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我尝试在 Xcode 中运行一个简单的 C++/OpenGL“Hello world”程序。如果我用终端编译它,它会完美运行,但是 Xcode 会抛出很多错误,暗示 Glad 和 Glfw。我看到答案提到 Glad 必须包含在 Glfw 之前,我做到了。我还尝试在 Glfw 包含之前定义 GLFW_INCLUDE_NONE ,但它什么也不做。

源代码(来自 learnopengl.com):

//#define GLFW_INCLUDE_NONE // Don't solve the problem.

#include "include/glad.h"
#include "include/glfw3.h"


#include <iostream>

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;

const char *vertexShaderSource = "#version 330 core\n"
    "layout (location = 0) in vec3 aPos;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
    "}\0";
const char *fragmentShaderSource = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    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_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    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 function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left
         0.5f, -0.5f, 0.0f, // right
         0.0f,  0.5f, 0.0f  // top
    };

    unsigned int VBO, VAO;
    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);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // 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);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // glBindVertexArray(0); // no need to unbind it every time
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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);
}

错误:

Undefined symbols for architecture x86_64:
  "_gladLoadGLLoader", referenced from:
      _main in main.o
  "_glad_glAttachShader", referenced from:
      _main in main.o
  "_glad_glBindBuffer", referenced from:
      _main in main.o
  "_glad_glBindVertexArray", referenced from:
      _main in main.o
  "_glad_glBufferData", referenced from:
      _main in main.o
  "_glad_glClear", referenced from:
      _main in main.o
  "_glad_glClearColor", referenced from:
      _main in main.o
  "_glad_glCompileShader", referenced from:
      _main in main.o
  "_glad_glCreateProgram", referenced from:
      _main in main.o
  "_glad_glCreateShader", referenced from:
      _main in main.o
  "_glad_glDeleteBuffers", referenced from:
      _main in main.o
  "_glad_glDeleteProgram", referenced from:
      _main in main.o
  "_glad_glDeleteShader", referenced from:
      _main in main.o
  "_glad_glDeleteVertexArrays", referenced from:
      _main in main.o
  "_glad_glDrawArrays", referenced from:
      _main in main.o
  "_glad_glEnableVertexAttribArray", referenced from:
      _main in main.o
  "_glad_glGenBuffers", referenced from:
      _main in main.o
  "_glad_glGenVertexArrays", referenced from:
      _main in main.o
  "_glad_glGetProgramInfoLog", referenced from:
      _main in main.o
  "_glad_glGetProgramiv", referenced from:
      _main in main.o
  "_glad_glGetShaderInfoLog", referenced from:
      _main in main.o
  "_glad_glGetShaderiv", referenced from:
      _main in main.o
  "_glad_glLinkProgram", referenced from:
      _main in main.o
  "_glad_glShaderSource", referenced from:
      _main in main.o
  "_glad_glUseProgram", referenced from:
      _main in main.o
  "_glad_glVertexAttribPointer", referenced from:
      _main in main.o
  "_glad_glViewport", referenced from:
      framebuffer_size_callback(GLFWwindow*, int, int) in main.o
  "_glfwCreateWindow", referenced from:
      _main in main.o
  "_glfwGetKey", referenced from:
      processInput(GLFWwindow*) in main.o
  "_glfwGetProcAddress", referenced from:
      _main in main.o
  "_glfwInit", referenced from:
      _main in main.o
  "_glfwMakeContextCurrent", referenced from:
      _main in main.o
  "_glfwPollEvents", referenced from:
      _main in main.o
  "_glfwSetFramebufferSizeCallback", referenced from:
      _main in main.o
  "_glfwSetWindowShouldClose", referenced from:
      processInput(GLFWwindow*) in main.o
  "_glfwSwapBuffers", referenced from:
      _main in main.o
  "_glfwTerminate", referenced from:
      _main in main.o
  "_glfwWindowHint", referenced from:
      _main in main.o
  "_glfwWindowShouldClose", referenced from:
      _main in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Xcode 还在 glfw3.h 中引发了数百个文档问题,其中大部分是:

Empty paragraph passed to '@sa' command

我将 macOS Catalina (10.15.7) 与 Xcode 版本 12.3 一起使用。

谢谢你的帮助。

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0 回答 0