I''m finishing up chapter 2 and I''m doing the code with the rotation triangle. I''m using a pirated version of Microsoft Visual Studio 6 EE (i know...) and it''s not working. For those of you who don''t have the book; here''s the code:
#define WIN32_LEAN_AND_MEAN // trim the excess fat from Windows
////// Includes
#include <windows.h> // standard Windows app include
#include <gl/gl.h> // standard OpenGL include
#include <gl/glu.h> // OpenGL utilties
#include <gl/glaux.h> // OpenGL auxiliary functions
////// Global Variables
float angle = 0.0f; // current angle of the rotating triangle
HDC g_HDC; // global device context
bool fullScreen = false;
// function to set the pixel format for the device context
void SetupPixelFormat(HDC hDC)
{
int nPixelFormat; // our pixel format index
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of structure
1, // default version
PFD_DRAW_TO_WINDOW | // window drawing support
PFD_SUPPORT_OPENGL | // OpenGL support
PFD_DOUBLEBUFFER, // double buffering support
PFD_TYPE_RGBA, // RGBA color mode
32, // 32 bit color mode
0, 0, 0, 0, 0, 0, // ignore color bits, non-palettized mode
0, // no alpha buffer
0, // ignore shift bit
0, // no accumulation buffer
0, 0, 0, 0, // ignore accumulation bits
16, // 16 bit z-buffer size
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main drawing plane
0, // reserved
0, 0, 0 }; // layer masks ignored
nPixelFormat = ChoosePixelFormat(hDC, &pfd); // choose best matching pixel format
SetPixelFormat(hDC, nPixelFormat, &pfd); // set pixel format to device context
}
// the Windows Procedure event handler
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static HGLRC hRC; // rendering context
static HDC hDC; // device context
int width, height; // window width and height
switch(message)
{
case WM_CREATE: // window is being created
hDC = GetDC(hwnd); // get current window''s device context
g_HDC = hDC;
SetupPixelFormat(hDC); // call our pixel format setup function
// create rendering context and make it current
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
return 0;
break;
case WM_CLOSE: // windows is closing
// deselect rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
// send WM_QUIT to message queue
PostQuitMessage(0);
return 0;
break;
case WM_SIZE:
height = HIWORD(lParam); // retrieve width and height
width = LOWORD(lParam);
if (height==0) // don''t want a divide by zero
{
height=1;
}
glViewport(0, 0, width, height); // reset the viewport to new dimensions
glMatrixMode(GL_PROJECTION); // set projection matrix current matrix
glLoadIdentity(); // reset projection matrix
// calculate aspect ratio of window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
glMatrixMode(GL_MODELVIEW); // set modelview matrix
glLoadIdentity(); // reset modelview matrix
return 0;
break;
default:
break;
}
return (DefWindowProc(hwnd, message, wParam, lParam));
}
// the main windows entry point
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSEX windowClass; // window class
HWND hwnd; // window handle
MSG msg; // message
bool done; // flag saying when our app is complete
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT windowRect;
// temp var''s
int width = 800;
int height = 600;
int bits = 32;
fullScreen = FALSE;
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
// fill out the window class structure
windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.style = CS_HREDRAW | CS_VREDRAW;
windowClass.lpfnWndProc = WndProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = hInstance;
windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow
windowClass.hbrBackground = NULL; // don''t need background
windowClass.lpszMenuName = NULL; // no menu
windowClass.lpszClassName = "MyClass";
windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon
// register the windows class
if (!RegisterClassEx(&windowClass))
return 0;
if (fullScreen) // fullscreen?
{
DEVMODE dmScreenSettings; // device mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width; // screen width
dmScreenSettings.dmPelsHeight = height; // screen height
dmScreenSettings.dmBitsPerPel = bits; // bits per pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
//
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// setting display mode failed, switch to windowed
MessageBox(NULL, "Display mode failed", NULL, MB_OK);
fullScreen=FALSE;
}
}
if (fullScreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// class registered, so now create our window
hwnd = CreateWindowEx(NULL, // extended style
"MyClass", // class name
"OpenGL Application", // app name
dwStyle | WS_CLIPCHILDREN |
WS_CLIPSIBLINGS,
0, 0, // x,y coordinate
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top, // width, height
NULL, // handle to parent
NULL, // handle to menu
hInstance, // application instance
NULL); // no extra params
// check if window creation failed (hwnd would equal NULL)
if (!hwnd)
return 0;
ShowWindow(hwnd, SW_SHOW); // display the window
UpdateWindow(hwnd); // update the window
done = false; // intialize the loop condition variable
// main message loop
while (!done)
{
PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);
if (msg.message == WM_QUIT) // do we receive a WM_QUIT message?
{
done = true; // if so, time to quit the application
}
else
{
// do rendering here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
glLoadIdentity(); // reset modelview matrix
angle = angle + 0.1f; // increase our rotation angle counter
if (angle >= 360.0f) // if we''ve gone in a circle, reset counter
angle = 0.0f;
glTranslatef(0.0f,0.0f,-5.0f); // move back 5 units
glRotatef(angle, 0.0f,0.0f,1.0f); // rotate along z-axis
glColor3f(1.0f,0.0f,0.0f); // set color to red
glBegin(GL_TRIANGLES); // draw the triangle
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
SwapBuffers(g_HDC); // bring backbuffer to foreground
TranslateMessage(&msg); // translate and dispatch to event queue
DispatchMessage(&msg);
}
}
if (fullScreen)
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
return msg.wParam;
}
Now I''m getting there errors:
--------------------Configuration: Win32 - Win32 Debug--------------------
Compiling...
file.cpp
Linking...
file.obj : error LNK2001: unresolved external symbol _gluPerspective@32
file.obj : error LNK2001: unresolved external symbol __imp__glLoadIdentity@0
file.obj : error LNK2001: unresolved external symbol __imp__glMatrixMode@4
file.obj : error LNK2001: unresolved external symbol __imp__glViewport@16
file.obj : error LNK2001: unresolved external symbol __imp__wglDeleteContext@4
file.obj : error LNK2001: unresolved external symbol __imp__wglMakeCurrent@8
file.obj : error LNK2001: unresolved external symbol __imp__wglCreateContext@4
file.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
file.obj : error LNK2001: unresolved external symbol __imp__glVertex3f@12
file.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
file.obj : error LNK2001: unresolved external symbol __imp__glColor3f@12
file.obj : error LNK2001: unresolved external symbol __imp__glRotatef@16
file.obj : error LNK2001: unresolved external symbol __imp__glTranslatef@12
file.obj : error LNK2001: unresolved external symbol __imp__glClear@4
Debug/Win32.exe : fatal error LNK1120: 14 unresolved externals
Error executing link.exe.
Win32.exe - 15 error(s), 0 warning(s)
What''s going on? The project is a Win32 Application and I got what needs to be included into the header and the files are on my hd I hope - they were last time I checked.
There''s no town drunk here, we all take turns.