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Newbie needs help (bitmap code not working!)

Started by September 23, 2001 03:16 PM
5 comments, last by Moogle 23 years, 5 months ago
Well, get this weird errors: --------------------Configuration: OpenGL Basecode - Win32 Debug-------------------- Compiling... Main.cpp C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(22) : error C2065: ''FILE'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(22) : error C2065: ''filePtr'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(22) : warning C4552: ''*'' : operator has no effect; expected operator with side-effect C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(29) : error C2065: ''fopen'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(34) : error C2065: ''fread'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(37) : error C2065: ''BITMAP_ID'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(39) : error C2065: ''fclose'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(47) : error C2065: ''fseek'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(47) : error C2065: ''SEEK_SET'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(50) : error C2065: ''malloc'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(55) : error C2065: ''free'' : undeclared identifier C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(71) : warning C4018: ''<'' : signed/unsigned mismatch C:\Mina dokument\Programmering\OpenGL Basecode\Main.cpp(284) : error C2065: ''bitmapImage'' : undeclared identifier Error executing cl.exe. OpenGL Basecode.exe - 11 error(s), 2 warning(s) When I am trying to run this code: // DEFINES //////////////////////////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // INCLUDES /////////////////////////////////////////////////////////////////// #include #include #include #include // GLOBALS //////////////////////////////////////////////////////////////////// HDC g_HDC; //Header of global device context float angle = 0.0f; //Angle variable used fro rotation // GLOBALS FOR TEXTURES /////////////////////////////////////////////////////// BITMAPINFOHEADER bitmapInfoHeader; //The bitmap info header unsigned char* bitmapData; //The bitmap info data // FUNCTION USED TO LOAD BITMAP FILES ///////////////////////////////////////// unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader) { //Varialbes FILE *filePtr; //The file pointer BITMAPFILEHEADER bitmapFileHeader; //Bitmap file header unsigned char *bitmapImage; //Bitmap image data int imageIdx = 0; //Image index counter unsigned char tempRGB; //Swap varaible //Open filename in "read binary" mode: filePtr = fopen(filename, "rb"); if (filePtr == NULL) return NULL; //Read bitmap file header: fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr); //Verify that the loaded file is a bitmap by lookin for the universal bitmap id if (bitmapFileHeader.bfType != BITMAP_ID) { fclose(filePtr); return NULL; } //Read the bitmap inforamtion header: fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr); //Move the file pointer to the beginning of the bitmap data: fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET); //Allocate enough memory for the bitmap image data bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage); //Verify memory allocation if (!bitmapImage) { free(bitmapImage); fclose(filePtr); return NULL; } //Read in the bitmap image data fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr); //Make sure bitmap image data was read: if (bitmapImage == NULL) { fclose(filePtr); return NULL; } //Swap the R and B values to get RGB since the bitmap color format is in BGR for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx += 3) { tempRGB = bitmapImage[imageIdx]; bitmapImage[imageIdx] = bitmapImage[imageIdx + 2]; bitmapImage[imageIdx + 2] = tempRGB; } //Close tha file and return tha bitmap image data! fclose(filePtr); return bitmapImage; } // FUNCTION TO SET UP THE PIXELFORMAT FOR THE DEVICE CONTEXT ////////////////// void SetupPixelFormat(HDC hDC) { int nPixelFormat; //The Pixel format index static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; //Choose best matching pixel format, return index nPixelFormat = ChoosePixelFormat(hDC, &pfd); //Set pixel format to device context, yo! SetPixelFormat(hDC, nPixelFormat, &pfd); } // THE WINDOWS PROCEDURE MESSAGE HANDLER ////////////////////////////////////// LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { //Variables static HGLRC hRC; static HDC hDC; int width, height; //Message handler switch(message) { case WM_CREATE: hDC = GetDC(hwnd); g_HDC = hDC; SetupPixelFormat(hDC); //Create rendering context and make it current: hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); //Enable blending: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return 0; break; case WM_CLOSE: //Deselect rendering context and delete it: wglMakeCurrent(hDC, NULL); wglDeleteContext(hRC); PostQuitMessage(0); return 0; break; case WM_SIZE: height = HIWORD(lParam); //retrive height and width width = LOWORD(lParam); if (height==0) //make divide by zero imposible { height=1; } //reset tha viewport to new dimensions: glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //calculate aspect ratio of window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); return 0; break; default: break; } return (DefWindowProc(hwnd, message, wParam, lParam)); } // THE PROGRAM ENTRY POINT, WINMAIN() ///////////////////////////////////////// int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { //Varaibles WNDCLASSEX windowClass; // window class HWND hwnd; // window handle MSG msg; // message bool done; // flag saying when the app is finished //Fill out the windows structure: windowClass.cbSize = sizeof(WNDCLASSEX); windowClass.style = CS_HREDRAW | CS_VREDRAW; windowClass.lpfnWndProc = WndProc; windowClass.cbClsExtra = 0; windowClass.cbWndExtra = 0; windowClass.hInstance = hInstance; windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); windowClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); windowClass.lpszMenuName = NULL; windowClass.lpszClassName = "MyClass"; windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); //Register the windows class: if (!RegisterClassEx(&windowClass)) return 0; //Class registred, so now lets create tha window! hwnd = CreateWindowEx(NULL, "MyClass", "OpenGL Basecode", WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_SYSMENU, 100, 100, 400, 400, NULL, NULL, hInstance, NULL); //Check if window creation failed (in other words, does hwnd equal NULL?) if (!hwnd) return 0; ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); done = false; //Init tha loop condition varaible! //Main message loop! (loops over and over until your program quits) while (!done) { PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE); if (msg.message == WM_QUIT) //Is there a quit message in tha que? { done = true; //If so, quit! } else { // Do rendering here... // Clear screen and depth buffer, and reset camera pos glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef( 0.0f , 0.0f, -10.0f ); //Move ten units back into tha screen glBegin(GL_QUADS); //And draw a huge gray quad glColor4f(0.3f,0.3f,0.3f, 1.0f); glVertex3f( -10.0f, 10.0f, 0.0f); glVertex3f( 10.0f, 10.0f, 0.0f); glVertex3f( 10.0f, -10.0f, 0.0f); glVertex3f( -10.0f, -10.0f, 0.0f); glEnd(); //Reset camera pos glLoadIdentity(); //Handle rotation angle += 0.65f; if (angle >= 360.0f) angle = 0.0f; glTranslatef( 0.0f , 0.0f, -5.0f ); //Move back five units in to the screen... glRotatef(angle, 1.0f,0.0f,0.0f); //...setup rotation... glRotatef(angle, 0.0f,1.0f,0.0f); //...setup rotation... glBegin(GL_TRIANGLES); //...and draw a nice triangle glColor4f(1.0f,0.0f,0.0f, 0.6f); glVertex3f( -1.0f, -1.0f, 0.0f); glColor4f(0.0f,1.0f,0.0f, 0.6f); glVertex3f( 0.0f, 1.0f, 0.0f); glColor4f(0.0f,0.0f,1.0f, 0.6f); glVertex3f( 1.0f, -1.0f, 0.0f); glEnd(); bitmapData = LoadBitmapFile("test.bmp", &bitmapInfoHeader); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glRasterPos2i(100, 100); glDrawPixels(bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight,GL_RGB, GL_UNSIGNED_BYTE, bitmapImage); SwapBuffers(g_HDC); TranslateMessage(&msg); DispatchMessage(&msg); } } return msg.wParam; } Can anyone help me with this? Thanks in beforehand...
-=Moogle=-
Dude, your missing your include files, thats why your getting all this "Undeclared identifier" errors,
eg.
#include

all you have is the #include, and no file.
my email is xaknafein@hotmail.com
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no, include files jsut dont appear when you post.
------------------------------Put THAT in your smoke and pipe it
Try writing the load bitmap functions again. Thats where all of your erros seem to be.

And put this up top with the lean and mean define:

#define BITMAP_ID 0x4D42

"I've sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do'Urden

Edited by - Drizzt DoUrden on September 23, 2001 5:21:06 PM
------------------------------Put THAT in your smoke and pipe it
It seems like i have to include some file i dont include...
I have currently included:
windows.h
gl/gl.h
gl/glu.h
gl/glaux.h
-=Moogle=-
#include stdio.h
#include stdlib.h

Try including them.. they are in my OpenGL setups, I dont know if they will help..
------------------------------Put THAT in your smoke and pipe it
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stdio.h is the file you want....since it includes the FILE stuff your compiler is missing..... It''s just a easy as that...

(You probably found that out already though...)

Take Care!



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