我正在学习 OpenGL,我使用本指南和本视频在 C++ 中编写了以下代码。我也使用 GLFW 来创建上下文,使用 GLEW 来创建 GL 函数 大多数 Shader 类都是从视频上复制的,
问题是使用 glDrawElements() 在主循环内渲染会导致分段错误:
Segmentation fault
------------------
(program exited with code: 139)
Press return to continue
而使用 glDrawArrays() 我可以毫无问题地绘制。
有谁知道这可能是由什么引起的?我认为该错误可能取决于 Shader 类的实现,因为我在其他未使用此类并且关心主函数中的着色器的程序中使用了 glDrawArrays()。
程序.cpp
//INCLUDE AND DECLARATIONS
#include <iostream>
#include <fstream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
#include "Shader.h"
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
unsigned long getFileLength(std::ifstream& file);
int loadshader(char* filename, GLchar** ShaderSource, unsigned long* len);
const GLuint WIDTH = 800, HEIGHT = 600;
//VERTEX DATA
float data[] = {
// X Y R G B
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 1.0f // Bottom-left
};
GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
//main
int main()
{ //INIT GLFW AND WINDOW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
//ALLOCATE BUFFERS
//VERTEX ARRAY BUFFER
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
//ELEMENT ARRAY BUFFER
GLuint ebo;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
//CREATE SHADER
Shader shader("./shaders/basicShader");
// main loop
while (!glfwWindowShouldClose(window))
{
shader.Bind();
glfwPollEvents(); //window events
glClearColor(1.0f, 0.0f, 0.5f, 0.5f); //background
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window); //update window
}
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
着色器.h
#include <iostream>
#include <fstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class Shader
{
public:
Shader(const std::string& filepath);
~Shader();
void Bind();
private:
static const GLuint NUM_SHADERS = 2;
GLuint program;
GLuint shaders[NUM_SHADERS];
std::string LoadShader(const std::string& fileName);
void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage);
GLuint CreateShader(const std::string& text, unsigned int type);
};
着色器.cpp
#include "Shader.h"
Shader::Shader(const std::string& filepath)
{
program = glCreateProgram();
shaders[0] = CreateShader(LoadShader(filepath + ".vs"), GL_VERTEX_SHADER);
shaders[1] = CreateShader(LoadShader(filepath + ".fs"), GL_FRAGMENT_SHADER);
for(unsigned int i = 0; i < NUM_SHADERS; i++)
{
glAttachShader(program, shaders[i]);
}
glBindAttribLocation(program, 0, "position");
glBindFragDataLocation(program, 0, "outColor");
glLinkProgram(program);
CheckShaderError(program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(program);
CheckShaderError(program, GL_LINK_STATUS, true, "Invalid shader program");
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint posAttrib = glGetAttribLocation(program, "position");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), 0);
glEnableVertexAttribArray(posAttrib);
GLint AttribColor = glGetAttribLocation(program, "color");
glVertexAttribPointer(AttribColor, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(2*sizeof(float)));
glEnableVertexAttribArray(AttribColor);
}
Shader::~Shader()
{
for(unsigned int i = 0; i < NUM_SHADERS; i++)
{
glDetachShader(program, shaders[i]);
glDeleteShader(shaders[i]);
}
glDeleteProgram(program);
}
void Shader::Bind()
{
glUseProgram(program);
}
//loads shaders from files
std::string Shader::LoadShader(const std::string& fileName)
{
std::ifstream file;
file.open((fileName).c_str());
std::string output;
std::string line;
if(file.is_open())
{
while(file.good())
{
getline(file, line);
output.append(line + "\n");
}
}
else
{
std::cerr << "Unable to load shader: " << fileName << std::endl;
}
return output;
}
//Checks for eventual errors in shaders
void Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage)
{
GLint success = 0;
GLchar error[1024] = { 0 };
if(isProgram)
glGetProgramiv(shader, flag, &success);
else
glGetShaderiv(shader, flag, &success);
if(success == GL_FALSE)
{
if(isProgram)
glGetProgramInfoLog(shader, sizeof(error), NULL, error);
else
glGetShaderInfoLog(shader, sizeof(error), NULL, error);
std::cerr << errorMessage << ": '" << error << "'" << std::endl;
}
}
GLuint Shader::CreateShader(const std::string& text, unsigned int type)
{
GLuint shader = glCreateShader(type);
if(shader == 0)
std::cerr << "error allocating shader" << std:: endl;
const GLchar* p[1];
p[0] = text.c_str();
GLint lengths[1];
lengths[0] = text.length();
glShaderSource(shader, 1, p, lengths);
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
return shader;
}