PDA

View Full Version : OpenGL, Glew, FreeGlut, Mesa under windows 7



chihwahli
04-20-2013, 07:18 AM
Help is really appreciated.

Using software:
Netbeans 7.2.1
Mingw , and it's console

My settings:


I tried some of the online tutorials, but I still get errors like:
cannot find -iGL
cannot find freeglut.h

My questions:
- What are the settings for Netbeans?
- what is the way to compile openGL programs?
- if possible : Is there a complete install tutorial for openGL,glew and freeglut, Mesa?

I have been trying for 2 days, nothing works. I only succeeded compiling it under Linux with the console. Netbeans does not compile.

chihwahli
04-20-2013, 07:32 AM
I added this to my windows PATH: D:\freeglut-MinGW-2.8.0-1.ming package\include\GL

In the GL directory there ar the files:
freeglut.h
freeglut_ext.h
freeglut_std.h
glut.h

Anything else I can do? Or if there is a pdf book for sale that tells whow to do it step by step, that's great.

chihwahli
04-20-2013, 08:07 AM
I downloaded freeglut for Mingw,created D:\freeglut
copied freeglut folders include and lib to D:\freeglut

Copied freeglut.dll to :
C:\Windows\SysWOW64
C:\Windows\System32

Freeglut tells me to use in my program the one of following includes:
#include <GL/freeglut.h>
#include <GL/glut.h>

That means I have to change my windows PATH to:
D:\freeglut-MinGW-2.8.0-1.ming package\include

It tells me to compile my program (using mingW shell underwindows) with one of the following:

gcc -c -o test.o test.c -I"C:\Program Files\Common Files\MinGW\freeglut\include"
gcc -o test.exe test.o -L"C:\Program Files\Common Files\MinGW\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows

I have to change the directory structure to:
$ g++ -o test.exe test.cpp -L"d:\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows
$ gcc -o test.exe test.cpp -L"d:\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows

But it cannot find freeglut.h

chihwahli
04-20-2013, 01:32 PM
Found solution!

First, don't use MinGW shell, don't know if it's possible to compile under the linux emulator kinda thing....
Soltion: make sure windows command prompt can find you g++ or gcc executable
if you installed minGW at c:\mingw, then add PATH to windows : c:\minGW\bin
Because in the bin directory is the compile program g++ and gcc.

Secondly:
with help of several forum posts I was able to compile successfully:
1) www.transmissionzero.co.uk/computing/using-glut-with-mingw/
2) www.gamedev.net/topic/320170-gluperspective--undefined-reference/

First website gave me the overal syntax, but I was missing a few switches. You have to specify where the library is with the -L switch.
And you need to specify where your header files are located, with the -I switch.
Lastly you need to add a third switch otherwise it will say undefined reference to gluperspective@32, solution for last is to add the switch -lglu32

chihwahli
05-09-2013, 02:34 PM
Compiling a program with the command prompt has succeeded. Now I tried the C / C++ IDE called Codeblocks.
It has a complete package, which includes, Codeblocks + MingW. On top of that, it is supplied with OpenGL and Glut project categories.
Compiling works like a charm with basic opengl and Glut programs.

But I m stuck with the following source, which is from the OpenGL Superbible version 4.



// Block.cpp
// OpenGL SuperBible, Chapter 1
// Demonstrates an assortment of basic 3D concepts
// Program by Richard S. Wright Jr.

#include "GL/gltools.h"
#include "GL/math3d.h"
#include <math.h>

// Keep track of effects step
int nStep = 0;


// Lighting data
GLfloat lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat lightDiffuse[] = { 0.7f, 0.7f, 0.7f, 1.0f };
GLfloat lightSpecular[] = { 0.9f, 0.9f, 0.9f };
GLfloat materialColor[] = { 0.8f, 0.0f, 0.0f };
GLfloat vLightPos[] = { -80.0f, 120.0f, 100.0f, 0.0f };
GLfloat ground[3][3] = { { 0.0f, -25.0f, 0.0f },
{ 10.0f, -25.0f, 0.0f },
{ 10.0f, -25.0f, -10.0f } };

GLuint textures[4];





// Called to draw scene
void RenderScene(void)
{
M3DMatrix44f mCubeTransform;
M3DVector4f pPlane;


// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);

glPushMatrix();

// Draw plane that the cube rests on
glDisable(GL_LIGHTING);
if(nStep == 5)
{
glColor3ub(255,255,255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-100.0f, -25.3f, -100.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-100.0f, -25.3f, 100.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(100.0f, -25.3f, 100.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(100.0f, -25.3f, -100.0f);
glEnd();
}
else
{
glColor3f(0.0f, 0.0f, 0.90f); // Blue
glBegin(GL_QUADS);
glVertex3f(-100.0f, -25.3f, -100.0f);
glVertex3f(-100.0f, -25.3f, 100.0f);
glVertex3f(100.0f, -25.3f, 100.0f);
glVertex3f(100.0f, -25.3f, -100.0f);
glEnd();
}


// Set drawing color to Red
glColor3f(1.0f, 0.0f, 0.0f);

// Enable, disable lighting
if(nStep > 2)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_COLOR_MATERIAL);

glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_SPECULAR,lightSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
glMateriali(GL_FRONT, GL_SHININESS,128);
}

// Move the cube slightly forward and to the left
glTranslatef(-10.0f, 0.0f, 10.0f);

switch(nStep)
{
// Just draw the wire framed cube
case 0:
glutWireCube(50.0f);
break;

// Same wire cube with hidden line removal simulated
case 1:
// Front Face (before rotation)
glBegin(GL_LINES);
glVertex3f(25.0f,25.0f,25.0f);
glVertex3f(25.0f,-25.0f,25.0f);

glVertex3f(25.0f,-25.0f,25.0f);
glVertex3f(-25.0f,-25.0f,25.0f);

glVertex3f(-25.0f,-25.0f,25.0f);
glVertex3f(-25.0f,25.0f,25.0f);

glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();

// Top of cube
glBegin(GL_LINES);
// Front Face
glVertex3f(25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,-25.0f);

glVertex3f(25.0f,25.0f,-25.0f);
glVertex3f(-25.0f,25.0f,-25.0f);

glVertex3f(-25.0f,25.0f,-25.0f);
glVertex3f(-25.0f,25.0f,25.0f);

glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();

// Last two segments for effect
glBegin(GL_LINES);
glVertex3f(25.0f,25.0f,-25.0f);
glVertex3f(25.0f,-25.0f,-25.0f);

glVertex3f(25.0f,-25.0f,-25.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glEnd();

break;

// Uniform colored surface, looks 2D and goofey
case 2:
glutSolidCube(50.0f);
break;

case 3:
glutSolidCube(50.0f);
break;

// Draw a shadow with some lighting
case 4:
glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);
glutSolidCube(50.0f);
glPopMatrix();

// Disable lighting, we'll just draw the shadow as black
glDisable(GL_LIGHTING);

glPushMatrix();

m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
//MakeShadowMatrix(ground, lightpos, cubeXform);
glMultMatrixf(mCubeTransform);

glTranslatef(-10.0f, 0.0f, 10.0f);

// Set drawing color to Black
glColor3f(0.0f, 0.0f, 0.0f);

glutSolidCube(50.0f);
break;

case 5:
glColor3ub(255,255,255);
glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);

// Front Face (before rotation)
glBindTexture(GL_TEXTURE_2D, textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(25.0f,25.0f,25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glEnd();

// Top of cube
glBindTexture(GL_TEXTURE_2D, textures[2]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f);
glVertex3f(25.0f,25.0f,25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-25.0f,25.0f,-25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glEnd();

// Last two segments for effect
glBindTexture(GL_TEXTURE_2D, textures[3]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,-25.0f,-25.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();


glPopMatrix();

// Disable lighting, we'll just draw the shadow as black
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);

glPushMatrix();

m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
glMultMatrixf(mCubeTransform);

glTranslatef(-10.0f, 0.0f, 10.0f);

// Set drawing color to Black
glColor3f(0.0f, 0.0f, 0.0f);
glutSolidCube(50.0f);
break;

}

glPopMatrix();

// Flush drawing commands
glutSwapBuffers();
}

// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
GLbyte *pBytes;
GLint nWidth, nHeight, nComponents;
GLenum format;

// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE);
glGenTextures(4, textures);

// Load the texture objects
pBytes = gltLoadTGA("floor.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);

pBytes = gltLoadTGA("Block4.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);

pBytes = gltLoadTGA("block5.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);

pBytes = gltLoadTGA("block6.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
}

void KeyPressFunc(unsigned char key, int x, int y)
{
if(key == 32)
{
nStep++;

if(nStep > 5)
nStep = 0;
}

// Refresh the Window
glutPostRedisplay();
}


void ChangeSize(int w, int h)
{
// Calculate new clipping volume
GLfloat windowWidth;
GLfloat windowHeight;

// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;

// Keep the square square
if (w <= h)
{
windowHeight = 100.0f*(GLfloat)h/(GLfloat)w;
windowWidth = 100.0f;
}
else
{
windowWidth = 100.0f*(GLfloat)w/(GLfloat)h;
windowHeight = 100.0f;
}

// Set the viewport to be the entire window
glViewport(0, 0, w, h);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

// Set the clipping volume
glOrtho(-100.0f, windowWidth, -100.0f, windowHeight, -200.0f, 200.0f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glLightfv(GL_LIGHT0,GL_POSITION, vLightPos);

glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(330.0f, 0.0f, 1.0f, 0.0f);
}

int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("3D Effects Demo");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutDisplayFunc(RenderScene);

SetupRC();

glutMainLoop();
glDeleteTextures(4,textures);
return 0;
}



When I try to compile it, the IDE shows this error message:
obj\Debug\main.o||In function `Z11RenderScenev':|
D:\Codeblock C files\Test_OpenGL\main.cpp|102|undefined reference to `glutWireCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|151|undefined reference to `glutSolidCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|155|undefined reference to `glutSolidCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|161|undefined reference to `glutSolidCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|169|undefined reference to `m3dGetPlaneEquation(float*, float const*, float const*, float const*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|170|undefined reference to `m3dMakePlanarShadowMatrix(float*, float const*, float const*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|179|undefined reference to `glutSolidCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|235|undefined reference to `m3dGetPlaneEquation(float*, float const*, float const*, float const*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|236|undefined reference to `m3dMakePlanarShadowMatrix(float*, float const*, float const*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|243|undefined reference to `glutSolidCube'|
D:\Codeblock C files\Test_OpenGL\main.cpp|251|undefined reference to `glutSwapBuffers'|
obj\Debug\main.o||In function `Z7SetupRCv':|
D:\Codeblock C files\Test_OpenGL\main.cpp|269|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|279|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|289|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
D:\Codeblock C files\Test_OpenGL\main.cpp|299|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
obj\Debug\main.o||In function `Z12KeyPressFunchii':|
D:\Codeblock C files\Test_OpenGL\main.cpp|321|undefined reference to `glutPostRedisplay'|
obj\Debug\main.o||In function `main':|
D:\Codeblock C files\Test_OpenGL\main.cpp|368|undefined reference to `glutInit'|
D:\Codeblock C files\Test_OpenGL\main.cpp|369|undefined reference to `glutInitDisplayMode'|
D:\Codeblock C files\Test_OpenGL\main.cpp|370|undefined reference to `glutInitWindowSize'|
D:\Codeblock C files\Test_OpenGL\main.cpp|371|undefined reference to `glutCreateWindow'|
D:\Codeblock C files\Test_OpenGL\main.cpp|372|undefined reference to `glutReshapeFunc'|
D:\Codeblock C files\Test_OpenGL\main.cpp|373|undefined reference to `glutKeyboardFunc'|
D:\Codeblock C files\Test_OpenGL\main.cpp|374|undefined reference to `glutDisplayFunc'|
D:\Codeblock C files\Test_OpenGL\main.cpp|378|undefined reference to `glutMainLoop'|
||=== Build finished: 24 errors, 0 warnings (0 minutes, 2 seconds) ===|


The functions must come from somewhere , but I really have no clue where...
I remember that Glut has functions that start with glut....
So I tried including glut.h or freeglut.h as well, but I get the same errors...

tonyo_au
05-10-2013, 01:28 AM
You are missing a lot of includes
glut... are in GL/glut.h ; gltLoadTGA is from the SuperBible; I don't know what m3d.. is

chihwahli
05-10-2013, 02:07 AM
You are missing a lot of includes
glut... are in GL/glut.h ; gltLoadTGA is from the SuperBible; I don't know what m3d.. is

Thanks. I tried for several hours, in this thread: http://www.cplusplus.com/forum/general/101665/
The last errors I get are:

C:\MinGW\lib\gltools.lib|2|error: stray '`' in program|
C:\MinGW\lib\gltools.lib|3|warning: null character(s) ignored [enabled by default]|
C:\MinGW\lib\gltools.lib|3|error: stray '\24' in program|
C:\MinGW\lib\gltools.lib|3|warning: null character(s) ignored [enabled by default]|
C:\MinGW\lib\gltools.lib|3|error: stray '\6' in program|
C:\MinGW\lib\gltools.lib|3|error: stray '\344' in program|
.... list truncated...............
||More errors follow but not being shown.|
||Edit the max errors limit in compiler options...|
||=== Build finished: 50 errors, 25 warnings (0 minutes, 26 seconds) ===|

Is it possible that a library file is very specific for one C/C++ IDE? That I have the wrong compiled Library?
I used a library which was contained for Visual studio 2010... and I use Code blocks 12.11 now...