當我使用 OpenGL 并運行我的代碼來制作一個三角形時,函式 glGenVertexArrays() 給了我 EXE_BAD_ACCESS
錯誤
代碼:
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
// Window specs
const int HEIGHT = 800;
const int WIDTH = 600;
// Shader source code
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.8f, 0.3f, 0.02f, 1.0f);\n"
"}\n\0";
int main(void)
{
if (!glfwInit())
{
std::cout<<"GLFW failed to Initialize!"<<std::endl;
return -1;
}
GLfloat vertices[] =
{
-0.5f, -0.5f * float(sqrt(3)) / 3, 0.0f,
0.5f, -0.5f * float(sqrt(3)) / 3, 0.0f,
0.0f, 0.5f * float(sqrt(3)) * 2 / 3, 0.0f
};
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Open GL", NULL, NULL);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwMakeContextCurrent(window);
if(!window)
{
std::cout<<"Something went Wrong when Creating a Window!\nShutting down ..."<<std::endl;
glfwTerminate();
return -1;
}
//
gladLoadGL();
glViewport(0, 0, WIDTH, HEIGHT);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLuint VAO;
GLuint VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while(!glfwWindowShouldClose(window))
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
我曾經很高興寫代碼。有沒有人知道如何解決這個問題或我做錯了什么。
要重新創建它,請使用 Xcode 13.2.1 然后使用 Opengl 4.1 和 GLFW 鏈接 Glad 并使其看起來像這樣
檔案布局
然后將代碼粘貼到 main 中并運行。
uj5u.com熱心網友回復:
一些東西:
glfwWindowHint()
僅影響下一次glfwCreateWindow()
呼叫,因此請確保在創建視窗之前呼叫它們。默認提示設定通常會在無法處理#version 330 core
GLSL 代碼的macOS 上為您提供 2.1 版兼容性背景關系。GLFW_CONTEXT_VERSION_MAJOR
使用了兩次;你也需要一個GLFW_CONTEXT_VERSION_MINOR
。- macOS 需要為 Core 背景關系
GLFW_OPENGL_FORWARD_COMPAT
設定GLFW_TRUE
為。 - 檢查著色器編譯/鏈接錯誤。
- 您的 GLAD 可能與您所針對的 GL 版本不同步;請參閱我使用的設定的評論中的生成器鏈接。
- GLFW 有一個完全可用
GLADloadproc
的glfwGetProcAddress()
; 不妨從 切換gladLoadGL()
到gladLoadGLLoader()
。 - 提供 a
glfwSetErrorCallback()
可以讓您從 GLFW 獲得一些早期/立即的錯誤報告。這就是我發現缺失GLFW_CONTEXT_VERSION_MINOR
提示的方式。沒有理由不使用它。
全部一起:
// g -Iinclude main.cpp src/glad.c `pkg-config --cflags --libs glfw3`
// Commandline:
// --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --no-loader --extensions=""
// Online:
// https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&api=gl=3.3
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
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 = 1 R"GLSL(
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
};
)GLSL";
const char* const frag = 1 R"GLSL(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(0.8f, 0.3f, 0.02f, 1.0f);
}
)GLSL";
int main(void)
{
glfwSetErrorCallback( []( int, const char* desc )
{
std::cerr << desc << "\n";
std::exit( EXIT_FAILURE );
} );
if (!glfwInit())
{
std::cout<<"GLFW failed to Initialize!"<<std::endl;
return -1;
}
GLfloat vertices[] =
{
-0.5f, -0.5f * float(sqrt(3)) / 3, 0.0f,
0.5f, -0.5f * float(sqrt(3)) / 3, 0.0f,
0.0f, 0.5f * float(sqrt(3)) * 2 / 3, 0.0f
};
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Open GL", NULL, NULL);
if(!window)
{
std::cout<<"Something went Wrong when Creating a Window!\nShutting down ..."<<std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
gladLoadGLLoader( (GLADloadproc)glfwGetProcAddress );
glViewport(0, 0, 800, 600);
GLuint prog = glCreateProgram();
AttachShader( prog, GL_VERTEX_SHADER, vert );
AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog, false );
glUseProgram( prog );
GLuint VAO;
GLuint VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while(!glfwWindowShouldClose(window))
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(prog);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
uj5u.com熱心網友回復:
請注意,對于 MacOS 上的 3.3 核心組態檔,您可能還需要glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
在評論部分和 genpfault 中由 GM呼叫
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標籤:C 代码 opengl 风水 exc-bad-access