已编辑:已添加Shader类。
我正在编写DLL库,但是MS VS intellisense和编译器抱怨Mesh构造函数。如果我将Mesh构造函数中的Material属性更改为Texture all。我试图将struct更改为class,但它不起作用。删除FFB_FRAMEWORK_API marcro也没有用。
DataStrictures.h
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
};
struct Texture
{
unsigned int id;
std::string type;
};
main.h
#ifdef FFB_FRAMEWORK_EXPORTS
#define FFB_FRAMEWORK_API __declspec(dllexport)
#else
#define FFB_FRAMEWORK_API __declspec(dllimport)
#endif
class FFB_FRAMEWORK_API Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr);
// activate the shader
void use();
// utility uniform functions
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setVec2(const std::string &name, const glm::vec2 &value) const;
void setVec2(const std::string &name, float x, float y) const;
void setVec3(const std::string &name, const glm::vec3 &value) const;
void setVec3(const std::string &name, float x, float y, float z) const;
void setVec4(const std::string &name, const glm::vec4 &value) const;
void setVec4(const std::string &name, float x, float y, float z, float w);
void setMat2(const std::string &name, const glm::mat2 &mat) const;
void setMat3(const std::string &name, const glm::mat3 &mat) const;
void setMat4(const std::string &name, const glm::mat4 &mat) const;
private:
// utility function for checking shader compilation/linking errors.
void checkCompileErrors(GLuint shader, std::string type);
};
struct FFB_FRAMEWORK_API Material
{
Shader shader;
std::vector<Texture> textures;
};
class FFB_FRAMEWORK_API Mesh
{
private:
std::vector<Vertex> m_vertices;
std::vector<unsigned int> m_indices;
Material m_material;
unsigned int VAO, VBO, EBO;
void SetupMesh();
public:
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material);
void Draw(Shader shader);
};
Mesh.h
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material)
{
m_vertices = vertices;
m_indices = indices;
m_material = material;
// now that we have all the required data, set the vertex buffers and its attribute pointers.
SetupMesh();
}
编译器在m_verticies = vertices之前抱怨
严重级代码说明项目文件行抑制状态错误 (主动)E1790的默认构造函数 &#34;框架::显卡::材料&#34;不能被引用 - 它是一个 删除函数FFB_Framework c:\ Users \ User \ Documents \ Visual Studio 2017 \ Projects \ FFB \ FFB_Framework \ Mesh.cpp 7
编辑。 如果我将构造函数更改为
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material):m_vertices(vertices),m_indices(indices),m_material(material)
{SetupMesh();}
编译器抛出错误:
严重级代码描述项目文件行抑制状态 错误LNK2019未解析的外部符号&#34; __ declspec(dllimport) public:__ cdecl Framework :: Graphics :: Material ::〜Material(void)&#34; (__imp _ ?? 1Material @ Graphics @ Framework @@ QEAA @ XZ)在函数中引用 &#34; public:__ cdecl Framework :: Graphics :: Mesh :: Mesh(class std :: vector&gt;,类 std :: vector&gt ;, struct 框架::显卡::材料)&#34; (?? 0Mesh @图形@框架@@ QEAA @ V'$ @矢量@@ UVertex V'$ @分配器@@@ UVertex性病性病@@@ @@ V'$ @向量IV?$ @分配I @ STD @ @@ 4 @ UMaterial @ 12 @@ Z)FFB_Framework C:\ Users \ Anton \ Documents \ Visual Studio 2017 \ Projects \ FFB \ FFB_Framework \ Mesh.obj 1
严重级代码描述项目文件行抑制状态 错误LNK2019未解析的外部符号&#34; __ declspec(dllimport) public:__ cdecl Framework :: Graphics :: Material :: Material(struct Framework :: Graphics :: Material const&amp;)&#34; (__imp _ ?? 0Material @ Graphics @ Framework @@ QEAA @ AEBU012 @@ Z)在 function&#34; public:__ cdecl Framework :: Graphics :: Mesh :: Mesh(class std :: vector&gt;,类 std :: vector&gt ;, struct 框架::显卡::材料)&#34; (?? 0Mesh @图形@框架@@ QEAA @ V'$ @矢量@@ UVertex V'$ @分配器@@@ UVertex性病性病@@@ @@ V'$ @向量IV?$ @分配I @ STD @ @@ 4 @ UMaterial @ 12 @@ Z)FFB_Framework C:\ Users \ Anton \ Documents \ Visual Studio 2017 \ Projects \ FFB \ FFB_Framework \ Mesh.obj 1
有谁知道错误在哪里?
答案 0 :(得分:0)
您正在使用m_material
变量的作业。在进入Mesh
构造函数的主体之前,将调用m_material的默认构造函数,该构造函数将被删除。您可以像这样重新组织构造函数,并为Material
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, Material material) : m_vertices(vertices), m_indices(indices), m_material(material)
{
// now that we have all the required data, set the vertex buffers and its attribute pointers.
SetupMesh();
}