与glfw的问题链接

问题描述

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,infoLog);

std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;

}

// fragment shader

int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

glShaderSource(fragmentShader,&fragmentShaderSource,NULL);

glCompileShader(fragmentShader);

// check for shader compile errors

glGetShaderiv(fragmentShader,&success);

if (!success)

{

glGetShaderInfoLog(fragmentShader,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,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,// right

0.0f,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,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,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 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,width,height);

}

解决方法

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