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c++ - 链接问题 C++、glew 和 SDL

转载 作者:行者123 更新时间:2023-11-28 05:54:57 27 4
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我遇到了一些链接器错误,我无法真正理解它们的意思,所以我希望得到一些帮助。我正在尝试编写一个简单的程序,它只创建一个基本的片段着色器和一个基本的顶点着色器。这是代码:

Shader.h~

#pragma once
#include <iostream>
#include <fstream>
#include <string>
#include <glew.h>


class Shader
{
public:
const static unsigned int NUMOFSHADERS = 2;

GLuint m_program;
GLuint m_shaders[NUMOFSHADERS];

void Bind();
static std::string LoadShader(const std::string& filename);
static GLuint CreateShader(const std::string& text, GLenum shadertype);
Shader(const std::string& filename);
virtual ~Shader();
};

Shader.cpp~

#include "Shader.h"


Shader::Shader(const std::string& filename)
{
m_program = glCreateProgram();
m_shaders[0] = CreateShader(LoadShader(filename + ".shade_v"), GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(LoadShader(filename + ".shade_f"), GL_FRAGMENT_SHADER);

for (unsigned int i = 0; NUMOFSHADERS; i++)
{
glAttachShader(m_program, m_shaders[i]);
};

glBindAttribLocation(m_program, 0, "position");
glLinkProgram(m_program);
}

Shader::~Shader()
{
for (unsigned int i = 0; NUMOFSHADERS; i++)
{
glDetachShader(m_program, m_shaders[i]);
glDeleteShader(m_shaders[i]);
}

glDeleteProgram(m_program);
}

static std::string LoadShader(const std::string& filename)
{

std::ifstream file;
std::string output;
std::string line;
file.open(filename.c_str());
if (file.is_open())
{
while (file)
{
std::getline(file, line);
output.append(line + "\n");
}
file.close();
return output;
}
}

static GLuint CreateShader(const std::string& text, GLenum shadertype)
{
GLuint shader = glCreateShader(shadertype);
const GLchar* shadersourcestrings[1];
GLint shadersourcelengths[1];

shadersourcestrings[0] = text.c_str();
shadersourcelengths[0] = text.length();

glShaderSource(shader, 1, shadersourcestrings, shadersourcelengths);
glCompileShader(shader);

return shader;
}

void Shader::Bind()
{
glUseProgram(m_program);
}

Display.h~

#pragma once
#include <SDL.h>
#include <glew.h>
#include <iostream>

class Display
{
public:
void Update();
void Clear(float r, float g, float b, float a);
bool isClosed();
Display(int width, int height, const char *title);
virtual ~Display();
private:
bool m_isClosed;
SDL_Window* m_window;
SDL_GLContext m_context;
};

显示.cpp~

#pragma once
#include "Display.h"

Display::Display(int width, int height, const char *title)
{
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

m_window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
m_context = SDL_GL_CreateContext(m_window);

GLenum status = glewInit();
if (status != GLEW_OK){
std::cerr << "this is where the problem is" << std::endl;
}
m_isClosed = false;
}
}


Display::~Display()
{
std::cerr << "destructor ran" << std::endl;
SDL_GL_DeleteContext(m_context);
SDL_DestroyWindow(m_window);
SDL_Quit();
}

void Display::Update()
{
SDL_Event event;
SDL_GL_SwapWindow(m_window);

while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_isClosed = true;
}
}
}

void Display::Clear(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
}

bool Display::isClosed(){
return m_isClosed;
}

ma​​in.cpp~

#include <iostream>
#include "Display.h"
#include "Shader.h"

int main(int argc, char *argv[])
{
Display display(800, 600, "test");
Shader shader("basicshader");

while (!display.isClosed())
{
display.Clear(1.0f, 0.0f, 0.0f, 1.0f);
shader.Bind();
display.Update();
}

return 0;
}

这是我收到的错误:

error LNK2019: unresolved external symbol "public: static unsigned int __cdecl Shader::CreateShader(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int)" (?CreateShader@Shader@@SAIABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@I@Z) referenced in function "public: __thiscall Shader::Shader(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (??0Shader@@QAE@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)   C:\Users\Nas\documents\visual studio 2013\Projects\Open GL\Open GL\Shader.obj

error LNK2019: unresolved external symbol "public: static class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __cdecl Shader::LoadShader(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (?LoadShader@Shader@@SA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@ABV23@@Z) referenced in function "public: __thiscall Shader::Shader(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (??0Shader@@QAE@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) C:\Users\Nas\documents\visual studio 2013\Projects\Open GL\Open GL\Shader.obj

error LNK1120: 2 unresolved externals C:\Users\Nas\documents\visual studio 2013\Projects\Open GL\Debug\Open GL.exe 1

最佳答案

您在 CreateShader 实现之前缺少一个 Shader::。此外,您必须在实现中删除 static 关键字:

         \/
GLuint Shader::CreateShader(const std::string& text, GLenum shadertype)
{
...
}

您现在定义的是全局范围内的局部静态方法::CreateShader,它与成员函数Shader::CreateShader 完全无关。

关于c++ - 链接问题 C++、glew 和 SDL,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34380877/

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