嗨,我是编程的初学者,我正在尝试学习c ++ openGL,但我不知道为什么会发生这些错误。如果有人可以帮助我了解我在做什么错,我将不胜感激。
我正在使用代码块,MinGW和Windows 10。
我将include文件夹的目录放置在搜索目录下的高兴和GLFW编译器下。我将GLFW的lib文件夹的目录放在编译器下的搜索目录下。我还将libopengl32.a,libglfw3.a和libglfw3dll.a置于链接器设置下。
错误:
||=== 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)) ===|
代码:
#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);
glBindVertexArray(VAO); // 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
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);
}