ERROR LNK 2019 WHEN COMPILING OPENGL

I need help to fix this error. I've been googled how to fix this error but almost is hard to understand. This is the code. I'm using Microsoft Visual Studio 2010

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//-----------------------------------------------------------------------------


#define STRICT
#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "geometry.h"
#include "resource.h"

//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
HWND   g_hWnd = NULL;
HDC    g_hDC  = NULL;
HGLRC  g_hRC  = NULL;

// Spin control for view
float  g_fSpinX_L =   0.0f;
float  g_fSpinY_L = -10.0f;

// Spin control for shadow casting quad
float  g_fSpinX_R =   0.0f;
float  g_fSpinY_R =   0.0f;

bool  g_bRenderShadowVolume = false;
float g_fAmountOfExtrusion  = 5.0f;
float g_lightPosition[]     = { 2.0f, 6.0f, 0.0f, 1.0f }; // World position of light source

// GL_C3F_V3F
struct Vertex
{
    float r, g, b;
    float x, y, z;
};

Vertex g_shadowCasterVerts[] = 
{
    { 1.0, 1.0, 1.0,  -1.0f, 2.5f, -1.0f },
    { 1.0, 1.0, 1.0,  -1.0f, 2.5f,  1.0f },
    { 1.0, 1.0, 1.0,   1.0f, 2.5f,  1.0f },
    { 1.0, 1.0, 1.0,   1.0f, 2.5f, -1.0f },
};

float g_shadowCasterNormal[] = { 0.0f, 1.0f, 0.0f };

struct ShadowCaster
{
    Vertex *verts;        // Vertices of the actual shadow casting object
    float  *normal;       // A surface normal for lighting
    int     numVerts;     // Total number of vertices
    int     shadowVolume; // Display list for holding the shadow volume
};

ShadowCaster g_shadowCaster;

//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, 
                   LPSTR lpCmdLine, int nCmdShow);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void loadTexture(void);
void init(void);
void render(void);
void shutDown(void);
void extendVertex(float newVert[3], float lightPosit[3], Vertex vert, float ext);
void buildShadowVolume(ShadowCaster *caster, float lightPosit[3], float ext);

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPSTR     lpCmdLine,
                    int       nCmdShow )
{
    WNDCLASSEX winClass;
    MSG        uMsg;

    memset(&uMsg,0,sizeof(uMsg));

    winClass.lpszClassName = "MY_WINDOWS_CLASS";
    winClass.cbSize        = sizeof(WNDCLASSEX);
    winClass.style         = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    winClass.lpfnWndProc   = WindowProc;
    winClass.hInstance     = hInstance;
    winClass.hIcon         = LoadIcon(hInstance, (LPCTSTR)IDI_OPENGL_ICON);
    winClass.hIconSm       = LoadIcon(hInstance, (LPCTSTR)IDI_OPENGL_ICON);
    winClass.hCursor       = LoadCursor(NULL, IDC_ARROW);
    winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
    winClass.lpszMenuName  = NULL;
    winClass.cbClsExtra    = 0;
    winClass.cbWndExtra    = 0;
    
    if( !RegisterClassEx(&winClass) )
        return E_FAIL;

    g_hWnd = CreateWindowEx( NULL, "MY_WINDOWS_CLASS", 
                             "OpenGL - Shadow Volume",
                             WS_OVERLAPPEDWINDOW | WS_VISIBLE,
                             0, 0, 640, 480, NULL, NULL, hInstance, NULL );

    if( g_hWnd == NULL )
        return E_FAIL;

    ShowWindow( g_hWnd, nCmdShow );
    UpdateWindow( g_hWnd );

    init();

    while( uMsg.message != WM_QUIT )
    {
        if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
        {
            TranslateMessage( &uMsg );
            DispatchMessage( &uMsg );
        }
        else
            render();
    }

    shutDown();

    UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );

    return uMsg.wParam;
}

//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND   hWnd, 
                             UINT   msg, 
                             WPARAM wParam, 
                             LPARAM lParam )
{
    static POINT ptLastMousePosit_L;
    static POINT ptCurrentMousePosit_L;
    static bool  bMousing_L;
    
    static POINT ptLastMousePosit_R;
    static POINT ptCurrentMousePosit_R;
    static bool  bMousing_R;

    switch( msg )
    {
        case WM_KEYDOWN:
        {
            switch( wParam )
            {
                case VK_ESCAPE:
                    PostQuitMessage(0);
                    break;

                case VK_F1:
                    g_bRenderShadowVolume = !g_bRenderShadowVolume;
                    break;

                case VK_F2:
                    g_fAmountOfExtrusion += 0.1f;
                    break;

                case VK_F3:
                    g_fAmountOfExtrusion -= 0.1f;
                    break;

                case 38: // Up Arrow Key
                    g_lightPosition[1] += 0.1f;
                    break;

                case 40: // Down Arrow Key
                    g_lightPosition[1] -= 0.1f;
                    break;

                case 37: // Left Arrow Key
                    g_lightPosition[0] -= 0.1f;
                    break;

                case 39: // Right Arrow Key
                    g_lightPosition[0] += 0.1f;
                    break;
            }
        }
        break;

        case WM_LBUTTONDOWN:
        {
            ptLastMousePosit_L.x = ptCurrentMousePosit_L.x = LOWORD (lParam);
            ptLastMousePosit_L.y = ptCurrentMousePosit_L.y = HIWORD (lParam);
            bMousing_L = true;
        }
        break;

        case WM_LBUTTONUP:
        {
            bMousing_L = false;
        }
        break;

        case WM_RBUTTONDOWN:
        {
            ptLastMousePosit_R.x = ptCurrentMousePosit_R.x = LOWORD (lParam);
            ptLastMousePosit_R.y = ptCurrentMousePosit_R.y = HIWORD (lParam);
            bMousing_R = true;
        }
        break;

        case WM_RBUTTONUP:
        {
            bMousing_R = false;
        }
        break;

        case WM_MOUSEMOVE:
        {
            ptCurrentMousePosit_L.x = LOWORD (lParam);
            ptCurrentMousePosit_L.y = HIWORD (lParam);
            ptCurrentMousePosit_R.x = LOWORD (lParam);
            ptCurrentMousePosit_R.y = HIWORD (lParam);

            if( bMousing_L )
            {
                g_fSpinX_L -= (ptCurrentMousePosit_L.x - ptLastMousePosit_L.x);
                g_fSpinY_L -= (ptCurrentMousePosit_L.y - ptLastMousePosit_L.y);
            }
            
            if( bMousing_R )
            {
                g_fSpinX_R -= (ptCurrentMousePosit_R.x - ptLastMousePosit_R.x);
                g_fSpinY_R -= (ptCurrentMousePosit_R.y - ptLastMousePosit_R.y);
            }

            ptLastMousePosit_L.x = ptCurrentMousePosit_L.x;
            ptLastMousePosit_L.y = ptCurrentMousePosit_L.y;
            ptLastMousePosit_R.x = ptCurrentMousePosit_R.x;
            ptLastMousePosit_R.y = ptCurrentMousePosit_R.y;
        }
        break;
        
        case WM_SIZE:
        {
            int nWidth  = LOWORD(lParam); 
            int nHeight = HIWORD(lParam);
            glViewport(0, 0, nWidth, nHeight);

            glMatrixMode( GL_PROJECTION );
            glLoadIdentity();
            gluPerspective( 45.0, (GLdouble)nWidth / (GLdouble)nHeight, 0.1, 100.0);
        }
        break;
        
        case WM_CLOSE:
        {
            PostQuitMessage(0); 
        }
        break;

        case WM_DESTROY:
        {
            PostQuitMessage(0);
        }
        break;
        
        default:
        {
            return DefWindowProc( hWnd, msg, wParam, lParam );
        }
        break;
    }

    return 0;
}

}


this is just half of the code...
You should list the full errors. My guess is you're not linking the necessary libraries (opengl32.lib?).
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