我正在使用统一块,并在为它们创建统一缓冲区时遇到问题。问题是当在某个地方生成一个缓冲区时(如第一个代码示例中所示,大约2/3向下),glClear()期间发生了一个段错误;
有趣的是glGenBuffers的顺序很重要,因为如果我将2次调用交换到函数,就不会发生段错误。
program.cpp:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <helpful.hpp> //Contains text read and shader loading functions
using namespace std;
int main(int args, char* argv[])
{
//## Create context ##//
unsigned int a;
glfwInit();
glfwWindowHint(GLFW_DEPTH_BITS,16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
GLFWwindow* window = glfwCreateWindow(1368, 768, "", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental=GL_TRUE;
glewInit();
cout << "GL context created" << endl;
a = glGetError();
if (a!=0)cout << "Context error" << a << endl;
glViewport(0, 0, 1368, 768);
//## Setup shader ##//
const char* vsText = textFileRead("shaders/testShader/shader.vert"); //Reads a text file
const char* fsText = textFileRead("shaders/testShader/shader.frag");
string vsource = "#version 140 \n";
string fsource = "#version 140 \n";
vsource += vsText;
fsource += fsText;
array<GLuint, 3> out = loadShaders("testShader",vsource,fsource);
GLuint shader_id = out[0];
GLuint shader_vp = out[1];
GLuint shader_fp = out[2];
glBindAttribLocation(shader_id, 0, "in_Vertex");
glBindFragDataLocation(shader_id, 0, "out_Scene");
glAttachShader(shader_id, shader_fp);
glAttachShader(shader_id, shader_vp);
glLinkProgram(shader_id);
glUseProgram(shader_id);
cout << "s : " << shader_id << endl;
GLuint globalIndex = glGetUniformBlockIndex(shader_id, "GlobalSettings");
glUniformBlockBinding(shader_id, globalIndex, 1);
GLuint modelIndex = glGetUniformBlockIndex(shader_id, "ModelSettings");
glUniformBlockBinding(shader_id, modelIndex, 2);
//## Fill Uniform block buffers ##//
float f[16] = {
1.f, .2f, 1.f, .2f,
1.f, .2f, 1.f, .2f,
1.f, .2f, 1.f, .2f,
1.f, .2f, 1.f, .6f,
};
GLuint subo; //"GlobalSettings" block
glGenBuffers(1, &subo);
glBindBuffer(GL_UNIFORM_BUFFER, subo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 16, f, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, subo, 1);
//This is what causes the error
//Comment out these 2 lines and it works
//Or swap this block with the one below
GLuint b;
glGenBuffers(1, &b);
GLuint mubo; //"ModelSettings" block
glGenBuffers(1, &mubo);
glBindBuffer(GL_UNIFORM_BUFFER, mubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 16, f, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, mubo, 2);
//## Create a simple quad to draw on screen ##//
GLuint vao;
GLuint vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
std::vector<glm::vec3> v;
v.push_back(glm::vec3(-1.,-1.,0));
v.push_back(glm::vec3(1.,-1.,0));
v.push_back(glm::vec3(1.,1.,0));
v.push_back(glm::vec3(-1.,-1.,0));
v.push_back(glm::vec3(1.,1.,0));
v.push_back(glm::vec3(-1.,1.,0));
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
int numVertices = v.size();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(GLfloat) * 3, v.data(), GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glfwPollEvents();
glClearColor(0.2,0.2,0.2,1);
while (true)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
glUseProgram(shader_id);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
}
以下是着色器:
顶点:
layout( std140 ) uniform GlobalSettings {
mat4 projectionMatrix;
};
layout( std140 ) uniform ModelSettings {
mat4 MVMatrix;
};
in vec3 in_Vertex;
in vec3 in_Normal;
out vec4 eyePosition;
out vec4 screenPosition;
out vec3 pass_Normal;
void main(void)
{
vec4 vertex=vec4(in_Vertex, 1.0);
eyePosition = MVMatrix * vertex;
screenPosition = gl_Position = vertex;
pass_Normal = in_Normal;
}
片段
layout( std140 ) uniform GlobalSettings {
mat4 projectionMatrix;
};
layout( std140 ) uniform ModelSettings {
mat4 MVMatrix;
};
in vec4 screenPosition;
in vec4 eyePosition;
in vec3 pass_Normal;
out vec4 out_Scene;
void main(void)
{
float d = dot(normalize(pass_Normal), vec3(0,0,-1));
float a = 1;
//if(d>0)a=1;
out_Scene = vec4(MVMatrix[3][1],MVMatrix[3][2],MVMatrix[3][3],a);
}
可以在此处找到着色器加载功能http://pastebin.com/XqewS28W。
答案 0 :(得分:2)
问题是glBindBufferBase中的参数是错误的方法,因此索引参数被赋予缓冲区名称,反之亦然。它只是巧合,因为缓冲区名称恰好与索引相同,并且在额外缓冲区中生成导致索引不再与缓冲区匹配。