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帶有GLFW和GLEW的OpenGL-在Windows上使用gcc進行編譯

[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.libuser32.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.akernel32.auser32.aws2_32.a

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