此问题在此处已有答案:
What is an undefined reference/unresolved external symbol error and how do I fix it?(38个答案)
四个月前关门了。
我使用的是代码块、MinGW和Windows 10。
我把glad和GLFW的include文件夹的目录放在compiler下的search目录下,把GLFW的lib文件夹的目录放在compiler下的search目录下,还把libopengl32.a、libglfw3.a和libglfw3dll.a放在Linker设置下。
错误数:
||=== Build: Debug in test (compiler: GNU GCC Compiler) ===|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_CreateDCW'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_GetDeviceCaps'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_DeleteDC'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_GetDeviceCaps'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_GetDeviceCaps'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_GetDeviceCaps'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_CreateDCW'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_GetDeviceGammaRamp'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_DeleteDC'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_CreateDCW'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_SetDeviceGammaRamp'|
C:\GL\glfw\lib\libglfw3.a(win32_monitor.c.obj):win32_monitor.c|| undefined reference to `__imp_DeleteDC'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_CreateDIBSection'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_CreateBitmap'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_CreateRectRgn'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_CreateDIBSection'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_CreateBitmap'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(win32_window.c.obj):win32_window.c|| undefined reference to `__imp_DeleteObject'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_SwapBuffers'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_ChoosePixelFormat'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_SetPixelFormat'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_DescribePixelFormat'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_SetPixelFormat'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_DescribePixelFormat'|
C:\GL\glfw\lib\libglfw3.a(wgl_context.c.obj):wgl_context.c|| undefined reference to `__imp_DescribePixelFormat'|
||error: ld returned 1 exit status|
||=== Build failed: 31 error(s), 0 warning(s) (0 minute(s), 1 second(s)) ===|
编码:
# include <glad/glad.h>
# include <glfw3.h>
# include <iostream>
void framebuffer_size_callback( GLFWwindow* window, int width, int height );
void processInput( GLFWwindow* window );
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 4 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 0 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
# ifdef __APPLE__
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
# endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow( SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL );
if( window == NULL )
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent( window );
glfwSetFramebufferSizeCallback( window, framebuffer_size_callback );
// glad: load all OpenGL function pointers
// ---------------------------------------
if( !gladLoadGLLoader( (GLADloadproc)glfwGetProcAddress ) )
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
// vertex shader
int vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &vertexShaderSource, NULL );
glCompileShader( vertexShader );
// check for shader compile errors
int success;
char infoLog[ 512 ];
glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &success );
if( !success )
{
glGetShaderInfoLog( vertexShader, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentShaderSource, NULL );
glCompileShader( fragmentShader );
// check for shader compile errors
glGetShaderiv( fragmentShader, GL_COMPILE_STATUS, &success );
if( !success )
{
glGetShaderInfoLog( fragmentShader, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
int shaderProgram = glCreateProgram();
glAttachShader( shaderProgram, vertexShader );
glAttachShader( shaderProgram, fragmentShader );
glLinkProgram( shaderProgram );
// check for linking errors
glGetProgramiv( shaderProgram, GL_LINK_STATUS, &success );
if( !success )
{
glGetProgramInfoLog( shaderProgram, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader( vertexShader );
glDeleteShader( fragmentShader );
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays( 1, &VAO );
glGenBuffers( 1, &VBO );
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray( VAO );
glBindBuffer( GL_ARRAY_BUFFER, VBO );
glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW );
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof( float ), (void*)0 );
glEnableVertexAttribArray( 0 );
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer( GL_ARRAY_BUFFER, 0 );
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray( 0 );
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render loop
// -----------
while( !glfwWindowShouldClose( window ) )
{
// input
// -----
processInput( window );
// render
// ------
glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
// draw our first triangle
glUseProgram( shaderProgram );
// seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glBindVertexArray( VAO );
glDrawArrays( GL_TRIANGLES, 0, 3 );
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers( window );
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays( 1, &VAO );
glDeleteBuffers( 1, &VBO );
glDeleteProgram( shaderProgram );
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput( GLFWwindow* window )
{
if( glfwGetKey( window, GLFW_KEY_ESCAPE ) == GLFW_PRESS )
glfwSetWindowShouldClose( window, true );
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback( GLFWwindow* window, int width, int height )
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport( 0, 0, width, height );
}
1条答案
按热度按时间ej83mcc01#
我通过将我的项目链接到
libgdi32.a
来修复它,它应该位于MinGW安装文件夹中的lib
文件夹中。我不确定它在Code::Blocks上是如何工作的,但是在g++的命令行中,您只需将
-lgdi32
添加到命令行选项中。