c++ entry point not found

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matt_leeds_1

c++ entry point not found

Post by matt_leeds_1 »

Hi there

I am testing some win32 opengl code using image magick++ to load textures in visual c++ express 2008. Project is based off button example and has been compiling without problems

A few hicups along the way but everything is going along nicely using I used this line

gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image.columns(), image.rows(),GL_RGBA, GL_UNSIGNED_BYTE, blob.data());

where I now get a procedure entry point error for constImage@Image@Magick.....@MagickCoe could not be located in CORE_RL_Magick++_.dll

Complete source is here

Code: Select all

#include <Magick++.h>
#include <windows.h>

#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library

using namespace std;
using namespace Magick;

const char g_szClassName[] = "myWindowClass";
enum { ID_BUTTON = 1, ID_EDIT};

HINSTANCE	hInstance;		// Holds The Instance Of The Application
HWND hWnd=NULL,hButton=NULL,hEdit=NULL;
HDC hDC1=NULL;
HGLRC hglrc1=NULL;

char szFileName[MAX_PATH] = "";

float rtri = 0.0f;
float rquad = 0.0f;

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
  if (height==0)										// Prevent A Divide By Zero By
	  height=1;										// Making Height Equal One

  glViewport(0,0,width,height);						// Reset The Current Viewport

  glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
  glLoadIdentity();									// Reset The Projection Matrix
  gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);   // Calculate The Aspect Ratio Of The Window

  glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
  glLoadIdentity();									// Reset The Modelview Matrix
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
  if (hglrc1)											// Do We Have A Rendering Context?
  {
    if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
    {
	    MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    }

    if (!wglDeleteContext(hglrc1))						// Are We Able To Delete The RC?
    {
	    MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    }
    hglrc1=NULL;										// Set RC To NULL
  }

  if (hDC1 && !ReleaseDC(hEdit,hDC1))					// Are We Able To Release The DC
  {
    MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hDC1=NULL;										// Set DC To NULL
  }

  if (hButton && !DestroyWindow(hButton))					// Are We Able To Destroy The Window?
  {
    MessageBox(NULL,"Could Not Release hButton.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hButton=NULL;										// Set hWnd To NULL
  }

  if (hEdit && !DestroyWindow(hEdit))					// Are We Able To Destroy The Window?
  {
    MessageBox(NULL,"Could Not Release hEdit.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hEdit=NULL;										// Set hWnd To NULL
  }

  if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
  {
    MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    hWnd=NULL;										// Set hWnd To NULL
  }

  if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
  {
	  MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	  hInstance=NULL;									// Set hInstance To NULL
  }
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
  glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
  glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
  glClearDepth(1.0f);									// Depth Buffer Setup
  glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
  glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
  return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
  // make ImageMagick object / read file into memory
  Image image(szFileName);
  Blob blob;
  // set RGBA output format
  image.magick("RGBA");
  // write to BLOB in RGBA format
  image.write(&blob);
  // pointer to temporary Texture 
  GLuint GLtexture;
  // create the temporary Texture
  glGenTextures(1, &GLtexture);
  // bind the texture to the next thing we make
  glBindTexture(GL_TEXTURE_2D, GLtexture);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
  gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image.columns(), image.rows(),GL_RGBA, GL_UNSIGNED_BYTE, blob.data());

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer

  glLoadIdentity();									// Reset The Current Modelview Matrix
  glTranslatef(0.0f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
  glRotatef(45.0f,1.0f,1.0f,0.0f);					// Rotate The Quad On The X axis ( NEW )
  glBegin(GL_QUADS);									// Draw A Quad
	  glColor3f(0.0f,1.0f,0.0f);						// Set The Color To Green
      glTexCoord2f (0.0, 0.0);
	  glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Top)

      glTexCoord2f (1.0, 0.0);
	  glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Top)

      glTexCoord2f (1.0, 1.0);
	  glVertex3f(-1.0f, 1.0f, 1.0f);					// Bottom Left Of The Quad (Top)

      glTexCoord2f (0.0, 1.0);
	  glVertex3f( 1.0f, 1.0f, 1.0f);					// Bottom Right Of The Quad (Top)

	  glColor3f(1.0f,0.5f,0.0f);						// Set The Color To Orange
	  glVertex3f( 1.0f,-1.0f, 1.0f);					// Top Right Of The Quad (Bottom)
	  glVertex3f(-1.0f,-1.0f, 1.0f);					// Top Left Of The Quad (Bottom)
	  glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Bottom)
	  glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Bottom)
	  glColor3f(1.0f,0.0f,0.0f);						// Set The Color To Red
	  glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Front)
	  glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Front)
	  glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Front)
	  glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Front)
	  glColor3f(1.0f,1.0f,0.0f);						// Set The Color To Yellow
	  glVertex3f( 1.0f,-1.0f,-1.0f);					// Top Right Of The Quad (Back)
	  glVertex3f(-1.0f,-1.0f,-1.0f);					// Top Left Of The Quad (Back)
	  glVertex3f(-1.0f, 1.0f,-1.0f);					// Bottom Left Of The Quad (Back)
	  glVertex3f( 1.0f, 1.0f,-1.0f);					// Bottom Right Of The Quad (Back)
	  glColor3f(0.0f,0.0f,1.0f);						// Set The Color To Blue
	  glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Left)
	  glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Left)
	  glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Left)
	  glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Left)
	  glColor3f(1.0f,0.0f,1.0f);						// Set The Color To Violet
	  glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Right)
	  glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Right)
	  glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Right)
	  glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Right)
  glEnd();											// Done Drawing The Quad

  return TRUE;										// Keep Going
}

// Set up the pixel format

int MySetPixelFormat(HDC hdc)
{
  PIXELFORMATDESCRIPTOR pfd = { 
    sizeof(PIXELFORMATDESCRIPTOR),    // size of this pfd 
    1,                                // version number 
    PFD_DRAW_TO_WINDOW |              // support window 
    PFD_SUPPORT_OPENGL |              // support OpenGL 
    PFD_DOUBLEBUFFER,                 // double buffered 
    PFD_TYPE_RGBA,                    // RGBA type 
    24,                               // 24-bit color depth 
    0, 0, 0, 0, 0, 0,                 // color bits ignored 
    0,                                // no alpha buffer 
    0,                                // shift bit ignored 
    0,                                // no accumulation buffer 
    0, 0, 0, 0,                       // accum bits ignored 
    32,                               // 32-bit z-buffer     
    0,                                // no stencil buffer 
    0,                                // no auxiliary buffer 
    PFD_MAIN_PLANE,                   // main layer 
    0,                                // reserved 
    0, 0, 0                           // layer masks ignored 
  }; 

  int  iPixelFormat; 

  // get the device context's best, available pixel format match 
  if((iPixelFormat = ChoosePixelFormat(hdc, &pfd)) == 0)
  {
    MessageBox(NULL, "ChoosePixelFormat Failed", NULL, MB_OK);
    return 0;
  }
   
  // make that match the device context's current pixel format 
  if(SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE)
  {
    MessageBox(NULL, "SetPixelFormat Failed", NULL, MB_OK);
    return 0;
  }

  return 1;
}



// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
  switch(msg)
  {
    case WM_CREATE:
      hButton = CreateWindow("Button","Select",BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE ,50,100,100,25,hWnd,(HMENU)ID_BUTTON,GetModuleHandle(NULL),0);

      if(hButton == NULL)
      {
        MessageBox(NULL, "Button Creation Failed!", "Error!",MB_ICONEXCLAMATION | MB_OK);
        return 0;
      }
          
      hEdit = CreateWindow("Edit",NULL, WS_CHILD | WS_VISIBLE,250,50,500,450,hWnd,(HMENU)ID_EDIT,GetModuleHandle(NULL),0);

      if(hEdit == NULL)
      {
        MessageBox(NULL, "Edit box Creation Failed!", "Error!",MB_ICONEXCLAMATION | MB_OK);
        return 0;
      }

      if (!(hDC1=GetDC(hEdit)))							// Did We Get A Device Context?
      {
        KillGLWindow();								
        MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								
      }

      if(!MySetPixelFormat(hDC1))		// Are We Able To Set The Pixel Format?
      {
        KillGLWindow();								
        MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								
      }

      if (!(hglrc1=wglCreateContext(hDC1)))				// Are We Able To Get A Rendering Context?
      {
        KillGLWindow();								
        MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								
      }

      if(!wglMakeCurrent(hDC1,hglrc1))					// Try To Activate The Rendering Context
      {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								
      }

      ReSizeGLScene(500, 450);
      InitGL();

      break;
    case WM_COMMAND:
      switch(LOWORD(wParam))
      {
        case ID_BUTTON:
          OPENFILENAME ofn;
          ZeroMemory(&ofn, sizeof(ofn));

          ofn.lStructSize = sizeof(ofn); // SEE NOTE BELOW
          ofn.hwndOwner = hWnd;
          ofn.lpstrFilter = "Text Files (*.txt)\0*.txt\0All Files (*.*)\0*.*\0";
          ofn.lpstrFile = szFileName;
          ofn.nMaxFile = MAX_PATH;
          ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_HIDEREADONLY;
          ofn.lpstrDefExt = "txt";

          if(GetOpenFileName(&ofn))
          {
          }
      }
      break;
    case WM_CLOSE:
      PostQuitMessage(0);
      break;
    case WM_DESTROY:
      PostQuitMessage(0);
      break;
    default:
      return DefWindowProc(hWnd, msg, wParam, lParam);
    }
    return 0;
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
    LPSTR lpCmdLine, int nCmdShow)
{
  InitializeMagick("C:\\imagemagick\\bin");

  BOOL	done=FALSE;
  WNDCLASSEX wc;
  MSG msg;

  //Step 1: Registering the Window Class
  wc.cbSize        = sizeof(WNDCLASSEX);
  wc.style         = 0;
  wc.lpfnWndProc   = WndProc;
  wc.cbClsExtra    = 0;
  wc.cbWndExtra    = 0;
  wc.hInstance     = hInstance;
  wc.hIcon         = LoadIcon(NULL, IDI_APPLICATION);
  wc.hCursor       = LoadCursor(NULL, IDC_ARROW);
  wc.hbrBackground = (HBRUSH)GetSysColorBrush(COLOR_3DFACE);
  wc.lpszMenuName  = NULL;
  wc.lpszClassName = g_szClassName;
  wc.hIconSm       = LoadIcon(NULL, IDI_APPLICATION);

  if(!RegisterClassEx(&wc))
  {
      MessageBox(NULL, "Window Registration Failed!", "Error!",
          MB_ICONEXCLAMATION | MB_OK);
      return 0;
  }

  hInstance = GetModuleHandle(NULL);

  // Step 2: Creating the Window
  hWnd = CreateWindowEx(
      WS_EX_CLIENTEDGE,
      g_szClassName,
      "OpenGL image viewer with Magick++",
      WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, CW_USEDEFAULT, 800, 600,
      NULL, NULL, hInstance, NULL);

  if(hWnd == NULL)
  {
      MessageBox(NULL, "Window Creation Failed!", "Error!",MB_ICONEXCLAMATION | MB_OK);
      return 0;
  }

  ShowWindow(hWnd, nCmdShow);
  UpdateWindow(hWnd);

  while(!done)									// Loop That Runs While done=FALSE
  {
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
	{
	  if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
	  {
	    done=TRUE;							// If So done=TRUE
	  }
	  else									// If Not, Deal With Window Messages
	  {
		  TranslateMessage(&msg);				// Translate The Message
		  DispatchMessage(&msg);				// Dispatch The Message
	  }
    }
    else										// If There Are No Messages
    {
      DrawGLScene();					// Draw The Scene
      SwapBuffers(hDC1);				// Swap Buffers (Double Buffering)
    }
  }

  // Shutdown
  KillGLWindow();									// Kill The Window
  return (msg.wParam);							// Exit The Program
}
Any ideas?
User avatar
magick
Site Admin
Posts: 11064
Joined: 2003-05-31T11:32:55-07:00

Re: c++ entry point not found

Post by magick »

If you comment out this line:
  • gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image.columns(), image.rows(),GL_RGBA, GL_UNSIGNED_BYTE, blob.data());
your project compiles? Is your posting correct? The Visual C++ exception actually mentioned MagickCoe? If so we're clueless. All your Magick++ calls in the line above are legitimate and there is no symbol within Magick++ called MagickCoe. Perhaps there is a macro in OpenGL that problematic. Replace each of image.columns, image.rows, and blob.data with a constant value. If the source compiles, start replacing one at a time to see which parameter is causing the problem.
matt_leeds_1

Re: c++ entry point not found

Post by matt_leeds_1 »

Sorry typo its MagickCore

?constImage@Image@Magick@@QBEPBU_Image@MagickCore@@XZ to be precise
matt_leeds_1

Re: c++ entry point not found

Post by matt_leeds_1 »

It compiles with glu command uncommented. Error message is when the program is run. Sorry for confusion
matt_leeds_1

Re: c++ entry point not found [SOLVED]

Post by matt_leeds_1 »

I have fixed it.

This time i started from scratch and recompiled imagemagick using full paths and included all demos and tests. I coped readwrite blob project and then added opengl32.lib and glu32.lib, checked to see if my image string was not empty and then finally also enabled GL_TEXTURE_2D

Hey Presto!
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