我在运行此代码时遇到访问冲突:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using System.IO;
namespace OpenTKTutorial1
{
class Game : GameWindow
{
int pgmID;
int vsID;
int fsID;
int attribute_vcol;
int attribute_vpos;
int uniform_mview;
int vbo_position;
int vbo_color;
int vbo_mview;
Vector3[] vertdata;
Vector3[] coldata;
Matrix4[] mviewdata;
void initProgram()
{
pgmID = GL.CreateProgram();
loadShader("vs.glsl", ShaderType.VertexShader, pgmID, out vsID);
loadShader("fs.glsl", ShaderType.FragmentShader, pgmID, out fsID);
GL.LinkProgram(pgmID);
Console.WriteLine(GL.GetProgramInfoLog(pgmID));
attribute_vpos = GL.GetAttribLocation(pgmID, "vPosition");
attribute_vcol = GL.GetAttribLocation(pgmID, "vColor");
uniform_mview = GL.GetUniformLocation(pgmID, "modelview");
if (attribute_vpos == -1 || attribute_vcol == -1 || uniform_mview == -1)
{
Console.WriteLine("Error binding attirbutes");
}
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out vbo_color);
GL.GenBuffers(1, out vbo_mview);
}
void loadShader(String filename, ShaderType type, int program, out int address)
{
address = GL.CreateShader(type);
using (StreamReader sr = new StreamReader(filename))
{
GL.ShaderSource(address, sr.ReadToEnd());
}
GL.CompileShader(address);
GL.AttachShader(program, address);
Console.WriteLine(GL.GetShaderInfoLog(address));
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
initProgram();
vertdata = new Vector3[]{
new Vector3(-0.8f, -0.8f, 0f),
new Vector3(0.8f, -0.8f, 0f),
new Vector3(0f, 0.8f, 0f)};
coldata = new Vector3[]{
new Vector3(1f, 0f, 0f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f)};
mviewdata = new Matrix4[]{
Matrix4.Identity};
Title = "Title";
GL.ClearColor(Color.CornflowerBlue);
GL.PointSize(5f);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.EnableVertexAttribArray(attribute_vpos);
GL.EnableVertexAttribArray(attribute_vcol);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
GL.DisableVertexAttribArray(attribute_vpos);
GL.DisableVertexAttribArray(attribute_vcol);
GL.Flush();
//Everything before this
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(vertdata.Length * Vector3.SizeInBytes), vertdata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vpos, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_color);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(coldata.Length * Vector3.SizeInBytes), coldata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vcol, 3, VertexAttribPointerType.Float, true, 0, 0);
GL.UniformMatrix4(uniform_mview, false, ref mviewdata[0]);
GL.UseProgram(pgmID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
}
}
它使渲染背景然后崩溃。
我对OpenTK和OpenGL很陌生,所以我不能100%确定问题是什么。
错误发生在
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
答案 0 :(得分:2)
您的代码存在一些小问题,但它适用于我而无需更改。
无论如何,我做了一些修改并添加了解释来解释原因,或许有些东西可以帮到你。如果没有,请发布您的着色器以及有关确切异常的更多详细信息(如果有)。
using System;
using System.Drawing;
using System.IO;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace OpenTKTutorial1
{
public class Game
: GameWindow
{
int pgmID;
int vsID;
int fsID;
int attribute_vcol;
int attribute_vpos;
int uniform_mview;
int vbo_position;
int vbo_color;
int vbo_mview;
Vector3[] vertdata;
Vector3[] coldata;
Matrix4[] mviewdata;
public Game()
{
// better use the events instead of overriding the inherited methods
// at least thats what the documentation on Update- and RenderFrame says
Load += OnLoad;
UpdateFrame += OnUpdateFrame;
RenderFrame += OnRenderFrame;
}
void InitProgram()
{
pgmID = GL.CreateProgram();
LoadShader("vs.glsl", ShaderType.VertexShader, pgmID, out vsID);
LoadShader("fs.glsl", ShaderType.FragmentShader, pgmID, out fsID);
GL.LinkProgram(pgmID);
Console.WriteLine(GL.GetProgramInfoLog(pgmID));
attribute_vpos = GL.GetAttribLocation(pgmID, "vPosition");
attribute_vcol = GL.GetAttribLocation(pgmID, "vColor");
uniform_mview = GL.GetUniformLocation(pgmID, "modelview");
if (attribute_vpos == -1 || attribute_vcol == -1 || uniform_mview == -1)
{
Console.WriteLine("Error binding attributes");
}
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out vbo_color);
// what is this buffer for?
//GL.GenBuffers(1, out vbo_mview);
}
void LoadShader(String filename, ShaderType type, int program, out int address)
{
address = GL.CreateShader(type);
using (StreamReader sr = new StreamReader(filename))
{
GL.ShaderSource(address, sr.ReadToEnd());
}
GL.CompileShader(address);
GL.AttachShader(program, address);
Console.WriteLine(GL.GetShaderInfoLog(address));
}
protected void OnLoad(object sender, EventArgs eventArgs)
{
InitProgram();
vertdata = new Vector3[]{
new Vector3(-0.8f, -0.8f, 0f),
new Vector3(0.8f, -0.8f, 0f),
new Vector3(0f, 0.8f, 0f)};
coldata = new Vector3[]{
new Vector3(1f, 0f, 0f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f)};
mviewdata = new Matrix4[]{
Matrix4.Identity};
Title = "Title";
GL.ClearColor(Color.CornflowerBlue);
GL.PointSize(5f);
}
protected void OnRenderFrame(object sender, FrameEventArgs frameEventArgs)
{
// if you only have one viewport you can safely move this to the OnResize event
GL.Viewport(0, 0, Width, Height);
// if the state never changes move it to OnLoad
GL.Enable(EnableCap.DepthTest);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.EnableVertexAttribArray(attribute_vpos);
GL.EnableVertexAttribArray(attribute_vcol);
// always make sure the program is enabled ..
GL.UseProgram(pgmID);
// .. before you set any uniforms
GL.UniformMatrix4(uniform_mview, false, ref mviewdata[0]);
// .. or draw anything
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
GL.DisableVertexAttribArray(attribute_vpos);
GL.DisableVertexAttribArray(attribute_vcol);
// do not call glFlush unless you have a very good reason to
// it can result in significant slow downs
//GL.Flush();
SwapBuffers();
}
protected void OnUpdateFrame(object sender, FrameEventArgs frameEventArgs)
{
// your vertex and color data never changes, thus everything you do here
// could be moved to OnLoad instead of having it repeated all the time
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertdata.Length * Vector3.SizeInBytes), vertdata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vpos, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_color);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(coldata.Length * Vector3.SizeInBytes), coldata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vcol, 3, VertexAttribPointerType.Float, true, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
}
}