QT5.0 以上版本qdatetime.h:122: error: C2589: “(”:“::”右边的非法标记

本文解决Qt5.2.0在Windows环境下使用msvc2012编译时遇到的编译错误问题,特别是关于qdatetime.h文件中出现的C2589和C2059错误,并提供了解决方案。

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最近用Qt5.2.0版本编译Windows下代码,发现编译错误


D:\Qt\Qt5.2.0\5.2.0\msvc2012\include\QtCore\qdatetime.h:122: error: C2589: “(”:“::”右边的非法标记

D:\Qt\Qt5.2.0\5.2.0\msvc2012\include\QtCore\qdatetime.h:122: error: C2059: 语法错误:“::”

错误代码如下:

static inline qint64 nullJd() { return std::numeric_limits<qint64>::min(); }


一时间不知所云,google之

应该是系统函数与Qt的min函数冲突导致的,修改如下,添加括号


static inline qint64 nullJd() { return (std::numeric_limits<qint64>::min)(); }


QT在Windows下编译还有很多小问题,比如有的时候代码其实没有编译,必须删除debug和release目录之后才会重新编译。


https://blog.csdn.net/Wang_Dou_Dou_/article/details/121065437 根据网页中的代码,使用qt中相关函数实现相同功能,在窗口中画出对应3D图像 class Point_Light { public: Point_Light() { this->update(); } void Draw(Shader &shader) { glBindVertexArray(light_VAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); } ~Point_Light() { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glDeleteVertexArrays(1, &light_VAO); glDeleteBuffers(1, &light_VBO); } private: GLuint light_VAO, light_VBO; void update() {GLfloat vertices_2[] = { // 坐标 // x、y、z 坐标 // color -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, // 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, }; glGenVertexArrays(1, &light_VAO); glGenBuffers(1, &light_VBO); glBindVertexArray(light_VAO); glBindBuffer(GL_ARRAY_BUFFER, light_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); } }; 着色器:class Shader { private: GLuint vertex, fragment; public: GLuint Program; Shader(const GLchar *vertexPath, const GLchar *fragmentPath) { string vertexCode; string fragmentCode; ifstream vShaderFile; ifstream fShaderFile; vShaderFile.exceptions(ifstream::badbit); fShaderFile.exceptions(ifstream::badbit); try { vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); stringstream vShaderStream, fShaderStream; vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); vShaderFile.close(); fShaderFile.close(); vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (ifstream::failure e) { cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << endl; } const GLchar *vShaderCode = vertexCode.c_str(); const GLchar *fShaderCode = fragmentCode.c_str(); vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); GLint flag; GLchar infoLog[512]; glGetShaderiv(vertex, GL_COMPILE_STATUS, &flag); if (!flag) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); glGetShaderiv(fragment, GL_COMPILE_STATUS, &flag); if (!flag) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } this->Program = glCreateProgram(); glAttachShader(this->Program, vertex); glAttachShader(this->Program, fragment); glLinkProgram(this->Program); if (!flag) { glGetProgramInfoLog(this->Program, 512, NULL, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertex); glDeleteShader(fragment); } ~Shader() { glDetachShader(this->Program, vertex); glDetachShader(this->Program, fragment); glDeleteShader(vertex); glDeleteShader(fragment); glDeleteProgram(this->Program); } void Use() { glUseProgram(this->Program); } }; 观察相机:enum Camera_Movement { // 枚举类型 FORWARD, // 向前 BACKWARD, // 向后 LEFT, // 向左 RIGHT, // 向右 UPWARD, // 向上 DOWNWARD // 向下 }; const GLfloat SPEED = 6.0f; // 初始速度 class Camera { public: // 构造函数 Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3 target = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f)) :movementSpeed(SPEED) { this->position = position; this->camera_Z_axis = target; this->camera_Y_axis = up; this->camera_X_axis = glm::normalize(glm::cross(this->camera_Z_axis, this->camera_Y_axis)); this->updateCameraVectors(); // 实时更新 } // 观察矩阵 glm::mat4 GetViewMatrix() { return glm::lookAt(this->position, this->position + this->camera_Z_axis, this->camera_Y_axis); } void ProcessKeyboard(Camera_Movement direction, float deltaTime) { float velocity = this->movementSpeed * deltaTime; if (direction == FORWARD) this->position += this->camera_Z_axis * velocity; if (direction == BACKWARD) this->position -= this->camera_Z_axis * velocity; if (direction == LEFT) this->position -= this->camera_X_axis * velocity; if (direction == RIGHT) this->position += this->camera_X_axis * velocity; if (direction == UPWARD) this->position += this->camera_Y_axis * velocity; if (direction == DOWNWARD) this->position -= this->camera_Y_axis * velocity; } glm::vec3 GetPosition() // 下一篇文章使用 { return this->position; } private: // 摄影机的属性 glm::vec3 position; // 相机当前位置 glm::vec3 camera_Z_axis; // 摄影机的 Z 轴向量 glm::vec3 camera_X_axis; // 摄影机的 X 轴向量 glm::vec3 camera_Y_axis; // 摄影机的 Y 轴向量 GLfloat movementSpeed; // 镜头移动速度 void updateCameraVectors() { this->camera_Z_axis = glm::normalize(this->camera_Z_axis); this->camera_X_axis = glm::normalize(glm::cross(this->camera_Z_axis, this->camera_Y_axis)); this->camera_Y_axis = glm::normalize(glm::cross(this->camera_X_axis, this->camera_Z_axis)); } }; Shader ourShader = Shader(“F:/test/OpenGLTest/shaders/shader_v.txt”, “F:/test/OpenGLTest/shaders/shader_f.txt”); Shader lightShader = Shader(“F:/test/OpenGLTest/shaders/light_v.txt”, “F:/test/OpenGLTest/shaders/light_f.txt”); 可以使用qt相关方式修改自定义着色器,也可以使用QT相关函数替代相关功能,去除自定义着色器,只有相关功能可以实现,之前着色器时从文件中读取的,依旧需要保留从文件中读取,请给出实现后的完整代码以及详细的中文注释,头文件和源文件需要分开,不同类在不同文件,不要省略代码
最新发布
07-30
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