我对此感到沮丧。我正在尝试使用顶点缓冲对象渲染一个立方体,我正在学习投影,所以我试图制作一个立方体的框架。但是,此代码不起作用。当我在Code :: Blocks上运行程序时,程序停止工作。
我试图通过注释render()方法的内容找出原因,然后程序不会停止工作。所以这行代码
glDrawElements(GL_TRIANGLES, m_index->size(), GL_UNSIGNED_INT, 0); // render the cube
可能是问题的根源。但我不知道如何解决这个问题,因为这正是我通常做的事情(我已经制作了类似的程序并且有效)
我非常感谢你的帮助!
ProjectionCube::ProjectionCube()
{
rotationAngle = 0.0;
}
bool ProjectionCube::initialize()
{
#ifdef _WIN32
glGenBuffers = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
#else
glGenBuffers = (PFNGLGENBUFFERSARBPROC)glXGetProcAddress((const GLubyte*)"glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)glXGetProcAddress((const GLubyte*)"glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)glXGetProcAddress((const GLubyte*)"glBufferData");
#endif
if (!glGenBuffers || !glBindBuffer || !glBufferData)
{
std::cerr << "VBOs are not supported by your graphics card" << std::endl;
return false;
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
initializeVertexBuffers();
// bind vertex buffer and index buffer
// set vertex pointer to the buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vbos[INDEX_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, m_vbos[VERTEX_BUFFER]);
glVertexPointer(3, GL_FLOAT, 0, 0);
// no color buffer to bind
return true;
}
void ProjectionCube::initializeVertexBuffers()
{
const float size = 0.5f;
m_vertex = getCubeVertices(size);
for (int i = 0; i < m_vertex->size(); i++) {
std::cout << m_vertex->at(i) << ", ";
}
std::cout << std::endl;
static const unsigned int index[] = {//using triangles to render
0, 1, 2, 0, 2, 3, //bottom
0, 4, 5, 0, 1, 5, //back
0, 4, 7, 0, 3, 7, //left
1, 5, 6, 1, 2, 6, //right
4, 5, 6, 4, 7, 6, //top
2, 6, 7, 2, 3, 7}; // front
m_index = new vector<unsigned int>(index, index + sizeof(index) / sizeof(index[0]));
for (int i = 0; i < m_index->size(); i++) {
std::cout << m_index->at(i) << ", ";
}
std::cout << std::endl;
glGenBuffers(1, &m_vbos[VERTEX_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, m_vbos[VERTEX_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * m_vertex->size(),
&m_vertex->at(0), GL_STATIC_DRAW);
glGenBuffers(1, &m_vbos[INDEX_BUFFER]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vbos[INDEX_BUFFER]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * m_index->size(),
&m_index->at(0), GL_STATIC_DRAW);
}
void ProjectionCube::render(float m_x, float m_y, float m_z)
{
glTranslatef(m_x, m_y, m_z); // move to where the cube is located
//glRotatef(rotationAngle, 0.5f, 0.0f, 0.0f);
glDrawElements(GL_TRIANGLES, m_index->size(), GL_UNSIGNED_INT, 0); // render the cube
}
void ProjectionCube::animate(float dt)
{
const float SPEED = 15.0f;
rotationAngle += SPEED * dt;
if (rotationAngle >= 360 || rotationAngle <= 0) {
rotationAngle = -rotationAngle;
}
}
vector<GLfloat>* ProjectionCube::getCubeVertices(float r)
{
static const GLfloat vertices[] = {//bottom square
-r, -r, -r,
r, -r, -r,
r, -r, r,
-r, -r, r,
//top square
-r, r, -r,
r, r, -r,
r, r, r,
-r, r, r,};
vector<GLfloat>* result = new vector<GLfloat>(vertices, vertices + sizeof(vertices) / sizeof(vertices[0]));
return result;
}
答案 0 :(得分:2)
由于您在调用render
时没有发帖,我所能做的就是建议您不要使用new vector
。就我所见,没有必要。
由于在m_index
函数中使用render
时发生错误,并且假设m_index
是指向向量的指针,因此不需要它作为指针(假设它是ProjectionCube
)的成员变量。
new vector
存在两个问题。为什么您的程序在getCubeVertices
函数中动态分配?以下删除了动态分配:
vector<GLfloat> ProjectionCube::getCubeVertices(float r)
{
static const GLfloat vertices[] = {//bottom square
-r, -r, -r,
r, -r, -r,
r, -r, r,
-r, -r, r,
//top square
-r, r, -r,
r, r, -r,
r, r, r,
-r, r, r,};
return vector<GLfloat>(vertices, vertices + sizeof(vertices) / sizeof(vertices[0]));
}
然后在InitializeVertexBuffers()
中,m_vertex
成员变量不再是指针,而是一个对象:
std::vector<GLfloat> m_vertex; // assuming these are member variables in your class
std::vector<unsigned int> m_index;
//...
void ProjectionCube::initializeVertexBuffers()
{
const float size = 0.5f;
m_vertex = getCubeVertices(size);
//...
m_index = vector<unsigned int>(index, index + sizeof(index) / sizeof(index[0]));
同样,不需要new vector
。您现在使用m_index.
和m_vertex.
。
现在这会给你带来什么,而不是你以前做过什么?好吧,现在您确保在调用m_index
时render
有效。由于m_index
不再是指针,因此m_index
无法解除分配,或指针已损坏等。
使用上述方法,您也可以摆脱潜在的内存泄漏。