我正在尝试为我的一个小项目同时构建一个 opengl 脚本和一个 qt GUI 窗口。即使在将glad、glfw 头文件和glfw3.lib 文件链接到我的编译器设置并将glad.c 导入我的项目之后。这是发生错误的代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include <iostream>
#include <QtWidgets/QApplication>
#include "login.h"
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;
int main(int argc, char* argv[]) {
// initialize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FOWARD_COMPAT, GL_TRUE);
#endif
// creating the glfw window
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "aprende opengl", NULL, NULL);
// if the window does not initialize
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 pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//builds the shader with our header file
// you can name your shader files however you like
shader ourShader("3.3.shader.vs", "3.3.shader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
unsigned int VBO, VAO;
// here are the identifiers that fail to be recognized
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);
// position attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attributes
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 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);
// render loop
while (!glfwWindowShouldClose(window)) {
// input
processInput(window);
// render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// renderiza el triangulo
ourShader.use();
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// GLFW: swap buffers and poll IO events (mouse pressed, etc)
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
// QT constructor stuff
QApplication a(argc, argv);
login w;
w.show();
return a.exec();
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, 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, 0, width, height);
}
这是输出(我的项目称为“simulador_7”):
>------ Build started: Project: simulador_7, Configuration: Debug x64 ------
1>shader_class.cpp
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader.h(42,35): warning C4101: 'e': unreferenced local variable
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
1>C:\Users\Jose Miguel\Documents\simulador\librerias\include\glad\glad.h(32): message : see previous definition of 'APIENTRY'
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(60,3): error C3861: 'glGenVertexArrays': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(61,3): error C3861: 'glGenBuffers': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(65,3): error C3861: 'glBindVertexArray': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(67,3): error C3861: 'glBindBuffer': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(68,3): error C3861: 'glBufferData': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(71,3): error C3861: 'glVertexAttribPointer': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(72,3): error C3861: 'glEnableVertexAttribArray': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(75,3): error C3861: 'glVertexAttribPointer': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(76,3): error C3861: 'glEnableVertexAttribArray': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(90,4): error C3861: 'glClearColor': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(91,4): error C3861: 'glClear': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(95,4): error C3861: 'glBindVertexArray': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(96,4): error C3861: 'glDrawArrays': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(104,3): error C3861: 'glDeleteVertexArrays': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(105,3): error C3861: 'glDeleteBuffers': identifier not found
1>C:\Users\Jose Miguel\Documents\simulador\simulador_7\simulador_7\simulador_7\shader_class.cpp(126,2): error C3861: 'glViewport': identifier not found
1>Done building project "simulador_7.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
为什么会这样?我一次又一次地链接相同的库但无济于事,清理了项目。我的其他 openGL 实践项目可以毫无问题地链接到其相应的库/包含。我已经包含了我的两个库的照片并在此处包含文件夹[1] 。如您所见,我已经包含了glad/glfw3 目录以及QT 对应的目录。这些文件夹之间可能有重叠吗?在我添加 include/QTWidgets 路径之前,高兴的标题工作得很好。