由于 GLAD 错误,无法在 Ubuntu 中编译 OpenGL 程序
Unable to compile OpenGL program in Ubuntu, due to GLAD errors
我成功安装了GLWF。我可以证明,因为这个程序编译:
#include <GLFW/glfw3.h>
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
然后我使用这些命令来安装 glad:
git clone https://github.com/Dav1dde/glad.git
cd glad
cmake ./
make
sudo cp -a include /usr/local/
当我试图执行这个程序时:
#include <glad/glad.h>
#include <GLFW/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"
"}[=13=]";
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[=13=]";
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, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// 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);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_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, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 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);
glDeleteBuffers(1, &EBO);
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);
}
我遇到了这些错误:
/usr/bin/ld: /tmp/ccDMX5H7.o: in function `main':
triangle.c:(.text+0xe9): undefined reference to `gladLoadGLLoader'
/usr/bin/ld: triangle.c:(.text+0x12b): undefined reference to `glad_glCreateShader'
/usr/bin/ld: triangle.c:(.text+0x13f): undefined reference to `glad_glShaderSource'
/usr/bin/ld: triangle.c:(.text+0x162): undefined reference to `glad_glCompileShader'
/usr/bin/ld: triangle.c:(.text+0x173): undefined reference to `glad_glGetShaderiv'
/usr/bin/ld: triangle.c:(.text+0x19a): undefined reference to `glad_glGetShaderInfoLog'
/usr/bin/ld: triangle.c:(.text+0x1fd): undefined reference to `glad_glCreateShader'
/usr/bin/ld: triangle.c:(.text+0x211): undefined reference to `glad_glShaderSource'
/usr/bin/ld: triangle.c:(.text+0x234): undefined reference to `glad_glCompileShader'
/usr/bin/ld: triangle.c:(.text+0x245): undefined reference to `glad_glGetShaderiv'
/usr/bin/ld: triangle.c:(.text+0x26c): undefined reference to `glad_glGetShaderInfoLog'
/usr/bin/ld: triangle.c:(.text+0x2cf): undefined reference to `glad_glCreateProgram'
/usr/bin/ld: triangle.c:(.text+0x2de): undefined reference to `glad_glAttachShader'
/usr/bin/ld: triangle.c:(.text+0x2f7): undefined reference to `glad_glAttachShader'
/usr/bin/ld: triangle.c:(.text+0x310): undefined reference to `glad_glLinkProgram'
/usr/bin/ld: triangle.c:(.text+0x321): undefined reference to `glad_glGetProgramiv'
/usr/bin/ld: triangle.c:(.text+0x348): undefined reference to `glad_glGetProgramInfoLog'
/usr/bin/ld: triangle.c:(.text+0x3ab): undefined reference to `glad_glDeleteShader'
/usr/bin/ld: triangle.c:(.text+0x3bc): undefined reference to `glad_glDeleteShader'
/usr/bin/ld: triangle.c:(.text+0x4b9): undefined reference to `glad_glGenVertexArrays'
/usr/bin/ld: triangle.c:(.text+0x4d1): undefined reference to `glad_glGenBuffers'
/usr/bin/ld: triangle.c:(.text+0x4e9): undefined reference to `glad_glGenBuffers'
/usr/bin/ld: triangle.c:(.text+0x501): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x512): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x528): undefined reference to `glad_glBufferData'
/usr/bin/ld: triangle.c:(.text+0x54b): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x561): undefined reference to `glad_glBufferData'
/usr/bin/ld: triangle.c:(.text+0x584): undefined reference to `glad_glVertexAttribPointer'
/usr/bin/ld: triangle.c:(.text+0x5ad): undefined reference to `glad_glEnableVertexAttribArray'
/usr/bin/ld: triangle.c:(.text+0x5bb): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x5ce): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x607): undefined reference to `glad_glClearColor'
/usr/bin/ld: triangle.c:(.text+0x630): undefined reference to `glad_glClear'
/usr/bin/ld: triangle.c:(.text+0x63e): undefined reference to `glad_glUseProgram'
/usr/bin/ld: triangle.c:(.text+0x64f): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x660): undefined reference to `glad_glDrawElements'
/usr/bin/ld: triangle.c:(.text+0x696): undefined reference to `glad_glDeleteVertexArrays'
/usr/bin/ld: triangle.c:(.text+0x6ae): undefined reference to `glad_glDeleteBuffers'
/usr/bin/ld: triangle.c:(.text+0x6c6): undefined reference to `glad_glDeleteBuffers'
/usr/bin/ld: triangle.c:(.text+0x6de): undefined reference to `glad_glDeleteProgram'
/usr/bin/ld: /tmp/ccDMX5H7.o: in function `framebuffer_size_callback(GLFWwindow*, int, int)':
triangle.c:(.text+0x764): undefined reference to `glad_glViewport'
collect2: error: ld returned 1 exit status
我用这个命令编译程序:
g++ triangle.c -o triangle -Wall -lGL -lGLU -lglut -lGLEW -lglfw -lX11 -lXxf86vm -lXrandr -lpthread -lXi -ldl -lXinerama -lXcursor
编辑:
我使用这两个资源来执行库的安装:
https://www.youtube.com/watch?v=ZwaHQ6c-ma0
https://shnoh171.github.io/gpu%20and%20gpu%20programming/2019/08/26/installing-glfw-on-ubuntu.html
很高兴包含多个文件:
- 一个 glad.h 头文件,您必须将其包含到您的文件中
- 一个 glad.c 源文件,您必须将其与您自己的源文件一起编译。
从您的错误信息来看,您忘记了编译 glad.c 源文件。您可以将命令行调整为类似以下内容:
g++ triangle.c <GLADPATH>/glad.c -o triangle -Wall -lGL -lGLU -lglut -lGLEW -lglfw -lX11 -lXxf86vm -lXrandr -lpthread -lXi -ldl -lXinerama -lXcursor
将<GLADPATH>
替换成glad目录的路径
我成功安装了GLWF。我可以证明,因为这个程序编译:
#include <GLFW/glfw3.h>
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
然后我使用这些命令来安装 glad:
git clone https://github.com/Dav1dde/glad.git
cd glad
cmake ./
make
sudo cp -a include /usr/local/
当我试图执行这个程序时:
#include <glad/glad.h>
#include <GLFW/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"
"}[=13=]";
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[=13=]";
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, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// 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);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_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, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// 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);
glDeleteBuffers(1, &EBO);
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);
}
我遇到了这些错误:
/usr/bin/ld: /tmp/ccDMX5H7.o: in function `main':
triangle.c:(.text+0xe9): undefined reference to `gladLoadGLLoader'
/usr/bin/ld: triangle.c:(.text+0x12b): undefined reference to `glad_glCreateShader'
/usr/bin/ld: triangle.c:(.text+0x13f): undefined reference to `glad_glShaderSource'
/usr/bin/ld: triangle.c:(.text+0x162): undefined reference to `glad_glCompileShader'
/usr/bin/ld: triangle.c:(.text+0x173): undefined reference to `glad_glGetShaderiv'
/usr/bin/ld: triangle.c:(.text+0x19a): undefined reference to `glad_glGetShaderInfoLog'
/usr/bin/ld: triangle.c:(.text+0x1fd): undefined reference to `glad_glCreateShader'
/usr/bin/ld: triangle.c:(.text+0x211): undefined reference to `glad_glShaderSource'
/usr/bin/ld: triangle.c:(.text+0x234): undefined reference to `glad_glCompileShader'
/usr/bin/ld: triangle.c:(.text+0x245): undefined reference to `glad_glGetShaderiv'
/usr/bin/ld: triangle.c:(.text+0x26c): undefined reference to `glad_glGetShaderInfoLog'
/usr/bin/ld: triangle.c:(.text+0x2cf): undefined reference to `glad_glCreateProgram'
/usr/bin/ld: triangle.c:(.text+0x2de): undefined reference to `glad_glAttachShader'
/usr/bin/ld: triangle.c:(.text+0x2f7): undefined reference to `glad_glAttachShader'
/usr/bin/ld: triangle.c:(.text+0x310): undefined reference to `glad_glLinkProgram'
/usr/bin/ld: triangle.c:(.text+0x321): undefined reference to `glad_glGetProgramiv'
/usr/bin/ld: triangle.c:(.text+0x348): undefined reference to `glad_glGetProgramInfoLog'
/usr/bin/ld: triangle.c:(.text+0x3ab): undefined reference to `glad_glDeleteShader'
/usr/bin/ld: triangle.c:(.text+0x3bc): undefined reference to `glad_glDeleteShader'
/usr/bin/ld: triangle.c:(.text+0x4b9): undefined reference to `glad_glGenVertexArrays'
/usr/bin/ld: triangle.c:(.text+0x4d1): undefined reference to `glad_glGenBuffers'
/usr/bin/ld: triangle.c:(.text+0x4e9): undefined reference to `glad_glGenBuffers'
/usr/bin/ld: triangle.c:(.text+0x501): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x512): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x528): undefined reference to `glad_glBufferData'
/usr/bin/ld: triangle.c:(.text+0x54b): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x561): undefined reference to `glad_glBufferData'
/usr/bin/ld: triangle.c:(.text+0x584): undefined reference to `glad_glVertexAttribPointer'
/usr/bin/ld: triangle.c:(.text+0x5ad): undefined reference to `glad_glEnableVertexAttribArray'
/usr/bin/ld: triangle.c:(.text+0x5bb): undefined reference to `glad_glBindBuffer'
/usr/bin/ld: triangle.c:(.text+0x5ce): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x607): undefined reference to `glad_glClearColor'
/usr/bin/ld: triangle.c:(.text+0x630): undefined reference to `glad_glClear'
/usr/bin/ld: triangle.c:(.text+0x63e): undefined reference to `glad_glUseProgram'
/usr/bin/ld: triangle.c:(.text+0x64f): undefined reference to `glad_glBindVertexArray'
/usr/bin/ld: triangle.c:(.text+0x660): undefined reference to `glad_glDrawElements'
/usr/bin/ld: triangle.c:(.text+0x696): undefined reference to `glad_glDeleteVertexArrays'
/usr/bin/ld: triangle.c:(.text+0x6ae): undefined reference to `glad_glDeleteBuffers'
/usr/bin/ld: triangle.c:(.text+0x6c6): undefined reference to `glad_glDeleteBuffers'
/usr/bin/ld: triangle.c:(.text+0x6de): undefined reference to `glad_glDeleteProgram'
/usr/bin/ld: /tmp/ccDMX5H7.o: in function `framebuffer_size_callback(GLFWwindow*, int, int)':
triangle.c:(.text+0x764): undefined reference to `glad_glViewport'
collect2: error: ld returned 1 exit status
我用这个命令编译程序:
g++ triangle.c -o triangle -Wall -lGL -lGLU -lglut -lGLEW -lglfw -lX11 -lXxf86vm -lXrandr -lpthread -lXi -ldl -lXinerama -lXcursor
编辑: 我使用这两个资源来执行库的安装: https://www.youtube.com/watch?v=ZwaHQ6c-ma0
https://shnoh171.github.io/gpu%20and%20gpu%20programming/2019/08/26/installing-glfw-on-ubuntu.html
很高兴包含多个文件:
- 一个 glad.h 头文件,您必须将其包含到您的文件中
- 一个 glad.c 源文件,您必须将其与您自己的源文件一起编译。
从您的错误信息来看,您忘记了编译 glad.c 源文件。您可以将命令行调整为类似以下内容:
g++ triangle.c <GLADPATH>/glad.c -o triangle -Wall -lGL -lGLU -lglut -lGLEW -lglfw -lX11 -lXxf86vm -lXrandr -lpthread -lXi -ldl -lXinerama -lXcursor
将<GLADPATH>
替换成glad目录的路径