In C++
I have try to Set the library directory in the linker and
Adjust the code, so the following header file uses routines, but the error remains.
I install opengl is using 32-bit installation package.
header file is about shader.
and in the main file ,it about draw a triangle.
Compiler output
error LNK2019: unresolved external symbol __imp___invalid_parameter, the symbol is in the function "void * __cdecl std::_Allocate_manually_vector_aligned<struct std::_Default_allocate_traits>(unsigned int)" (??$_Allocate_manually_vector_alignd@U_traits @@@std@@YAPAXI@Z) is quoted in
main.cpp
#include"include/glad/glad.h"
#include"include/GLFW/glfw3.h"
#include "include/draw_triangle.h"
#include "include/Shader_maker.h"
using namespace std;
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
int main()
{
//三角顶点
float vertices[] =
{
-0.5f,-0.5f,0.0f,//左下角
0.5f,-0.5f,0.0f,//右下角
0.0f, 0.5f,0.0f//顶端角
};
glfwInit();//初始化
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//配置GLFW
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
glfwSetKeyCallback(window, key_callback);
if (window == nullptr)
{
cout << "Failed to create GLFW window" << endl;
glfwTerminate();//terminate the glfw(end the glfw)
return -1;
}
glfwMakeContextCurrent(window);//设置当前openGL上下
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
return -1;
}
Shader s( "../shader_files/Shader_Code0.txt" , "../shader_files/Shader_Code1.txt" );
s.use();
//vectices data
unsigned int VAO;
unsigned int VBO;
glGenVertexArrays(1, &VAO);//获得一个顶点数组对象
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();//检查有没有触发事件
glClearColor(0.27f, 0.27f, 0.27f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);//双缓冲(替换窗口的每一个像素值)
}
glfwTerminate();
return 0;
}
and Shader_maker.h
#ifndef SHADER_H
#define SHADER_H
#include "include/glad/glad.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif