MinGW - 链接SFML静态库时ld.exe崩溃

时间:2014-03-26 20:09:15

标签: c++ opengl linker mingw sfml

问题

我正在尝试使用使用SFML图形库(用于OpenGL)的MinGW&#g ++编译一个非常简单的代码。我的链接语句如下所示:

g++ -o hello.exe hello.o -Llib -lsfml-window-s -lsfml-system-s -lglew32s -lgdi32 -lopengl32

当我运行这个时,我发出一条Windows消息说" ld.exe已停止工作"命令行响应是:

c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: BFD (GNU Binutils) 2.23.2 assertion fail ../../binutils-2.23.2/bfd/cofflink.c:2
89
collect2.exe: error: ld returned 5 exit status

以下链接语句确实有效(但它要求我使用不理想的动态库):

g++ -o hello.exe hello.cpp -Iinclude -Llib -lsfml-window -lsfml-system -lglew32s -lgdi32 -lopengl32

我的代码如下所示:(来自open.gl网站上的教程)

// Link statically with GLEW
#define SFML_STATIC
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <iostream>

// Shader sources
const GLchar* vertexSource =
    "#version 150 core\n"
    "in vec2 position;"
    "void main() {"
    " gl_Position = vec4(position, 0.0, 1.0);"
    "}";
const GLchar* fragmentSource =
    "#version 150 core\n"
    "out vec4 outColor;"
    "void main() {"
    " outColor = vec4(1.0, 1.0, 1.0, 1.0);"
    "}";

int main()
{
    sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL", sf::Style::Titlebar | sf::Style::Close);

    // Initialize GLEW
    glewExperimental = GL_TRUE;
    glewInit();

    // Create Vertex Array Object
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    // Create a Vertex Buffer Object and copy the vertex data to it
    GLuint vbo;
    glGenBuffers(1, &vbo);

    GLfloat vertices[] = {
        0.0f, 0.5f,
        0.5f, -0.5f,
        -0.5f, -0.5f
    };

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // Create and compile the vertex shader
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);

    // Create and compile the fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);

    // Link the vertex and fragment shader into a shader program
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glBindFragDataLocation(shaderProgram, 0, "outColor");
    glLinkProgram(shaderProgram);
    glUseProgram(shaderProgram);



   // Specify the layout of the vertex data
    GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
    glEnableVertexAttribArray(posAttrib);
    glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);

    while (window.isOpen())
    {
        sf::Event windowEvent;
        while (window.pollEvent(windowEvent))
        {
            switch (windowEvent.type)
            {
            case sf::Event::Closed:
                window.close();
                break;
            }
        }

        // Clear the screen to black
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Draw a triangle from the 3 vertices
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Swap buffers
        window.display();
    }

    glDeleteProgram(shaderProgram);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);

    glDeleteBuffers(1, &vbo);

    glDeleteVertexArrays(1, &vao);
}

我已尝试过的内容

  1. 重新安装MinGW
  2. 创建新文件夹并移动所有必要文件并从头开始编译/链接

2 个答案:

答案 0 :(得分:2)

我一直在努力解决同样的问题,并通过从链接库中删除opengl32来解决它。我认为这可能是因为SFML已经连接了OpenGL和GLEW。自己链接到GLEW会导致多个定义,而链接到OpenGL似乎会导致此崩溃。

答案 1 :(得分:0)

Farmer的解决方案对我也有用。但是,要使其成功链接,我必须在 SFML链接选项之前添加GLEW链接选项 。这是我的命令行的样子......

g++ -o Open.GL_02_SFML.exe Open.GL_02_SFML_MAIN.o -lglew64s -lsfml-window-s -lsfml-system-s

请注意,我正在链接64位GLEW库而不是32位。我不知道这是否有所不同,但你不能太小心。