OpenGL:切换多边形模式会导致分段故障

OpenGL: switching polygon mode causes segfault

本文关键字:分段 故障 模式 多边形 OpenGL      更新时间:2023-10-16

我的电脑使用英特尔显卡运行Ubuntu 16.04。我使用Mesa 11.2作为OpenGL配置文件。

我的OpenGL程序在一个窗口中显示了一个简单的正方形。如果我按下某个键,我想让程序在线框模式下切换,所以我定义了以下回调函数:

void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode) {
    if (key == GLFW_KEY_ESCAPE and action == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
    if (key == GLFW_KEY_M and action == GLFW_PRESS) {
        // Find the rasterizing mode.
        GLint rastMode;
        glGetIntegerv(GL_POLYGON_MODE, &rastMode);
        // Switch modes depending on current rasterizing mode.
        if (rastMode == GL_FILL) {
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        }
        else {
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        }
    }
}

不幸的是,在我的程序运行时按m会导致segfault。但奇怪的是,在我的另一台计算机上(运行Ubuntu 16.04,但使用Nvidia GPU),我没有这样的问题,程序也能正常工作。

问题不在于glPolygonMode:我可以把它放在main函数中,程序将成功切换模式。问题似乎在于glGetIntegerv。如果我在main函数内部调用该函数(比如说,就在游戏循环之外),我的方块将拒绝出现(尽管没有segfault)。

这是完整的代码:

#include <array>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
// Vertex and fragment shader source files.
constexpr char VERTEX_SHADER_SOURCE_FILE[]   = "simple_vertex.shader";
constexpr char FRAGMENT_SHADER_SOURCE_FILE[] = "simple_fragment.shader";
// Window properties.
constexpr int  WINDOW_WIDTH   = 800;
constexpr int  WINDOW_HEIGHT  = 800;
constexpr char WINDOW_TITLE[] = "Triangle";
// Background colour.
constexpr std::array<GLfloat, 4> bgColour { 0.3f, 0.1f, 0.3f, 1.0f };
/*
 * Instructs GLFW to close window if escape key is pressed and to toggle between rasterizing modes
 * if m is pressed.
 */
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode);
int main() {
    // Initialize GLFW.
    if (not glfwInit()) {
        std::cerr << "ERROR: Failed to start GLFW.n";
        return 1;
    }
    // Set required OpenGL version.
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    // Create a window object and bind it to the current context.
    GLFWwindow *window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, nullptr,
                                          nullptr);
    if (not window) {
        std::cerr << "ERROR: Failed to create GLFW window.n";
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent(window);
    // Set callback functions.
    glfwSetKeyCallback(window, keyCallback);
    // Initialize GLEW with experimental features enabled.
    glewExperimental = GL_TRUE;
    if (glewInit() != GLEW_OK) {
        std::cerr << "ERROR: Failed to start GLEW.n";
        glfwTerminate();
        return 1;
    }
    // Display information on the current GL connection.
    std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
    std::cout << "Version: " << glGetString(GL_VERSION) << std::endl;
    std::cout << "Shading Language: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
    // Define the viewport dimensions.
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
    // Create a vertex shader object.
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // Load the vertex shader source code.
    std::string vertexShaderSource;
    std::ifstream vsfs(VERTEX_SHADER_SOURCE_FILE);
    if (vsfs.is_open()) {
        std::stringstream ss;
        ss << vsfs.rdbuf();
        vertexShaderSource = ss.str();
    }
    else {
        std::cerr << "ERROR: File " << VERTEX_SHADER_SOURCE_FILE << " could not be found.n";
        glfwTerminate();
        return 1;
    }
    // Attach the shader source code to the vertex shader object and compile.
    const char *vertexShaderSource_cstr = vertexShaderSource.c_str();
    glShaderSource(vertexShader, 1, &vertexShaderSource_cstr, nullptr);
    glCompileShader(vertexShader);
    // Check if compilation was successful.
    GLint success;
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (not success) {
        std::cerr << "ERROR: Vertex shader compilation failed.n";
        glfwTerminate();
        return 1;
    }
    // Create a fragment shader object.
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    // Load the fragment shader source code.
    std::string fragmentShaderSource;
    std::ifstream fsfs(FRAGMENT_SHADER_SOURCE_FILE);
    if (fsfs.is_open()) {
        std::stringstream ss;
        ss << fsfs.rdbuf();
        fragmentShaderSource = ss.str();
    }
    else {
        std::cerr << "ERROR: File " << FRAGMENT_SHADER_SOURCE_FILE << " could not be found.n";
        glfwTerminate();
        return 1;
    }
    // Attach the shader source code to the fragment shader object and compile.
    const char *fragmentShaderSource_cstr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &fragmentShaderSource_cstr, nullptr);
    glCompileShader(fragmentShader);
    // Check if compilation was successful.
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (not success) {
        std::cerr << "ERROR: Fragment shader compilation failed.n";
        glfwTerminate();
        return 1;
    }
    // Link the vertex and fragment shaders into a shader program.
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);   
    // Check that shader program was successfully linked.
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (not success) {
        std::cerr << "ERROR: Shader program linking failed.n";
        glfwTerminate();
        return 1;
    }
    // Delete shader objects.
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    // Coordinates of square's vertices.
    std::array<GLfloat, 12> vertices {
         0.5f,  0.5f,  0.0f,
         0.5f, -0.5f,  0.0f,
        -0.5f, -0.5f,  0.0f,
        -0.5f,  0.5f,  0.0f
    };
    // Indices to draw.
    std::array<GLuint, 6> indices {
        0, 1, 3,
        1, 2, 3
    };
    // Create a vertex array object.
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    // Create a vertex buffer object.
    GLuint vbo;
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    // Create an element buffer object.
    GLuint ebo;
    glGenBuffers(1, &ebo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    // Pass vertex data into currently bound vertex buffer object.
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
    // Pass index data into currently bound element buffer object.
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices.data(), GL_STATIC_DRAW);
    // Create and enable a vertex attribute.
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), static_cast<GLvoid*>(0));
    glEnableVertexAttribArray(0);
    // It is good practice to unbind the vertex array object, vertex buffer object, and element
    // buffer object.
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    // Set background colour.
    glClearColor(bgColour[0], bgColour[1], bgColour[2], bgColour[3]);
    // Main loop.
    while (not glfwWindowShouldClose(window)) {
        // Clear the screen of colours and poll for events.
        glClear(GL_COLOR_BUFFER_BIT);
        glfwPollEvents();
        // Inform OpenGL to use the shader program created above.
        glUseProgram(shaderProgram);
        // Bind the vertex array object and element buffer object.
        glBindVertexArray(vao);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
        // Draw the triangle using glDrawElements. The first argument gives the OpenGL primitive to
        // render, the second argument gives the number of vertices to draw, the third gives type
        // used to represent an index, and finally the last argument gives a possible offset in the
        // EBO.
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, static_cast<GLvoid*>(0));
        // Unbind the vertex array object (good practice).
        glBindVertexArray(0);
        // Swap buffers.
        glfwSwapBuffers(window);
    }
    // Clean up.
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    glDeleteProgram(shaderProgram);
    glfwDestroyWindow(window);
    glfwTerminate();
    return 0;
}
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode) {
    if (key == GLFW_KEY_ESCAPE and action == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
    if (key == GLFW_KEY_M and action == GLFW_PRESS) {
        // Find the rasterizing mode.
        GLint rastMode;
        glGetIntegerv(GL_POLYGON_MODE, &rastMode);
        // Switch modes depending on current rasterizing mode.
        if (rastMode == GL_FILL) {
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        }
        else {
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        }
    }
}

文档说明:

params返回两个值:表示前向和后向多边形是否光栅化为点、线或填充多边形的符号常量

结束@Wyzard和我的评论:glGetIntegerv(GL_POLYGON_MODE, &rastMode);需要两个整数的内存来写入。segfault是由于写入超过rastMode int

解决方案是传递两个整数的缓冲区。