Maya C++ OpenGL linker issues

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Andrew Golubev

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Nov 7, 2023, 10:09:16 AM11/7/23
to Python Programming for Autodesk Maya

Hey everyone!
I hope you are all doing well)

I wanted to ask a question about Maya C++ plugin building. I'm currently struggling with an issue I can't resolve for a couple of days.

I created a custom context with manips, and it is working and building very well, but at some point, I needed to create a small QDialog with QT libraries, which uses OpenGL, and this is my main issue. I downloaded Maya Devkit, added a linker and include libs.

I also tried to use FindMaya_Qt.cmake from the Autodesk USD repository. But I can't go over a linker error, which appears during compilation.It seems to me that some DLLs or libraries are missing, but I don't get which one. Maybe someone had a similar issue?

I also tried to add opengl32.dll but it doesn't do nothing. It seems to me that something is wrong with my Qt config, or cpp class which uses OpenGL.

 

Here is my errors from Visual studio:

Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol __imp_glViewport referenced in function "protected: virtual void __cdecl DebugRenderer::resizeGL(int,int)" (?resizeGL@DebugRenderer@@MEAAXHH@Z) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glBegin referenced in function "protected: virtual void __cdecl DebugRenderer::paintGL(void)" (?paintGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glClear referenced in function "protected: virtual void __cdecl DebugRenderer::paintGL(void)" (?paintGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glClearColor referenced in function "protected: virtual void __cdecl DebugRenderer::initializeGL(void)" (?initializeGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glColor3f referenced in function "protected: virtual void __cdecl DebugRenderer::paintGL(void)" (?paintGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glEnd referenced in function "protected: virtual void __cdecl DebugRenderer::paintGL(void)" (?paintGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1 Error LNK2019 unresolved external symbol __imp_glVertex3f referenced in function "protected: virtual void __cdecl DebugRenderer::paintGL(void)" (?paintGL@DebugRenderer@@MEAAXXZ) maya_plugin C:\Users\golub\Documents\maya_plugin\build\src\debugDialog.obj 1

 

And also, class which gives me an error:

#pragma once #include <reactphysics3d/reactphysics3d.h> #include <maya/MQtUtil.h> #include <QtWidgets/qdialog.h> #include <QtWidgets/QVBoxLayout> #include <QtOpenGL/qglfunctions.h> #include <QtGui/QOpenGLFunctions> #include <QtWidgets/QOpenGLWidget> #include <GL/gl.h> #include <QtGui/qopenglext.h> class DebugRenderer : public QOpenGLWidget, protected QOpenGLFunctions { // Updated inheritance public: DebugRenderer(rp3d::PhysicsWorld* physicsWorld, QWidget* parent = nullptr); protected: void initializeGL() override; void resizeGL(int w, int h) override; void paintGL() override; private: rp3d::PhysicsWorld* physicsWorld; }; class DebugDialog : public QDialog { public: DebugDialog(rp3d::PhysicsWorld* physicsWorld, QWidget* parent = nullptr); };

Marcus Ottosson

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Nov 7, 2023, 10:22:02 AM11/7/23
to Python Programming for Autodesk Maya
This rings a bell, but it's too late in the day to hear which one. Are you linking with QtCore and relevant Qt binaries?

There's this neat tool you can try, which lists relevant dependencies of a binary, including a Maya .mll


Screenshot 2023-11-07 152019.jpg

Andrew Golubev

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Nov 7, 2023, 1:00:47 PM11/7/23
to Python Programming for Autodesk Maya
Yeah, I downloaded the devkit, extracted it and linked all included QT Libs.
I will have a look with DependencyWalker; it may be more apparent with which exact dll is missing; thank you!
It seems that overall, QT is working there, but when I override some OpenGL functions, I have this error.

Reza Aarabi

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Nov 7, 2023, 7:42:01 PM11/7/23
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Hello My Friend

I don't know how did you manage your CMakeLists.txt file and your build system, so it should be related to many things, from Visual Studio version, to debug and release versions of your build ... but specifically about building Qt5 related UIs with .mll plugins of maya ( I did it experimentally years ago) and for finding Qt related cmake config, you should be able to build your tool successfully if you have these:

- In your CmakeLists.txt you should have these settings
include($ENV{DEVKIT_LOCATION}/cmake/pluginEntry.cmake)
$ENV{DEVKIT_LOCATION}: is my Env Variable of the Maya SDKS root location
You should enable these settings for Qt:
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON)

After adding your Source files and Maya Libraries
# set SOURCE_FILES
set(SOURCE_FILES
    myPlugin.cpp
    main.cpp
)

# set linking libraries
set(LIBRARIES
     OpenMaya
     Foundation
)

You should add codes like this:
# Build plugin
build_plugin() # this will be find in maya sdk cmake config file

find_package(Qt5 COMPONENTS Core Widgets Gui OpenGL REQUIRED)
target_link_libraries($ENV{TARGET_NAME} Qt5::Core Qt5::Widgets Qt5::Gui Qt5::OpenGL)
$ENV{TARGET_NAME}: you can set TARGET_NAME or PROJECT_NAME as your plugin name
- I recommend to build your project through cmake with:

cd build
cmake -G "Visual Studio 17 2022" -A x64 ..

- It seems you are using GL/gl.h that I'm not sure it is related to Maya or QT, but for OpenGL try to add this line to your CMakeLists.txt too
find_package(OpenGL REQUIRED)
Then open .sln file inside Visual Studio and build it in Debug and release mode and see the difference!
I hope it helps you, if you have more Questions, please provide more data like your CMakeLists.txt or build.bat file We can help more



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Andrew Golubev

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Nov 8, 2023, 9:44:06 PM11/8/23
to Python Programming for Autodesk Maya
Hey Reza!
Thank you so much for your answer, I really appreciate it!

So I tried to do as you said and rework a little my cmake files build. I added pluginEntry.cmake
It seems like OpenGL is there (I haven't tested it yet in VisualStudio, by I can see in terminal that there was an ouput that OpenGl was found (I also looked a little into pluginEntry.cmake and there find_opengl part).

Can I ask you, how are you adding Qt dependencies to your project in CMake?
previously I was able to make it work, but my approach was a bit messy, basically almost half was done manually in Visual Studio. I understand that it is incorrect and there is shoud be CMake way to do that.

I tried several things, for example in devkit there cmake folder with all additional Qt folders which have Qt cmake files.
My initial thought was that I just need to include those cmake's into my build and after that linking will work as expected. I even wrote a tiny cmake script which adds each qt folder as module folder into my CMake build but it does not helped. I have this error, in which it seems that Qt dependencied are not there:

"""
CMake Error at src/CMakeLists.txt:30 (find_package):
  By not providing "FindQt5.cmake" in CMAKE_MODULE_PATH this project has
  asked CMake to find a package configuration file provided by "Qt5", but
  CMake did not find one.

  Could not find a package configuration file provided by "Qt5" with any of
  the following names:

    Qt5Config.cmake
    qt5-config.cmake

  Add the installation prefix of "Qt5" to CMAKE_PREFIX_PATH or set "Qt5_DIR"
  to a directory containing one of the above files.  If "Qt5" provides a
  separate development package or SDK, be sure it has been installed.


-- Configuring incomplete, errors occurred!"""

I also tried to use FindMaya_Qt.cmake (this file I found in AutodeskUSD repository, it also does not working, but gives me slightly different error.





A little information about my project.

I launched it just as you said:
cmake -G "Visual Studio 16 2019" -A x64 -DMAYA_VERSION=2023 ../CMakeLists.txt


The repository structure looks like that:

root
 |-build
 |-modules
 |    |_FindMaya.cmake
 |   |_FindMaya_Qt.cmake
 |
 |-src
 |    |_CMakeLists.txt
 |
 |-external
 |     |_devkitBase
 |
 |_CMakeLists.txt


root CMakeLists.txt:
# go to build folder and launch this command in terminal:
# cmake -G "Visual Studio 16 2019" -A x64 -DMAYA_VERSION=2023 ../CMakeLists.txt

cmake_minimum_required(VERSION 3.12)

project(maya_viewport_collisions_plugin)

set(EXTERNAL_DIR "${CMAKE_SOURCE_DIR}/external")
set(DEVKIT_LOCATION "${CMAKE_SOURCE_DIR}/external/devkitBase")
set(ENV{DEVKIT_LOCATION} "${CMAKE_SOURCE_DIR}/external/devkitBase")

list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/modules")
list(APPEND CMAKE_MODULE_PATH "${DEVKIT_LOCATION}/cmake")


# # Function to recursively add subdirectories
# function(add_subdirectories_to_module_path base_dir)
#     # Get all subdirectories
#     file(GLOB children RELATIVE ${base_dir} ${base_dir}/*)
#     foreach(child ${children})
#         if(IS_DIRECTORY ${base_dir}/${child})
#             list(APPEND CMAKE_MODULE_PATH "${base_dir}/${child}")
#         endif()
#     endforeach()
#     # Set the CMAKE_MODULE_PATH variable to the updated list
#     set(CMAKE_MODULE_PATH "${CMAKE_MODULE_PATH}" PARENT_SCOPE)
# endfunction()

# # Call the function with the base directory path
# add_subdirectories_to_module_path("${DEVKIT_LOCATION}/cmake")


message(STATUS "===CMAKE_MODULE_PATH is: ${CMAKE_MODULE_PATH}")

include(${DEVKIT_LOCATION}/cmake/pluginEntry.cmake)

add_subdirectory(src)





src CMakeLists.txt:
cmake_minimum_required(VERSION 3.12)
project(MayaViewportCollisionsPlugin)


set(BULLET_ROOT "${EXTERNAL_DIR}/bullet3")
add_subdirectory("${BULLET_ROOT}" "${CMAKE_BINARY_DIR}/bullet3")

link_directories("${EXTERNAL_DIR}/boost_1_83_0/libs")

include(${DEVKIT_LOCATION}/cmake/pluginEntry.cmake)

set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON)

file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/*.cpp")
message("My sources: ${MY_SOURCES}")

file(GLOB_RECURSE MY_HEADERS CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/*.h")
message("My headers: ${MY_HEADERS}")

set(HEADER_FILES ${MY_HEADERS})
set(SOURCE_FILES ${MY_SOURCES})

list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake") # Adjust the path to where FindMaya.cmake and FindMaya_Qt.cmake are located
# include(FindMaya)
# include(FindMaya_Qt)

find_package(Maya REQUIRED)
find_package(Qt5 COMPONENTS Core Widgets Gui OpenGL REQUIRED)

add_library(${PROJECT_NAME} SHARED ${SOURCE_FILES} ${HEADER_FILES})

target_include_directories(${PROJECT_NAME}
    PRIVATE
        ${MAYA_INCLUDE_DIR}
        "${EXTERNAL_DIR}/boost_1_83_0"
        "${BULLET_ROOT}/src"
    PUBLIC
        "${CMAKE_CURRENT_BINARY_DIR}"
        "${CMAKE_CURRENT_SOURCE_DIR}"
)

target_link_libraries(${PROJECT_NAME} PRIVATE
    ${MAYA_LIBRARIES}
    Qt5::Core
    Qt5::Widgets
    Qt5::Gui
    Qt5::OpenGL
    BulletDynamics
    BulletCollision
    LinearMath
    )

# Your custom MAYA_PLUGIN function/macro - make sure it is defined before this call
MAYA_PLUGIN(${PROJECT_NAME})

install(TARGETS ${PROJECT_NAME} ${MAYA_TARGET_TYPE} DESTINATION plug-ins/${MAYA_VERSION})

set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MT")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")

Reza Aarabi

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Nov 9, 2023, 3:23:25 PM11/9/23
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No problem

I add some other info I hope it helps


- you don't need to set DEVKIT_LOCATION when you defined them in your env vars or batch file

- this is wrong: set(ENV{DEVKIT_LOCATION} "${CMAKE_SOURCE_DIR}/external/devkitBase")
- ENV will be used when you defined your env var outside of the CMakeLists.txt so in this case you just need to use it like: $ENV{DEVKIT_LOCATION}

- for Qt dependencies I told you you should use 

find_package(Qt5 COMPONENTS Core Widgets Gui OpenGL REQUIRED)
target_link_libraries($ENV{TARGET_NAME} Qt5::Core Qt5::Widgets Qt5::Gui Qt5::OpenGL)

- you don't need to add  CMAKE_MODULE_PATH  to your CMakeLists.txt file
however, (I forgot to mention) you should define this env var 
set Qt5_DIR=%SDKS_LOCATION%/Qt5/lib/cmake
in your windows env var or your build.bat file

- if you want to have multithreaded things, instead of 

set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MT")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")

you can use this
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreadedDLL")

this is my DEVKIT_OCATION
in batch file:
set SDKS_LOCATION=D:/myPath/sdks
set DEVKIT_LOCATION=%SDKS_LOCATION%/Maya_2019
in CMakeListx.txt file:
include($ENV{DEVKIT_LOCATION}/cmake/pluginEntry.cmake)
- at the end, you don't need to set things like:
CMAKE_MODULE_PATH
MAYA_INCLUDE_DIR
MAYA_LIBRARIES

all of these settings will be managed automatically

you just need to have a cleaner CMakeLists.txt file and do things based on this order:
1. in build.bat: call the vcvarsall.bat
@REM  VCVARS_LOCATION: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build
call "%VCVARS_LOCATION%/vcvarsall.bat" x64
2. in build.bat: Set your env Variables like :QT_DIR, DEVKIT_LOCATION, ...

3. in build.bat: call the cmake command from inside build directory
cd build
cmake -G "Visual Studio 17 2022" -A x64 ..
4. in CMakeLists.txt: active the maya module finder:
include($ENV{DEVKIT_LOCATION}/cmake/pluginEntry.cmake)

5. in CMakeLists.txt: turn on Automatic builder of QT
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON)

6. in CMakeLists.txt: Set your Project files and your libraries, or maya libraries like OpenMaya, Foundation

7. in CMakeLists.txt: call this function of maya cmake module:
build_plugin()
8. in CMakeLists.txt: adding Qt related dependencies:
find_package(Qt5 COMPONENTS Core Widgets Gui REQUIRED)
target_link_libraries($ENV{TARGET_NAME} Qt5::Core Qt5::Widgets Qt5::Gui)
I hope it is detailed enough
this is the way I usually work, there are lots of ways to build softwares, all experimental and true, just need to follow errors! let us know if you need more data
cheers


Andrew Golubev

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Nov 11, 2023, 10:49:26 AM11/11/23
to Python Programming for Autodesk Maya
Hey Reza!

Thank you for your answer!
So, an update from me. Good news -  I could build and compile it; thank you so much for your help!

What helped is that, as you said, I added pluginEntry and launched the build_plugin() function inside of it.

A small thing to notice: I had to return to my previous semi-manual Qt setup because I could not make your solution work. I probably misunderstood something.

I'm unsure if I can continue torturing you with silly questions, haha. You are probably busy, and you have already helped me a lot. Thank you so much!

Sorry, I'm still grasping things here and there with C++; just in case you have some desire/free time to answer:
1) What does vsvarsall.bat does?
2)  What is the set SDKS location?
SDKS_LOCATION=D:/myPath/sdks?
3) it seems to me, that you are using a separate qt library; maybe that is how I should do this. I was just thinking about using Qt, which is included in devkit; I mean this line in your offered solution:
set Qt5_DIR=%SDKS_LOCATION%/Qt5/lib/cmake

What I did at the moment and what worked - I manually linked all Qt libs and includes, which are included in the devkit. It is probably not the best solution (I would argue not even a good one), but it works.

I also wanted to ask on whether this is the only thing you do to include QT libraries in your build. If not, how do you link all the include and lib files into it? The only thing I can see you do in your reply is add this QT-related variable, Qt5_DIR, and that's it. Probably, I am missing something!

Reza Aarabi

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Nov 11, 2023, 11:03:57 AM11/11/23
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Hi
No worries

As I told you building software is experimental completely

About C++ things
You should know that you have these directories
Include: using for finding header files when you coding and compile code
Lib: using when you want to link static libraries in compile time
Bin: using when you want to use dynamic linked libraries in runtime

So you should know that every library details and add them in right place to your build system, let’s say cmake


About Qt yes you should have your three directories and add them to your project

But in related to maya and Qt, because maya shipping its own implementation of Qt you just need to call the maya cmake module

SDKS location for me is a place that I put third party libraries

Vcvarsall will setup Visual Studio related things in your batch file session to be able to use VS Developer area

Include_library function of cmake for adding include directory
Target_link_library function of cmake for add lib files

After creating your executable file

For running it you should have your third party dll and exe files location in your PATH env variable to be able to run it
Otherwise you get runtime error!

Every build has its own challenge but the rules of adding third party libs are same

Good luck!



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