

		16,								// 16Bit Z-Buffer (Depth Buffer)

		0,								// No Stencil Buffer

		0,								// No Auxiliary Buffer

		PFD_MAIN_PLANE,							// Main Drawing Layer

		0,								// Reserved

		0, 0, 0								// Layer Masks Ignored

	};
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))				// Did Windows Find A Matching Pixel Format?

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))				// Are We Able To Set The Pixel Format?

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}

	if (!(hRC=wglCreateContext(hDC)))					// Are We Able To Get A Rendering Context?

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}

	if(!wglMakeCurrent(hDC,hRC))						// Try To Activate The Rendering Context

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window

	SetForegroundWindow(hWnd);						// Slightly Higher Priority

	SetFocus(hWnd);								// Sets Keyboard Focus To The Window

	ReSizeGLScene(width, height);						// Set Up Our Perspective GL Screen


	if (!InitGL())								// Initialize Our Newly Created GL Window

	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE

	}
	return TRUE;								// Success

}

LRESULT CALLBACK WndProc(	HWND	hWnd,					// Handle For This Window

				UINT	uMsg,					// Message For This Window

				WPARAM	wParam,					// Additional Message Information

				LPARAM	lParam)					// Additional Message Information

{
	switch (uMsg)								// Check For Windows Messages

	{
		case WM_ACTIVATE:						// Watch For Window Activate Message

		{
			if (!HIWORD(wParam))					// Check Minimization State

			{
				active=TRUE;					// Program Is Active

			}
			else
			{
				active=FALSE;					// Program Is No Longer Active

			}

			return 0;						// Return To The Message Loop

		}
		case WM_SYSCOMMAND:						// Intercept System Commands

		{
			switch (wParam)						// Check System Calls

			{
				case SC_SCREENSAVE:				// Screensaver Trying To Start?

				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?

				return 0;					// Prevent From Happening

			}
			break;							// Exit

		}
		case WM_CLOSE:							// Did We Receive A Close Message?

		{
			PostQuitMessage(0);					// Send A Quit Message

			return 0;						// Jump Back

		}
		case WM_KEYDOWN:						// Is A Key Being Held Down?

		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE

			return 0;						// Jump Back

		}
		case WM_KEYUP:							// Has A Key Been Released?

		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE

			return 0;						// Jump Back

		}
		case WM_SIZE:							// Resize The OpenGL Window

		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height

			return 0;						// Jump Back

		}
	}
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}      
[edited by - Ninkazu on May 3, 2003 11:04:16 PM]

Share this post


Link to post
Share on other sites
Ya, I was trying to figure that out, I got it right before you posted, I guess.

::EDIT::
I looked over everything, and I didn't forget any curly brackets

[edited by - Ninkazu on May 3, 2003 11:07:02 PM]

Share this post


Link to post
Share on other sites
quote:
Original post by Ninkazu
I have a framework set up for my OpenGL application, and I'm getting an error that doesn't make sense. I've tried this in VC++6 and Dev-Cpp (which it doesn't recognize free() for some reason) and they didn't work.



When a compiler dont recognize a function:
- the name is wrong
- you need the header

free() is a ANSI-C function and you need the right header that is stdlib.h or malloc.h (you are using MS VC++, right? READ THE INLINE DOCUMENTATION!!!! )

However in C++ is common to use the operators new/delete that are 'parts' of C++ language...

BYTE* b = new BYTE[77];
//
delete(b);

For the code...why not download the nehe lessons? They are 'ready to build' for different platforms/compilers...use the code as a skeleton for your own app! Simply Open the project and build!



[edited by - blizzard999 on May 4, 2003 5:42:51 AM]

Share this post


Link to post
Share on other sites
The most common cause of unexpected end of file errors is a missing semi-colon somewhere (usually at the end of a class definition in a header file). The other thing to do is comment out blocks of code, change things so the functions commented out aren''t needed and see if it compiles. Try and narrow it down to a particular section of code.

Share this post


Link to post
Share on other sites