opengl 与glfw链接时出现问题[重复]

zsohkypk  于 2022-11-04  发布在  其他
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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 );
}
ej83mcc0

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。

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