我必须包含哪些库来访问GLUT / OpenGL(没有XCode的Mac)?

标题是问题的核心,但问题来自于我从SpaceSimulator.net的教程中获得的代码。 我会在这里发给你的。

#include  #include  #include  #include  #include  typedef struct { float x,y,z; } vertex_type; typedef struct { int a,b,c; } polygon_type; #define MAX_POLYGONS 2000 polygon_type polygon[MAX_POLYGONS]; #define MAX_VERTICES 2000 vertex_type vertex[MAX_VERTICES]; typedef struct { vertex_type vertex[MAX_VERTICES]; polygon_type polygon[MAX_POLYGONS]; } obj_type,*obj_type_ptr; int screen_width, screen_height, filling; GLfloat rotation_x_increment, rotation_y_increment, rotation_z_increment; GLfloat rotation_x, rotation_y, rotation_z; obj_type cube = { { -10,-10, 10, //vertex v0 10,-10, 10, //vertex v1 10,-10,-10, //vertex v2 -10,-10,-10, //vertex v3 -10, 10, 10, //vertex v4 10, 10, 10, //vertex v5 10, 10,-10, //vertex v6 -10, 10,-10 //vertex v7 }, { 0, 1, 4, //polygon v0,v1,v4 1, 5, 4, //polygon v1,v5,v4 1, 2, 5, //polygon v1,v2,v5 2, 6, 5, //polygon v2,v6,v5 2, 3, 6, //polygon v2,v3,v6 3, 7, 6, //polygon v3,v7,v6 3, 0, 7, //polygon v3,v0,v7 0, 4, 7, //polygon v0,v4,v7 4, 5, 7, //polygon v4,v5,v7 5, 6, 7, //polygon v5,v6,v7 3, 2, 0, //polygon v3,v2,v0 2, 1, 0, //polygon v2,v1,v0 } }; void init(void) { glClearColor(0.0, 0.0, 0.2, 0.0); glShadeModel(GL_SMOOTH); glViewport(0,0,screen_width,screen_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,1000.0f); glEnable(GL_DEPTH_TEST); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } void resize(int width, int height) { screen_width=width; screen_height=height; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,screen_width,screen_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,1000.0f); glutPostRedisplay (); } void keyboard_s (int key, int x, int y) { switch (key) { case GLUT_KEY_UP: rotation_x_increment = rotation_x_increment +0.005; break; case GLUT_KEY_DOWN: rotation_x_increment = rotation_x_increment -0.005; break; case GLUT_KEY_LEFT: rotation_y_increment = rotation_y_increment +0.005; break; case GLUT_KEY_RIGHT: rotation_y_increment = rotation_y_increment -0.005; break; } } void keyboard (unsigned char key, int x, int y) { switch (key) { case ' ': rotation_x_increment=0; rotation_y_increment=0; rotation_z_increment=0; break; case 'r': case 'R': if (filling==0) { glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); filling=1; } else { glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); filling=0; } break; } } void display(void) { int l_index; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-50); 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); glRotatef(rotation_y,0.0,1.0,0.0); glRotatef(rotation_z,0.0,0.0,1.0); glBegin(GL_TRIANGLES); for (l_index=0;l_index<12;l_index++) { glColor3f(1.0,0.0,0.0); glVertex3f( cube.vertex[ cube.polygon[l_index].a ].x, cube.vertex[ cube.polygon[l_index].a ].y, cube.vertex[ cube.polygon[l_index].a ].z); glColor3f(0.0,1.0,0.0); glVertex3f( cube.vertex[ cube.polygon[l_index].b ].x, cube.vertex[ cube.polygon[l_index].b ].y, cube.vertex[ cube.polygon[l_index].b ].z); glColor3f(0.0,0.0,1.0); glVertex3f( cube.vertex[ cube.polygon[l_index].c ].x, cube.vertex[ cube.polygon[l_index].c ].y, cube.vertex[ cube.polygon[l_index].c ].z); } glEnd(); glFlush(); glutSwapBuffers(); } int main(int argc, char **argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(screen_width,screen_height); glutInitWindowPosition(0,0); glutCreateWindow("www.spacesimulator.net - 3d engine tutorials: Tutorial 2"); glutDisplayFunc(display); glutIdleFunc(display); glutReshapeFunc (resize); glutKeyboardFunc (keyboard); glutSpecialFunc (keyboard_s); init(); glutMainLoop(); } 

好的,所以这给g ++带来了这个错误:

  Undefined symbols for architecture x86_64: "_glClear", referenced from: display() in ccUTBKlR.o resize(int, int)in ccUTBKlR.o ... tons more of the same-style errors for every gl/glut function ... 

附带问题:这是什么阶段的编译? 它是过去的语法错误,但没有完全编译。

所以我怀疑我所包含的库是不正确的,或者这些库的Mac版本有些不同; 虽然我怀疑后者,因为GLUT应该是便携式的。

我必须包含哪些库才能获得这些GLUT / OpenGLfunction? 我知道我必须包括’GLUT / OpenGL’; 我希望有一些更具体的东西。

此外,我真的有一个痛苦的地方,从C / C ++转移到Objective-C和XCode,所以我希望有一个解决方案不涉及这个开关。

将OpenGL Framework添加到链接器选项。 GLUT不是OpenGL的一部分,必须单独安装。 安装后,您也可以添加GLUT框架。

我迟到了,但我想为那些遇到同样问题的人省下一些努力。 坦率地说,约会狼的回答并不清楚。

OpenGL和GLUT附带OS和Xcode安装。 默认路径为/System/Library/Frameworks/OpenGL.framework/System/Library/Frameworks/GLUT.framework

您可以直接包含所需的标头,并使用以下链接器选项在命令行上编译代码:

 gcc YOUR_CODE -framework OpenGL -framework GLUT 

顺便说一句,“GLUT”在Windows上是“GL”。 如果要避免跨平台问题,可以使用以下预处理器语句:

 #if defined(__APPLE__) && defined(__MACH__) # include  #else # include  #endif