2012-06-16 159 views
9

我要開始用OpenGL 3+和4個工作,但我有越來越GLEW工作的問題。我試圖將glew32.lib包含在其他依賴項中,並且已將庫和.dll移動到主文件夾中,因此不應該有任何路徑問題。我得到的錯誤是:GLEW問題,無法解析的外部

Error 5 error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" ([email protected]@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader 
Error 4 error LNK2019: unresolved external symbol __imp__glewGetErrorString referenced in function "void __cdecl init(void)" ([email protected]@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader 
Error 3 error LNK2001: unresolved external symbol __imp____glewGenBuffers C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader 
Error 1 error LNK2001: unresolved external symbol __imp____glewBufferData C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader 
Error 2 error LNK2001: unresolved external symbol __imp____glewBindBuffer C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader 

這裏是我的大部分代碼:

#define NOMINMAX 

#include <vector> 
#include <memory> 
#include <string> 
#include <iostream> 
#include <fstream> 
#include <sstream> 
#include <Windows.h> 
#include <cstdio> 
#include <time.h> 
#include "GL\glew.h" 
#include "glut.h" 

#pragma comment(lib, "glew32.lib") 
#pragma comment(lib, "opengl32.lib") 

using namespace std; 

GLsizei screen_width, screen_height; 

float camera[3] = {0.0f, 10.0f, -15.0f}; 

float xPos = 0; 
float yPos = 10; 
float zPos = -15; 
float orbitDegrees = 0; 

clock_t sTime; 
float fPS; 
int fCount; 

GLdouble* modelV; 
GLdouble* projM; 
GLint* vPort; 

//Lights settings 
GLfloat light_ambient[]= { 0.1f, 0.1f, 0.1f, 0.1f }; 
GLfloat light_diffuse[]= { 1.0f, 1.0f, 1.0f, 0.0f }; 
GLfloat light_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f }; 
GLfloat light_position[]= { 100.0f, 0.0f, -10.0f, 1.0f }; 

//Materials settings 
GLfloat mat_ambient[]= { 0.5f, 0.5f, 0.0f, 0.0f }; 
GLfloat mat_diffuse[]= { 0.5f, 0.5f, 0.0f, 0.0f }; 
GLfloat mat_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f }; 
GLfloat mat_shininess[]= { 1.0f }; 

typedef struct Vectors { 
    float x; 
    float y; 
    float z; 
}Vector; 

typedef struct Polys { 
    Vector v; 
    Vector vt; 
    Vector vn; 
    int texture; 
} Poly; 

vector<Vector> vecs; 
vector<Vector> normVecs; 
vector<Vector> textVecs; 

vector<Poly> polyList; 


void loadModel(string filepath); 
void createTex(string ref); 
void render(); 

// An array of 3 vectors which represents 3 vertices 
static const GLfloat g_vertex_buffer_data[] = { 
    -1.0f, -1.0f, 0.0f, 
    1.0f, -1.0f, 0.0f, 
    0.0f, 1.0f, 0.0f, 
}; 

void render() 
{ 
} 

void createTex(string ref) 
{ 
} 

void loadModel(string filepath) 
{ 
} 

void resize (int p_width, int p_height) 
{ 
    if(screen_width==0 && screen_height==0) exit(0); 
    screen_width=p_width; // Obtain the new screen width values and store it 
    screen_height=p_height; // Height value 

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear both the color and the depth buffer so to draw the next frame 
    glViewport(0,0,screen_width,screen_height); // Viewport transformation 

    glMatrixMode(GL_PROJECTION); // Projection transformation 
    glLoadIdentity(); // Initialize the projection matrix as identity 
    gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f); 

    glutPostRedisplay(); // This command redraw the scene (it calls the same routine of glutDisplayFunc) 
} 

void display(void) 
{ 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // This clear the background color to dark blue 
    glMatrixMode(GL_MODELVIEW); // Modeling transformation 
    glPushMatrix(); 
    glLoadIdentity(); // Initialize the model matrix as identity 

    gluLookAt(xPos, yPos, zPos, /* look from camera XYZ */ 
       0, yPos, 0, /* look at the origin */ 
       0, 1, 0); /* positive Y up vector */ 

    glRotatef(orbitDegrees, 0.f, 1.0f, 0.0f); 
    //glTranslatef(0.0,0.0,-20); // We move the object forward (the model matrix is multiplied by the translation matrix) 
    //rotation_x = 30; 
    //rotation_x = rotation_x + rotation_x_increment; 
    //rotation_y = rotation_y + rotation_y_increment; 
     //rotation_z = rotation_z + rotation_z_increment; 

    //if (rotation_x > 359) rotation_x = 0; 
    //if (rotation_y > 359) rotation_y = 0; 
    //if (rotation_z > 359) rotation_z = 0; 

    // glRotatef(rotation_x,1.0,0.0,0.0); // Rotations of the object (the model matrix is multiplied by the rotation matrices) 
    //glRotatef(rotation_y,0.0,1.0,0.0); 
    // glRotatef(rotation_z,0.0,0.0,1.0); 

    //if (objarray[0]->id_texture!=-1) 
    //{ 
    // glBindTexture(GL_TEXTURE_2D, objarray[0]->id_texture); // We set the active texture 
    // glEnable(GL_TEXTURE_2D); // Texture mapping ON 
    // printf("Txt map ON"); 
    //} 
    //else 
    // glDisable(GL_TEXTURE_2D); // Texture mapping OFF 

    glGetDoublev(GL_PROJECTION_MATRIX, modelV); 

    glGetDoublev(GL_PROJECTION_MATRIX, projM); 

    glGetIntegerv(GL_VIEWPORT, vPort); 

    if(clock() > sTime) 
    { 
     fPS = fCount; 
     fCount = 0; 
     sTime = clock() + CLOCKS_PER_SEC; 
    } 

    render(); 

    glDisable(GL_LIGHTING); 

    GLdouble pos[3]; 

    gluUnProject(100, yPos, -14, modelV, projM, vPort, &pos[0], &pos[1], &pos[2]); 

    char buffer2[255]; 

    int pAmmount = sprintf(buffer2,"FPS: %.2f", fPS); 

    //glRasterPos3f(pos[0], pos[1], pos[2]); 

    for(int i = 0; i < pAmmount; i++) 
    { 
     glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, buffer2[i]); 
    } 

    glEnable(GL_LIGHTING); 

    /*glPopMatrix(); 
    glPushMatrix(); 
    glTranslatef(5.0,0.0,-20.0); 
    objarray[1]->render();*/ 
    glPopMatrix(); 
    glFlush(); // This force the execution of OpenGL commands 
    glutSwapBuffers(); // In double buffered mode we invert the positions of the visible buffer and the writing buffer 
    fCount++; 
} 

void keyboard(unsigned char k, int x, int y) 
{ 
    switch(k) 
    { 
     case 'w': 
       yPos++; 
     break; 
     case 's': 
      yPos--; 
     break; 
     case 'a': 
      xPos--; 
     break; 
     case 'd': 
      xPos++; 
     break; 
     case 'q': 
     orbitDegrees--; 
     break; 
     case 'e': 
      orbitDegrees++; 
     break; 
     case 'z': 
      zPos--; 
     break; 
     case 'x': 
      zPos++; 
     break; 
    } 
} 

void initWindow(GLsizei screen_width, GLsizei screen_height) 
{ 
    glClearColor(0.0, 0.0, 0.0, 0.0); // Clear background color to black 

    // Viewport transformation 
    glViewport(0,0,screen_width,screen_height); 

    // Projection transformation 
    glMatrixMode(GL_PROJECTION); // Specifies which matrix stack is the target for matrix operations 
    glLoadIdentity(); // We initialize the projection matrix as identity 
    gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f); // We define the "viewing volume" 

    gluLookAt(camera[0], camera[1], camera[2], /* look from camera XYZ */ 
       0, 0, 0, /* look at the origin */ 
       0, 1, 0); /* positive Y up vector */ 

    try 
    { 
     //loadModel("Goku habit dechiré.obj"); 
     loadModel("Flooring.obj");; 
    } 
    catch(string& filepath) 
    { 
     cerr << "Model could not be loaded: " << filepath << endl; 

     filepath = "Model could not be loaded: " + filepath; 

     wostringstream sString; 

     sString << filepath.c_str(); 

     MessageBox(HWND_DESKTOP, sString.str().c_str(), L"Error: loadModel(string filepath)", MB_OK); 
    } 

    //Lights initialization and activation 
    glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient); 
    glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse); 
    glLightfv (GL_LIGHT1, GL_DIFFUSE, light_specular); 
    glLightfv (GL_LIGHT1, GL_POSITION, light_position);  
    glEnable (GL_LIGHT1); 
    glEnable (GL_LIGHTING); 

    //Materials initialization and activation 
    glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient); 
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse); 
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_specular); 
    glMaterialfv (GL_FRONT, GL_POSITION, mat_shininess); 

    //Other initializations 
    glShadeModel(GL_SMOOTH); // Type of shading for the polygons 
    //glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Texture mapping perspective correction 
    //glEnable(GL_TEXTURE_2D); // Texture mapping ON 
    glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Polygon rasterization mode (polygon filled) 
    glEnable(GL_CULL_FACE); // Enable the back face culling 
    glEnable(GL_DEPTH_TEST); // Enable the depth test 
    glEnable(GL_NORMALIZE); 

    /*float* matrix = new float[16]; 

    glGetFloatv(GL_PROJECTION_MATRIX, matrix); 

    for(int i = 0; i < 4; i++) 
    { 
     cout << matrix[0] << " " << matrix[1] << " " << matrix[2] << " " << matrix[3] << endl; 
     matrix += 3; 
    }*/ 

    modelV = new GLdouble[16]; 

    projM = new GLdouble[16]; 

    vPort = new GLint[4]; 

    sTime = clock() + CLOCKS_PER_SEC; 
} 

void init() 
{ 
    GLenum GlewInitResult; 

    GlewInitResult = glewInit(); 

    if (GLEW_OK != GlewInitResult) { 
     fprintf(
      stderr, 
      "ERROR: %s\n", 
      glewGetErrorString(GlewInitResult) 
     ); 
     exit(EXIT_FAILURE); 
    } 

    // This will identify our vertex buffer 
    GLuint vertexbuffer; 

    // Generate 1 buffer, put the resulting identifier in vertexbuffer 
    glGenBuffers(1, &vertexbuffer); 

    // The following commands will talk about our 'vertexbuffer' buffer 
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); 

    // Give our vertices to OpenGL. 
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); 
} 

int main(int argc, char **argv) 
{ 
    screen_width = 800; 
    screen_height = 800; 

    glutInit(&argc, argv);  
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); 
    glutInitWindowSize(screen_width,screen_height); 
    glutInitWindowPosition(0,0); 
    glutCreateWindow("ModelLoader");  
    glutDisplayFunc(display); 
    glutIdleFunc(display); 
    glutReshapeFunc (resize); 
    glutKeyboardFunc(keyboard); 

    //glutKeyboardFunc(keyboard); 
    //glutSpecialFunc(keyboard_s); 
    initWindow(screen_width, screen_height); 
    init(); 
    glutMainLoop(); 

    return 0; 
} 

回答

3

這已修復。這個問題只在我在大學使用的機器上纔有。問題在於機器有一個較舊的.dll,它與解決方案文件中的.dll相沖突。它安裝在機器的系統文件中。因此,它正在產生這些錯誤。

我也許應該檢查這樣的事情下一次。

2

不知道它將如何幫助你,但是,你可能會給一個嘗試,靜態項目鏈接一個「.a」庫。或者它在Windows上是.lib。如果有未解決的符號,這意味着它試圖鏈接到一個庫,而不是真的到一個DLL。

如果有人使用DLL,它可能會在運行時失敗。

7

您有聯繫問題。您沒有向鏈接器提供glew lib文件的正確路徑。爲此,鏈接器無法找到正在調用的函數的編譯代碼。

從你的日誌看來你正在使用Windows。如果您使用Visual Studio,請右鍵單擊您的項目。選擇鏈接器,然後輸入。驗證其他依賴項包含glew lib的路徑。

注意,DLL沒有在鏈接所需的時間。這將只在運行時加載(請記住將其放在與可執行文件相同的文件夾中,或者放在系統路徑中列出的路徑中)。