OpenGL 3+および4で作業を開始したいのですが、Glewを動作させるのに問題があります。glew32.libを追加の依存関係に含めようとしましたが、ライブラリと.dllをメインフォルダーに移動したので、パスの問題は発生しません。私が得ているエラーは次のとおりです。
Error 5 error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" (?init@@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)" (?init@@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
そして、これが私のコードのほとんどです:
#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;
}