我对glDrawElements
的调用产生了分段错误。如果我废弃索引并使用glDrawArrays
绘制了顶点缓冲区中的所有内容。所以我的假设是错误与我填充GL_ELEMENT_ARRAY_BUFFER
的方式有关,但我没有看到问题。
我有一个球体类,可以为球体生成顶点和索引。然后我只需要以下代码来设置vbo,vao等:
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(struct VertexData) * sphere.GetVertices()->size(), sphere.GetVertices()->data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_DOUBLE, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, normal));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, tcoords));
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * sphere.GetIndices()->size(), sphere.GetIndices()->data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
..我在其中看不到任何错误。
我的绘图就是这样完成的:
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float t = watch.GetElapsedTimePeriod().count();
float rotation = 0.5/1000.0*t;
rotationMatrix = glm::rotate(rotationMatrix,rotation,glm::vec3(0,1,0));
glm::mat4 modelMatrix = perspectiveMatrix * viewMatrix * rotationMatrix * identitymatrix;
glUseProgram(shaderprogram);
glUniformMatrix4fv(glGetUniformLocation(shaderprogram, "mvpmatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glBindVertexArray(vao);
std::shared_ptr<std::vector<GLushort>> p = sphere.GetIndices();
size_t tt = p->size();
glDrawElements(GL_TRIANGLES,tt,GL_UNSIGNED_SHORT,0);
//glDrawArrays(GL_POINTS,0,(*sphere.GetVertices()).size());
glBindVertexArray(0);
glUseProgram(0);
SDL_GL_SwapWindow(sdlglHandler);
如果我使用它,您可以看到我注释掉的glDrawArrays
调用成功(并且不要在顶部代码中设置索引缓冲区)。 (它是GL_POINTS
所以我可以看到每个被绘制的顶点。)
我已经注意到,如果我在我的球体中产生较少的顶点,程序就不会崩溃。所以起初我认为使用GLushort
作为我的索引的类型,但是没有为它生成许多顶点是一个问题。我也使用了GLuint进行了测试,但没有做任何事情。
接下来,我注意到如果我使用的索引数量小于我的指数矢量(从球体返回),我可以让它工作;但它必须是大小的1/6(当然只有我球体三角形的1/6左右。
我已经查看了我的其余代码,看看我是否正在编写一个数组或其他内容,而且只是在我使用的openGL代码中。用数组和指针做任何事情。
因为我能够删除索引数组并看到它正常工作,所以我确信它与此有关;但是我无法解决这个问题。
哦,最后,VertexData结构如下所示:
struct VertexData
{
GLdouble position[4];
GLfloat color[3];
GLfloat normal[3];
GLfloat tcoords[2];
};
我已经删除了所有的C ++封装并生成了这个代码,这给了我同样的错误。我完全失去了看到试图访问私人记忆的地方,看起来没有什么东西溢满了我:
#include <exception>
#include <iostream>
#include <fstream>
#include <sstream>
#include <list>
#include <string>
#include <algorithm>
#include <functional>
#include <utilities.hpp>
#include <GL/glew.h>
#include <SDL2/sdl.h>
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
struct VertexData
{
GLdouble position[4];
GLfloat color[3];
GLfloat normal[3];
GLfloat tcoords[2];
};
int main(int argc, char* argv[])
{
try
{
SDL_Window* window;
SDL_GLContext context;
if(SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("unable to initialise video");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
window = SDL_CreateWindow("SpaceEngine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 800, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if(!window)
throw std::runtime_error("unable to create window");
context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
GLenum glewErr = glewInit();
if(glewErr != GLEW_OK)
{
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
throw std::runtime_error(reinterpret_cast<const char*>(glewGetErrorString(glewErr)));
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
std::vector<VertexData> vertices;
std::vector<GLushort> indices;
int rings = 200;
int sectors = 200;
float radius = 1.0;
if(rings < 2)
rings = 2;
if(sectors < 2)
sectors = 2;
while(rings * sectors >= std::numeric_limits<GLushort>::max())
{
rings /= 2;
sectors /= 2;
}
const GLuint polyCountXPitch = rings+1;
GLuint level = 0;
for(GLuint p1 = 0; p1 < sectors-1; ++p1)
{
for(GLuint p2 = 0; p2 < rings-1; ++p2)
{
GLuint curr = level + p2;
indices.push_back(curr + polyCountXPitch);
indices.push_back(curr);
indices.push_back(curr + 1);
indices.push_back(curr + polyCountXPitch);
indices.push_back(curr + 1);
indices.push_back(curr + 1 + polyCountXPitch);
}
indices.push_back(level + rings - 1 + polyCountXPitch);
indices.push_back(level + rings - 1);
indices.push_back(level + rings);
indices.push_back(level + rings - 1 + polyCountXPitch);
indices.push_back(level + rings);
indices.push_back(level + rings + polyCountXPitch);
level += polyCountXPitch;
}
const GLuint polyCountSq = polyCountXPitch * sectors; //top point
const GLuint polyCountSq1 = polyCountSq + 1; //bottom point
const GLuint polyCountSqM1 = (sectors - 1) * polyCountXPitch; //last rows first index
for(GLuint p2 = 0; p2 < rings - 1; ++p2)
{
indices.push_back(polyCountSq);
indices.push_back(p2 + 1);
indices.push_back(p2);
indices.push_back(polyCountSqM1 + p2);
indices.push_back(polyCountSqM1 + p2 + 1);
indices.push_back(polyCountSq1);
}
indices.push_back(polyCountSq);
indices.push_back(rings);
indices.push_back(rings - 1);
indices.push_back(polyCountSqM1 + rings - 1);
indices.push_back(polyCountSqM1);
indices.push_back(polyCountSq1);
const GLdouble angleX = 2 * pi() / rings;
const GLdouble angleY = pi() / sectors;
GLuint i = 0;
GLdouble axz;
GLdouble ay = 0;
vertices.resize(polyCountXPitch * sectors + 2);
for(GLuint y = 0; y < sectors; ++y)
{
ay += angleY;
const GLdouble sinay = std::sin(ay);
axz = 0;
for(GLuint xz = 0; xz < rings; ++xz)
{
const glm::vec3 pos((radius * std::cos(axz) * sinay),radius * std::cos(ay), radius * std::sin(axz) * sinay);
glm::vec3 normal = pos;
normal = glm::normalize(normal);
GLuint tu = 0.5f;
if(y == 0)
{
if(normal.y != -1.0f && normal.y != 1.0f)
tu = std::acos(glm::clamp<GLdouble>(normal.x/sinay, -1.0f, 1.0f)) * 0.5 * (1.0f/pi());
if(normal.z < 0.0f)
tu = 1 - tu;
}
else
tu = vertices[i-polyCountXPitch].tcoords[0];
VertexData v;
v.color[0] = 1;
v.color[1] = 1;
v.color[2] = 1;
v.position[0] = pos.x;
v.position[1] = pos.y;
v.position[2] = pos.z;
v.position[3] = 1.0f;
v.normal[0] = normal.x;
v.normal[1] = normal.y;
v.normal[2] = normal.z;
v.tcoords[0] = tu;
v.tcoords[1] = ay * (1.0f/pi());
vertices.at(i) = v;
++i;
axz += angleX;
}
vertices.at(i) = vertices.at(i - rings);
vertices.at(i).tcoords[0] = 1.0f;
++i;
}
VertexData v;
v.color[0] = 1;
v.color[1] = 1;
v.color[2] = 1;
v.position[0] = 0;
v.position[1] = radius;
v.position[2] = 0;
v.position[3] = 1.0f;
v.normal[0] = 0;
v.normal[1] = 1;
v.normal[2] = 0;
v.tcoords[0] = 0.5f;
v.tcoords[1] = 0.0f;
vertices.at(i) = v;
++i;
v.position[1] = -radius;
v.normal[1] = -1.0f;
v.tcoords[1] = 1.0f;
vertices.at(i) = v;
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(struct VertexData) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_DOUBLE, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, normal));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, tcoords));
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
GLuint shader1,shader2;
std::ifstream file("tutorial2.vert");
if(!file)
throw std::runtime_error("The file tutorial2.vert was not opened");
else
{
std::string fileContents((std::istreambuf_iterator<char>(file)),std::istreambuf_iterator<char>());
shader1 = glCreateShader(GL_VERTEX_SHADER);
std::string fail = "glCreateShader failed using " + GL_VERTEX_SHADER;
if(!shader1)
throw std::runtime_error(fail.c_str());
const GLchar* contents[1];
contents[0] = fileContents.c_str();
glShaderSource(shader1, 1, contents, NULL);
glCompileShader(shader1);
int compiled;
glGetShaderiv(shader1, GL_COMPILE_STATUS, &compiled);
if(compiled == 0)
{
int maxLength;
glGetShaderiv(shader1, GL_INFO_LOG_LENGTH, &maxLength);
char* vertexInfoLog = new char[maxLength];
glGetShaderInfoLog(shader1, maxLength, &maxLength, vertexInfoLog);
throw std::runtime_error("Shader failed to compile:\n>\t" + std::string(vertexInfoLog));
}
}
std::ifstream file2("tutorial2.frag");
if(!file2)
throw std::runtime_error("The file tutorial2.frag was not opened");
else
{
std::string fileContents((std::istreambuf_iterator<char>(file2)),std::istreambuf_iterator<char>());
shader2 = glCreateShader(GL_FRAGMENT_SHADER);
std::string fail = "glCreateShader failed using " + GL_FRAGMENT_SHADER;
if(!shader2)
throw std::runtime_error(fail.c_str());
const GLchar* contents[1];
contents[0] = fileContents.c_str();
glShaderSource(shader2, 1, contents, NULL);
glCompileShader(shader2);
int compiled;
glGetShaderiv(shader2, GL_COMPILE_STATUS, &compiled);
if(compiled == 0)
{
int maxLength;
glGetShaderiv(shader2, GL_INFO_LOG_LENGTH, &maxLength);
char* vertexInfoLog = new char[maxLength];
glGetShaderInfoLog(shader2, maxLength, &maxLength, vertexInfoLog);
throw std::runtime_error("Shader failed to compile:\n>\t" + std::string(vertexInfoLog));
}
}
GLuint program = glCreateProgram();
if(!program)
throw std::runtime_error("glCreateProgram failed");
glAttachShader(program, shader1);
glAttachShader(program, shader2);
glBindAttribLocation(program, 0, "in_Position");
glBindAttribLocation(program, 1, "in_Color");
glBindAttribLocation(program, 2, "in_Normal");
glBindAttribLocation(program, 3, "in_UV");
glLinkProgram(program);
int IsLinked;
glGetProgramiv(program, GL_LINK_STATUS, (int *)&IsLinked);
if(IsLinked == 0)
{
int maxLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
char* shaderProgramInfoLog = new char[maxLength];
glGetProgramInfoLog(program, maxLength, &maxLength, shaderProgramInfoLog);
throw std::runtime_error("Program failed to link:\n>\t" + std::string(shaderProgramInfoLog) + "");
}
glDetachShader(program, shader1);
glDetachShader(program, shader2);
bool done = false;
while(!done)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_WINDOWEVENT:
switch(event.window.event)
{
case SDL_WINDOWEVENT_CLOSE:
done = true;
break;
}
break;
}
}
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES,indices.size(),GL_UNSIGNED_SHORT,0);
glBindVertexArray(0);
glUseProgram(0);
SDL_GL_SwapWindow(window);
}
glUseProgram(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteProgram(program);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "all good in the hood" << std::endl;
}
catch(const std::exception& e)
{
std::cout << "ERROR:\t" << e.what() << std::endl;
}
catch(...)
{
std::cout << "ERROR" << std::endl;
}
exit(EXIT_SUCCESS);
}
我的顶点着色器:
#version 150
precision highp float;
in vec4 in_Position;
in vec3 in_Color;
in vec3 in_Normal;
in vec2 in_UV;
uniform mat4 mvpmatrix;
out vec3 ex_Color;
void main(void)
{
gl_Position = in_Position;
ex_Color = in_Color;
}
我的片段着色器:
#version 150
precision highp float;
in vec3 ex_Color;
out vec4 gl_FragColor;
void main(void)
{
gl_FragColor = vec4(ex_Color,1.0);
}
我甚至尝试将一行文本输出到一个文件,然后迭代遍历索引1中的每个三角形1.如果我运行它几次,我发现segfault发生在indices数组中的不同点。索引查找的顶点在我的顶点数组的范围内。
for(int i = 0; i < tt; i+=3)
{
file << "attempting " << i/3 << std::endl;
glDrawElements(GL_TRIANGLES,i,GL_UNSIGNED_SHORT,0);
SDL_GL_SwapWindow(sdlglHandler);
}
所以这告诉我,我试图访问超出我发送到GL_ELEMENT_ARRAY_BUFFER
的范围的索引,但是再一次,我看不出问题。
答案 0 :(得分:3)
问题在于使用GL_DOUBLE作为顶点。改为GL_FLOAT似乎已经成功了。
使用double时需要使用glVertexAttribLPointer
。
有意义地使用glVertexAttribLPointer需要在着色器中重写一行(在dvec4 in_Position中)
答案 1 :(得分:1)
您对VAO的使用看起来是正确的。不过,我可以建议您在执行glDrawElements调用之前在索引缓冲区上显式添加glBindBuffer,即
std::shared_ptr<std::vector<GLushort>> p = sphere.GetIndices();
size_t tt = p->size();
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES,tt,GL_UNSIGNED_SHORT,0);
glBindVertexArray(0);
请注意,即使在今天VAO也没有得到很好的优化,更改VAO绑定可能意味着性能受到影响。 Valve例如对它进行了基准测试,截至目前,它仍然具有在其源引擎中禁用多个VAO的代码路径。在此更改之前,建议的方法是仅绑定缓冲区对象,以及要求VAO在每个上下文中创建和绑定一次的OpenGL配置文件,然后在进一步的操作中忽略它。