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C++ Discussion :

Erreur de complilation: [Linker error]


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  1. #1
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    Inscription : Septembre 2007
    Messages : 3
    Par défaut Erreur de complilation: [Linker error]
    J'essaye d'exécuter un programme C++ permettant de simuler le champ électrique en utilisant les bibliothèques OpenGl32 et Glaux...

    Tout parait logique sauf que j'ai des erreurs de compilation de type:

    [Linker error] undefined reference to .....

    Voici mon code:


    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    #include <windows.h> // Header File For Windows
    #include <iostream>
    #include <fstream>
    #include <stdarg.h> // Header File For Variable Argument Routines
    #include <stdio.h>
    #include <stdlib.h>
    #include <time.h>
    #include <math.h>
    #include <gl\gl.h> // Header File For The OpenGL32 Library
    #include <gl\glu.h> 
     
    // Header File For The GLu32 Library
    #include <gl\glaux.h> // Header File For The Glaux Library
    using namespace std;
    HDC hDC=NULL; // Private GDI Device Context
    HGLRC hRC=NULL; // Permanent Rendering Context
    HWND hWnd=NULL; // Holds Our Window Handle
    HINSTANCE hInstance; // Holds The Instance Of The Application
    bool keys[256]; // Array Used For The Keyboard Routine
    bool active=TRUE; // Window Active Flag Set To TRUE By Default
    bool fullscreen=false; // Fullscreen Flag Set To Fullscreen Mode By Default
    bool bKeyUp, bKeyDown; // Determines if a key is pressed
    #define RX 200 // Room dimensions
    #define RY 150
    GLuint base; // Base Display List For The Font
    GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine
    {
    char text[256]; // Holds Our String
    va_list ap; // Pointer To List Of Arguments
    if (fmt == NULL) // If There’s No Text
    return; // Do Nothing
    va_start(ap, fmt); // Parses The String For Variables
    vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
    va_end(ap); // Results Are Stored In Text
    glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
    glListBase(base - 32); // Sets The Base Character to 32
    glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
    glPopAttrib(); // Pops The Display List Bits
    }
    GLvoid BuildFont() // Build Our Bitmap Font
    {
    HFONT font; // Windows Font ID
    HFONT oldfont; // Used For Good House Keeping
    base = glGenLists(96); // Storage For 96 Characters
    font = CreateFont( -12, // Height Of Font
    0, // Width Of Font
    0, // Angle Of Escapement
    0, // Orientation Angle
    FW_BOLD, // Font Weight
    FALSE, // Italic
    FALSE, // Underline
    FALSE, // Strikeout
    ANSI_CHARSET, // Character Set Identifier
    OUT_TT_PRECIS, // Output Precision
    CLIP_DEFAULT_PRECIS, // Clipping Precision
    ANTIALIASED_QUALITY, // Output Quality
    FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch
    "Arial"); // Font Name
    oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want
    wglUseFontBitmaps(hDC, 32, 96, base); // Builds 96 Characters Starting At Character 32
    SelectObject(hDC, oldfont); // Selects The Font We Want
    DeleteObject(font); // Delete The Font
    }
    GLvoid KillFont(GLvoid) // Delete The Font From Memory
    {
    glDeleteLists(base,256); // Delete All 256 Display Lists
    }
    class Vector4 { // Vector class
    public:
    Vector4::Vector4()
    {
    return;
    };
    Vector4::Vector4(float tx, float ty, float tz, float tw)
    {
    v1 = tx;
    v2 = ty;
    v3 = tz;
    v4 = tw;
    return;
    };
    float Vector4::getV1() { return (v1); };
    float Vector4::getV2() { return (v2); };
    float Vector4::getV3() { return (v3); };
    float Vector4::getV4() { return (v4); };
    void Vector4::setV1(float t) { v1 = t; };
    void Vector4::setV2(float t) { v2 = t; };
    void Vector4::setV3(float t) { v3 = t; };
    void Vector4::setV4(float t) { v4 = t; };
    private:
    float v1,v2,v3,v4;
    };
    class Source { // Source class
    public:
    Source::Source(int tx, int ty, float tamp, float tfreq) // Creates a source
    {
    x = tx;
    y = ty;
    amp = tamp;
    freq = tfreq;
    return;
    };
    void Source::setAmp(float t) { amp = t; }; // Set/get the different values of a source
    void Source::setFreq(float t) { freq = t; };
    void Source::setX(int t) { x = t; };
    void Source::setY(int t) { y = t; };
    int Source::getX() { return (x); };
    int Source::getY() { return (y); };
    float Source::getFreq() { return (freq); };
    float Source::getAmp() { return (amp); };
    private:
    int x, y;
    float amp, freq;
    };
    class Node { // Node Class
    public:
    Node::Node() // Creates a node with standard wall coefficient
    {
    in.setV1(0.0f);
    in.setV2(0.0f);
    in.setV3(0.0f);
    in.setV4(0.0f);
    out.setV1(0.0f);
    out.setV2(0.0f);
    out.setV3(0.0f);
    out.setV4(0.0f);
    setR(0.3f);
    setG(0.3f);
    setB(0.3f);
    return;
    };
    Node::Node(float w) // Creates a node
    {
    wall = w;
    in.setV1(0.0f);
    in.setV2(0.0f);
    in.setV3(0.0f);
    in.setV4(0.0f);
    out.setV1(0.0f);
    out.setV2(0.0f);
    out.setV3(0.0f);
    out.setV4(0.0f);
    setR(0.7f);
    setG(0.7f);
    setB(0.7f);
    return;
    };
    float Node::getR() { return (r); }; // Read and set the color coefficients
    float Node::getG() { return (g); };
    float Node::getB() { return (b); };
    void Node::setR(float t) { r = t; };
    void Node::setG(float t) { g = t; };
    void Node::setB(float t) { b = t; };
    Vector4 Node::getIn() {return (in); }; // Read the energy vectors
    Vector4 Node::getOut() {return (out); };
    void Node::setW(float t) { wall = t; }; // Set and receiv the wall coefficient
    float Node::getW() { return (wall); };
    void Node::setIn(Vector4 t) { // Set the enrgy vectors
    in.setV1(t.getV1());
    in.setV2(t.getV2());
    in.setV3(t.getV3());
    in.setV4(t.getV4());
    }
    void Node::setOut(Vector4 t) {
     
    out.setV1(t.getV1());
    out.setV2(t.getV2());
    out.setV3(t.getV3());
    out.setV4(t.getV4());
    }
    float Node::sumIn() { return (in.getV1() + in.getV2() + in.getV3() + in.getV4()); }; 
    // Sumarizes the total engry presint in a node
    void Node::scatter() { // Scatters the energy from a node to another
    if(this->getW()>0) {
    this->out.setV1(this->in.getV1() * this->getW());
    this->out.setV2(this->in.getV2() * this->getW());
    this->out.setV3(this->in.getV3() * this->getW());
    this->out.setV4(this->in.getV4() * this->getW());
    }
    else
    {
    this->out.setV1(0.5f*(-this->in.getV1() + this->in.getV2() + this->in.getV3() + this->in.getV4()));
    this->out.setV2(0.5f*(this->in.getV1() - this->in.getV2() + this->in.getV3() + this->in.getV4()));
    this->out.setV3(0.5f*(this->in.getV1() + this->in.getV2() - this->in.getV3() + this->in.getV4()));
    this->out.setV4(0.5f*(this->in.getV1() + this->in.getV2() + this->in.getV3() - this->in.getV4()));
    }
    this->in.setV1(0.0f);
    this->in.setV2(0.0f);
    this->in.setV3(0.0f);
    this->in.setV4(0.0f);
    };
    private:
    Vector4 in, out; // Vectors for the energy
    float r, g, b; // The colour of a node
    float wall; // Wall Coefficient. If 0 the node is not a wall, if 1 the node is a perfectly reflecting wall
    };
    class Room { // Room class
    public:
    Room::Room(float tc, float tw, float tb) { // Creates a room with a grid of nodes
    c = tc;
    time = 0;
    tb=tb/2;
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    if(i<1 || i>RX-2 || j<1 || j>RY-2 ) // Creates the nodes and set the edge nodes as walls
    grid[i][j] = Node(tw);
    else
    grid[i][j] = Node(0.0f);
    if(i==130 && (j<(75-tb) || j>(75+tb))) // Adds the wall between the rooms
    grid[i][j].setW(tw);
    }
    }
    return;
    };
    void Room::setC(float t) { c = t; }; // Set/get the values of a room
    float Room::getTime() { return (time); };
     
    void Room::setTime(float t) { time = t; };
    float Room::getFps() { return (fps); };
    void Room::drawRoom() { // Draws the room and sets the colours
    for(int x=0; x < RX; x++)
    {
    for(int y=0; y < RY; y++)
    {
    if(grid[x][y].getW()>0)
    glColor3f(0.0f, 0.0f, 0.0f); // Wall colour
    else
    glColor3f(grid[x][y].getR(),grid[x][y].getG(),grid[x][y].getB()); // Regular node color
    glBegin(GL_QUADS);
    glVertex2i(2*x, 2*y); // Left And Up 1 Unit (Top Left)
    glVertex2i(2*(x+1), 2*y); // Right And Up 1 Unit (Top Right)
    glVertex2i(2*(x+1),2*(y+1)); // Right And Down One Unit (Bottom Right)
    glVertex2i(2*x,2*(y+1)); // Left And Down One Unit (Bottom Left)
    glEnd();
    }
    }
    };
    void Room::collect() { // Collects the incomming energy
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    if(grid[i][j].getOut().getV1() > 0)
    grid[i][j-1].setIn(Vector4(grid[i][j-1].getIn().getV1(), grid[i][j-1].getIn().getV2(),
    grid[i][j].getOut().getV1(), grid[i][j-1].getIn().getV4()));
    if(grid[i][j].getOut().getV2() > 0)
    grid[i-1][j].setIn(Vector4(grid[i-1][j].getIn().getV1(), grid[i-1][j].getIn().getV2(), grid[i-
    1][j].getIn().getV3(), grid[i][j].getOut().getV2()));
    if(grid[i][j].getOut().getV3() > 0)
    grid[i][j+1].setIn(Vector4(grid[i][j].getOut().getV3(), grid[i][j+1].getIn().getV2(),
    grid[i][j+1].getIn().getV3(), grid[i][j+1].getIn().getV4()));
    if(grid[i][j].getOut().getV4() > 0)
    grid[i+1][j].setIn(Vector4(grid[i+1][j].getIn().getV1(), grid[i][j].getOut().getV4(),
    grid[i+1][j].getIn().getV3(), grid[i+1][j].getIn().getV4()));
    grid[i][j].setOut(Vector4(0.0f, 0.0f, 0.0f, 0.0f));
    }
    }
    };
    void Room::scatterNodes() { // Loops through the nodes and calls scatter() in the node class
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    grid[i][j].scatter();
    }
    }
    };
     
    void Room::setColors() { // Determines the correct color depending on the total energy in a node
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    float sum = grid[i][j].sumIn();
    grid[i][j].setR(0.3f + sum);
    grid[i][j].setG(0.3f + sum);
    grid[i][j].setB(0.3f + sum);
    }
    }
    };
    void Room::addSource(Source t, float time) // Adds the energy from a source to the receiving node
    {
    grid[t.getX()][t.getY()].setIn(Vector4(grid[t.getX()][t.getY()].getIn().getV1() + (t.getAmp()*sinf(t.getFreq()*time))/4,
    grid[t.getX()][t.getY()].getIn().getV2() + (t.getAmp()*sinf(t.getFreq()*time))/4, grid[t.getX()][t.getY()].getIn().getV3() +
    (t.getAmp()*sinf(t.getFreq()*time))/4, grid[t.getX()][t.getY()].getIn().getV4() + (t.getAmp()*sinf(t.getFreq()*time))/4 ));
    };
    void Room::setWallUp() // Increases the wall coefficient
    {
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    if(grid[i][j].getW()>0 && grid[i][j].getW()<1)
    grid[i][j].setW(grid[i][j].getW()+0.1f);
    }
    }
    };
    void Room::setWallDown() // Decreases the wall coefficient
    {
    for(int i=0; i<RX; i++)
    {
    for(int j=0; j<RY; j++)
    {
    if(grid[i][j].getW()>0.1f)
    grid[i][j].setW(grid[i][j].getW()-0.1f);
    }
    }
    };
    void Room::microphone(int x, int y, Source t) // Write the results of the microphone to a textfile
    {
    ofstream debug("microphone.txt", ios::app);
    //debug << getTime() << ":" << grid[x][y].sumIn() << "\n";
    debug << getTime() << ":" << t.getAmp()*sinf(t.getFreq()*time)/4 << "\n";
    debug.close();
    };
    void Room::calculateFrameRate() // Calculates the frame rate
    {
    static float framesPerSecond = 0.0f; // This will store our fps
    static float lastTime = 0.0f; // This will hold the time from the last frame
    float currentTime = GetTickCount() * 0.001f;
    ++framesPerSecond;
    if( currentTime - lastTime > 1.0f )
    {
     
    lastTime = currentTime;
    fps = framesPerSecond;
    framesPerSecond = 0;
    }
    };
    void Room::drawInfo(Source s) { // Draws the info on the screen
    glColor3f(1.0f, 1.0f, 1.0f);
    glTranslatef(0.0f,0.0f,-1.0f);
    glRasterPos2f(420.0f, 290.0f);
    glPrint("FPS %7.2f", fps); // Print GL Text To The Screen
    glRasterPos2f(420.0f, 270.0f);
    glPrint("Time %7.2f", time);
    glRasterPos2f(420.0f, 250.0f);
    glPrint("Walls %7.2f", grid[0][0].getW()); // Print GL Text To The Screen
    glRasterPos2f(420.0f, 230.0f);
    glPrint("w %7.2f", s.getFreq()); // Print GL Text To The Screen
    glRasterPos2f(420.0f, 210.0f);
    glPrint("Amp %7.2f", s.getAmp()); // Print GL Text To The Screen
    };
    private:
    float c, fps; // Speed of sound
    float time; // The total running time
    Node grid[RX][RY]; // Grid of nodes
    };
    Room r(340.0f, 1.0f, 20.0f); // Creates a room
    Source s(40, 75, 8, 5); // Adds a Source
    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
    {
    if (height==0) // Prevent A Divide By Zero By
    {
    height=1; // Making Height Equal One
    }
    glViewport(0,0,width,height); // Reset The Current Viewport
    glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
    glLoadIdentity(); // Reset The Projection Matrix
    gluOrtho2D(0.0,(GLdouble) 540,0.0,(GLdouble) 320);
    glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
    glLoadIdentity(); // Reset The Modelview Matrix
    }
    int InitGL(GLvoid) // All Setup For OpenGL Goes Here
    {
    glShadeModel(GL_SMOOTH); // Enable Smooth Shading
    glClearColor(0.5f, 0.5f, 0.5f, 0.5f); // Black Background
    BuildFont();
    return TRUE;
    }
     
    int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
    glLoadIdentity(); // Resets the view matrix
    glTranslatef(10.0f, 10.0f, 0.0f); // Moves the view
    r.setTime(r.getTime() + 0.1f); // Increases the time
    r.addSource(s, r.getTime()); // Adds the source
    r.scatterNodes(); // Scatters the pressure
    r.collect(); // Collects the pressure
    r.setColors(); // Set the color
    //r.microphone(49, 50, s); // Add a microphone at a node
    r.drawRoom(); // Draw the room
    r.calculateFrameRate(); // Calculate the frame rate
    r.drawInfo(s); // Draw the info on the screen
    return TRUE; // Keep Going
    }
    //STANDARD WINDOW CODE, not implemented in this project.
    GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
    {
    if (fullscreen) // Are We In Fullscreen Mode?
    {
    ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
    ShowCursor(TRUE); // Show Mouse Pointer
    }
    if (hRC) // Do We Have A Rendering Context?
    {
    if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
    {
    MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK |
    MB_ICONINFORMATION);
    }
    if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
    {
    MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK |
    MB_ICONINFORMATION);
    }
    hRC=NULL; // Set RC To NULL
    }
    if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
    {
    MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hDC=NULL; // Set DC To NULL
    }
    if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
    {
    MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hWnd=NULL; // Set hWnd To NULL
    }
    if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
    {
    MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hInstance=NULL; // Set hInstance To NULL
    }
    KillFont();
     
    }
    /* This Code Creates Our OpenGL Window. Parameters Are: *
    * title - Title To Appear At The Top Of The Window *
    * width - Width Of The GL Window Or Fullscreen Mode *
    * height - Height Of The GL Window Or Fullscreen Mode *
    * bits - Number Of Bits To Use For Color (8/16/24/32) *
    * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    GLuint PixelFormat; // Holds The Results After Searching For A Match
    WNDCLASS wc; // Windows Class Structure
    DWORD dwExStyle; // Window Extended Style
    DWORD dwStyle; // Window Style
    RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
    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
    fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
    hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
    wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; 
    // Redraw On Size, And Own DC For Window.
    wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
    wc.cbClsExtra = 0; // No Extra Window Data
    wc.cbWndExtra = 0; // No Extra Window Data
    wc.hInstance = hInstance; // Set The Instance
    wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
    wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
    wc.hbrBackground = NULL; // No Background Required For GL
    wc.lpszMenuName = NULL; // We Don’t Want A Menu
    wc.lpszClassName = "OpenGL"; // Set The Class Name
    if (!RegisterClass(&wc)) // Attempt To Register The Window Class
    {
    MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    if (fullscreen) // Attempt Fullscreen Mode?
    {
    DEVMODE dmScreenSettings; // Device Mode
    memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory’s Cleared
    dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
    dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
    dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
    dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
    dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
    {
    // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
    if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    {
    fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
    }
    else
    {
    // Pop Up A Message Box Letting User Know The Program Is Closing.
    MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    return FALSE; // Return 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
    // Create The Window
    if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
    "OpenGL", // Class Name
    title, // Window Title
    dwStyle | // Defined Window Style
    WS_CLIPSIBLINGS | // Required Window Style
    WS_CLIPCHILDREN, // Required Window Style
    0, 0, // Window Position
    WindowRect.right-WindowRect.left, // Calculate Window Width
    WindowRect.bottom-WindowRect.top, // Calculate Window Height
    NULL, // No Parent Window
    NULL, // No Menu
    hInstance, // Instance
    NULL))) // Dont Pass Anything To
    WM_CREATE;
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
    {
    sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
    1, // Version Number
    PFD_DRAW_TO_WINDOW | // Format Must Support Window
    PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
    PFD_DOUBLEBUFFER, // Must Support Double Buffering
    PFD_TYPE_RGBA, // Request An RGBA Format
    bits, // Select Our Color Depth
    0, 0, 0, 0, 0, 0, // Color Bits Ignored
    0, // No Alpha Buffer
    0, // Shift Bit Ignored
    0, // No Accumulation Buffer
    0, 0, 0, 0, // Accumulation Bits Ignored
    16, // 16Bit Z-Buffer (Depth Buffer)
    0, // No Stencil Buffer
    0, // No Auxiliary Buffer
    PFD_MAIN_PLANE, // Main Drawing Layer
    0, // Reserved
    0, 0, 0 // Layer Masks Ignored
    };
    if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Can’t Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Can’t Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Can’t Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
     
    if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Can’t Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Can’t Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    ShowWindow(hWnd,SW_SHOW); // Show The Window
    SetForegroundWindow(hWnd); // Slightly Higher Priority
    SetFocus(hWnd); // Sets Keyboard Focus To The Window
    ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
    if (!InitGL()) // Initialize Our Newly Created GL Window
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    return TRUE; // Success
    }
    LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
    UINT uMsg, // Message For This Window
    WPARAM wParam, // Additional Message Information
    LPARAM lParam) // Additional Message Information
    {
    switch (uMsg) // Check For Windows Messages
    {
    case WM_ACTIVATE: // Watch For Window Activate Message
    {
    if (!HIWORD(wParam)) // Check Minimization State
    {
    active=TRUE; // Program Is Active
    }
    else
    {
    active=FALSE; // Program Is No Longer Active
    }
    return 0; // Return To The Message Loop
    }
    case WM_SYSCOMMAND: // Intercept System Commands
    {
    switch (wParam) // Check System Calls
    {
    case SC_SCREENSAVE: // Screensaver Trying To Start?
    case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
    return 0; // Prevent From Happening
    }
    break; // Exit
    }
    case WM_CLOSE: // Did We Receive A Close Message?
    {
    PostQuitMessage(0); // Send A Quit Message
    return 0; // Jump Back
    }
    case WM_KEYDOWN: // Is A Key Being Held Down?
    {
    keys[wParam] = TRUE; // If So, Mark It As TRUE
    return 0; // Jump Back
    }
     
    case WM_KEYUP: // Has A Key Been Released?
    {
    keys[wParam] = FALSE; // If So, Mark It As FALSE
    return 0; // Jump Back
    }
    case WM_SIZE: // Resize The OpenGL Window
    {
    ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
    return 0; // Jump Back
    }
    }
    // Pass All Unhandled Messages To DefWindowProc
    return DefWindowProc(hWnd,uMsg,wParam,lParam);
    }
    int WINAPI WinMain( HINSTANCE hInstance, // Instance
    HINSTANCE hPrevInstance, // Previous Instance
    LPSTR lpCmdLine, // Command Line Parameters
    int nCmdShow) // Window Show State
    {
    MSG msg; // Windows Message Structure
    BOOL done=FALSE; // Bool Variable To Exit Loop
    // Ask The User Which Screen Mode They Prefer
    //if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    //{
    // fullscreen=FALSE; // Windowed Mode
    //}
    // Create Our OpenGL Window
    if (!CreateGLWindow("Room Acoustics",540,320,16,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }
    while(!done) // Loop That Runs While done=FALSE
    {
    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
    {
    if (msg.message==WM_QUIT) // Have We Received A Quit Message?
    {
    done=TRUE; // If So done=TRUE
    }
    else // If Not, Deal With Window Messages
    {
    TranslateMessage(&msg); // Translate The Message
    DispatchMessage(&msg); // Dispatch The Message
    }
    }
    else // If There Are No Messages
    {
    // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
    if (active) // Program Active?
    {
    if (keys[VK_ESCAPE]) // Was ESC Pressed?
    {
    done=TRUE; // ESC Signalled A Quit
    }
    else // Not Time To Quit, Update Screen
    {
    DrawGLScene(); // Draw The Scene
    SwapBuffers(hDC); // Swap Buffers (Double Buffering)
    }
    }
    if (keys[VK_F1]) // Is F1 Being Pressed?
    {
    keys[VK_F1]=FALSE; // If So Make Key FALSE
    KillGLWindow(); // Kill Our Current Window
    fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
    // Recreate Our OpenGL Window ( Modified )
    if (!CreateGLWindow("Room Acoustics",420,320,16,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }
    }
    if (keys[VK_UP] && !bKeyUp)
    {
    r.setWallUp();
    }
    if (!keys[VK_UP]) bKeyUp=false;
    if (keys[VK_DOWN] && !bKeyDown)
    {
    r.setWallDown();
    }
    if (!keys[VK_DOWN]) bKeyDown=false;
    }
    }
    // Shutdown
    KillGLWindow(); // Kill The Window
    return (msg.wParam); // Exit The Program
    }
    Voici les erreurs de compilation:

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    1
    2
    3
     [Linker error] undefined reference to `SelectObject@8' 
      [Linker error] undefined reference to `wglUseFontBitmapsA@16' 
      [Linker error] undefined reference to `SelectObject@8'
    etc...

    Quelqu'un peut m'aider?

  2. #2
    Expert éminent
    Avatar de Médinoc
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    Par défaut
    Pour SelectObject(), il faut lier à la bibliothèque gdi32.
    SVP, pas de questions techniques par MP. Surtout si je ne vous ai jamais parlé avant.

    "Aw, come on, who would be so stupid as to insert a cast to make an error go away without actually fixing the error?"
    Apparently everyone.
    -- Raymond Chen.
    Traduction obligatoire: "Oh, voyons, qui serait assez stupide pour mettre un cast pour faire disparaitre un message d'erreur sans vraiment corriger l'erreur?" - Apparemment, tout le monde. -- Raymond Chen.

  3. #3
    Invité(e)
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    Par défaut
    Bonjour,

    Contrairement à ce que tu penses, la compilation s'est bien déroulée. C'est l'édition de liens qui pose problème.

    Les erreurs undefined reference to indique de le lieur ne sait pas où touver les fonctions externes à appeler dans ton programme.

    Si tu travaille avec gcc, il faut lui dire où trouver les bibliothèques en ajoutant
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    -Lrépertoire/des/libs -lLibEnQuestion
    Si tu bosses avec un environnement type visual studio, il doit y avoir dans les options du projet un champ appelé 'bibliothèques', c'est ici qu'il faut indiquer les fichier .lib à charger.


    Un petit rappel des règles, merci d'éviter le multipost.
    Dernière modification par r0d ; 04/04/2008 à 13h58.

  4. #4
    r0d
    r0d est déconnecté
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    Billets dans le blog
    2
    Par défaut
    Bonjour,

    attention à ne pas confondre erreur de compilation et erreur de "link" (en fait il faudrait dire "erreur lors de l'édition des liens" mais bon...).

    La compilation et l'édition de lien sont deux choses différentes. Dans ton cas, il s'agit bien d'une erreur de link.

    Je dis juste ça pour que tu puisse être plus précis dans tes questions, et ainsi obtenir des réponses plus précises

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