OpengGL 分段错误

OpengGL segmentation fault

本文关键字:错误 分段 OpengGL      更新时间:2023-10-16

我正在学习一个教程,从中我得到了以下代码。我按照提供的代码进行操作,并得到了分段错误。我不明白为什么。我尝试查找它,但发现这种情况主要发生在 Init(( 函数之前调用函数时,但这并不相同。可能有什么问题?

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



我按如下方式编译了代码:

g++ practice1.cpp -lGL -lGLU -lglfw3 -lGLEW -lX11 -lXi -lXrandr -lXxf86vm -lXinerama -lXcursor -lrt -lm -pthread -ldl



注意:本教程使用 glad.h,我没有包括它,而是使用了 glew 和 glm。
编辑:分段错误发生在程序中的glGenVertexArrays(1, &VAO);处。

1.1 版以外的 OpenGL 命令需要首先从驱动程序中检索(这在 Apple 机器上不是这样(。对于此任务,您使用的是 Glew。好。但是你必须初始化它。类似的东西

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
}

然后你可以继续创建着色器等。