OpenGL-glGenVertexArrays,“线程1:exc_bad_access(代码= 1,地址= 0x0)" [英] OpenGL -- glGenVertexArrays, "thread 1: exc_bad_access (code =1, address=0x0)"

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问题描述

我正在编写一个 openGL程序(C ++),该程序在其上面绘制了两个3D对象.我使用的编程工具是 Xcode 8.0(8A218a)(OSX 10.11.6).

I am writing a openGL program(C++) which draws a ground with two 3D objects above it. The programming tool I use is Xcode version 8.0(8A218a)(OSX 10.11.6).

我的代码(main.cpp):

my code(main.cpp):

   #include <GL/glew.h>
    #include <GL/freeglut.h>
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <iostream>
    #include <fstream>
    using namespace std;

    using glm::vec3;
    using glm::mat4;

    GLint programID;
    //initialize all OpenGL objects
    GLuint groundVAO, groundVBO, groundEBO; //ground


    bool checkStatus( //OK
        GLuint objectID,
        PFNGLGETSHADERIVPROC objectPropertyGetterFunc,
        PFNGLGETSHADERINFOLOGPROC getInfoLogFunc,
        GLenum statusType)
        {
        GLint status;
        objectPropertyGetterFunc(objectID, statusType, &status);
        if (status != GL_TRUE)
        {
            GLint infoLogLength;
            objectPropertyGetterFunc(objectID, GL_INFO_LOG_LENGTH, &infoLogLength);
            GLchar* buffer = new GLchar[infoLogLength];

            GLsizei bufferSize;
            getInfoLogFunc(objectID, infoLogLength, &bufferSize, buffer);
            cout << buffer << endl;

            delete[] buffer;
            return false;
        }
        return true;
    }

     bool checkShaderStatus(GLuint shaderID) //OK
    {
        return checkStatus(shaderID, glGetShaderiv, glGetShaderInfoLog, GL_COMPILE_STATUS);
    }

     bool checkProgramStatus(GLuint programID) //OK
    {
        return checkStatus(programID, glGetProgramiv, glGetProgramInfoLog, GL_LINK_STATUS);
    }

    string readShaderCode(const char* fileName) //OK
    {
        ifstream meInput(fileName);
        if (!meInput.good())
        {
            cout << "File failed to load..." << fileName;
            exit(1);
        }
        return std::string(
            std::istreambuf_iterator<char>(meInput),
            std::istreambuf_iterator<char>()
        );
    }

    void installShaders() //OK
    {
        GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
        GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

        const GLchar* adapter[1];
        //adapter[0] = vertexShaderCode;
        string temp = readShaderCode("VertexShaderCode.glsl");
        adapter[0] = temp.c_str();
        glShaderSource(vertexShaderID, 1, adapter, 0);
        //adapter[0] = fragmentShaderCode;
        temp = readShaderCode("FragmentShaderCode.glsl");
        adapter[0] = temp.c_str();
        glShaderSource(fragmentShaderID, 1, adapter, 0);

        glCompileShader(vertexShaderID);
        glCompileShader(fragmentShaderID);

        if (!checkShaderStatus(vertexShaderID) || 
    !checkShaderStatus(fragmentShaderID))
            return;

        programID = glCreateProgram();
        glAttachShader(programID, vertexShaderID);
        glAttachShader(programID, fragmentShaderID);
        glLinkProgram(programID);

        if (!checkProgramStatus(programID))
            return;

        glDeleteShader(vertexShaderID);
        glDeleteShader(fragmentShaderID);

        glUseProgram(programID);
     }

     void keyboard(unsigned char key, int x, int y)
     {
         //TODO:
     }

     void sendDataToOpenGL()
     {
         //TODO:
        //create solid objects here and bind to VAO & VBO

        //Ground, vertices info
        const GLfloat Ground[]
        {
             -5.0f, +0.0f, -5.0f, //0
             +0.498f, +0.898, +0.0f, //grass color
             +5.0f, +0.0f, -5.0f, //1
             +0.498f, +0.898, +0.0f,
             +5.0f, +0.0f, +5.0f, //2
             +0.498f, +0.898, +0.0f,
             -5.0f, +0.0f, +5.0f
        };
        GLushort groundIndex[] = {1,2,3, 1,0,3};

        //Pass ground to vertexShader
        //VAO
        glGenVertexArrays(1, &groundVAO);
        glBindVertexArray(groundVAO);

        //VBO
        glGenBuffers(1, &groundVBO);
        glBindBuffer(GL_ARRAY_BUFFER, groundVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Ground), Ground, GL_STATIC_DRAW);

        //EBO
        glGenBuffers(1, &groundEBO);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, groundEBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(groundIndex), groundIndex, GL_STATIC_DRAW);

        //connectToVertexShader
        glEnableVertexAttribArray(0); //position
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, 0);
        glEnableVertexAttribArray(1); //color
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (char*)(sizeof(float)*3));
     }

    void paintGL(void)
    {
        //TODO:
        //render your objects and control the transformation here
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        //translate model
        glm::mat4 modelTransformMatrix = glm::translate(glm::mat4(), vec3(+0.0f, +0.0f, -3.0f));
        //perspective view
        glm::mat4 projectionMatrix = glm::perspective(+40.0f, +1.0f, +1.0f, +60.0f);
        //ultimate matrix
        glm::mat4 ultimateMatrix;

        //register location on the graphics cards
        GLint ultimateMatrixUniformLocation = glGetUniformLocation(programID, "ultimateMatrix");
        /*GLint modelTransformMatrixUniformLocation = glGetUniformLocation(programID, "modelTransformMatrix");
        GLint projectionMatrixUniformLocation = glGetUniformLocation(programID, "projectionMatrix");*/

        //drawing the ground

        /*glUniformMatrix4fv(modelTransformMatrixUniformLocation, 1, GL_FALSE, &modelTransformMatrix[0][0]);
        glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, &projectionMatrix[0][0]);*/
        glBindVertexArray(groundVAO);
        ultimateMatrix = projectionMatrix * modelTransformMatrix;
        glUniformMatrix4fv(ultimateMatrixUniformLocation, 1, GL_FALSE, &ultimateMatrix[0][0]);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);

        glFlush();
        glutPostRedisplay();
    }

    void initializedGL(void) //run only once
    {
        glewInit();
        glEnable(GL_DEPTH_TEST);
        sendDataToOpenGL();
        installShaders();
    }

    int main(int argc, char *argv[])
    {
        /*Initialization*/
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
        glutCreateWindow("Try");
        glutInitWindowSize(700, 700);

        //const GLubyte* glversion = glGetString(GL_VERSION);

        /*Register different CALLBACK function for GLUT to response
        with different events, e.g. window sizing, mouse click or
        keyboard stroke */
        initializedGL();

        //glewExperimental = GL_TRUE;

        glutDisplayFunc(paintGL);
        glutKeyboardFunc(keyboard);

        /*Enter the GLUT event processing loop which never returns.
        it will call different registered CALLBACK according
        to different events. */
        //printf("OpenGL ver: %s\n", glversion);
        glutMainLoop();

        return 0;
    }

VertexShaderCode.glsl:

VertexShaderCode.glsl:

#version 430  // GLSL version your computer supports

in layout(location=0) vec3 position;
in layout(location=1) vec3 vertexColor;

uniform mat4 ultimateMatrix;

out vec3 theColor;

void main()
{
    vec4 v = vec4(position, 1.0);
    gl_Position = ultimateMatrix * v;
    theColor = vertexColor;
} 

FragmentShaderCode.glsl:

FragmentShaderCode.glsl:

#version 430 //GLSL version your computer supports

out vec4 theColor2;
in vec3 theColor;

void main()
{
    theColor2 = vec4(theColor, 1.0);
}

功能: checkStatus,checkShaderStatus,checkProgramStatus,readShaderCode,installShaders 应该都可以.

Functions: checkStatus, checkShaderStatus, checkProgramStatus, readShaderCode, installShaders should be all fine.

void keyboard() ,因为我尚未实现(仅用于键盘控制).

void keyboard() can be ignored since I havent implemented it yet(just for keyboard control).

我在sendDataToOpenGL()中实现了对象"Ground".但是,当我编译并运行该程序时,在 VAO行中出现了 线程1:exc_bad_access(代码= 1,地址= 0x0)" :

I implemented the object "Ground" in sendDataToOpenGL(). But when I compiled and ran the program, "thread 1: exc_bad_access (code =1, address=0x0)" occured in the line of VAO:

弹出窗口只是白屏,而不是绿草(3d).

And the pop-out window is just a white screen instead of a green grass(3d).

我尝试了其他stackoverflow帖子中提供的方法:使用glewExperimental = GL_TRUE;.我没有通过使用它看到任何错误,但是弹出窗口在出现后立即消失了.似乎无法解决问题.

I have tried a method which was provided in other stackoverflow post: using glewExperimental = GL_TRUE;. I didnt see any errors by using that, but the popout screen vanished immediately just after it appeared. It seems that it couldnt help the problem.

有人可以给我帮助吗?谢谢!

Can someone give me a help? Thank you!

推荐答案

检查.

Glew可以通过glewExperimental = GL_TRUE;启用其他扩展.请参见 GLEW文件,其中说:

Glew can enable additional extensions by glewExperimental = GL_TRUE;. See the GLEW documantation which says:

GLEW从图形驱动程序获取有关支持的扩展的信息.但是,实验或预发行版驱动程序可能不会通过标准机制报告所有可用的扩展,在这种情况下,GLEW将报告不受支持的扩展.为了避免这种情况,可以在调用glewInit()之前通过将glewExperimental全局开关设置为GL_TRUE来打开它,以确保所有带有有效入口点的扩展名都将被公开.

GLEW obtains information on the supported extensions from the graphics driver. Experimental or pre-release drivers, however, might not report every available extension through the standard mechanism, in which case GLEW will report it unsupported. To circumvent this situation, the glewExperimental global switch can be turned on by setting it to GL_TRUE before calling glewInit(), which ensures that all extensions with valid entry points will be exposed.

将此添加到您的代码中:

Add this to your code:

glewExperimental = GL_TRUE;
glewInit();

这篇关于OpenGL-glGenVertexArrays,“线程1:exc_bad_access(代码= 1,地址= 0x0)"的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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