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Multiple errors, in header files in VS2017, opengl project C++

So Im working on opengl project from learnopengl and I am a beginner in C++ so I have little problem with it. It is a VS2017 project.

I have problem with main.cpp , when I compile it it shows this error:

name followed by '::' must be a class or namespace

  • it is in (FileSystem::getPath) so when i include filesystem.h in main.cpp it shows another error but in filesystem.h : cannot open source file "root_directory.h"

so I downloaded root_directory.h from https://github.com/alifradityar/LastOrder same for entry.h . Now I have 10 warnings and 3 errors :-) just this is what happens when one wants to repair one error.

logl_root undeclared identifier from filesystem.h 23 next 'getenv': This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. Every help is welcome.

I know I am only beginner but how am I supposed to learn it without trying to deal with problems ? And I know how stupid this question is :D...

Here if full project in 7z.: https://drive.google.com/open?id=1vNTkh9HEcMKvM8Yzm0iCTJtx1d2xqvlR

filesystem.h, root_directory.h and entry.h are in /includes/learnopengl lib-s and includes are linked in VS.

line: 24 - logl_root undefined 23 - 'getenv': This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. Every help is welcome.

**filesystem.h**



#ifndef FILESYSTEM_H
#define FILESYSTEM_H

#include <string>
#include <cstdlib>
#include "root_directory.h" // This is a configuration file generated by CMake.

class FileSystem
{
private:
  typedef std::string (*Builder) (const std::string& path);

public:
  static std::string getPath(const std::string& path)
  {
    static std::string(*pathBuilder)(std::string const &) = getPathBuilder();
    return (*pathBuilder)(path);
  }

private:
  static std::string const & getRoot()
  {
    static char const * envRoot = getenv("LOGL_ROOT_PATH");
    static char const * givenRoot = (envRoot != nullptr ? envRoot : logl_root);
    static std::string root = (givenRoot != nullptr ? givenRoot : "");
    return root;
  }

  //static std::string(*foo (std::string const &)) getPathBuilder()
  static Builder getPathBuilder()
  {
    if (getRoot() != "")
      return &FileSystem::getPathRelativeRoot;
    else
      return &FileSystem::getPathRelativeBinary;
  }

  static std::string getPathRelativeRoot(const std::string& path)
  {
    return getRoot() + std::string("/") + path;
  }

  static std::string getPathRelativeBinary(const std::string& path)
  {
    return "../../../" + path;
  }


};

// FILESYSTEM_H
#endif


**root_directory.h**



#ifndef __ROOT
#define __ROOT
#include "entry.h"
#include <iostream>
#include <vector>
#include <string>
#include <ctime>
using namespace std;

class RootDirectory {
public:
    vector <Entry> data;
    RootDirectory();

    string toString();
    void load(string);
};
#endif#ifndef __ROOT
#define __ROOT
#include "entry.h"
#include <iostream>
#include <vector>
#include <string>
#include <ctime>
using namespace std;

class RootDirectory {
public:
    vector <Entry> data;
    RootDirectory();

    string toString();
    void load(string);
};
#endif


**main.cpp**



#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/filesystem.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile our shader zprogram
    // ------------------------------------
    Shader lightingShader("5.4.light_casters.vs", "5.4.light_casters.fs");
    Shader lampShader("5.4.lamp.vs", "5.4.lamp.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };
    // positions all containers
    glm::vec3 cubePositions[] = {
        glm::vec3(0.0f,  0.0f,  0.0f),
        glm::vec3(2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3(2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3(1.3f, -2.0f, -2.5f),
        glm::vec3(1.5f,  2.0f, -2.5f),
        glm::vec3(1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    // first, configure the cube's VAO (and VBO)
    unsigned int VBO, cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
    unsigned int lightVAO;
    glGenVertexArrays(1, &lightVAO);
    glBindVertexArray(lightVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // note that we update the lamp's position attribute's stride to reflect the updated buffer data
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // load textures (we now use a utility function to keep the code more organized)
    // -----------------------------------------------------------------------------
    unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
    unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());

    // shader configuration
    // --------------------
    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);


    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // be sure to activate shader when setting uniforms/drawing objects
        lightingShader.use();
        lightingShader.setVec3("light.position", camera.Position);
        lightingShader.setVec3("light.direction", camera.Front);
        lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
        lightingShader.setVec3("viewPos", camera.Position);

        // light properties
        lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);
        // we configure the diffuse intensity slightly higher; the right lighting conditions differ with each lighting method and environment.
        // each environment and lighting type requires some tweaking to get the best out of your environment.
        lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("light.constant", 1.0f);
        lightingShader.setFloat("light.linear", 0.09f);
        lightingShader.setFloat("light.quadratic", 0.032f);

        // material properties
        lightingShader.setFloat("material.shininess", 32.0f);

        // view/projection transformations
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        // world transformation
        glm::mat4 model;
        lightingShader.setMat4("model", model);

        // bind diffuse map
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        // bind specular map
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        // render containers
        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++)
        {
            // calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        // again, a lamp object is weird when we only have a spot light, don't render the light object
        // lampShader.use();
        // lampShader.setMat4("projection", projection);
        // lampShader.setMat4("view", view);
        // model = glm::mat4();
        // model = glm::translate(model, lightPos);
        // model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        // lampShader.setMat4("model", model);

        // glBindVertexArray(lightVAO);
        // glDrawArrays(GL_TRIANGLES, 0, 36);


        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightVAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

I make this an answer instead of a comment (although I probably should be a comment). As you told yourself you want to learn. So instead of telling you a "solution", I'll try to show you the ropes how to properly deal with this kind of problems.

First and foremost, the most important part when dealing with compilation errors is to actually read the error message and then to understand it! Don't jump to conclusions, download arbitrary files from unrelated sources and mash things together! This approach won't work!

Let's break this down. You have a compiler error. It reads like the following:

 (…) name followed by '::' must be a class or namespace (…) 

Your quote, unfortunately is missing some information, namely in what file at which line the problem occoured. There's a certain logic behind how compilers report errors; older versions of GCC spat out rather arcane error logs, often several pages long; the culprit usually hides somewhere in the very first 5 lines or so of the whole error log. Usually you can safely ignore all the rest.

Anyway, it tells you what is wrong. Namely, that in C++ if you write something like a::b then a must be the name of a class or a namespace (which is exactly what the error tells you). However usually classes and namespaces are pulled in by a header include. If a include directive fails the preprocessor does bail out though, so it's unlikely that this has anything to do with a missing include at all.

But what can happen as well is, that before an include something is not how it should be. Usually a missing semicolon ( ; ). which might cause a class declaration to be mangled up with something else.

So here's what you should do: Carefully reread the compiler log from the beginning . Look at all the warnings and errors on top, then work your way down.

If you get stuck again, edit your question, and if I can help you, I'll append to this answer.

If anyone is still searching for an answer...

// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.

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