我正在按照教程为现代OpenGL设置一些VBO。我设法让网格和着色器运行(着色器设置为使每个像素变红)。
接下来的教程我是设置着色器使用纹理映射,它似乎在调试器中正确加载,但是我不太确定,因为我得到一个错误,一旦我到达glDrawArrays(...) ;
我认为这些东西很难进入,所以我猜测我可能在某处做了一些可怕的错误。提前抱歉您可能会看到x)
错误输出:
First-chance exception at 0x52E4A415 (nvoglv32.dll) in Modern OpenGL.exe: 0xC0000005: Access violation reading location 0x00000000.
这是我的网格代码(或VBO代码):
Mesh::Mesh() {
//Generate vertex array
glGenVertexArrays(1, &arrayObject);
for (int i = 0; i < VBO_COUNT; i++) {
//Generate vertex buffer
glGenBuffers(1, &buffers[i]);
}
}
Mesh::Mesh(ObjectData *obj) {
//Initialize first
Mesh::Mesh();
//Set object to parameter
setObject(obj);
}
Mesh::~Mesh() {
for (int i = 0; i < VBO_COUNT; i++) {
//Delete buffer
glDeleteBuffers(1, &buffers[i]);
}
//Delete array
glDeleteVertexArrays(1, &arrayObject);
}
void Mesh::draw() {
//Tell OpenGL which array to use
glBindVertexArray(arrayObject);
glDrawArrays(GL_TRIANGLES, 0, object->vertices.size());
glBindVertexArray(NULL);
}
void Mesh::updateVBO() {
//Tell OpenGL which vertex array to use from now
glBindVertexArray(arrayObject);
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, buffers[VBO_VERTEX]);
glBufferData(GL_ARRAY_BUFFER, sizeof(object->vertices[0]) * object->vertices.size(), &object->vertices.front(), GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_VERTEX);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, buffers[VBO_TEXCORD]);
glBufferData(GL_ARRAY_BUFFER, sizeof(object->texCoords[0]) * object->texCoords.size(), &object->texCoords.front(), GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_TEXCORD);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
//Unbind vertex array
glBindVertexArray(NULL);
}
void Mesh::setObject(ObjectData *obj) {
object = obj;
updateVBO();
}
这是我的着色器代码:
Shader::Shader(string fileName) {
m_program = glCreateProgram();
m_shaders[SHA_VERTEX] = createShader(loadShader(fileName + ".vs"), GL_VERTEX_SHADER);
m_shaders[SHA_FRAGMENT] = createShader(loadShader(fileName + ".fs"), GL_FRAGMENT_SHADER);
for (int i = 0; i < SHA_COUNT; i++) {
glAttachShader(m_program, m_shaders[i]);
}
glBindAttribLocation(m_program, VBO_VERTEX, "vertices");
glBindAttribLocation(m_program, VBO_TEXCORD, "texCoords");
glLinkProgram(m_program);
checkShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(m_program);
checkShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
}
Shader::~Shader() {
for (int i = 0; i < SHA_COUNT; i++) {
glDetachShader(m_program, m_shaders[i]);
glDeleteShader(m_shaders[i]);
}
glDeleteProgram(m_program);
}
string Shader::loadShader(string filePath) {
ifstream file;
file.open((filePath).c_str());
string output;
string line;
if(file.is_open()) {
while(file.good()) {
getline(file, line);
output.append(line + "\n");
}
}
else {
printf("Unable to load shader: %s\n", filePath.c_str());
}
return output;
}
void Shader::checkShaderError(GLuint shader, GLuint flag, bool isProgram, 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);
}
printf("%s: '%s'\n", errorMessage.c_str(), error);
}
}
GLuint Shader::createShader(string text, unsigned int type) {
GLuint shader = glCreateShader(type);
if (shader == 0) {
printf("Error compiling shader type %i\n", type);
}
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;
}
void Shader::bind() {
glUseProgram(m_program);
}
编辑:这是我的顶点和texCoords:
//Create test objects
ObjectData *obj = new ObjectData();
obj->vertices.push_back(glm::vec3(-1, 0, 0));
obj->vertices.push_back(glm::vec3(0, 0.5, 0));
obj->vertices.push_back(glm::vec3(0, -0.5, 0));
obj->texCoords.push_back(glm::vec2(0.0, 0.5));
obj->texCoords.push_back(glm::vec2(0.5, 0.75));
obj->texCoords.push_back(glm::vec2(0.5, 0.25));
obj->vertices.push_back(glm::vec3(1, 0, 0));
obj->vertices.push_back(glm::vec3(0, 0.5, 0));
obj->vertices.push_back(glm::vec3(0, -0.5, 0));
obj->texCoords.push_back(glm::vec2(1.0, 0.5));
obj->texCoords.push_back(glm::vec2(0.5, 0.75));
obj->texCoords.push_back(glm::vec2(0.5, 0.25));
这是我的对象数据:
struct ObjectData {
vector <glm::vec3> vertices, normals, colors;
vector <glm::vec2> texCoords;
vector <GLint> indices;
ObjectData();
};
答案 0 :(得分:3)
您正在使用位置和纹理坐标属性。我想在代码中:
//Set shader attribute data
glEnableVertexAttribArray(VBO_TEXCORD);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
您打算将VBO_TEXCORD
的第一个参数传递给glVertexAttribPointer
。
答案 1 :(得分:0)
这部分:
Mesh::Mesh(ObjectData *obj) {
//Initialize first
Mesh::Mesh();
//Set object to parameter
setObject(obj);
}
并不像你想象的那样工作 - 不像在例如Java Mesh::Mesh()
没有调用this
的默认构造函数
(我很惊讶你的编译器没有抱怨。)
您可以将公共初始化移动到从两个构造函数调用的单独函数中,也可以使用默认参数值将它们粉碎在一起,如下所示:
Mesh::Mesh(Object* obj) {
//Generate vertex array
glGenVertexArrays(1, &arrayObject);
for (int i = 0; i < VBO_COUNT; i++) {
//Generate vertex buffer
glGenBuffers(1, &buffers[i]);
}
if (obj)
setObject(obj);
}
答案 2 :(得分:0)
因此,专门使用VBO_VERTEX
的代码正在运行,并且在您同时使用VBO_VERTEX
和VBO_TEXCORD
时会崩溃吗?
我的猜测是vertices
和texCoords
数组的大小不同,例如:object->texCoords.size() < object->vertices.size()
然后当glDrawArrays
尝试从相应的数组中获取数据时,vertices
是可以的,因为有足够的元素,但texCoords
没有足够的元素=&gt;访问违规。
作为旁注:由于您的所有数据似乎都是静态的,因此使用单个VBO而不是两个VBO可以获得更好的性能。引自https://www.opengl.org/wiki/Vertex_Specification_Best_Practices:
问:你应该为每个人创建一个单独的VBO吗?你会失去性能吗? 答:如果你的对象是静态的,那么将它们全部合并 尽可能少的VBO以获得最佳性能。见上一节 有关布局注意事项的更多详细信息。