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
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 [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?