glUniformMatrix4fv 导致 GL_INVALID_OPERATION
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【中文标题】glUniformMatrix4fv 导致 GL_INVALID_OPERATION【英文标题】:glUniformMatrix4fv causing GL_INVALID_OPERATION 【发布时间】:2015-05-30 15:08:45 【问题描述】:当我在下面的代码中调用 glUniformMatrix4fv 或 glUniform4fv 时,它每次都会引发 GL_INVALID_OPERATION,我尝试更改传递矩阵数据的方式,传递 id 的计数,我检查了模型 id 和着色器程序但可以不知道为什么会这样。
这是着色器:
版本 330
uniform vec4 projection; /* view port / perspective */
uniform vec4 model; /* object */
uniform vec4 view; /*camera */
in vec3 position;
void main()
gl_Position = projection * view * model * vec4(position, 1.0);
这是我的代码:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <fstream>
#include <stdlib.h>
GLuint getShader(const char* shaderName, GLenum shaderType)
/* Read file */
std::ifstream shaderFile;
shaderFile.open(shaderName, std::ios_base::in);
if(!shaderFile)
std::cout << shaderName << " not found" << std::endl;
return 0;
std::string line;
std::string shaderData;
while(std::getline(shaderFile, line))
shaderData += line + "\n";
shaderFile.close();
/* Create shader */
GLuint shader = glCreateShader(shaderType);
if(shader == 0)
std::cout << "Failed to create shader for " << shaderName << std::endl;
return 0;
const char *shaderStr = shaderData.c_str();
glShaderSource(shader, 1, &shaderStr, nullptr);
glCompileShader(shader);
/* Check compile status */
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status != GL_TRUE)
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
GLchar* infoLog = new GLchar[logLength + 1];
glGetShaderInfoLog(shader, logLength, nullptr, infoLog);
std::cout << shaderName << " failed to compile: " << infoLog << std::endl;
return 0;
return shader;
int end(const char* message)
glfwTerminate();
if(message != nullptr)
std::cout << message << std::endl;
system("PAUSE");
return 1;
int main()
/* Initial checks */
if (!glfwInit())
return end("Failed to startup GLFW");
/* Create the window */
GLFWwindow *window = glfwCreateWindow(500, 500, "3D world prototyping", nullptr, nullptr);
if (!window)
return end("Failed to create window.");
glfwMakeContextCurrent(window); //make the window active
/* Startup GLEW */
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
return end("Failed to startup GLEW");
/* Start OpenGL constants */
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, 500, 500);
/* Support for multiple shaders without the need to switch attributes */
GLuint vertexArray;
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
/* Create buffers */
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
/* Shape vectors */
GLfloat verticies[] = //X, Y, Z
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-1.0f, -1.0f, -0.5f,
1.0f, -1.0f, -0.5f,
1.0f, 1.0f, -0.5f,
1.0f, 1.0f, -0.5f,
-1.0f, 1.0f, -0.5f,
-1.0f, -1.0f, -0.5f
;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
/* Load in the shaders */
GLuint fragmentShader = getShader("fragmentShader.glsl", GL_FRAGMENT_SHADER);
GLuint vertexShader = getShader("vertexShader.glsl", GL_VERTEX_SHADER);
if (fragmentShader == 0 || vertexShader == 0)
return end("Failed to load shaders");
/* Setup the shaders */
/* Create the shader program and use it */
GLuint shaderProgram = glCreateProgram();
if (shaderProgram == 0)
return end("Failed to create shader program");
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor"); //tell opengl about the out color variable
glLinkProgram(shaderProgram);
if(glIsProgram(shaderProgram) != GL_TRUE)
return end("Failed to create shader program");
/* Positioning */
//FOV, Screen ratio, display range short, display range long
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(
glm::vec3(4.0f, 3.0f, 3.0f), // Camera
glm::vec3(0.0f, 0.0f, 0.0f), // Where the camera looks up
glm::vec3(0.0f, 1.0f, 0.0f) // Pitch of the head
);
glm::mat4 model = glm::mat4(1.0f);
/* Rendering and logic */
while (!glfwWindowShouldClose(window))
/* Shutdown logic */
if (glfwGetKey(window, GLFW_KEY_ESCAPE))
break;
/* Clear */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
/* Logic */
glUseProgram(shaderProgram);
GLint projectionId = glGetUniformLocation(shaderProgram, "projection");
GLint viewId = glGetUniformLocation(shaderProgram, "view");
GLint modelId = glGetUniformLocation(shaderProgram, "model");
GLenum error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Uniform error " << error << ": " << glewGetErrorString(error) << std::endl;
return end("");
else if(projectionId == -1)
return end("Projection ID failed to load");
else if(viewId == -1)
return end("View ID failed to load");
else if(modelId == -1)
return end("Model ID failed to load");
glUniformMatrix4fv(viewId, 3, GL_FALSE, glm::value_ptr(view));
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "View uniform matrix error " << error << ": " << glewGetErrorString(error) << std::endl;
glUniformMatrix4fv(projectionId, 3, GL_FALSE, glm::value_ptr(projection));
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Projection matrix error " << error << ": " << glewGetErrorString(error) << std::endl;
glUniformMatrix4fv(modelId, 3, GL_FALSE, glm::value_ptr(model));
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Model uniform matrix error " << error << ": " << glewGetErrorString(error) << std::endl;
/* Tell opengl about all the attributes */
GLint positionAttribute = glGetAttribLocation(shaderProgram, "position");
if(positionAttribute == -1)
std::cout << "Error: position attribute failed to load" << std::endl;
end("");
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Position attribute error " << error << ": " << glewGetErrorString(error) << std::endl;
glEnableVertexAttribArray(positionAttribute);
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Vertex enable error " << error << ": " << glewGetErrorString(error) << std::endl;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Buffer bind error " << error << ": " << glewGetErrorString(error) << std::endl;
glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0); //because not just XYZ need to tell opengl the size of the stride
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Vertex attrib pointer error " << error << ": " << glewGetErrorString(error) << std::endl;
/* Draw */
glDrawArrays(GL_TRIANGLES, 0, 36);
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "gl draw arrays " << error << ": " << glewGetErrorString(error) << std::endl;
glDisableVertexAttribArray(positionAttribute);
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "gl disable attrib error " << error << ": " << glewGetErrorString(error) << std::endl;
glfwSwapBuffers(window);
glfwPollEvents();
error = glGetError();
if(error != GL_NO_ERROR)
std::cout << "Error " << error << ": " << glewGetErrorString(error) << std::endl;
glfwDestroyWindow(window);
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &vertexBuffer);
glDeleteVertexArrays(1, &vertexArray);
return end(nullptr);
【问题讨论】:
当你的着色器不使用一些统一时,它可能会被优化出来并从着色器代码中完全删除。在这种情况下,glGetUniformLocation 将返回 -1。检查 viewId 是否有任何有意义的值。那是你忘记的步骤。 现在刚刚添加(并更新了邮政编码),如果被解雇,其他任何一个都没有,它们都有实际值 这不会帮助您解决问题,但您应该只在链接程序后查询那些统一的位置,而不是每个应用程序的主循环一次。除非您重新链接程序,否则它们不会更改位置,并且在加载时验证它们比循环的每次迭代要容易得多。 话虽如此,您能否展示相关着色器的主体?我的印象是projectionId
没有声明为 mat4 [3]
,这会使特定的 API 调用无效。
好的,我将它们移到那里,我最初确实有它们,但是当我浏览例如人们将它们放入循环中的代码时,我认为它们被 useProgram 或其他东西重置了。编辑:当然我现在会添加它
【参考方案1】:
对于有问题的特定制服,您使用了错误的 API 调用来设置它们。
这些是向量,而不是矩阵。您将使用glUniform4fv (...)
而不是glUniformMatrix4fv (...)
。后一个函数假定您正在设置 1 个或多个 4x4 矩阵制服(您传递的参数告诉它 projection
应该是 3 个 mat4
s 的数组)。
我相信在您的情况下,适当的函数调用应该是这样的:
glUniform4fv (modelId, 1, glm::value_ptr(model)); // Fill 1 4D vector, not an array of vectors
【讨论】:
这是有道理的,当我猜它是一个 4D 向量时,我只是将 glm mat4 视为 4D 矩阵。感谢您的帮助,我不再收到任何错误,但我的立方体仍然没有绘制,您可以跟进***.com/questions/30540117/… @user1763295:对不起,我有点回答了你的问题,然后昨天不得不运行。我认为您的问题是那些声明为vec4
的变量实际上应该是mat4
。当他们被宣布为vec4
时,我的回答有效,但这可能不是初衷。【参考方案2】:
当您调用的 setter 函数与您尝试设置的制服的数据类型不匹配时,设置制服将导致 GL_INVALID_OPERATION
错误。
既然你将你的制服声明为向量:
uniform vec4 projection; /* view port / perspective */
uniform vec4 model; /* object */
uniform vec4 view; /*camera */
您不能使用 matrix 设置器。您应该将您的制服更改为 mat4
以使您的代码正常工作。
附带说明:如果您尝试设置位置为 -1 的制服(意味着制服不存在或已被优化),它不会产生错误。这是明确允许的,可能是为了允许着色器可能只使用制服子集的通用框架。
【讨论】:
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