Tôi muốn bắt đầu làm việc với OpenGL 3+ và 4 nhưng tôi gặp sự cố khi Glew hoạt động. Tôi đã cố gắng để bao gồm các glew32.lib trong phụ thuộc bổ sung và tôi đã di chuyển thư viện, và .dll vào thư mục chính vì vậy không nên có bất kỳ vấn đề đường dẫn. Các lỗi tôi nhận được là:Các vấn đề về glew, các externals chưa được giải quyết
Error 5 error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" ([email protected]@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader
Error 4 error LNK2019: unresolved external symbol __imp__glewGetErrorString referenced in function "void __cdecl init(void)" ([email protected]@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader
Error 3 error LNK2001: unresolved external symbol __imp____glewGenBuffers C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader
Error 1 error LNK2001: unresolved external symbol __imp____glewBufferData C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader
Error 2 error LNK2001: unresolved external symbol __imp____glewBindBuffer C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader
Và đây là hầu hết các mã của tôi:
#define NOMINMAX
#include <vector>
#include <memory>
#include <string>
#include <iostream>
#include <fstream>
#include <sstream>
#include <Windows.h>
#include <cstdio>
#include <time.h>
#include "GL\glew.h"
#include "glut.h"
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "opengl32.lib")
using namespace std;
GLsizei screen_width, screen_height;
float camera[3] = {0.0f, 10.0f, -15.0f};
float xPos = 0;
float yPos = 10;
float zPos = -15;
float orbitDegrees = 0;
clock_t sTime;
float fPS;
int fCount;
GLdouble* modelV;
GLdouble* projM;
GLint* vPort;
//Lights settings
GLfloat light_ambient[]= { 0.1f, 0.1f, 0.1f, 0.1f };
GLfloat light_diffuse[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat light_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat light_position[]= { 100.0f, 0.0f, -10.0f, 1.0f };
//Materials settings
GLfloat mat_ambient[]= { 0.5f, 0.5f, 0.0f, 0.0f };
GLfloat mat_diffuse[]= { 0.5f, 0.5f, 0.0f, 0.0f };
GLfloat mat_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat mat_shininess[]= { 1.0f };
typedef struct Vectors {
float x;
float y;
float z;
}Vector;
typedef struct Polys {
Vector v;
Vector vt;
Vector vn;
int texture;
} Poly;
vector<Vector> vecs;
vector<Vector> normVecs;
vector<Vector> textVecs;
vector<Poly> polyList;
void loadModel(string filepath);
void createTex(string ref);
void render();
// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
void render()
{
}
void createTex(string ref)
{
}
void loadModel(string filepath)
{
}
void resize (int p_width, int p_height)
{
if(screen_width==0 && screen_height==0) exit(0);
screen_width=p_width; // Obtain the new screen width values and store it
screen_height=p_height; // Height value
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear both the color and the depth buffer so to draw the next frame
glViewport(0,0,screen_width,screen_height); // Viewport transformation
glMatrixMode(GL_PROJECTION); // Projection transformation
glLoadIdentity(); // Initialize the projection matrix as identity
gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f);
glutPostRedisplay(); // This command redraw the scene (it calls the same routine of glutDisplayFunc)
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // This clear the background color to dark blue
glMatrixMode(GL_MODELVIEW); // Modeling transformation
glPushMatrix();
glLoadIdentity(); // Initialize the model matrix as identity
gluLookAt(xPos, yPos, zPos, /* look from camera XYZ */
0, yPos, 0, /* look at the origin */
0, 1, 0); /* positive Y up vector */
glRotatef(orbitDegrees, 0.f, 1.0f, 0.0f);
//glTranslatef(0.0,0.0,-20); // We move the object forward (the model matrix is multiplied by the translation matrix)
//rotation_x = 30;
//rotation_x = rotation_x + rotation_x_increment;
//rotation_y = rotation_y + rotation_y_increment;
//rotation_z = rotation_z + rotation_z_increment;
//if (rotation_x > 359) rotation_x = 0;
//if (rotation_y > 359) rotation_y = 0;
//if (rotation_z > 359) rotation_z = 0;
// glRotatef(rotation_x,1.0,0.0,0.0); // Rotations of the object (the model matrix is multiplied by the rotation matrices)
//glRotatef(rotation_y,0.0,1.0,0.0);
// glRotatef(rotation_z,0.0,0.0,1.0);
//if (objarray[0]->id_texture!=-1)
//{
// glBindTexture(GL_TEXTURE_2D, objarray[0]->id_texture); // We set the active texture
// glEnable(GL_TEXTURE_2D); // Texture mapping ON
// printf("Txt map ON");
//}
//else
// glDisable(GL_TEXTURE_2D); // Texture mapping OFF
glGetDoublev(GL_PROJECTION_MATRIX, modelV);
glGetDoublev(GL_PROJECTION_MATRIX, projM);
glGetIntegerv(GL_VIEWPORT, vPort);
if(clock() > sTime)
{
fPS = fCount;
fCount = 0;
sTime = clock() + CLOCKS_PER_SEC;
}
render();
glDisable(GL_LIGHTING);
GLdouble pos[3];
gluUnProject(100, yPos, -14, modelV, projM, vPort, &pos[0], &pos[1], &pos[2]);
char buffer2[255];
int pAmmount = sprintf(buffer2,"FPS: %.2f", fPS);
//glRasterPos3f(pos[0], pos[1], pos[2]);
for(int i = 0; i < pAmmount; i++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, buffer2[i]);
}
glEnable(GL_LIGHTING);
/*glPopMatrix();
glPushMatrix();
glTranslatef(5.0,0.0,-20.0);
objarray[1]->render();*/
glPopMatrix();
glFlush(); // This force the execution of OpenGL commands
glutSwapBuffers(); // In double buffered mode we invert the positions of the visible buffer and the writing buffer
fCount++;
}
void keyboard(unsigned char k, int x, int y)
{
switch(k)
{
case 'w':
yPos++;
break;
case 's':
yPos--;
break;
case 'a':
xPos--;
break;
case 'd':
xPos++;
break;
case 'q':
orbitDegrees--;
break;
case 'e':
orbitDegrees++;
break;
case 'z':
zPos--;
break;
case 'x':
zPos++;
break;
}
}
void initWindow(GLsizei screen_width, GLsizei screen_height)
{
glClearColor(0.0, 0.0, 0.0, 0.0); // Clear background color to black
// Viewport transformation
glViewport(0,0,screen_width,screen_height);
// Projection transformation
glMatrixMode(GL_PROJECTION); // Specifies which matrix stack is the target for matrix operations
glLoadIdentity(); // We initialize the projection matrix as identity
gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f); // We define the "viewing volume"
gluLookAt(camera[0], camera[1], camera[2], /* look from camera XYZ */
0, 0, 0, /* look at the origin */
0, 1, 0); /* positive Y up vector */
try
{
//loadModel("Goku habit dechiré.obj");
loadModel("Flooring.obj");;
}
catch(string& filepath)
{
cerr << "Model could not be loaded: " << filepath << endl;
filepath = "Model could not be loaded: " + filepath;
wostringstream sString;
sString << filepath.c_str();
MessageBox(HWND_DESKTOP, sString.str().c_str(), L"Error: loadModel(string filepath)", MB_OK);
}
//Lights initialization and activation
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light_specular);
glLightfv (GL_LIGHT1, GL_POSITION, light_position);
glEnable (GL_LIGHT1);
glEnable (GL_LIGHTING);
//Materials initialization and activation
glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_specular);
glMaterialfv (GL_FRONT, GL_POSITION, mat_shininess);
//Other initializations
glShadeModel(GL_SMOOTH); // Type of shading for the polygons
//glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Texture mapping perspective correction
//glEnable(GL_TEXTURE_2D); // Texture mapping ON
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Polygon rasterization mode (polygon filled)
glEnable(GL_CULL_FACE); // Enable the back face culling
glEnable(GL_DEPTH_TEST); // Enable the depth test
glEnable(GL_NORMALIZE);
/*float* matrix = new float[16];
glGetFloatv(GL_PROJECTION_MATRIX, matrix);
for(int i = 0; i < 4; i++)
{
cout << matrix[0] << " " << matrix[1] << " " << matrix[2] << " " << matrix[3] << endl;
matrix += 3;
}*/
modelV = new GLdouble[16];
projM = new GLdouble[16];
vPort = new GLint[4];
sTime = clock() + CLOCKS_PER_SEC;
}
void init()
{
GLenum GlewInitResult;
GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult) {
fprintf(
stderr,
"ERROR: %s\n",
glewGetErrorString(GlewInitResult)
);
exit(EXIT_FAILURE);
}
// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
}
int main(int argc, char **argv)
{
screen_width = 800;
screen_height = 800;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(screen_width,screen_height);
glutInitWindowPosition(0,0);
glutCreateWindow("ModelLoader");
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc (resize);
glutKeyboardFunc(keyboard);
//glutKeyboardFunc(keyboard);
//glutSpecialFunc(keyboard_s);
initWindow(screen_width, screen_height);
init();
glutMainLoop();
return 0;
}