K
immer noch exakt dieselbe fehlermeldung, aber hier wär mein code
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define ILUT_USE_OPENGL // This MUST be defined before calling the DevIL headers or we don't get OpenGL functionality
#define IL_STATIC_LIB
#include <IL/il.h>
#include <IL/ilu.h>
#include <IL/ilut.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#pragma comment(lib, "C:/Users/Marvin/Documents/Visual Studio 2010/Templates/lib/DevIL.lib")
#pragma comment(lib, "C:/Users/Marvin/Documents/Visual Studio 2010/Templates/lib/ILU.lib")
#pragma comment(lib, "C:/Users/Marvin/Documents/Visual Studio 2010/Templates/lib/ILUT.lib")
// angle of rotation for the camera direction
float angle = 0.0f;
// actual vector representing the camera's direction
float lx=0.0f,lz=-1.0f;
// XZ position of the camera
float x=0.0f, z=5.0f;
// the key states. These variables will be zero
// when no key is being pressesed
float deltaAngle = 0.0f;
float deltaMove = 0;
int xOrigin = -1;
// color for the snowman's nose
float red = 1.0f, blue=0.5f, green=0.5f;
// scale of snowman
float scale = 1.0f;
// default font
void *font = GLUT_STROKE_ROMAN;
// width and height of the window
int h,w;
// variables to compute frames per second
int frame;
long time, timebase;
char s[60];
char currentMode[80];
// this string keeps the last good setting
// for the game mode
char gameModeString[40] = "640x480";
void init();
void changeSize(int ww, int hh) {
h = hh;
w = ww;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if (h == 0)
h = 1;
float ratio = w * 1.0 / h;
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION);
// Reset Matrix
glLoadIdentity();
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
// Set the correct perspective.
gluPerspective(45.0f, ratio, 0.1f, 100.0f);
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW);
}
void drawSnowMan() {
glScalef(scale, scale, scale);
glColor3f(1.0f, 1.0f, 1.0f);
// Draw Body
glTranslatef(0.0f ,0.75f, 0.0f);
glutSolidSphere(0.75f,20,20);
// Draw Head
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.25f,20,20);
// Draw Eyes
glPushMatrix();
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.05f, 0.10f, 0.18f);
glutSolidSphere(0.05f,10,10);
glTranslatef(-0.1f, 0.0f, 0.0f);
glutSolidSphere(0.05f,10,10);
glPopMatrix();
// Draw Nose
glColor3f(red, green, blue);
glRotatef(0.0f,1.0f, 0.0f, 0.0f);
glutSolidCone(0.08f,0.5f,10,2);
glColor3f(1.0f, 1.0f, 1.0f);
}
void renderBitmapString(
float x,
float y,
float z,
void *font,
char *string) {
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++) {
glutBitmapCharacter(font, *c);
}
}
void renderStrokeFontString(
float x,
float y,
float z,
void *font,
char *string) {
char *c;
glPushMatrix();
glTranslatef(x, y,z);
glScalef(0.002f, 0.002f, 0.002f);
for (c=string; *c != '\0'; c++) {
glutStrokeCharacter(font, *c);
}
glPopMatrix();
}
void restorePerspectiveProjection() {
glMatrixMode(GL_PROJECTION);
// restore previous projection matrix
glPopMatrix();
// get back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void setOrthographicProjection() {
// switch to projection mode
glMatrixMode(GL_PROJECTION);
// save previous matrix which contains the
//settings for the perspective projection
glPushMatrix();
// reset matrix
glLoadIdentity();
// set a 2D orthographic projection
gluOrtho2D(0, w, h, 0);
// switch back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void computePos(float deltaMove) {
x += deltaMove * lx * 0.1f;
z += deltaMove * lz * 0.1f;
}
void renderScene(void) {
if (deltaMove)
computePos(deltaMove);
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glLoadIdentity();
// Set the camera
gluLookAt( x, 1.0f, z,
x+lx, 1.0f, z+lz,
0.0f, 1.0f, 0.0f);
// Draw ground
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, -100.0f);
glEnd();
// Draw 36 SnowMen
char number[3];
for(int i = -3; i < 3; i++)
for(int j=-3; j < 3; j++) {
glPushMatrix();
glTranslatef(i*10.0f, 0.0f, j * 10.0f);
drawSnowMan();
sprintf(number,"%d",(i+3)*6+(j+3));
renderStrokeFontString(0.0f, 0.5f, 0.0f, (void *)font ,number);
glPopMatrix();
}
// Code to compute frames per second
frame++;
time=glutGet(GLUT_ELAPSED_TIME);
if (time - timebase > 1000) {
sprintf(s,"Lighthouse3D - FPS:%4.2f",
frame*1000.0/(time-timebase));
timebase = time;
frame = 0;
}
setOrthographicProjection();
void *font= GLUT_BITMAP_8_BY_13;
glPushMatrix();
glLoadIdentity();
renderBitmapString(30,15,0,font,(char *)"GLUT Tutorial @ Lighthouse3D");
renderBitmapString(30,30,0,font,s);
renderBitmapString(30,45,0,font,(char *)"F1 - Game Mode 640x480 32 bits");
renderBitmapString(30,60,0,font,(char *)"F2 - Game Mode 800x600 32 bits");
renderBitmapString(30,75,0,font,(char *)"F3 - Game Mode 1024x768 32 bits");
renderBitmapString(30,90,0,font,(char *)"F4 - Game Mode 1280x1024 32 bits");
renderBitmapString(30,105,0,font,(char *)"F5 - Game Mode 1920x1200 32 bits");
renderBitmapString(30,120,0,font,(char *)"F6 - Window Mode");
renderBitmapString(30,135,0,font,(char *)"Esc - Quit");
renderBitmapString(30,150,0,font,currentMode);
glPopMatrix();
restorePerspectiveProjection();
glutSwapBuffers();
}
// -----------------------------------
// KEYBOARD
// -----------------------------------
void processNormalKeys(unsigned char key, int xx, int yy) {
switch (key) {
case 27:
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) != 0)
glutLeaveGameMode();
exit(0);
break;
}
}
void pressKey(int key, int xx, int yy) {
switch (key) {
case GLUT_KEY_UP : deltaMove = 0.5f; break;
case GLUT_KEY_DOWN : deltaMove = -0.5f; break;
case GLUT_KEY_F1:
// define resolution, color depth
glutGameModeString("640x480:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"640x480:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F2:
// define resolution, color depth
glutGameModeString("800x600:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"800x600:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F3:
// define resolution, color depth
glutGameModeString("1024x768:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1024x768:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F4:
// define resolution, color depth
glutGameModeString("1280x1024:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1280x1024:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F5:
// define resolution, color depth
glutGameModeString("1920x1200");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1920x1200");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F6:
// return to default window
w = 800;h = 600;
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) != 0) {
glutLeaveGameMode();
//init();
}
break;
}
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) == 0)
sprintf(currentMode,"Current Mode: Window");
else
sprintf(currentMode,
"Current Mode: Game Mode %dx%d at %d hertz, %d bpp",
glutGameModeGet(GLUT_GAME_MODE_WIDTH),
glutGameModeGet(GLUT_GAME_MODE_HEIGHT),
glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE),
glutGameModeGet(GLUT_GAME_MODE_PIXEL_DEPTH));
}
void releaseKey(int key, int x, int y) {
switch (key) {
case GLUT_KEY_UP :
case GLUT_KEY_DOWN : deltaMove = 0;break;
}
}
// -----------------------------------
// MOUSE
// -----------------------------------
void mouseMove(int x, int y) {
// this will only be true when the left button is down
if (xOrigin >= 0) {
// update deltaAngle
deltaAngle = (x - xOrigin) * 0.001f;
// update camera's direction
lx = sin(angle + deltaAngle);
lz = -cos(angle + deltaAngle);
}
}
void mouseButton(int button, int state, int x, int y) {
// only start motion if the left button is pressed
if (button == GLUT_LEFT_BUTTON) {
// when the button is released
if (state == GLUT_UP) {
angle += deltaAngle;
xOrigin = -1;
}
else {// state = GLUT_DOWN
xOrigin = x;
}
}
}
void init() {
// register callbacks
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene);
glutIgnoreKeyRepeat(1);
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(pressKey);
glutSpecialUpFunc(releaseKey);
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMove);
// OpenGL init
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
// -----------------------------------
// MAIN
// -----------------------------------
int main(int argc, char **argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(800,600);
glutCreateWindow("Lighthouse3D - GLUT Tutorial");
GLuint Tex1 = ilutGLLoadImage("C:/Users/Marvin/Pictures/Textest.bmp");
glBindTexture( GL_TEXTURE_2D, Tex1 );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// register callbacks
init();
// enter GLUT event processing cycle
glutMainLoop( );
return 1;
}