C++ 为什么我的C++;使用构造函数时程序崩溃?
我正在按照“learnopengl.com”教程制作一个简单的OpenGL程序。现在代码应该只显示一个橙色三角形 我的代码: 屏幕管理器C++ 为什么我的C++;使用构造函数时程序崩溃?,c++,opengl,C++,Opengl,我正在按照“learnopengl.com”教程制作一个简单的OpenGL程序。现在代码应该只显示一个橙色三角形 我的代码: 屏幕管理器 \ifndef屏幕\u管理器\u H #定义屏幕管理器 #定义GLEW_静态 #包括 #包括 #包括 #包括“Input.h” #包括“Renderer.h” 类屏幕管理器 { 公众: 电影经理(作废); bool iscloserequest(); void render(); 无效更新(); 无效处置(); 私人: GLFWwindow*窗口; 渲染器渲染
\ifndef屏幕\u管理器\u H
#定义屏幕管理器
#定义GLEW_静态
#包括
#包括
#包括
#包括“Input.h”
#包括“Renderer.h”
类屏幕管理器
{
公众:
电影经理(作废);
bool iscloserequest();
void render();
无效更新();
无效处置();
私人:
GLFWwindow*窗口;
渲染器渲染器;
};
#恩迪夫
ScreenManager.cpp
#包括“ScreenManager.h”
ScreenManager::ScreenManager(无效)
{
//初始化GLFW库
glfwInit();
//将opengl版本指定为3
glfwWindowHint(GLFW_上下文_版本_专业,3);
glfwWindowHint(GLFW_上下文_版本_小调,3);
//将opengl配置文件指定为核心配置文件
glfwWindowHint(GLFW_OPENGL_配置文件、GLFW_OPENGL_核心配置文件);
//禁用调整大小
glfwWindowHint(GLFW_可调整大小,GL_为FALSE);
//创建窗口对象
窗口=glfwCreateWindow(800600,“测试”,空PTR,空PTR);
//使GL上下文成为线程中的活动上下文
glfwMakeContextCurrent(窗口);
//错误检查
如果(窗口==NULL){
std::cout当您在构造函数中调用init
时,它是在ScreenManager
的成员构造过程中调用的,该过程发生在执行ScreenManager
的构造函数主体之前
此时,OpenGL尚未初始化,这就是您崩溃的原因。您需要显示实际创建渲染器实例和/或调用init()函数的代码(例如main()函数)。请尝试提供尽可能小的完整可编译代码示例来说明您的问题(目前,您已经包含了许多可能会分散人们注意力的东西,这些东西会分散人们的帮助)。在调用init()之前,代码也没有合法的方法可以避免使用呈现器构造函数-因此您的描述表明您遗漏了相关信息。我现在知道了,我正在调用呈现器构造函数(在ScreenManager.h中)在ScreenManager构造函数中初始化opengl之前:哦,现在我明白了,为什么我不这么简单:P,谢谢你的帮助:D
#ifndef SCREEN_MANAGER_H
#define SCREEN_MANAGER_H
#define GLEW_STATIC
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include "Input.h"
#include "Renderer.h"
class ScreenManager
{
public:
ScreenManager(void);
bool isCloseRequested();
void render();
void update();
void dispose();
private:
GLFWwindow* window;
Renderer renderer;
};
#endif
#include "ScreenManager.h"
ScreenManager::ScreenManager(void)
{
// Initialize GLFW library
glfwInit();
// Specify the opengl version to 3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// Specify opengl profile to core profile
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Disable resizing
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create the window object
window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
// Make the GL context the active context in the thread
glfwMakeContextCurrent(window);
// Error check
if(window==NULL){
std::cout << "failed to create GLFW window :( " << std::endl;
dispose();
}
// Make sure that GLEW use modern techniques to manage opengl functionality
glewExperimental = GL_TRUE;
// Initialize GLEW and check for errors
if(glewInit() != GLEW_OK){
std::cout << "failed to initialize glew :( " << std::endl;
}
// Specify opengl viewport => bottom left coordinates and window size
glViewport(0, 0, 800, 600);
// Register the events for GLFW => currently :keyboard
Input input(window);
renderer.init();
}
// Check if window is closed
bool ScreenManager::isCloseRequested(){
if(glfwWindowShouldClose(window))
return true;
return false;
}
// Clear screen and swap buffers
void ScreenManager::render(){
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
renderer.render();
glfwSwapBuffers(window);
}
// Check for events (registered events)
void ScreenManager::update(){
glfwPollEvents();
}
void ScreenManager::dispose(){
glfwTerminate();
}
#ifndef RENDERER_H
#define RENDERER_H
#define GLEW_STATIC
#include <GL\glew.h>
#include <iostream>
class Renderer
{
public:
Renderer(void);
void init();
void render();
private:
void testShape();
GLuint createVertexShader(GLuint &shader);
GLuint createFragmentShader(GLuint &shader);
void createShaderProgram(GLuint &program);
};
#endif
#include "Renderer.h"
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
GLuint VAO;
Renderer::Renderer(){
//init();
}
void Renderer::init(){
testShape();
createShaderProgram(program);
}
void Renderer::render(){
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void Renderer::testShape(){
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint VBO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3* sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(VBO, 0);
glBindVertexArray(0);
}
GLuint Renderer::createVertexShader(GLuint &shader){
const GLchar* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main(){\n"
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}";
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar info[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertexShader, 512, NULL, info);
std::cout << "couldn't compile shader :(/n" << info << std::endl;
}
return vertexShader;
}
GLuint Renderer::createFragmentShader(GLuint &shader){
const GLchar* fragmentShaderSource =
"#version 330 core\n"
"out vec4 color;\n"
"void main(){\n"
" color = vec4(1.0, 0.5, 0.2, 0);\n"
"}";
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLint success;
GLchar info[512];
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(fragmentShader, 512, NULL, info);
std::cout << "couldn't compile shader :(\n" << info << "\n" << std::endl;
}
return fragmentShader;
}
void Renderer::createShaderProgram(GLuint &program){
program = glCreateProgram();
glAttachShader(program, createVertexShader(vertexShader));
glAttachShader(program, createFragmentShader(fragmentShader));
glLinkProgram(program);
GLint success;
GLchar info[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if(!success){
glGetProgramInfoLog(program, 512, NULL, info);
std::cout << "couldn't link program :(\n" << info << "\n" << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}