顶点缓冲对象 - >分段故障

时间:2014-03-04 02:44:37

标签: qt opengl segmentation-fault vbo

我一直在开发3D创作者,但由于我无法使用VBO绘制,因此我仍处于第一阶段。

这是我的glwidget.cpp代码片段,其中绘制了所有对象

void GLWidget::initializeGL()
{
    #define PROGRAM_VERTEX_ATTRIBUTE 0
    #define PROGRAM_NORMALS_ATTRIBUTE 1

    //glEnable(GL_DEPTH_TEST);
    //glEnable(GL_CULL_FACE);


    vShader= new QGLShader (QGLShader::Vertex, this);
    vShader->compileSourceFile("../src/shaders/editorVshader.glsl");

    fShader= new QGLShader (QGLShader::Fragment, this);
    fShader->compileSourceFile("../src/shaders/editorFshader.glsl");

    editor= new QGLShaderProgram (this);
    editor->addShader(vShader);
    editor->addShader(fShader);
    editor->bindAttributeLocation("vertices", PROGRAM_VERTEX_ATTRIBUTE);
    editor->bindAttributeLocation("normals", PROGRAM_NORMALS_ATTRIBUTE);
    editor->link();
    editor->bind();
}

void GLWidget::paintGL()
{
    glClearColor(0.4765625, 0.54296875, 0.6171875, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    /*
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -10.0f);
    */

    editor->setUniformValue("projectMatrix", controller->getProjectionMatrix());
    editor->setUniformValue("viewMatrix", controller->getViewMatrix());


    /** Ahora para las operaciones especificas de cada objeto **/

    for (int i=0; i<Objects.size(); i++)
    {
        Objects[i].modelmatrix.scale(1.0, 1.0, 1.0);
        Objects[i].modelmatrix.rotate(1.0, 0.0, 0.0, 1.0);
        editor->setUniformValue("modelMatrix", Objects.at(i).modelmatrix);

        glEnableClientState(GL_VERTEX_ARRAY);
        Objects[i].vertexbuffer->bind();
        glVertexPointer(3, GL_FLOAT, 0, Objects.at(i).indexed_vertices.data());
        editor->enableAttributeArray("vertices");
        editor->setAttributeBuffer("vertices", GL_FLOAT, 0, Objects[i].indexed_vertices.size() * sizeof(vertex)); // (PROGRAM_VERTEX_ATTRIBUTE, Objects[i].vertices.data());
    /*
        Objects[i].normalbuffer.bind();
        //glVertexPointer(3, GL_FLOAT, 3, Objects.at(i).indexed_normals.data());
        glEnableClientState(GL_NORMAL_ARRAY);
        editor->enableAttributeArray(PROGRAM_NORMALS_ATTRIBUTE);
        editor->setAttributeBuffer (PROGRAM_NORMALS_ATTRIBUTE, GL_FLOAT, 0, Objects[i].indexed_normals.size() * sizeof(vertex));*/

        //glDrawArrays(GL_QUADS, 0, Objects[i].vertices.size());
        Objects[i].elementbuffer->bind();
        glDrawElements(GL_QUADS, Objects[i].indices.size(), GL_UNSIGNED_SHORT, (void*)0);
    }
}

它在尝试执行glDrawElements指令时爆炸。我一直在追查这个问题,但我找不到什么问题。我甚至怀疑在Qt中使用QGLBuffer的正确方法。任何人都可以帮助我吗?

1 个答案:

答案 0 :(得分:0)

我解决了。问题是我使用setAttributeBuffer指令的“tuplasize”。

Objects[i].indexed_vertices.size() * sizeof(vertex)

现在我将其更改为3并开始将法线作为顶点传递,结果代码为:

void GLWidget::paintGL()
{
    glClearColor(0.4765625, 0.54296875, 0.6171875, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    /*
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -10.0f);
    */

    editor->setUniformValue("projectMatrix", controller->getProjectionMatrix());
    editor->setUniformValue("viewMatrix", controller->getViewMatrix());


    /** Ahora para las operaciones especificas de cada objeto **/

    for (int i=0; i<Objects.size(); i++)
    {
        Objects[i].modelmatrix.scale(1.0, 1.0, 1.0);
        Objects[i].modelmatrix.rotate(1.0, 0.0, 0.0, 1.0);
        editor->setUniformValue("modelMatrix", Objects.at(i).modelmatrix);

        glEnableClientState(GL_VERTEX_ARRAY);
        editor->enableAttributeArray("vertices");
        Objects[i].vertexbuffer->bind();
        //glVertexPointer(3, GL_FLOAT, 0, Objects.at(i).indexed_vertices.data());
        editor->setAttributeBuffer("vertices", GL_FLOAT, 0, 3); // (PROGRAM_VERTEX_ATTRIBUTE, Objects[i].vertices.data());
        //glDisableClientState(GL_VERTEX_ARRAY);

        //glEnableClientState(GL_NORMAL_ARRAY);
        editor->enableAttributeArray("normals");
        Objects[i].normalbuffer->bind();
        //glVertexPointer(3, GL_FLOAT, 3, Objects.at(i).indexed_normals.data());
        editor->setAttributeBuffer ("normals", GL_FLOAT, 0, 3);
        glDisableClientState(GL_VERTEX_ARRAY);

        //glDrawArrays(GL_QUADS, 0, Objects[i].vertices.size());
        Objects[i].elementbuffer->bind();
        glDrawElements(GL_QUADS, Objects[i].indices.size(), GL_UNSIGNED_SHORT, (void*)0);
    }
}

这可以标记为已解决。