仅针对LoadShaders
收到一个错误。
#include <stdio.h>
#include <stdlib.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include <glfw3.h>
GLFWwindow* window;
#include <glm/glm.hpp>
using namespace glm;
#include <common/shader.hpp>
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow( 1024, 768, "Tutorial 02 - Red triangle", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader" );
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// Use our shader
glUseProgram(programID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(programID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
我收到错误:
描述资源路径位置类型 未定义的引用`LoadShaders(char const *,char const *)&#39; Opengl33.cpp / Opengl33 / src第63行C / C ++问题
图书馆订单加载:
glew32s
gdi32
opengl32
glfw3dll
控制台中的编译器字符串:
g++ -o Opengl33.exe "src\\Opengl33.o" -lglew32s -lgdi32 -lopengl32 -lglfw3dll
(-DGLEW_STATIC
不帮助我)
我试图谷歌这个问题,但没有找到解决方案。
答案 0 :(得分:1)
在不同文件中实现方法/类时,必须将它们中的每一个编译为目标文件,然后将它们链接在一起。这里,您只链接Opengl33.o,尽管在shader.o中定义了LoadShader。尝试将链接器行更改为:
g++ -o Opengl33.exe "src\\Opengl33.o" "common\\shader.o" -lglew32s -lgdi32 -lopengl32 -lglfw3dll
虽然,我想知道为什么这是必要的,因为你正在使用eclipse。