C++ 四叉树程序导致死亡的蓝屏

C++ 四叉树程序导致死亡的蓝屏,c++,opengl,c-preprocessor,quadtree,bsod,C++,Opengl,C Preprocessor,Quadtree,Bsod,我正在为一颗行星写一个四叉树结构,当你远离四叉树并靠近它时,它的细节会减少或增加。然而,我遇到了一些非常严重、令人讨厌的错误 我有两个预处理器定义的常量,它决定了四叉树的大小(四叉树宽度和四叉树高度),当我将值更改为32以外的任何值(例如16或64)时,我会得到一个蓝色的死亡屏幕。我使用code::blocks作为我的IDE,还有一件事:每当我尝试在code::blocks中调试程序时,我也会得到一个死亡蓝屏(不管常量是否为32) 为什么会这样?我怎样才能修好它。 PQuad.cpp #包含“.

我正在为一颗行星写一个四叉树结构,当你远离四叉树并靠近它时,它的细节会减少或增加。然而,我遇到了一些非常严重、令人讨厌的错误

我有两个预处理器定义的常量,它决定了四叉树的大小(四叉树宽度和四叉树高度),当我将值更改为32以外的任何值(例如16或64)时,我会得到一个蓝色的死亡屏幕。我使用code::blocks作为我的IDE,还有一件事:每当我尝试在code::blocks中调试程序时,我也会得到一个死亡蓝屏(不管常量是否为32)

为什么会这样?我怎样才能修好它。 PQuad.cpp

#包含“.\include\PQuad.h”
#包括“.\include\Color3.h”
#包括
#包括
#包括
#包括
#包括
#包括
#定义四舍五入宽度32
#定义四舍五入高度32
#定义子项的数量4
#定义最大深度4
PQuad::PQuad(面方向面方向、浮动行星半径){
这个->构建=假;
此->球形化=错误;
此->面\方向=面\方向;
这个->半径=行星的半径;
这个->行星中心=glm::vec3(0,0,0);
}
PQuad::~PQuad(){
}
std::vector PQuad::get_children(){
返回儿童;
}
bool PQuad::get_Build(){
返回此->已构建;
}
int PQuad::get_depth(){
返回此->深度;
}
float*PQuad::get_table(){
回归树;
}
浮点PQuad::获取元素宽度(){
返回元素的宽度;
}
glm::vec3 PQuad::获取位置(){
返回位置;
}
glm::vec3 PQuad::get_中心(){
返回中心;
}
void PQuad::get_recursive(glm::vec3播放器位置、std::vector和out_子项){
对于(size_t i=0;i应该画(玩家位置)||
此->深度==0){
离开孩子们,把他们安置回来(这个);
}
}
GLuint PQuad::get_vertexbuffer(){
返回vbo_顶点;
}
GLuint PQuad::get_colorbuffer(){
返回vbo_颜色;
}
GLuint PQuad::get_normalbuffer(){
返回vbo_法线;
}
GLuint PQuad::get_elementbuffer(){
返回ibo_元素;
}
void PQuad::set_父项(PQuad*quad){
这->父=四元;
}
void PQuad::set_child_索引(int child_索引){
此->子索引=子索引;
}
void PQuad::设置深度(整数深度){
这个->深度=深度;
}
void PQuad::set_root(bool root){
这个->根=根;
}
void PQuad::计算位置(){
此->元素\u宽度=深度==0?1.0f:parent->获取\u元素\u宽度()/2.0f;
float quad_y=child_index/2==0?0:元素宽度*四元高度-元素宽度;
float quad_x=子索引%2==0?0:元素宽度*四元宽度-元素宽度;
如果(此->深度!=0){
quad_x+=父级->获取_位置().x;
四元y+=父->获取位置().y;
}
这个->位置=glm::vec3(四元x,四元y,0);
}
void PQuad::construct(){
如果(!this->builded){
向量顶点;
std::向量法线;
矢量颜色;
std::向量元素;
构造顶点(顶点和颜色);
构造_元素(&元素);
球体化(&顶点和法线);
构造法线(顶点、元素和法线)(&U);
构造缓冲区(顶点、颜色、元素和法线);
浮动距离=半径;
如果(!球形化){
距离=四边形宽度;
}
构造深度表(距离);
这个->构建=真;
}
}
void PQuad::构造深度表(浮动距离){
树[0]=-1;
对于(int i=1;i面方向,此->半径));
PQuad*child=&children.back();
子->设置深度(深度+1);
子->设置子索引(i);
子项->设置父项(此项);
child->construct_children();
}
}否则{
叶=真;
}
}
void PQuad::构造_顶点(标准::向量*顶点,标准::向量*颜色){
顶点->保留(四边形宽度*四边形高度);
对于(int y=0;y向后放置(glm::vec3(位置x+x*元素宽度,四边形高度-1,-(位置y+y*元素宽度));
打破
案件数量增加:
顶点->向后放置(glm::vec3(位置x+x*元素宽度,0,-(位置y+y*元素宽度));
打破
案例编号:
顶点->向后放置(glm::vec3(四边形宽度-1,position.y+y*元素宽度,-(position.x+x*元素宽度));
打破
案例XD减少:
顶点->向后放置(glm::vec3(0,位置.y+y*元素宽度,-(位置.x+x*元素宽度));
打破
外壳镀锌:
顶点->向后放置(glm::vec3(position.x+x*元素宽度,position.y+y*元素宽度,0));
打破
案例ZD减少:
顶点->放置回(glm::vec3(位置.x+x*元素宽度,位置.y+y*元素宽度,-(四边形宽度-1));
打破
}
//将立方体的底部、右侧和前部顶点从(0,0,0)定位到(-16,-16,16)
(*顶点)[顶点->大小()-1]=glm::vec3(四边形宽度/2.0f,四边形宽度/2.0f,-(四边形宽度/2.0f));
颜色->背面定位(颜色3(255.0f、255.0f、255.0f、false));
}
#include "..\include\PQuad.h"
#include "..\include\Color3.h"

#include <iostream>
#include <vector>
#include <cmath>

#include <GL/glew.h>
#include <GL/glu.h>
#include <GL/gl.h>

#define QUAD_WIDTH 32
#define QUAD_HEIGHT 32

#define NUM_OF_CHILDREN 4

#define MAX_DEPTH 4

PQuad::PQuad(FaceDirection face_direction, float planet_radius)  {
    this->built = false;
    this->spherised = false;
    this->face_direction = face_direction;
    this->radius = planet_radius;
    this->planet_centre = glm::vec3(0, 0, 0);
}

PQuad::~PQuad()  {
}

std::vector<PQuad> PQuad::get_children()  {
    return children;
}

bool PQuad::get_built()  {
    return this->built;
}

int PQuad::get_depth()  {
    return this->depth;
}

float *PQuad::get_table()  {
    return tree;
}

float PQuad::get_element_width()  {
    return element_width;
}

glm::vec3 PQuad::get_position()  {
    return position;
}

glm::vec3 PQuad::get_centre()  {
    return centre;
}

void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children)  {
    for (size_t i = 0; i < children.size(); i++)  {
        children[i].get_recursive(player_pos, out_children);
    }

    if (this->should_draw(player_pos) ||
        this->depth == 0)  {
        out_children.emplace_back(this);
    }
}

GLuint PQuad::get_vertexbuffer()  {
    return vbo_vertices;
}

GLuint PQuad::get_colorbuffer()  {
    return vbo_colors;
}

GLuint PQuad::get_normalbuffer()  {
    return vbo_normals;
}

GLuint PQuad::get_elementbuffer()  {
    return ibo_elements;
}

void PQuad::set_parent(PQuad *quad)  {
    this->parent = quad;
}

void PQuad::set_child_index(int child_index)  {
    this->child_index = child_index;
}

void PQuad::set_depth(int depth)  {
    this->depth = depth;
}

void PQuad::set_root(bool root)  {
    this->root = root;
}

void PQuad::calculate_position()  {
    this->element_width = depth == 0 ? 1.0f : parent->get_element_width() / 2.0f;

    float quad_y = child_index / 2 == 0 ? 0 : element_width * QUAD_HEIGHT - element_width;
    float quad_x = child_index % 2 == 0 ? 0 : element_width * QUAD_WIDTH - element_width;

    if (this->depth != 0)  {
        quad_x += parent->get_position().x;
        quad_y += parent->get_position().y;
    }

    this->position = glm::vec3(quad_x, quad_y, 0);
}

void PQuad::construct()  {
    if (!this->built)  {
        std::vector<glm::vec3> vertices;
        std::vector<glm::vec3> normals;
        std::vector<Color3> colors;
        std::vector<GLushort> elements;

        construct_vertices(&vertices, &colors);
        construct_elements(&elements);
        spherise(&vertices, &normals);
        construct_normals(&vertices, &elements, &normals);

        construct_buffers(&vertices, &colors, &elements, &normals);

        float distance = radius;

        if (!spherised)  {
            distance = QUAD_WIDTH;
        }

        construct_depth_table(distance);

        this->built = true;
    }
}

void PQuad::construct_depth_table(float distance)  {
    tree[0] = -1;

    for (int i = 1; i < MAX_DEPTH; i++)  {
        tree[i] = distance;

        distance /= 2.0f;
    }
}

void PQuad::construct_children()  {
    calculate_position();

    if (depth < (int)MAX_DEPTH)  {
        children.reserve((int)NUM_OF_CHILDREN);

        for (int i = 0; i < (int)NUM_OF_CHILDREN; i++)  {
            children.emplace_back(PQuad(this->face_direction, this->radius));
            PQuad *child = &children.back();

            child->set_depth(depth + 1);
            child->set_child_index(i);
            child->set_parent(this);

            child->construct_children();
        }
    } else {
        leaf = true;
    }
}

void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors)  {
    vertices->reserve(QUAD_WIDTH * QUAD_HEIGHT);

    for (int y = 0; y < QUAD_HEIGHT; y++)  {
        for (int x = 0; x < QUAD_WIDTH; x++)  {
            switch (face_direction)  {
                case YIncreasing:
                    vertices->emplace_back(glm::vec3(position.x + x * element_width, QUAD_HEIGHT - 1, -(position.y + y * element_width)));
                    break;
                case YDecreasing:
                    vertices->emplace_back(glm::vec3(position.x + x * element_width, 0, -(position.y + y * element_width)));
                    break;
                case XIncreasing:
                    vertices->emplace_back(glm::vec3(QUAD_WIDTH - 1, position.y + y * element_width, -(position.x + x * element_width)));
                    break;
                case XDecreasing:
                    vertices->emplace_back(glm::vec3(0, position.y + y * element_width, -(position.x + x * element_width)));
                    break;
                case ZIncreasing:
                    vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0));
                    break;
                case ZDecreasing:
                    vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(QUAD_WIDTH - 1)));
                    break;
            }

            // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16)
            (*vertices)[vertices->size() - 1] -= glm::vec3(QUAD_WIDTH / 2.0f, QUAD_WIDTH  / 2.0f, -(QUAD_WIDTH / 2.0f));

            colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false));
        }
    }

    switch (face_direction)  {
        case YIncreasing:
            this->centre = glm::vec3(position.x + QUAD_WIDTH / 2.0f, QUAD_HEIGHT - 1, -(position.y + QUAD_HEIGHT / 2.0f));
            break;
        case YDecreasing:
            this->centre = glm::vec3(position.x + QUAD_WIDTH / 2.0f, 0, -(position.y + QUAD_HEIGHT / 2));
            break;
        case XIncreasing:
            this->centre = glm::vec3(QUAD_WIDTH - 1, position.y + QUAD_HEIGHT / 2.0f, -(position.x + QUAD_WIDTH / 2.0f));
            break;
        case XDecreasing:
            this->centre = glm::vec3(0, position.y + QUAD_HEIGHT / 2.0f, -(position.x + QUAD_WIDTH / 2.0f));
            break;
        case ZIncreasing:
            this->centre = glm::vec3(position.x + QUAD_WIDTH / 2.0f, position.y + QUAD_HEIGHT / 2.0f, 0);
            break;
        case ZDecreasing:
            this->centre = glm::vec3(position.x + QUAD_WIDTH / 2.0f, position.y + QUAD_HEIGHT / 2.0f, -(QUAD_HEIGHT - 1));
            break;
    }

    this->centre -= glm::vec3(QUAD_WIDTH / 2.0f, QUAD_WIDTH  / 2.0f, -(QUAD_WIDTH / 2.0f));
}

void PQuad::construct_elements(std::vector<GLushort> *elements)  {
    int index = 0;

    elements->reserve((QUAD_WIDTH - 1) * (QUAD_HEIGHT - 1) * 6);

    for (int y = 0; y < QUAD_HEIGHT - 1; y++)  {
        for (int x = 0; x < QUAD_WIDTH - 1; x++)  {
            GLushort bottom_left = x + y * QUAD_WIDTH;
            GLushort bottom_right = (x + 1) + y * QUAD_WIDTH;
            GLushort top_left = x + (y + 1) * QUAD_WIDTH;
            GLushort top_right = (x + 1) + (y + 1) * QUAD_WIDTH;

            elements->emplace_back(top_left);
            elements->emplace_back(bottom_right);
            elements->emplace_back(bottom_left);

            elements->emplace_back(top_left);
            elements->emplace_back(top_right);
            elements->emplace_back(bottom_right);
        }
    }
}

void PQuad::construct_normals(std::vector<glm::vec3> *vertices, std::vector<GLushort> *elements, std::vector<glm::vec3> *normals)  {
    normals->reserve(QUAD_WIDTH * QUAD_HEIGHT);

    for (int i = 0; i < elements->size() / 3; i++)  {
         int index1 = elements->at(i * 3);
         int index2 = elements->at(i * 3 + 1);
         int index3 = elements->at(i * 3 + 2);

         glm::vec3 side1 = vertices->at(index1) - vertices->at(index3);
         glm::vec3 side2 = vertices->at(index1) - vertices->at(index2);
         glm::vec3 normal = glm::cross(side1, side2);
         normal = glm::normalize(normal);

         normals->emplace_back(normal);
         normals->emplace_back(normal);
         normals->emplace_back(normal);
    }
}

void PQuad::spherise(std::vector<glm::vec3> *vertices, std::vector<glm::vec3> *normals)  {
    for (int i = 0; i < QUAD_WIDTH * QUAD_HEIGHT; i++)  {
        glm::vec3 normal = glm::normalize(vertices->at(i) - planet_centre);

        (*vertices)[i] = (float)(radius) * normal;
    }

    glm::vec3 normal = glm::normalize(centre - planet_centre);

    centre = normal * (float)(radius);

    this->spherised = true;
}

void PQuad::construct_buffers(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors, std::vector<GLushort> *elements, std::vector<glm::vec3> *normals)  {
    glGenBuffers(1, &vbo_vertices);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
    glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices->size(), &((*vertices)[0]), GL_STATIC_DRAW);

    glGenBuffers(1, &vbo_colors);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_colors);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Color3) * colors->size(), &((*colors)[0]), GL_STATIC_DRAW);

    glGenBuffers(1, &vbo_normals);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
    glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * normals->size(), &((*normals)[0]), GL_STATIC_DRAW);

    glGenBuffers(1, &ibo_elements);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * elements->size(), &((*elements)[0]), GL_STATIC_DRAW);
}

float distance3(glm::vec3 v1, glm::vec3 v2)  {
    return sqrt(pow(abs(v1.x - v2.x), 2) + pow(abs(v1.y - v2.y), 2) + pow(abs(v1.z - v2.z), 2));
}

bool PQuad::should_draw(glm::vec3 player_position)  {
    float distance = distance3(player_position, centre);

    if (distance < tree[depth])  {
        return true;
    }

    return false;
}