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C++ OpengGL分段故障_C++_Opengl_Segmentation Fault - Fatal编程技术网

C++ OpengGL分段故障

C++ OpengGL分段故障,c++,opengl,segmentation-fault,C++,Opengl,Segmentation Fault,我正在跟踪一个,从中我得到了以下代码。我遵循提供的代码,得到了一个分段错误。我不明白为什么。我试着查找它,但发现这种情况主要发生在函数在Init()函数之前被调用时,但情况并非如此。有什么问题吗? #include <GL/glew.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> using namespace glm; #include <iostream> void framebuffer_

我正在跟踪一个,从中我得到了以下代码。我遵循提供的代码,得到了一个分段错误。我不明白为什么。我试着查找它,但发现这种情况主要发生在函数在Init()函数之前被调用时,但情况并非如此。有什么问题吗?

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
using namespace glm;
#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
    "layout (location = 0) in vec3 aPos;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
    "}\0";
const char *fragmentShaderSource = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this  statement to fix compilation on OS X
#endif
// glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT,        "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
// check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left  
         0.5f, -0.5f, 0.0f, // right 
         0.0f,  0.5f, 0.0f  // top   
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    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(float), (void*)0);
    glEnableVertexAttribArray(0);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    glBindVertexArray(0);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glBindVertexArray(0); // no need to unbind it every time 

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------



注意:本教程使用的是glad.h,我没有包括并使用glew和glm。
编辑:分段错误发生在
glgenvertexarray(1,&VAO)

需要首先从驱动程序中检索版本1.1以外的OpenGL命令(在Apple机器上不是这样)。对于此任务,您正在使用Glew。好。但是你必须初始化它。差不多

  glfwMakeContextCurrent(window);

  //Now we have a valid context as current, let's allow glew to do its job                                
  glewExperimental = GL_TRUE; //Ensure it get all pointers
  if ( GLEW_OK != glewInit() )
  {
      //glewInit failed, something is seriously wrong.
     return false; //or any handling here
  }

然后可以继续创建着色器等

需要首先从驱动程序中检索1.1版以外的OpenGL命令(在苹果电脑上不是这样)。对于此任务,您正在使用Glew。好。但是你必须初始化它。差不多

  glfwMakeContextCurrent(window);

  //Now we have a valid context as current, let's allow glew to do its job                                
  glewExperimental = GL_TRUE; //Ensure it get all pointers
  if ( GLEW_OK != glewInit() )
  {
      //glewInit failed, something is seriously wrong.
     return false; //or any handling here
  }


然后可以继续创建着色器等

我们需要检查的代码太多了,我看不到任何关于坠机地点的迹象。你能提供更多的上下文吗?我试着用gdb调试,但它无法跟踪。基本上,它的代码是通过设置自定义顶点和片段着色器来绘制三角形。您需要一个调试器,可以精确定位故障发生的位置,这样您就可以找出导致该点的原因并进行修复。C++崩溃经常发生因为越界内存访问或未初始化数据的使用。检查所有内容是否正确初始化。一种古老的技术:printf调试。您可以在整个程序中散布printf语句,并查看最后打印的内容。您可以先将它分成4或5个部分,然后在第二次传递时,在最后一次打印后的区域中添加更多的printf语句,直到找到一条语句,其中printf在发生之前,但printf之后没有。这将帮助您确定是哪条语句导致了segfault。您没有调用
glewInit()
,这意味着OpenGL函数可能无法正确加载。我们需要查看大量代码,我看不到任何关于崩溃发生在何处的指示。你能提供更多的上下文吗?我试着用gdb调试,但它无法跟踪。基本上,它的代码是通过设置自定义顶点和片段着色器来绘制三角形。您需要一个调试器,可以精确定位故障发生的位置,这样您就可以找出导致该点的原因并进行修复。C++崩溃经常发生因为越界内存访问或未初始化数据的使用。检查所有内容是否正确初始化。一种古老的技术:printf调试。您可以在整个程序中散布printf语句,并查看最后打印的内容。您可以先将它分成4或5个部分,然后在第二次传递时,在最后一次打印后的区域中添加更多的printf语句,直到找到一条语句,其中printf在发生之前,但printf之后没有。这将帮助您确定是哪条语句导致了segfault。您没有调用
glewInit()
,这意味着可能无法正确加载OpenGL函数。程序在创建着色器时显示分段错误。对,因为着色器的命令(例如
glCreateShader
)用于OpenGL>=2.0。如果您没有检索到它们(使用glew或glad等),它们会指向NULL,您会得到一个分段错误。我在代码段中添加了分段错误,现在分段错误发生在“设置顶点数据(和缓冲区)”之后并在程序中配置顶点属性的注释。如果在
glgenvertexarray
失败,最好使用
GLsizei
而不是
unsigned int
。根据您的操作系统(例如32位或64位),它们是不同的。@Ripi2我在将其指向GlgenVertexArray的引脚后找到了解决方案。解决方案是
glewExperimental=GL\u TRUE
glewInit()之前
。如果您也可以更新您的答案,我可以接受。程序在创建着色器时显示分段错误。对,因为着色器的命令(例如
glCreateShader
)用于OpenGL>=2.0。如果您没有检索到它们(使用glew或glad等),它们会指向NULL,您会得到一个分段错误。我在代码段中添加了分段错误,现在分段错误发生在“设置顶点数据(和缓冲区)”之后并在程序中配置顶点属性的注释。如果在
glgenvertexarray
失败,最好使用
GLsizei
而不是
unsigned int
。根据您的操作系统(例如32位或64位),它们是不同的。@Ripi2我在将其指向GlgenVertexArray的引脚后找到了解决方案。解决方案是
glewExperimental=GL\u TRUE
glewInit()之前
。如果你也能更新你的答案,我可以接受。