OpenGL loading functions error [on hold]

Posted by Ghilliedrone on Game Development See other posts from Game Development or by Ghilliedrone
Published on 2014-05-28T22:44:21Z Indexed on 2014/05/29 4:03 UTC
Read the original article Hit count: 259

Filed under:
|

I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'":

typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*);

Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries.

Here's the rest of the class if it's needed:

#include <ctime>
#include <windows.h>
#include <iostream>
#include <gl\GL.h>
#include <gl\wglext.h>
#include "Example.h"
#include "GLWindow.h"

typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;


bool GLWindow::create(int width, int height, int bpp, bool fullscreen)
{
    DWORD dwExStyle; //Window Extended Style
    DWORD dwStyle;   //Window Style

    m_isFullscreen      = fullscreen;//Store the fullscreen flag
    m_windowRect.left   = 0L;
    m_windowRect.right  = (long)width;
    m_windowRect.top    = 0L;
    m_windowRect.bottom = (long)height;//Set bottom to height

    // fill out the window class structure
    m_windowClass.cbSize = sizeof(WNDCLASSEX);
    m_windowClass.style = CS_HREDRAW | CS_VREDRAW;
    m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler
    m_windowClass.cbClsExtra = 0;
    m_windowClass.cbWndExtra = 0;
    m_windowClass.hInstance = m_hinstance;
    m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);  // default icon
    m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);      // default arrow
    m_windowClass.hbrBackground = NULL;                             // don't need background
    m_windowClass.lpszMenuName = NULL;                             // no menu
    m_windowClass.lpszClassName = (LPCWSTR)"GLClass";
    m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO);      // windows logo small icon

    if (!RegisterClassEx(&m_windowClass))
    {
        MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK);
        return false;
    }

    if (m_isFullscreen)//If we are fullscreen, we need to change the display
    {
        DEVMODE dmScreenSettings; //Device mode

        memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings);

        dmScreenSettings.dmPelsWidth  = width;  //Screen width
        dmScreenSettings.dmPelsHeight = height; //Screen height
        dmScreenSettings.dmBitsPerPel = bpp;    //Bits per pixel
        dmScreenSettings.dmFields     = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK);
            m_isFullscreen = false;
        }
    }

    if (m_isFullscreen) //Is it fullscreen?
    {
        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 Exteneded Style
        dwStyle   = WS_OVERLAPPEDWINDOW;                //Windows Style
    }
    AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size

    //Class registered, so now create window
    m_hwnd = CreateWindowEx(NULL, //Extended Style
        (LPCWSTR)"GLClass",       //Class name
        (LPCWSTR)"Chapter 2",     //App name
        dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
        0, 0,                     //x, y coordinates
        m_windowRect.right - m_windowRect.left,
        m_windowRect.bottom - m_windowRect.top, //Width and height
        NULL,                     //Handle to parent
        NULL,                     //Handle to menu
        m_hinstance,              //Application instance
        this);                    //Pass a pointer to the GLWindow here

    //Check if window creation failed, hwnd would equal NULL
    if (!m_hwnd)
    {
        return 0;
    }

    m_hdc = GetDC(m_hwnd);

    ShowWindow(m_hwnd, SW_SHOW);
    UpdateWindow(m_hwnd);

    m_lastTime = GetTickCount() / 1000.0f;
    return true;
}

LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    GLWindow* window = nullptr;

    //If this is the create message
    if (uMsg == WM_CREATE)
    {
        //Get the pointer we stored during create
        window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams;

        //Associate the window pointer with the hwnd for the other events to access
        SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window);
    }
    else
    {
        //If this is not a creation event, then we should have stored a pointer to the window
        window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA);

        if (!window)
        {
            //Do the default event handling
            return DefWindowProc(hWnd, uMsg, wParam, lParam);
        }
    }

    //Call our window's member WndProc(allows us to access member variables)
    return window->WndProc(hWnd, uMsg, wParam, lParam);
}

LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    switch (uMsg)
    {
    case WM_CREATE:
    {
        m_hdc = GetDC(hWnd);
        setupPixelFormat();

        //Set the version that we want, in this case 3.0
        int attribs[] = {
            WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
            WGL_CONTEXT_MINOR_VERSION_ARB, 0,
        0};

        //Create temporary context so we can get a pointer to the function
        HGLRC tmpContext = wglCreateContext(m_hdc);
        //Make the context current
        wglMakeCurrent(m_hdc, tmpContext);

        //Get the function pointer
        wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");

        //If this is NULL then OpenGl 3.0 is not supported
        if (!wglCreateContextAttribsARB)
        {
            MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK);
            DestroyWindow(hWnd);
            return 0;
        }

        //Create an OpenGL 3.0 context using the new function
        m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs);
        //Delete the temporary context
        wglDeleteContext(tmpContext);
        //Make the GL3 context current
        wglMakeCurrent(m_hdc, m_hglrc);

        m_isRunning = true;
    }
        break;

    case WM_DESTROY: //Window destroy
    case WM_CLOSE:   //Windows is closing
        wglMakeCurrent(m_hdc, NULL);
        wglDeleteContext(m_hglrc);
        m_isRunning = false; //Stop the main loop
        PostQuitMessage(0);
        break;
    case WM_SIZE:
    {
        int height  = HIWORD(lParam); //Get height and width
        int width   = LOWORD(lParam);
        getAttachedExample()->onResize(width, height); //Call the example's resize method
    }
        break;

    case WM_KEYDOWN:
        if (wParam == VK_ESCAPE) //If the escape key was pressed
        {
            DestroyWindow(m_hwnd);
        }
    break;

    default:
        break;
    }

    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

void GLWindow::processEvents()
{
    MSG msg;

    //While there are messages in the queue, store them in msg
    while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    {
        //Process the messages
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

Here is the header:

#pragma once

#include <ctime>
#include <windows.h>

class Example;//Declare our example class

class GLWindow
{
public:
    GLWindow(HINSTANCE hInstance); //default constructor

    bool create(int width, int height, int bpp, bool fullscreen);
    void destroy();
    void processEvents();
    void attachExample(Example* example);

    bool isRunning(); //Is the window running?

    void swapBuffers() { SwapBuffers(m_hdc); }

    static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
    LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);

    float getElapsedSeconds();
private:
    Example* m_example; //A link to the example program
    bool m_isRunning; //Is the window still running?
    bool m_isFullscreen;

    HWND m_hwnd; //Window handle
    HGLRC m_hglrc; //Rendering context
    HDC m_hdc; //Device context
    RECT m_windowRect; //Window bounds
    HINSTANCE m_hinstance; //Application instance
    WNDCLASSEX m_windowClass;

    void setupPixelFormat(void);
    Example* getAttachedExample() { return m_example; }

    float m_lastTime;
};

© Game Development or respective owner

Related posts about opengl

Related posts about c++