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我的程序編譯得很好,但是當我嘗試執行它時,我得到一個奇怪的錯誤。 我已經包含錯誤的圖片。 此外,我想提一提,這個源代碼是從這裏http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/Opengl 3.3 C++運行時錯誤'向量下標超出範圍'
錯誤的圖片發現了一個在線的openGL教程:
http://postimage.org/image/i6ernf8d7/
http://postimage.org/image/dvywy86xf/full/
這裏是我的源代碼:
片段着色器
#version 330 core
// Ouput data
out vec3 color;
void main()
{
// Output color = red
color = vec3(1,0,0);
}
頂點着色器
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
shader.hpp
#include <stdio.h>
#include <string>
#include <vector>
#include <fstream>
#include <GL/glew.h>
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open())
{
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(glm::max(InfoLogLength, int(1)));
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
的main.cpp
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
using namespace glm;
#include <iostream>
using namespace std;
#include "shader.hpp"
int main()
{
if(!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4); // 4x antialiasing
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL
// Open a window and create its OpenGL context
if(!glfwOpenWindow(1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW))
{
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
return -1;
}
else
{
glfwSetWindowTitle("Tutorial 01");
}
// Initialize GLEW
glewExperimental=true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glfwEnable(GLFW_STICKY_KEYS);
glClearColor(0.3f, 0.5f, 0.9f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("vertex.shader", "fragment.shader");
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while(glfwGetKey(GLFW_KEY_ESC) != GLFW_PRESS &&
glfwGetWindowParam(GLFW_OPENED));
// Close OpenGL window and terminate GLFW
glfwTerminate();
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
return 0;
}
我沒有與OpenGL和C++,因此任何意見,如果我錯過了很好的經驗有些東西將不勝感激。
最近更新NVIDIA驅動程序後,我遇到了同樣的問題。完成上述操作並將VertexShaderErrorMessage.data()的等價物轉換爲GLchar *解決了我的問題。謝謝。 – henryprescott
爲了避免轉換,考慮將vector更改爲包含GLchar,那麼對數據的調用將返回所需的類型。 – ChetS