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c - OpenGL 段错误

转载 作者:行者123 更新时间:2023-11-30 16:00:16 29 4
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我在“tut2.c”中有这个程序:

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <stddef.h>
#include <GL/glew.h>
#include <GL/glfw.h>

GLuint vbo[2];
const GLfloat diamond[4][2] = {
{ 0.0, 0.5 }, //top point
{ 0.5, 0.0 }, //right
{ 0.0, -0.5 }, // bottom
{ -0.5, 0.5 }}; //left

const GLfloat colors[4][3] = {
{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0},
{1.0, 1.0, 1.0}};

GLchar *vertexsource, *fragmentsource;
GLuint vertexshader, fragmentshader;
GLuint shaderprogram;

char* filetobuf(char *file) //will reac a file into an allocated char pointer buffer
{
FILE *fptr;
long length;
char *buf;
//opening the file
fptr = fopen(file, "rb");

if(!fptr)
{
fprintf(stderr, "failed to open %s\n", file);
return NULL;
}
fseek(fptr,0,SEEK_END); //go to the end of the file
length = ftell(fptr); //count bytes in "fptr" file
buf = (char*)malloc(length+1); //allocate a buffer for all the file and +1 for the null terminator
fseek(fptr, 0, SEEK_SET); //SEEK_SET = Begging of file >> go to hte start of the file
fclose(fptr); //close the file

buf[length] = 0; //null terminator
return buf;
}

void check(char *where)
{
char *what;
int err = glGetError();
if(!err)
{
printf("OpenGL error integer: %d", err);
return;
}
if(err == "GL_INVALID_ENUM")
what = "GL_INVALID_ENUM";
else if(err == "GL_INVALID_VALUE")
what = "GL_INVALID_VALUE";
else if(err == "GL_INVALID_OPERATION")
what = "GL_INVALID_OPERATION";
else if(err == "GL_INVALID_FRAMEBUFFER_OPERATION")
what = "GL_INVALID_FRAMEBUFFER_OPERATION";
else if(err == "GL_OUT_OF_MEMORY")
what = "GL_OUT_OF_MEMORY";
else
what = "Unkown error";
fprintf(stderr, "Error (%d) %s at %s\n, err, what, where");
exit(1);
}

void SetupShaders(void)
{
char text[1000];
int length;
fprintf(stderr, "Set up shaders\n"); //allocate and assign 2 Vertex Buffer Objects to our handle

//reading files and placing them into buffers
vertexsource = filetobuf("tut2.vert");
fragmentsource = filetobuf("tut2.frag");

//assign to our shaders a name
vertexshader = glCreateShader(GL_VERTEX_SHADER);
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);

//associate the source code buffers with each handle
glShaderSource(vertexshader, 1, (const GLchar**)&vertexsource, 0);
glShaderSource(fragmentshader, 1, (const GLchar**)&fragmentsource, 0);

//compile our fragment and vertex shaders programs
glCompileShader(fragmentshader);
glCompileShader(vertexshader);

shaderprogram = glCreateProgram(); //assign our program handle a "name"

//attaching shaders to our program
glAttachShader(shaderprogram, vertexshader);
glAttachShader(shaderprogram, fragmentshader);
//link our program

glLinkProgram(shaderprogram);
glGetProgramInfoLog(shaderprogram, 1000, &length, text);

if(length > 0)
fprintf(stderr, "Validate Shader\n%s\n", text);

glUseProgram(shaderprogram); // set program as being actively used
}

void SetupGeometry(void)
{
fprintf(stderr, "Setup vertices\n");
glGenBuffers(2,vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glEnableVertexAttribArray(0);
glBufferData(GL_ARRAY_BUFFER, 8* sizeof(GLfloat), diamond, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0,2, GL_FLOAT,GL_FALSE, 0,0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glEnableVertexAttribArray(1);
glBufferData(GL_ARRAY_BUFFER, 12* sizeof(GLfloat), colors, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)1,3, GL_FLOAT,GL_FALSE, 0,0);
glBindAttribLocation(shaderprogram, 0, "in_Position");
glBindAttribLocation(shaderprogram, 1, "in_Color");
}

void Render(void)
{
glClearColor(0.0,0.0,0.0,0.1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINE_LOOP,0,4);

check("Test Point");
glFlush();
}

int main(void)
{
int running = GL_TRUE;
if(!glfwInit())
{
exit(EXIT_FAILURE);
}
if( !glfwOpenWindow(600,600,0,0,0,0,0,0, GLFW_WINDOW))
{
glfwTerminate();
exit(EXIT_FAILURE);
}

glewInit();
SetupShaders();
SetupGeometry();

//Main loop
while(running)
{
Render();
glfwSwapBuffers();
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
}

glfwTerminate();
exit(EXIT_SUCCESS);
}

这个文件“tut2.vert”和“tut2.frag”

tut2.frag

#version 150

precision highp float;

in vec3 ex_Color;
out vec4 gl_FragColor;

void main(void)
{
gl_FragColor = vec4(ex_Color, 1.0);
}

tut2.vert

#version 150

in vec2 in_Position;
in vec3 in_Color;
out vec3 ex_Color;

void main(void)
{
gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
ex_Color = in_Color;
}

我用

编译所有内容
gcc tut2.c -o tut2 -lglfw -lGLEW -lGLU -lGL

除了一些警告之外,一切都编译良好。

但是当我运行该程序时,我收到了一个无法修复的奇怪错误:

Set up shaders
Validate Shader
Vertex info
-----------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"

Fragment info
-------------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"

Setup vertices
Segmentation fault (core dumped)

请问有什么帮助吗?

最佳答案

您在一个程序中遇到了两个问题,并且它们不相关。首先你的着色器不编译:

Set up shaders
Validate Shader
Vertex info
-----------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"

Fragment info
-------------
0(1) : error C0000: syntax error, unexpected $undefined at token "<undefined>"

所以你需要修复你的着色器。

然后您在SetupGeometry函数中的某处访问了无效地址(您之前也可能在某处溢出了缓冲区,现在会在这里触发错误)。

Setup vertices
Segmentation fault (core dumped)
<小时/>

因评论而编辑

当说您需要修复着色器时,我的意思是您应该检查着色器加载代码。基本上GLSL编译器一开始就报告了一些无效数据。

着色器加载代码缺少一些关键内容:读取步骤:

char* filetobuf(char *file) //will reac a file into an allocated char pointer buffer
{
FILE *fptr;
long length;
char *buf;
//opening the file
fptr = fopen(file, "rb");

if(!fptr)
{
fprintf(stderr, "failed to open %s\n", file);
return NULL;
}
fseek(fptr,0,SEEK_END);
length = ftell(fptr);

您可以使用 fstat(fileno(fptr), statbuf) 来检索文件大小,而不是使用 fseek、ftell 方法。请参阅 stat 系统调用手册。

    buf = (char*)malloc(length+1);

在 C 中,您不会在赋值中强制转换 void*。只需分配裸 void* 指针即可。这与C++不同

    fseek(fptr, 0, SEEK_SET);

这里您应该读取一些数据,例如fread(fptr, 1 length, buf);

    fclose(fptr); //close the file

buf[length] = 0; //null terminator
return buf;
}

此外,您还需要在上传到 OpenGL 后释放(...)着色器源缓冲区。

关于c - OpenGL 段错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/7908888/

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