OpenGL 因当前代码而崩溃(从书中跟随)
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【中文标题】OpenGL 因当前代码而崩溃(从书中跟随)【英文标题】:OpenGL crashing with current code (followed from book) 【发布时间】:2020-12-31 00:21:07 【问题描述】:Picture of program running with current code我正在尝试创建一个简单的着色器程序(4.4)。但无论我做什么,我的窗口只是显示为白色并永远加载......所以我的问题是,当我尝试从我的两个文件(与我的 main.cpp 位于同一目录中)加载任何内容时,我的程序似乎崩溃了/p>
代码运行良好,没有明显问题:
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
void printShaderLog(GLuint shader)
int len = 0;
int chWrittn = 0;
char* log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
log = (char*)malloc(len);
glGetShaderInfoLog(shader, len, &chWrittn, log);
cout << "Shader Info Log: " << log << endl;
free(log);
void printProgramLog(int prog)
int len = 0;
int chrWrittn = 0;
char* log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
log = (char*)malloc(len);
glGetProgramInfoLog(prog, len, &chrWrittn, log);
cout << "Program Info Log: " << log << endl;
free(log);
bool checkOpenGLError()
bool foundError = false;
int glErr = glGetError();
while (glErr != GL_NO_ERROR)
cout << "glError: " << glErr << endl;
foundError = true;
glErr = glGetError();
return foundError;
string readShaderSource(const char* filePath)
string content;
ifstream fileStream(filePath, ios::in);
string line = "";
while (!fileStream.eof())
getline(fileStream, line);
content.append(line + "\n");
fileStream.close();
return content;
GLuint createShaderProgram()
GLint vertCompiled;
GLint fragCompiled;
GLint linked;
//const char* vshaderSource =
// "#version 430 \n"
// "void main(void) \n"
// "gl_Position = vec4(0.0, 0.0, 0.0, 1.0);";
//
//const char* fshaderSource =
// "#version 430 \n"
// "out vec4 color; \n"
// "void main(void) \n"
// " if (gl_FragCoord.x > 300) color = vec4(1.0, 0.0, 0.0, 1.0); else color = vec4(0.0, 0.0,
1.0, 1.0);";
string vertShader = readShaderSource("vshader.glsl");
string fragShader = readShaderSource("fshader.glsl");
cout << vertShader << endl;
cout << fragShader << endl;
const char* vertShaderSrc = vertShader.c_str();
const char* fragShaderSrc = fragShader.c_str();
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vShader, 1, &vertShaderSrc, NULL);
glShaderSource(fShader, 1, &fragShaderSrc, NULL);
glCompileShader(vShader);
checkOpenGLError();
glGetShaderiv(vShader, GL_COMPILE_STATUS, &vertCompiled);
if (vertCompiled != 1)
cout << "vertex compilation failed" << endl;
printShaderLog(vShader);
glCompileShader(fShader);
checkOpenGLError();
glGetShaderiv(fShader, GL_COMPILE_STATUS, &fragCompiled);
if (fragCompiled != 1)
cout << "fragment compilation failed" << endl;
printShaderLog(fShader);
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram, vShader);
glAttachShader(vfProgram, fShader);
glLinkProgram(vfProgram);
checkOpenGLError();
glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
if (linked != 1)
cout << "linking failed" << endl;
printProgramLog(vfProgram);
return vfProgram;
void init(GLFWwindow* window)
renderingProgram = createShaderProgram();
glGenVertexArrays(numVAOs, vao);
glBindVertexArray(vao[0]);
void display(GLFWwindow* window, double currentTime)
glUseProgram(renderingProgram);
glPointSize(230.0f);
glDrawArrays(GL_POINTS, 0, 1);
int main(void)
if (!glfwInit()) exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter2 - program1", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) exit(EXIT_FAILURE);
glfwSwapInterval(1);
init(window);
while (!glfwWindowShouldClose(window))
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
【问题讨论】:
你永远不会讨厌glfwSwapBuffers
,所以无论你渲染什么都不会出现。你也永远不会打电话给glClear
,所以你的颜色缓冲区内容无论如何都是未定义的。您还尝试在没有设置顶点属性数组的情况下绘制 1 个点。
@derhass glfwSwapBuffers
实际上正在被调用:)
哇,我怎么会错过呢?无论如何,这段代码仍然非常缺乏。
所以正如我所说,我对此很陌生,所以它是什么,在代码@derhass 中缺少这么多,因为我只是想知道如何才能做得更好,或者什么我需要注意
【参考方案1】:
正如@derhass 指出的那样,您缺少glClear()
(已将着色器加载器丢弃):
// g++ main.cpp `pkg-config --cflags --libs glew glfw3`
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
void CheckStatus( GLuint obj, bool isShader )
GLint status = GL_FALSE, log[ 1 << 11 ] = 0 ;
( isShader ? glGetShaderiv : glGetProgramiv )( obj, isShader ? GL_COMPILE_STATUS : GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
( isShader ? glGetShaderInfoLog : glGetProgramInfoLog )( obj, sizeof( log ), NULL, (GLchar*)log );
std::cerr << (GLchar*)log << "\n";
std::exit( EXIT_FAILURE );
void AttachShader( GLuint program, GLenum type, const char* src )
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader, true );
glAttachShader( program, shader );
glDeleteShader( shader );
const char* const vert = R"GLSL(
#version 430
void main()
gl_Position = vec4( 0.0, 0.0, 0.0, 1.0 );
)GLSL";
const char* const frag = R"GLSL(
#version 430
out vec4 color;
void main()
if( gl_FragCoord.x > 300 )
color = vec4( 1.0, 0.0, 0.0, 1.0 );
else
color = vec4( 0.0, 0.0, 1.0, 1.0 );
)GLSL";
int main( int argc, char** argv )
if( !glfwInit() )
exit( EXIT_FAILURE );
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 4 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
GLFWwindow* window = glfwCreateWindow( 600, 600, "GLFW", NULL, NULL );
glfwMakeContextCurrent(window);
if( glewInit() != GLEW_OK )
exit( EXIT_FAILURE );
glfwSwapInterval(1);
GLuint prog = glCreateProgram();
AttachShader( prog, GL_VERTEX_SHADER, vert );
AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog, false );
glUseProgram( prog );
GLuint vao = 0;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
while( !glfwWindowShouldClose( window ) )
glClearColor(0, 0, 0, 1);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUseProgram( prog );
glPointSize( 230.0f );
glDrawArrays( GL_POINTS, 0, 1 );
glfwSwapBuffers( window );
glfwPollEvents();
glfwDestroyWindow( window );
glfwTerminate();
exit( EXIT_SUCCESS );
【讨论】:
【参考方案2】:您在主循环中缺少这两行代码。第一个设置“环境”或“背景”的颜色。第二个在每帧之前清除屏幕和深度缓冲区。
glClearColor(0, 0, 0, 1);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
【讨论】:
嘿。感谢您对线条的作用的回答和解释。可悲的是,我的代码仍然不会显示任何内容,并且仍然只是加载白屏。 @ThobiasLarsen 代码本身看起来不错,是不是您的程序找不到着色器文件?这会导致像您这样的问题,如果您使用的是 Visual Studio,则应将工作目录设置为 $(ProjectDir)。 感谢您的推荐,但遗憾的是它设置为 projectDir。所以仍然可能是读取文件的问题,但我不知道如何。也许我把文件放在了错误的地方或什么地方? @ThobiasLarsen Projectdir 表示包含 .vcxproj 文件的文件夹,如果着色器文件不在该文件夹中,请尝试将它们移动到该文件夹。您可能需要稍微探索一下您的目录才能找到它。 (不是很明显) 该死的,你是对的。我把它放在一个文件夹里,所以它没有用,该死的它现在真的运行了。太感谢了。你拯救了我的 OpenGL 学习!以上是关于OpenGL 因当前代码而崩溃(从书中跟随)的主要内容,如果未能解决你的问题,请参考以下文章