"FBEngine::instance", referenced from:
FBEngine::getInstance() in FBModel.o
FBEngine::getInstance() in FBModel.o
FBEngine::getInstance() in FBModel.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
Code: Select all
//FBEngine.h
#pragma once
#pragma GCC visibility push(default)
#include <ctime>
#include <cstdlib>
#include <iostream>
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include "Game.h"
using namespace std;
class FBEngine {
protected:
FBEngine();
private:
Game* game;
static FBEngine *instance;
public:
static inline FBEngine* getInstance() {
if(instance == NULL) {
instance = new FBEngine();
}
return instance;
}
~FBEngine();
Game* getGame();
void setGame(Game* game);
void start();
};
#pragma GCC visibility pop
Code: Select all
//FBModel.h
#pragma once
#pragma GCC visibility push(default)
#include "FBTexture.h"
#include "Game.h"
#include "FBEngine.h"
//#include "FBBoundingBox.h"
#include <SDL/SDL_opengl.h>
//handles a 3D OpenGL model
class FBModel {
private:
//vertex data - stride = 3
GLfloat* vertices;
GLuint vertices_length;
//color info
GLuint* colors;
GLuint colors_stride;
GLuint colors_length;
//texture data
FBTexture texture;
GLfloat* textureCoords;
GLuint textureCoords_length;
bool usesVerticesAsTextureCoords;
bool useTexture;
//normal data - stride = 3
GLfloat* normals;
GLuint normals_length;
bool containsNormals;
//Bounding Box
//FBBoundingBox bounds;
public:
FBModel(); //sets everything to 0 or NULL, use setter methods to make this object useful
virtual ~FBModel();
GLfloat* getVertices();
GLuint getVerticesLength();
GLuint* getColors();
GLuint getColorStride();
GLuint getColorsLength();
FBTexture getTexture();
GLfloat* getTextureCoordinates();
GLuint getTextureCoordinatesLength();
bool usesVerticesAsTextureCoordinates();
bool usesTexture();
GLfloat* getNormals();
GLuint getNormalsLength();
bool hasNormals();
//FBBoundingBox getBounds();
void setVertices(GLfloat* vertices, GLuint length);
void setColors(GLuint* colors, GLuint colors_stride, GLuint colors_length);
void setTexture(FBTexture texture, GLfloat* textureCoordinates, GLuint textureCoordinates_length);
void setTexture(FBTexture texture);
void setNormals(GLfloat* normals, GLuint normals_length);
//void setBounds(FBBoundingBox bounds);
//renders this model to the screen if OpenGL is enabled
virtual void render(GLenum mode);
};
#pragma GCC visibility pop
Code: Select all
//FBEngine.cpp
#include "FBEngine.h"
FBEngine::FBEngine() {
game = 0;
}
FBEngine::~FBEngine() {
}
Game* FBEngine::getGame() {
return game;
}
void FBEngine::setGame(Game* game) {
this->game = game;
}
void FBEngine::start() {
cout << "FBEngine: Initializing Game..." << endl;
game->init();
cout << "FBEngine: Game Initialized!" << endl;
cout << "FBEngine: Starting game at " << game->getRequestedFrameRate() << "fps..." << endl;
bool running = true;
while(running) {
//listen to events
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) {
running = false;
break;
} else if(event.type == SDL_KEYUP) {
game->keyEvent(event.key.keysym.sym, FBE_KEY_RELEASED);
} else if(event.type == SDL_KEYDOWN) {
game->keyEvent(event.key.keysym.sym, FBE_KEY_PRESSED);
} else if(event.type == SDL_MOUSEMOTION ) {
int x = event.motion.x;
int y = event.motion.y;
game->mouseEvent(-1, x, y, FBE_MOUSE_MOVED);
} else if(event.type == SDL_MOUSEBUTTONDOWN) {
int x = event.motion.x;
int y = event.motion.y;
int button = -1;
if(event.button.button == SDL_BUTTON_RIGHT) {
button = FBE_MOUSE_BUTTON_RIGHT;
} else if(event.button.button == SDL_BUTTON_LEFT) {
button = FBE_MOUSE_BUTTON_LEFT;
} else if(event.button.button == SDL_BUTTON_MIDDLE) {
button = FBE_MOUSE_BUTTON_MIDDLE;
}
game->mouseEvent(button, x, y, FBE_MOUSE_PRESSED);
} else if(event.type == SDL_MOUSEBUTTONUP) {
int x = event.motion.x;
int y = event.motion.y;
int button = -1;
if(event.button.button == SDL_BUTTON_RIGHT) {
button = FBE_MOUSE_BUTTON_RIGHT;
} else if(event.button.button == SDL_BUTTON_LEFT) {
button = FBE_MOUSE_BUTTON_LEFT;
} else if(event.button.button == SDL_BUTTON_MIDDLE) {
button = FBE_MOUSE_BUTTON_MIDDLE;
}
game->mouseEvent(button, x, y, FBE_MOUSE_RELEASED);
}
}
if(!running) break; //if we have quit then break out of the loop
//handle a steady frame rate
int previous = time(0);
game->update();
game->render();
if(game->isUsingOpenGL()) {
glFlush();
SDL_GL_SwapBuffers();
} else {
SDL_Flip(game->getBuffer());
}
int now = time(0);
int usedTime = now-previous;
if(usedTime < 1000/game->getRequestedFrameRate()) { //if we didn't take up all the time we had
SDL_Delay((1000/game->getRequestedFrameRate())-usedTime);
} else { //if we took too long
SDL_Delay(5); //wait a small amount anyway
}
int reportedFrameRate = 1000/usedTime;
game->setReportedFrameRate(reportedFrameRate);
}
cout << "FBEngine: Game Exiting..." << endl;
game->deinit();
game->Game::~Game(); //explicitly call Game's destructor to clean up memory (and quit SDL)
}
Code: Select all
//FBModel.cpp
#include "FBModel.h"
FBModel::FBModel() {
vertices = 0;
vertices_length = 0;
colors = 0;
colors_stride = 0;
colors_length = 0;
textureCoords = 0;
textureCoords_length = 0;
useTexture = false;
usesVerticesAsTextureCoords = false;
normals = 0;
normals_length = 0;
containsNormals = false;
}
FBModel::~FBModel() {
}
GLfloat* FBModel::getVertices() {
return vertices;
}
GLuint FBModel::getVerticesLength() {
return vertices_length;
}
GLuint* FBModel::getColors() {
return colors;
}
GLuint FBModel::getColorStride() {
return colors_stride;
}
GLuint FBModel::getColorsLength() {
return colors_length;
}
FBTexture FBModel::getTexture() {
return texture;
}
GLfloat* FBModel::getTextureCoordinates() {
return textureCoords;
}
GLuint FBModel::getTextureCoordinatesLength() {
return textureCoords_length;
}
bool FBModel::usesVerticesAsTextureCoordinates() {
return usesVerticesAsTextureCoords;
}
bool FBModel::usesTexture() {
return useTexture;
}
GLfloat* FBModel::getNormals() {
return normals;
}
GLuint FBModel::getNormalsLength() {
return normals_length;
}
bool FBModel::hasNormals() {
return containsNormals;
}
/*FBBoundingBox FBModel::getBounds() {
return bounds;
}*/
void FBModel::setVertices(GLfloat* vertices, GLuint vertices_length) {
this->vertices = vertices;
this->vertices_length = vertices_length;
}
void FBModel::setColors(GLuint* colors, GLuint colors_stride, GLuint colors_length) {
this->colors = colors;
this->colors_stride = colors_stride;
this->colors_length = colors_length;
}
void FBModel::setTexture(FBTexture texture, GLfloat* textureCoords, GLuint textureCoords_length) {
this->texture = texture;
this->textureCoords = textureCoords;
this->textureCoords_length = textureCoords_length;
this->useTexture = true;
this->usesVerticesAsTextureCoords = false;
}
void FBModel::setTexture(FBTexture texture) {
this->texture = texture;
this->textureCoords = 0;
this->textureCoords_length = 0;
this->useTexture = true;
this->usesVerticesAsTextureCoords = true;
}
void FBModel::setNormals(GLfloat* normals, GLuint normals_length) {
this->normals = normals;
this->normals_length = normals_length;
this->containsNormals = true;
}
/*void FBModel::setBounds(FBBoundingBox bounds) {
this->bounds = bounds;
}*/
void FBModel::render(GLenum mode) {
FBEngine* engine = FBEngine::getInstance();
if(engine->getGame()->isUsingOpenGL()) {
if(textureCoords_length != 0) {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
if(colors_length != 0)
glColorPointer(colors_stride, GL_UNSIGNED_INT, 0, colors);
if(usesVerticesAsTextureCoords)
glTexCoordPointer(2, GL_FLOAT, 0, vertices);
else
glTexCoordPointer(2, GL_FLOAT, 0, textureCoords);
if(containsNormals)
glNormalPointer(GL_FLOAT, 0, normals);
glDrawArrays(mode, 0, vertices_length);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
}
uhmm...okay... what do I do? FBModel includes the FBEngine's header file, how can't it find this? or am I just interpreting this incorrectly?
As a little side question, anyone else get really pissed at their compiler/linker every once in a while?