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[英]How to link OpenGL/glew/glfw on fedora/linux gcc++
[英]OpenGL with GLFW and GLEW - compiling with gcc on windows
我正在嘗試運行一個使用我自己創建的GLFW和GLEW庫的OpenGL程序。 我使用的入門代碼是
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <glew.h>
// GLFW
#include <glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main()
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", 0, 0);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
std::cout << key << std::endl;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
然后我輸入
g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32
這會產生許多“未定義的引用”錯誤。
該代碼應該可以,因為我以前在Visual Studio中成功運行了它。
該命令:
g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32
在Windows中還不夠。 您將需要鏈接其他系統庫。 例如,默認情況下,Visual Studio 2012中的每個項目都具有以下附件:
kernel32.lib
user32.lib
gdi32.lib
winspool.lib
comdlg32.lib
advapi32.lib
shell32.lib
ole32.lib
oleaut32.lib
uuid.lib
odbc32.lib
odbccp32.lib
這就是為什么它在VS中編譯良好。
kernel32.lib
和user32.lib
應該始終鏈接。 執行任何圖形操作時,都需要gdi32.lib
。
第一個解決方案:
手動鏈接這些庫:
g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32 -lkernel32 -luser32 -lgdi32 -lws2_32
如果我沒記錯的話, ws2_32.a
是MinGW隨附的WinSock2庫的名稱。
第二種解決方案:
如果使用MinGW,則可以使用-mwindows
標志:
g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32 -mwindows
這將鏈接gdi32.a
, kernel32.a
, user32.a
和ws2_32.a
。
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