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在共享庫中使用 GLFW 靜態的未定義引用

[英]Undefined reference using GLFW static in a shared library

我正在構建一個包含兩個主要組件的項目:游戲和引擎。 Engine 是一個調用大部分圖形調用的共享庫。 這就是為什么它應該包括 GLFW。 那么游戲必須包含引擎。 這是文件系統架構:

在此處輸入圖像描述

為了構建一切,我使用的是 premake5。 不要打擾 premake 文件夾,它是用於存儲目的。 這是我文件夾頂部的 premake5.lua:

workspace "Game"
    architecture "x64"

    configurations
    {
        "Debug",
        "Release",
        "Dist"
    }
    

outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"

-- Include directories relative to root folder (solution)

include "Engine/GLFW"

project "Engine"
    location "Engine"
    kind "SharedLib"
    language "C++"

    targetdir ("bin/" .. outputdir .. "/")
    objdir ("bin-int/" .. outputdir .. "/")

    pchheader "Egpch.h"
    pchsource "Egpch.cpp"

    files
    {
        "%{prj.name}/src/**.h",
        "%{prj.name}/src/**.cpp"
    }

    includedirs
    {
        "%{prj.name}/",
        "%{prj.name}/src",
        "%{prj.name}/spdlog/include",
        "Engine/GLFW/include"
    }

    links
    {
        "GLFW"
    }

    filter "system:linux"
        cppdialect "C++17"
        staticruntime "On"
        links { 
            "GL"
        }

    filter "system:windows"
        cppdialect "C++17"
        staticruntime "On"
        systemversion "latest"
        links { "OpenGL32" }
        defines
        {
            "EG_PLATFORM_WINDOWS",
            "EG_BUILD_DLL";
        }


    filter "configurations:Debug"
        defines "EG_DEBUG"
        symbols "On"
    
    filter "configurations:Release"
        defines "EG_RELEASE"
        optimize "On"

    filter "configurations:Dist"
        defines "EG_DIST"
        optimize "On"

project "Game"
    location "Game"
    kind "ConsoleApp"
    language "C++"

    targetdir ("bin/" .. outputdir .. "/")
    objdir ("bin-int/" .. outputdir .. "/")

    files
    {
        "%{prj.name}/**.h",
        "%{prj.name}/**.cpp"
    }

    includedirs
    {
        "Engine/spdlog/include",
        "Engine/",
        "Engine/src",
    }

    links
    {
        "Engine"
    }

    filter "system:linux"
        cppdialect "C++17"
        staticruntime "On"

    filter "system:windows"
        cppdialect "C++17"
        staticruntime "On"
        systemversion "latest"

        defines
        {
            "EG_PLATFORM_WINDOWS",
        }

    filter "configurations:Debug"
        defines "EG_DEBUG"
        symbols "On"
    
    filter "configurations:Release"
        defines "EG_RELEASE"
        optimize "On"

    filter "configurations:Dist"
        defines "EG_DIST"
        optimize "On"

我的 GLFW 文件夾中還有一個預制文件:

project "GLFW"
    kind "StaticLib"
    language "C"

    targetdir ("bin/" .. outputdir .. "/%{prj.name}")
    objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

    files
    {
        "include/GLFW/glfw3.h",
        "include/GLFW/glfw3native.h",
        "src/glfw_config.h",
        "src/context.c",
        "src/init.c",
        "src/input.c",
        "src/monitor.c",
        "src/vulkan.c",
        "src/window.c"
    }

    filter "system:windows"
        systemversion "latest"
        staticruntime "On"

        files
        {
            "src/win32_init.c",
            "src/win32_joystick.c",
            "src/win32_monitor.c",
            "src/win32_time.c",
            "src/win32_thread.c",
            "src/win32_window.c",
            "src/wgl_context.c",
            "src/egl_context.c",
            "src/osmesa_context.c"
        }

        defines
        {
            "_GLFW_WIN32",
            "_CRT_SECURE_NO_WARNINGS"
        }
    
    filter "system:linux"
        pic "On"
        systemversion "latest"
        staticruntime "On"

        files
        {
            "src/x11_init.c",
            "src/x11_monitor.c",
            "src/x11_window.c",
            "src/xkb_unicode.c",
            "src/posix_time.c",
            "src/posix_thread.c",
            "src/glx_context.c",
            "src/egl_context.c",
            "src/osmesa_context.c",
            "src/linux_joystick.c"
        }

        defines
        {
            "_GLFW_X11"
        }

    filter "configurations:Debug"
        runtime "Debug"
        symbols "On"
    
    filter "configurations:Release"
        runtime "Release"
        optimize "on"

而且我在鏈接游戲時找不到為什么我有這些未定義的引用:

==== Building GLFW (debug) ====
==== Building Engine (debug) ====
Linking Engine
==== Building Game (debug) ====
Linking Game
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `_glfwPlatformLoadModule'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `pthread_key_create'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `pthread_getspecific'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `_glfwSelectPlatform'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `pthread_key_delete'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `_glfwPlatformFreeModule'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `_glfwPlatformGetModuleSymbol'
/usr/bin/ld: ../bin/Debug-linux-x86_64/libEngine.so: undefined reference to `pthread_setspecific'
collect2: error: ld returned 1 exit status
make[1]: *** [Makefile:91: ../bin/Debug-linux-x86_64/Game] Error 1
make: *** [Makefile:51: Game] Error 2

如果有人有想法?

---編輯:--- 所以我發現我在 GLFW 文件夾中的 premake 中犯了一個愚蠢的錯誤。 忘記一些必要的文件來解釋所有 _glfw 調用的未定義引用。 我仍然有 pthread 庫的未定義參考。 我正在尋找它。

感謝kiner_shah 提示問題來自圖書館。 事實上,我使用 GLFW 作為靜態庫,所以所有依賴庫都沒有附帶。 我需要為 linux 添加這些庫:

鏈接{“glfw”、“Xrandr”、“Xi”、“GLU”、“GL”、“X11”、“dl”、“pthread”、“stdc++fs”、}

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