0
votes

Edited: added Shader class.

I'm writing a DLL library but MS VS intellisense and compiler complaining about Mesh constructor. If i change Material attribute in Mesh constructor to Texture all OK. I tried to change struct to class, but it doesnt worked. Deleting FFB_FRAMEWORK_API marcro doesnt worked too.

DataStrictures.h

    struct Vertex {
        // position
        glm::vec3 Position;
        // normal
        glm::vec3 Normal;
        // texCoords
        glm::vec2 TexCoords;
        // tangent
        glm::vec3 Tangent;
        // bitangent
        glm::vec3 Bitangent;
    };
    struct Texture
    {
        unsigned int id;
        std::string type;
    };

main.h

#ifdef FFB_FRAMEWORK_EXPORTS
#define FFB_FRAMEWORK_API __declspec(dllexport) 
#else
#define FFB_FRAMEWORK_API __declspec(dllimport) 
#endif

class FFB_FRAMEWORK_API Shader
        {
        public:
            unsigned int ID;
            // constructor generates the shader on the fly
            Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr);

            // activate the shader
            void use();

            // utility uniform functions
            void setBool(const std::string &name, bool value) const;

            void setInt(const std::string &name, int value) const;

            void setFloat(const std::string &name, float value) const;

            void setVec2(const std::string &name, const glm::vec2 &value) const;

            void setVec2(const std::string &name, float x, float y) const;

            void setVec3(const std::string &name, const glm::vec3 &value) const;

            void setVec3(const std::string &name, float x, float y, float z) const;

            void setVec4(const std::string &name, const glm::vec4 &value) const;

            void setVec4(const std::string &name, float x, float y, float z, float w);

            void setMat2(const std::string &name, const glm::mat2 &mat) const;

            void setMat3(const std::string &name, const glm::mat3 &mat) const;

            void setMat4(const std::string &name, const glm::mat4 &mat) const;

        private:
            // utility function for checking shader compilation/linking errors.
            void checkCompileErrors(GLuint shader, std::string type);
        };

struct FFB_FRAMEWORK_API Material
        {
            Shader shader;
            std::vector<Texture> textures;
        };
class FFB_FRAMEWORK_API Mesh
        {
        private:
            std::vector<Vertex> m_vertices;
            std::vector<unsigned int> m_indices;
            Material m_material;
            unsigned int VAO, VBO, EBO;
            void SetupMesh();
        public:
            Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material);
            void Draw(Shader shader);
        };

Mesh.h

Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material)
{
    m_vertices = vertices; 
    m_indices = indices;
    m_material = material;
    // now that we have all the required data, set the vertex buffers and its attribute pointers.
    SetupMesh();
}

Compiler complaining right before m_verticies = vertices

Severity Code Description Project File Line Suppression State Error (active) E1790 the default constructor of "Framework::Graphics::Material" cannot be referenced -- it is a deleted function FFB_Framework c:\Users\User\Documents\Visual Studio 2017\Projects\FFB\FFB_Framework\Mesh.cpp 7

Edited. If i changing constructor to

 Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material):m_vertices(vertices),m_indices(indices),m_material(material)
{SetupMesh();}

Compiler throw that errors:

Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "__declspec(dllimport) public: __cdecl Framework::Graphics::Material::~Material(void)" (__imp_??1Material@Graphics@Framework@@QEAA@XZ) referenced in function "public: __cdecl Framework::Graphics::Mesh::Mesh(class std::vector >,class std::vector >,struct Framework::Graphics::Material)" (??0Mesh@Graphics@Framework@@QEAA@V?$vector@UVertex@@V?$allocator@UVertex@@@std@@@std@@V?$vector@IV?$allocator@I@std@@@4@UMaterial@12@@Z) FFB_Framework C:\Users\Anton\Documents\Visual Studio 2017\Projects\FFB\FFB_Framework\Mesh.obj 1

Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "__declspec(dllimport) public: __cdecl Framework::Graphics::Material::Material(struct Framework::Graphics::Material const &)" (__imp_??0Material@Graphics@Framework@@QEAA@AEBU012@@Z) referenced in function "public: __cdecl Framework::Graphics::Mesh::Mesh(class std::vector >,class std::vector >,struct Framework::Graphics::Material)" (??0Mesh@Graphics@Framework@@QEAA@V?$vector@UVertex@@V?$allocator@UVertex@@@std@@@std@@V?$vector@IV?$allocator@I@std@@@4@UMaterial@12@@Z) FFB_Framework C:\Users\Anton\Documents\Visual Studio 2017\Projects\FFB\FFB_Framework\Mesh.obj 1

Does anyone know where error?

1
Guess - Mesh::Mesh takes Material by value (makes a copy) and Shader shader; (member of Material) is not copyable. Whats the definition of Shader? - Richard Critten

1 Answers

0
votes

You are using a assignment for the m_material variable. Before entering the body of the Mesh constructor the default constructor of m_material is called, which is deleted. You may reorganize the constructor like this and provide a matching constructor for Material

Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material) : m_vertices(vertices), m_indices(indices), m_material(material)
{
    // now that we have all the required data, set the vertex buffers and its attribute pointers.
    SetupMesh();
}