I am trying to get a project working with SDL2, assimp, opengl, and glew and cannot get glew to link properly (almost a duplicate but a more comprehensive question and answer, I think).
我的qmake .pro文件:
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt
HEADERS += \
objloader.h \
display.h \
eventloop.h \
shader.h \
texture.h
SOURCES += main.cpp \
objloader.cpp \
display.cpp \
eventloop.cpp \
shader.cpp \
texture.cpp
INCLUDEPATH += "C:/code middleware/glew-1.12.0/include/" \
"C:\code middleware\glm\\" \
"C:\code middleware\SDL2-2.0.3\include\\" \
"C:\Users\smart_000\Desktop\assimp\include\\"
DEPENDPATH += "C:/code middleware/glew-1.10.0/bin/Release\Win32/" \
"C:\code middleware\SDL2-2.0.3\lib/x86/" \
"C:/Users/smart_000/Desktop/assimp/bin/" \
"C:/code middleware/glew-1.12.0/lib/Release/Win32/" \
"C:/code middleware/glew-1.12.0/bin/Release/Win32/"
LIBS += -L"C:\code middleware\SDL2-2.0.3\lib\x86" -lSDL2main -lSDL2
LIBS += -L"C:/Users/smart_000/Desktop/assimp/lib/" -lassimp.dll -lzlib
LIBS += -lopengl32
LIBS += -lglu32
LIBS += -L"C:/code middleware/glew-1.12.0/lib/Release/Win32/" -lglew32 -lglu32
我得到的链接器错误:linker errors
What I have tried already:
-
检查文件路径问题('/'和''文件名中的东西和空格等)
-
动态和静态链接(是的,我定义
GLEW_STATIC
我需要的地方,我链接到-lglew32s等) -
SDL的东西:在它上面弄乱并定义'NO_SDL_GLEXT'
-
制作测试程序并尝试将其与g链接(我在尝试静态时使用了-static标志,并在需要它们的文件之后放置链接器标志) . 这些错误与qt减去警告相同 .
-
将glew源代码直接放在我的项目中并构建它(完全相同的错误)--- The issues were eerily similar and made no sense to me . 我已经注释掉了qmake的东西并重新运行了qmake;我不知道如果我像我一样把它放在我的项目中,我会得到像这样的链接器错误 .
-
我的更改后运行qmake,哈哈
-
移动'LIBS'和'DEPENDPATH'并绝望地添加'CONFIG += opengl'
-
使用调试和发布版本进行混乱 .
What I haven't tried:
-
将库和事物移动到系统路径
-
MAKING SURE THE LIBRARIES WERE BUILT FOR MINGW!
相关的代码(我知道它很可怕;当我遇到这些问题时,我只是在乱砍):
“main.cpp”:
#include <GL/glew.h>
#include <iostream>
#include <SDL.h>
#include <objloader.h>
#include "display.h"
#include "eventloop.h"
Display* display = NULL;
void callback()
{
std::cout << "yay" << std::endl;
display->Swap();
}
int main(int argc, char* argv[])
{
UShortVector indices;
Vec3Vector vertices;
Vec2Vector uvs;
Vec3Vector normals;
bool success = ObjLoader::loadObj("cube.obj", indices, vertices, uvs, normals);
display = new Display();
EventLoop eventLoop;
eventLoop.SetLoopCallback(&callback);
display->Create("yay");
eventLoop.Start();
return 0;
}
“display.h”
#ifndef DISPLAY_H
#define DISPLAY_H
#include <GL/glew.h>
#include <SDL.h>
#include <iostream>
class Display
{
public:
Display();
~Display();
void Create(const char* title);
void Swap();
SDL_Window* window_ = NULL;
SDL_GLContext glContext_;
};
#endif // DISPLAY_H
“shader.h”
#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <memory.h>
class Shader
{
public:
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
private:
Shader();
~Shader();
};
#endif // SHADER_H
“shader.cpp”
#include "shader.h"
Shader::Shader()
{
}
Shader::~Shader()
{
}
GLuint Shader::LoadShaders(const char * vertexShaderPath, const char * fragmentShaderPath)
{
FILE* vertexFile = fopen(vertexShaderPath, "r");
FILE* fragmentFile = fopen(fragmentShaderPath, "r");
if(!vertexFile || !fragmentFile)
{
if(!vertexFile)
{
perror("could not open the vertex shader file");
}
if(!fragmentFile)
{
perror("could not open the fragment shader file");
}
}
GLuint programID = glCreateProgram();
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
const size_t MAX_LINE_LENGTH = 120;
char line[MAX_LINE_LENGTH];
std::vector<GLchar*> vertShaderSource;
std::vector<GLchar*> fragmentShaderSource;
while(fgets(line, MAX_LINE_LENGTH, vertexFile) != NULL)
{
vertShaderSource.push_back((GLchar*)line);
memset((void*)line, '\0', sizeof(line));
}
while(fgets(line, MAX_LINE_LENGTH, fragmentFile) != NULL)
{
fragmentShaderSource.push_back((GLchar*)line);
memset((void*)line, '\0', sizeof(line));
}
glShaderSource(vertShader, vertShaderSource.size(), (const GLchar**)&vertShaderSource, NULL);
glShaderSource(fragShader, fragmentShaderSource.size(), (const GLchar**)&fragmentShaderSource, NULL);
// doesn't do anything at the moment, I know. It should still compile though.
return programID;
}
1 回答
在我发布问题后,我发现了问题 . 令人尴尬的是,这是我在使用assimp之前遇到的一个问题(虽然我刚才意识到为什么用cmake重新构建它) .
The hallmarks:
当您知道正在找到库时,库中出现了奇怪的链接器错误 .
您主要在Windows系统上工作:)
The solution:
我只使用了MINGW,我的libs是使用MSVC编译器编译的
您正在寻找的库是.a文件:特别是lib .a . 在这种情况下,我正在寻找libglew32.dll.a < - 注意.dll在那里是否是一个dll导入库或者像libglew32s.a这样的静态库 - 注意静态的s .
去哪里获取权利库:
- 到这里建造它:用mingw在窗户上建筑 .
- 到这里下载我做过的预制版本(旧版glew):https://launchpad.net/glew-cmake/ milestone / 1.10.0
我使用的下载链接:
glew-gcc-1.10.0-win32.zip (md5) Glew-Cmake 1.10.0 Binaries (MinGW)
< - 我试图发布图片,但显然,我还不够酷 .我更新并正在使用的qmake .pro文件:
注意:不要忘记libs末尾的.dll(-lglew32.dll) .
- 快乐链接!