当我想编译我的opengl代码时,我得到了以下错误:
Error 1 error LNK2019: unresolved external symbol __imp__glewInit@0
Error 2 error LNK2019: unresolved external symbol __imp__glewGetErrorString@4
Error 3 error LNK2001: unresolved external symbol __imp____glewAttachShader
Error 4 error LNK2001: unresolved external symbol __imp____glewCompileShader
Error 5 error LNK2001: unresolved external symbol __imp____glewCreateProgram
Error 6 error LNK2001: unresolved external symbol __imp____glewCreateShader
Error 7 error LNK2001: unresolved external symbol __imp____glewDeleteProgram
Error 8 error LNK2001: unresolved external symbol __imp____glewDisableVertexAttribArray
Error 9 error LNK2001: unresolved external symbol __imp____glewEnableVertexAttribArray
Error 10 error LNK2001: unresolved external symbol __imp____glewGetAttribLocation
Error 11 error LNK2001: unresolved external symbol __imp____glewGetProgramiv
Error 12 error LNK2001: unresolved external symbol __imp____glewGetShaderiv
Error 13 error LNK2001: unresolved external symbol __imp____glewLinkProgram
Error 16 error LNK2001: unresolved external symbol __imp____glewVertexAttribPointer
Error 17 error LNK1120: 16 unresolved externals
我代码是:
# include <Windows.h>
# include <iostream>
# include <glew.h>
# include <gl\GL.h>
# include <freeglut.h>
using namespace std;
GLuint program;
GLint attribute_coord2d;
int init_resources(void)
{
GLint compile_ok = GL_FALSE, link_ok = GL_FALSE;
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
const char *vs_source =
# ifdef GL_ES_VERSION_2_0
"#version 100\n" // OpenGL ES 2.0
# else
"#version 120\n" // OpenGL 2.1
# endif
"attribute vec2 coord2d; "
"void main(void) { "
" gl_Position = vec4(coord2d, 0.0, 1.0); "
"}";
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
if (0 == compile_ok)
{
fprintf(stderr, "Error in vertex shader\n");
return 0;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const char *fs_source =
"#version 120 \n"
"void main(void) { "
" gl_FragColor[0] = 0.0; "
" gl_FragColor[1] = 0.0; "
" gl_FragColor[2] = 1.0; "
"}";
glShaderSource(fs, 1, &fs_source, NULL);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
fprintf(stderr, "Error in fragment shader\n");
return 0;
}
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
if (!link_ok) {
fprintf(stderr, "glLinkProgram:");
return 0;
}
const char* attribute_name = "coord2d";
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
fprintf(stderr, "Could not bind attribute %s\n", attribute_name);
return 0;
}
return 1;
}
void onDisplay()
{
/* Clear the background as white */
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(attribute_coord2d);
GLfloat triangle_vertices[] = {
0.0, 0.8,
-0.8, -0.8,
0.8, -0.8,
};
/* Describe our vertices array to OpenGL (it can't guess its format automatically) */
glVertexAttribPointer(
attribute_coord2d, // attribute
2, // number of elements per vertex, here (x,y)
GL_FLOAT, // the type of each element
GL_FALSE, // take our values as-is
0, // no extra data between each position
triangle_vertices // pointer to the C array
);
/* Push each element in buffer_vertices to the vertex shader */
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(attribute_coord2d);
/* Display the result */
glutSwapBuffers();
}
void free_resources()
{
glDeleteProgram(program);
}
int main(int argc, char* argv[])
{
/* Glut-related initialising functions */
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("My First Triangle");
/* Extension wrangler initialising */
GLenum glew_status = glewInit();
if (glew_status != GLEW_OK)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_status));
return EXIT_FAILURE;
}
/* When all init functions runs without errors,
the program can initialise the resources */
if (1 == init_resources())
{
/* We can display it if everything goes OK */
glutDisplayFunc(onDisplay);
glutMainLoop();
}
/* If the program exits in the usual way,
free resources and exit with a success */
free_resources();
return EXIT_SUCCESS;
}
我尝试了每一件事,从调整链接器选项包括。lib文件显式,指定包括路径阅读论坛相关的这些错误等,没有一个帮助,你们能帮我如何解决这个问题吗?
5条答案
按热度按时间vmjh9lq91#
我从http://glew.sourceforge.net/index.html(https://sourceforge.net/projects/glew/files/glew/1.9.0/glew-1.9.0-win32.zip/download)得到了glew二进制文件,从http://www.transmissionzero.co.uk/software/freeglut-devel/(http://files.transmissionzero.co.uk/software/development/GLUT/freeglut-MSVC.zip)得到了freeglut 2.8.0 MSVC包。
我将包含路径设置为
glew-1.9.0\include\
,freeglut\include\
,将库路径设置为freeglut\lib\
,glew-1.9.0\lib\
。我把你的文件头更正为
链接成功,并且工作正常。
UPD
使用第三方库时,通常:
<3rdPartyDir>\include
,但不能设置为<3rdPartyDir>\include\lib_name
。在源代码中声明其包含路径应为:正确:
#include <lib_name/header_name.h>
错误:
#include <header_name.h>
,因为库内可能存在内部依赖项,例如#include <lib_name/other_header_name.h>
<3rdPartyDir>\lib
。然后,必须指定所需的库,方法如下:对于MSVC,添加
或者,将所需的库添加到链接器选项中。
有些库支持自动链接机制(例如freeglut),即头文件包含类似
#pragma comment(lib, "lib1_name.lib")
的行<3rdPartyDir>\bin
复制到<MyExePath>\
0dxa2lsx2#
我也遇到了同样的问题。最后找到了有用的指令in this Visual Studio and OpenGL tutorial。问题是正确地包括正确配置(Win32或x64)的.dll文件。
8ulbf1ek3#
这肯定是链接器设置的问题,特别是与
glew
库有关。为什么你以前试图修复它没有工作,我不太清楚。你能得到
glew
提供的任何教程程序来编译吗?编辑
从你的评论看,你似乎有问题,包括你的lib文件。
Visual Studio中的
Project ->Right click + properties -> Configuration Properties -> Linker -> General -> Additional Linker directories
是否具有指向包含glew32.lib
的文件夹的路径?dced5bon4#
看起来你使用了不正确的glew.lib。当使用config win32来构建时,你必须使用glew.lib(win32)或相反。你可以尝试在你的项目中替换glew.lib。
rjee0c155#
如果上面的答案不起作用,并且glew看起来链接正确,那么您可能只是忽略了链接opengl32.lib。
在VS中,
Project〉Properties〉Linker〉Input〉Additional Dependencies,然后将opengl32.lib添加到该行(如果该行中还没有opengl32.lib)。