我目前正在学习有关 OpenGL 的教程,但遇到了问题。 在真正详细地告诉您之前,我想告诉您,我知道代码写得不好,但这只是一个学习如何使用 OpenGL 实际实现事情的教程,而不是编写真正好的代码的教程。希望你能理解。
这是我的问题,当我启动程序时,一切正常,但几秒钟后,应用程序崩溃了。它返回退出代码-1073741819并将其转换为十六进制,我发现这是错误代码C0000005:缓冲区溢出。然后我决定调试它,调试器说:
"Exception thrown at 0x00007FFD28144921 (igxelpicd64.dll) in App.exe: 0xC0000005: Access violation writing location 0x0000025170620000."
这是完整的代码:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
struct ShaderProgramSource
{
std::string VertexSource;
std::string FragmentSource;
};
static ShaderProgramSource parseShader(const std::string& filepath)
{
std::ifstream stream(filepath);
enum class ShaderType
{
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
std::string line;
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
type = ShaderType::VERTEX;
else if (line.find("fragment") != std::string::npos)
type = ShaderType::FRAGMENT;
}
else
{
ss[(int)type] << line << '\n';
}
}
return { ss[0].str(), ss[1].str() };
}
typedef unsigned int uint;
static uint compileShader(const std::string& source, uint type)
{
uint id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
//char* message = (char*)alloca(length * sizeof(char));
char* message = new char[length];
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile the " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment")
<< " shader !" << std::endl;
std::cout << message << std::endl;
delete[](message);
glDeleteShader(id);
return EXIT_FAILURE;
}
return id;
}
static uint CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
uint program = glCreateProgram();
uint vs = compileShader(vertexShader, GL_VERTEX_SHADER);
uint fs = compileShader(fragmentShader, GL_FRAGMENT_SHADER);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
auto state = glewInit();
if (state != GLEW_OK)
{
std::cerr << "Error initializing GLEW" << std::endl;
return EXIT_FAILURE;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {
-0.5f, -0.5f,
0.0f, 0.5f,
0.5f, -0.5f
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
ShaderProgramSource source = parseShader("res/shaders/basic.shader");
std::cout << "VERTEX" << std::endl;
std::cout << source.VertexSource << std::endl;
std::cout << "FRAGMENT" << std::endl;
std::cout << source.FragmentSource << std::endl;
//uint shader = CreateShader(source.VertexSource, source.VertexSource);
//glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
//glDeleteProgram(shader);
glfwTerminate();
return 0;
}
我没有找到任何可以添加的内容,如果您需要任何其他信息,请告诉我。
我在谷歌上查找是否有人遇到过这个错误,但我没有找到任何有用的东西。我在 GLFW 文档上搜索,但我没有看到任何报告的错误。
看来您没有使用着色器,因为您已注释掉
glCompileShader()
和 glUseProgram(shader)
并且 OpenGL 没有默认着色器。尝试取消注释这两行并将 glCompileShader
留在原处(在主循环之前),但在调用 'glDrawArrays()`之前将
glUseShader(shader)
移动到渲染循环
另外,我没有看到您正在创建需要使用
glBindVertexArray(GLint: VAO)
创建和绑定的 VertexArrayObject,而是使用常规缓冲区作为 VertexArray
,因此用于创建 VertexArray
的代码应该如下所示
unsigned int VAO, VBO;
//this is missing in your code
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), &positions GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindVertexArrays(0)
现在,当您拥有顶点数组时,您可以使用以下方法渲染三角形
//while loop
glUseProgram(shaderProgram)
glBindVertexArrays(VAO)
glDrawArray(GL_TRIANGLES, 0, 3);
//----------
假设您的色调已正确编译并且您将所有内容传递给
VertexArrayBuffer
,这应该可以解决您的问题。