OpenGL include errors

This is a discussion on OpenGL include errors within the C Programming forums, part of the General Programming Boards category; Hi all! I'm working on an interesting piece of OpenGL code for 3D rendering. The code is available here: Link ...

  1. #1
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    OpenGL include errors

    Hi all!

    I'm working on an interesting piece of OpenGL code for 3D rendering.
    The code is available here: Link

    The executable provided is meant for Windows. However, I would like to build and run it on my Mac OS 10.6.8.
    I've loaded the code into my Eclipse workspace, added links to GL, GLU, GLUT header files, OpenGL and standard C libraries in the 'Includes' section.

    And yet, I receive the following 13 errors:
    'glLightfv' is ambiguous '
    Candidates are:
    void glLightfv(unsigned int, unsigned int, const float *)

    'glLightfv' is ambiguous '
    Candidates are:
    void glLightfv(unsigned int, unsigned int, const float *)

    Function 'PostQuitMessage' could not be resolved

    Invalid arguments '
    Candidates are:
    bool IsKeyPressed(int)

    Invalid arguments '
    Candidates are:
    bool IsKeyPressed(int)

    Invalid arguments '
    Candidates are:
    void glDrawElements(unsigned int, int, unsigned int, const void *)

    Invalid arguments '
    Candidates are:
    void gluLookAt(?, ?, ?, ?, ?, ?, ?, ?, ?)

    Invalid arguments '
    Candidates are:
    void gluPerspective(?, ?, ?, ?)

    Invalid arguments '
    Candidates are:
    void SetKeyReleased(int)


    Symbol 'VK_ESCAPE' could not be resolved
    Symbol 'VK_F1' could not be resolved
    Symbol 'VK_F1' could not be resolved

    I suspect this has to do with the windows.h header file missing on a Mac, but I cannot figure out an alternative to it.


    Looking forward to your suggestions!
    Last edited by in_ship; 10-29-2012 at 05:25 PM.

  2. #2
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    it would help you and us if you could distill it down to a simple example. that's a lot of files and most folks don't want to download zip files anyway.

    glLightfv looks to be a C++ problem with ambiguous overloads, not a C problem.
    PostQuitMessage is a windows function.
    VK_F1 and VK_ESCAPE are windows defines which would also cause your problem with IsKeyPressed

  3. #3
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    Well, I assumed the most logical thing to do would be do build the Main.cpp file.

    Here's an excerpt:
    Code:
    //////////////////////////////////////////////////////////////////////////////////////////
    //    Main.cpp
    //    Spherical Harmonic Lighting
    //    Downloaded from: www.paulsprojects.net
    //    Created:    2nd October 2003
    //
    //    Copyright (c) 2006, Paul Baker
    //    Distributed under the New BSD Licence. (See accompanying file License.txt or copy at
    //    http://www.paulsprojects.net/NewBSDLicense.txt)
    //////////////////////////////////////////////////////////////////////////////////////////    
    
    
    #include <stdio.h>
    #include <stdlib.h>
    
    
    
    #define WIN32_LEAN_AND_MEAN
    #include <vector>
    #include "GL files/glee.h"    //header for opengl versions >1.1 and extensions
    #include <gl.h>
    #include <glu.h>
    #include <glut.h>
    
    
    #include "Maths/Maths.h"
    #include "Log/LOG.h"
    #include "Timer/TIMER.h"
    #include "Fps Counter/FPS_COUNTER.h"
    #include "Window/WINDOW.h"
    #include "Bitmap Font/BITMAP_FONT.h"
    #include "Image/IMAGE.h"
    #include "Samples/SAMPLE.h"
    #include "Samples/GenerateSamples.h"
    #include "Light/Light.h"
    #include "Bounding Volumes/Bounding Volumes.h"
    #include "Ray/RAY.h"
    #include "SH Scene/SH_SCENE.h"
    #include "SH Rotation/SH Rotation.h"
    #include "Main.h"
    
    //link to libraries
    #pragma comment(lib, "opengl32.lib")
    #pragma comment(lib, "glu32.lib")
    #pragma comment(lib, "winmm.lib")
    
    TIMER timer;
    FPS_COUNTER fpsCounter;
    BITMAP_FONT font;
    
    COLOR backgroundColor(0.0f, 0.0f, 0.0f, 0.0f);
    
    //Samples on surface of sphere
    const int sqrtNumSamples=50;
    const int numSamples=sqrtNumSamples*sqrtNumSamples;
    SAMPLE * samples=NULL;
    
    //Number of SH bands and functions
    const int numBands=4;
    const int numFunctions=numBands*numBands;
    
    //SH coefficients for light source, before and after rotation
    double lightCoeffs[numFunctions];
    double rotatedLightCoeffs[numFunctions];
    
    //Scene to light
    SH_SCENE shScene;
    
    //Type of lighting to use
    enum LIGHTING_TYPE
    {
        LIGHTING_TYPE_GL,
        LIGHTING_TYPE_SH_UNSHADOWED,
        LIGHTING_TYPE_SH_SHADOWED
    };
    
    LIGHTING_TYPE lightingType=LIGHTING_TYPE_SH_SHADOWED;
    
    //Polar angles for light rotation
    double theta=43.3, phi=225.0;
    
    //Set up GL
    bool GLInit()
    {
        //Init window
        if(!WINDOW::Instance()->Init(    "Spherical Harmonic Lighting", 640, 480, 8, 8, 8, 8, 24, 8,
                                        false, false, true))
            return false;
        
        //Check for OpenGL version/extensions
        //if(!extgl_Extensions.OpenGL14)
        //{
            //LOG::Instance()->OutputError("I require OpenGL 1.4 support");
            //return false;
        //}
    
        //Init font
        if(!font.Init())
            return false;
    
        //set viewport
        int height=WINDOW::Instance()->height;
        if(height==0)
            height=1;
    
        glViewport(0, 0, WINDOW::Instance()->width, height);
    
        //Set up projection matrix
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(    45.0f, (GLfloat)WINDOW::Instance()->width/(GLfloat)WINDOW::Instance()->height, 1.0f, 100.0f);
    
        //Load identity modelview
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    
        //Shading states
        glShadeModel(GL_SMOOTH);
        glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a);
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    
        //Depth states
        glClearDepth(1.0f);
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_DEPTH_TEST);
    
        glEnable(GL_CULL_FACE);
    
        return true;
    }
    
    //Set up variables
    bool DemoInit()
    {
        //Create space for the samples
        samples=new SAMPLE[numSamples];
        if(!samples)
        {
            LOG::Instance()->OutputError("Unable to allocate space for samples");
            return false;
        }
    
        //Generate the samples
        if(!GenerateSamples(sqrtNumSamples, numBands, samples))
            return false;
    
        //Generate the light coefficients by projecting the Light function onto the SH functions
        for(int i=0; i<numFunctions; ++i)
        {
            lightCoeffs[i]=0.0;
    
            for(int j=0; j<numSamples; ++j)
                lightCoeffs[i]+=Light(samples[j].theta, samples[j].phi)*samples[j].shValues[i];
    
            lightCoeffs[i]*=4*M_PI/numSamples;
        }
    
        //Set up the rotated light coefficients
        RotateSHCoefficients(numBands, lightCoeffs, rotatedLightCoeffs, theta, phi);
    
        //Generate the scene
        if(!shScene.Generate())
            return false;
        
        //Generate the coefficients for the direct lighting transfer functions
        if(!shScene.GenerateDirectCoeffs(numBands, numSamples, samples))
            return false;
    
        //reset timer
        timer.Reset();
    
        return true;
    }
    
    //Perform per-frame updates
    void UpdateFrame()
    {
        //set currentTime and timePassed
        static double lastTime=timer.GetTime();
        double currentTime=timer.GetTime();
        double timePassed=currentTime-lastTime;
        lastTime=currentTime;
    
        //Update window
        WINDOW::Instance()->Update();
    
        //Change lighting mode
        if(WINDOW::Instance()->IsKeyPressed('1'))
            lightingType=LIGHTING_TYPE_GL;
    
        if(WINDOW::Instance()->IsKeyPressed('2'))
            lightingType=LIGHTING_TYPE_SH_UNSHADOWED;
    
        if(WINDOW::Instance()->IsKeyPressed('3'))
            lightingType=LIGHTING_TYPE_SH_SHADOWED;
    
        //Update the light angles if the mouse button is pressed
        if(WINDOW::Instance()->IsLeftButtonPressed())
        {
            theta+=0.1*WINDOW::Instance()->GetMouseYMovement();
    
            //Clamp theta to [0, 180]
            if(theta<0.0)
                theta=0.0;
    
            if(theta>180.0)
                theta=180.0;
    
            phi+=0.1*WINDOW::Instance()->GetMouseXMovement();
            
            //Update the rotated light coefficients
            RotateSHCoefficients(numBands, lightCoeffs, rotatedLightCoeffs, theta, phi);
        }
    
        //Calculate the lit color of each vertex
        int numObjects=shScene.objects.size();
    
        for(int i=0; i<numObjects; ++i)
        {
            SH_OBJECT * currentObject=shScene.objects[i];
            int numVertices=currentObject->vertices.size();
    
            if(lightingType==LIGHTING_TYPE_SH_UNSHADOWED)
            {
                for(int j=0; j<numVertices; ++j)
                {
                    SH_VERTEX & currentVertex=currentObject->vertices[j];
    
                    double brightness=0.0;
    
                    for(int k=0; k<numFunctions; ++k)
                        brightness+=rotatedLightCoeffs[k]*currentVertex.unshadowedCoeffs[k];
                    
                    currentVertex.litColor=(float)brightness*currentVertex.diffuseMaterial;
                }
            }
    
            if(lightingType==LIGHTING_TYPE_SH_SHADOWED)
            {
                for(int j=0; j<numVertices; ++j)
                {
                    SH_VERTEX & currentVertex=currentObject->vertices[j];
    
                    double brightness=0.0;
    
                    for(int k=0; k<numFunctions; ++k)
                        brightness+=rotatedLightCoeffs[k]*currentVertex.shadowedCoeffs[k];
                    
                    currentVertex.litColor=(float)brightness*currentVertex.diffuseMaterial;
                }
            }
        }
        
        //Render frame
        RenderFrame(currentTime, timePassed);
    }
    
    //Render a frame
    void RenderFrame(double currentTime, double timePassed)
    {
        //Clear buffers
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();                                        //reset modelview matrix
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    
        //Use positive Z axis upwards coordinate system
        gluLookAt(    -4.0f, 6.0f, 4.0f,
                     0.0f, 0.0f, 0.0f,
                     0.0f, 1.0f, 0.0f);
        glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
    
        //Enable vertex arrays
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
    
        //Set up the GL light if necessary
        if(lightingType==LIGHTING_TYPE_GL)
        {
            //Calculate the light direction
            VECTOR4D lightDir(0.0f, 0.0f, 1.0f, 0.0f);
            lightDir.RotateY(theta);
            lightDir.RotateZ(phi);
            
            glLightfv(GL_LIGHT0, GL_POSITION, lightDir);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, white*0.6f);
            glEnable(GL_LIGHT0);
            glEnable(GL_LIGHTING);
    
            glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
            glEnable(GL_COLOR_MATERIAL);
    
            //Enable normal array
            glEnableClientState(GL_NORMAL_ARRAY);
        }        
    
        //Loop through and draw the objects in the scene
        for(std::size_t i=0; i<shScene.objects.size(); ++i)
        {
            SH_OBJECT * currentObject=shScene.objects[i];
    
            glVertexPointer(3, GL_FLOAT, sizeof(SH_VERTEX), &currentObject->vertices[0].position);
            glNormalPointer(GL_FLOAT, sizeof(SH_VERTEX), &currentObject->vertices[0].normal);
            
            if(lightingType==LIGHTING_TYPE_GL)
                glColorPointer(    3, GL_FLOAT, sizeof(SH_VERTEX),
                                &currentObject->vertices[0].diffuseMaterial);
            else
                glColorPointer(    3, GL_FLOAT, sizeof(SH_VERTEX),
                                &currentObject->vertices[0].litColor);
            
            glDrawElements(    GL_TRIANGLES, currentObject->indices.size(), GL_UNSIGNED_INT,
                            &currentObject->indices[0]);
        }
    
        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_COLOR_ARRAY);
    
        if(lightingType==LIGHTING_TYPE_GL)
        {
            glDisable(GL_LIGHTING);
            glDisableClientState(GL_NORMAL_ARRAY);
        }
    
    
        fpsCounter.Update();
    
        //Print text
        font.StartTextMode();
    
        glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
        font.Print(0, 28, "FPS: %.2f", fpsCounter.GetFps());
        
        glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
        if(lightingType==LIGHTING_TYPE_GL)
            font.Print(0, 48, "GL Lighting");
        if(lightingType==LIGHTING_TYPE_SH_UNSHADOWED)
            font.Print(0, 48, "SH Lighting: Unshadowed");
        if(lightingType==LIGHTING_TYPE_SH_SHADOWED)
            font.Print(0, 48, "SH Lighting: Shadowed");
    
        font.EndTextMode();
    
        WINDOW::Instance()->SwapBuffers();
    
        //Save a screenshot
        if(WINDOW::Instance()->IsKeyPressed(VK_F1))
        {
            WINDOW::Instance()->SaveScreenshot();
            WINDOW::Instance()->SetKeyReleased(VK_F1);
        }
    
        //Check for an openGL error
        WINDOW::Instance()->CheckGLError();
    
        //quit if necessary
        if(WINDOW::Instance()->IsKeyPressed(VK_ESCAPE))
            PostQuitMessage(0);
    }
    
    //Shut down demo
    void DemoShutdown()
    {
        font.Shutdown();
        WINDOW::Instance()->Shutdown();
    }
    
    //WinMain
    int WINAPI WinMain(    HINSTANCE    hInstance,            //Instance
                        HINSTANCE    hPrevInstance,        //Previous Instance
                        LPSTR        lpCmdLine,            //Command line params
                        int            nShowCmd)            //Window show state
    {
        //Save hInstance
        WINDOW::Instance()->hInstance=hInstance;
    
        //Init GL and variables
        if(!GLInit())
        {
            LOG::Instance()->OutputError("OpenGL Initiation Failed");
            return false;
        }
        else
            LOG::Instance()->OutputSuccess("OpenGL Initiation Successful");
    
        if(!DemoInit())
        {
            LOG::Instance()->OutputError("Demo Initiation Failed");
            return false;
        }
        else
            LOG::Instance()->OutputSuccess("Demo Initiation Successful");
    
        //Main Loop
        for(;;)
        {
            if(!(WINDOW::Instance()->HandleMessages()))    //quit if HandleMessages returns false
                break;
    
            UpdateFrame();
        }
    
        //Shutdown
        DemoShutdown();
    
        //Exit program
        LOG::Instance()->OutputSuccess("Exiting...");
        return 0;
    }

    Is there a way of converting theses Windows commands to Mac commands?

  4. #4
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    Mar 2011
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    546
    assuming you are using glut for the OS interface, since you include glut.h

    glut.h has definitions for keys such as GLUT_KEY_F1 7.9 glutSpecialFunc
    instead of PostQuitMessage, just call 'exit(0)'
    your other problems are C++ related. you should post to that forum.

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