I, im having one problem i dont fully understand and im hoping someone here can help me. Im new to openGL but i have java experience. anyway, heres the problem im getting.
here’s the error message:
1>e:\maze\amaze.cpp(44) : error C2664: ‘auxDIBImageLoadW’ : cannot convert parameter 1 from ‘char *’ to ‘LPCWSTR’
1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>Build log was saved at “file://e:\maze\myMaze\myMaze\Debug\BuildLog.htm”
i’ve marked the problem area in the sourcefile down here with red text.
This is the sourcefile, amaze.cpp
//#define GLUT_BUILDING_LIB
#include <GL/glut.h>
#include <GL/glaux.h> // Header File For The Glaux Library
#include <cmath>
#include <iostream>
const float piover180 = 0.0174532925f;
float heading=1.0;
float xpos=0.0;
float zpos=0.0;
float ypos=0.5; // Height of person
GLfloat yrot=0.0; // Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLuint txDoor; // Texture
GLuint textures[255];
char bitmaps[255][255];
GLint world; // maze-world
// Lightsource parameters
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightSpecular[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.5f, 1.0f, 0.0f, 1.0f };
float spin=0.0; // Spinning teapot
GLuint LoadGLTextures(char *file) // Load Bitmaps And Convert To Textures
{
GLuint texture;
AUX_RGBImageRec * TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap
[b]if (TextureImage[0] == auxDIBImageLoad(file))[/b]
{
glGenTextures(1, &texture); // Create Texture
// Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return texture; // Return The Texture
}
// Declarations needed for the maze-world
typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;
typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;
typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE* triangle;
} SECTOR;
SECTOR sector1; // Our Model Goes Here:
void readstr(FILE *f,char *string) // Read a line from the file with world data
{
do
{
fgets(string, 255, f);
} while ((string[0] == ‘/’) || (string[0] == ’
'));
return;
}
void BuildPolygons() // Display list with the world data
{
glNewList(world, GL_COMPILE);
GLfloat x_m, y_m, z_m, u_m, v_m;
int numtriangles= sector1.numtriangles;
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBindTexture(GL_TEXTURE_2D, textures[loop_m]); // One texture for two triangles
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
loop_m++;
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
glEndList();
}
void SetupWorld() // create the world
{
float x, y, z, u, v;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("Data/world.txt", "rt"); // File To Load World Data From
readstr(filein,oneline);
sscanf(oneline, "NUMPOLLIES %d
", &numtriangles);
sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
readstr(filein,oneline);
sscanf(oneline, "%s ", bitmaps[loop]);
//std::cout<<bitmaps[loop]<< " - " <<std::endl;
textures[loop] = LoadGLTextures(bitmaps[loop]); // One texture for two triangles
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
// std::cout<<oneline<< " * " <<std::endl;
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
loop++; // Next triangle in patch
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
// std::cout<<oneline<< " * " <<std::endl;
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
BuildPolygons();
}
void myIdleFunc() // Spinn the teapot
{
spin+=2.0;
if (spin>360.0) spin=0.0;
glutPostRedisplay();
}
void spinPot(float x, float y, float z) // Move the teapot
{
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(spin+=1.0, 0.0, 1.0, 0.0);
glutSolidTeapot(0.2);
glPopMatrix();
}
void display(void) // Draw everything
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-ypos;
GLfloat sceneroty = 360.0f - yrot;
glRotatef(lookupdown,1.0f,0,0);
glRotatef(sceneroty,0,1.0f,0);
glTranslatef(xtrans, ytrans, ztrans);
// Display the world
glCallList(world);
// Draw some doors
glBindTexture(GL_TEXTURE_2D, txDoor);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(2.5, 0.0, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(2.5, 0.0, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(2.5, 1.0, -0.5);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex3f(2.5, 1.0, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(2.5, 0.0, 0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(2.5, 1.0, 0.5);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.0, 2.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.0, 2.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 1.0, 2.5);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 1.0, 2.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.0, 2.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 1.0, 2.5);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.0, -2.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.0, -2.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 1.0, -2.5);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 1.0, -2.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.0, -2.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 1.0, -2.5);
glEnd();
// Draw a rotating teapot and lit it up!
glDisable(GL_TEXTURE_2D); // Disable Texture Mapping
glEnable (GL_LIGHTING); // Enables Lighting
spinPot(1.5,0.5,1.0);
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glDisable (GL_LIGHTING); // Disables Lighting
// Display it!
glFlush();
glutSwapBuffers();
}
void keys(int key, int x, int y) // Interaction
{
switch(key)
{
case GLUT_KEY_UP:
{
xpos -= (float)sin(headingpiover180) * 0.05f;
zpos -= (float)cos(headingpiover180) * 0.05f;
if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle+= 20.0;
}
walkbias = (float)sin(walkbiasangle * piover180)/30.0f;
} break;
case GLUT_KEY_DOWN:
{
xpos += (float)sin(heading*piover180) * 0.05f;
zpos += (float)cos(heading*piover180) * 0.05f;
if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle-= 20.0;
}
walkbias = (float)sin(walkbiasangle * piover180)/30.0f;
} break;
case GLUT_KEY_RIGHT:
{
heading -= 1.0f;
yrot = heading;
} break;
case GLUT_KEY_LEFT:
{
heading += 1.0f;
yrot = heading;
} break;
case GLUT_KEY_PAGE_UP:
{
lookupdown-= 1.0f;
} break;
case GLUT_KEY_PAGE_DOWN:
{
lookupdown+= 1.0f;
} break;
}
glutPostRedisplay();
}
void myReshape(int width, int height) {
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow(“Amaze”);
world = glGenLists(1);
SetupWorld();
// Event functions
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(myIdleFunc);
glutSpecialFunc(keys);
// Init
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
txDoor = LoadGLTextures("Data/door.bmp"); // Load textures for doors
// Lighting
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT0, GL_SPECULAR, LightSpecular); // Setup The Specular Light
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); // Position The Light
glEnable(GL_LIGHT0); // Enable Light One
// Let's go!
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutMainLoop();
return 0;
}
if someone could help me i would really appreciate it.