我正在开始使用现代OpenGL。
但我面前是VBO和VAO的奇怪内存泄漏。 这是我的代码(重要部分):
#include "OpenGlScene.h"
#include "Block.h"
#include <iostream>
#include "Shader.h"
#include "Camera2D.h"
#include "Input.h"
#include "Container.h"
#include "Texture.h"
OpenGlScene::OpenGlScene(void) {
this->width = 1280;
this->height = 720;
this->initWindow();
this->initOpenGl();
this->loop();
}
OpenGlScene::~OpenGlScene(void)
{
}
void OpenGlScene::loop() {
bool mustFinish = false;
unsigned int frameRate = ( 1000 / 60 );
int startTime, endTime, elapsedTime = 0;
Container* cContainer = new Container();
Input *iInput = new Input();
cContainer->setInput(iInput);
iInput->setContainer(cContainer);
Camera2D *cCamera = new Camera2D();
cContainer->setCamera(cCamera);
cCamera->setContainer(cContainer);
cCamera->init(this->width, this->height);
glm::mat4 cameraMatrix;
Block *bBlock = new Block(0,0);
bBlock->setContainer(cContainer);
bBlock->init();
Block *aBlock = new Block(-100, -100);
aBlock->setContainer(cContainer);
aBlock->init();
Block *cBlock = new Block(-200, -100);
cBlock->setContainer(cContainer);
cBlock->init();
//bBlock->load();
while(!mustFinish) {
startTime = SDL_GetTicks();
cCamera->update();
iInput->update();
bBlock->update();
cameraMatrix = cCamera->getCameraMatrix();
bBlock->render();
aBlock->render();
cBlock->render();
SDL_GL_SwapWindow(this->Window);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
glClearColor(119/255.0f,181/255.0f,254/255.0f,1);
endTime = SDL_GetTicks();
elapsedTime = endTime - startTime;
if(elapsedTime < frameRate) {
SDL_Delay(frameRate - elapsedTime);
}
}
}
bool OpenGlScene::initOpenGl() {
GLenum glewInit( glewInit() );
if(glewInit != GLEW_OK)
{
std::cout << "Erreur d'initialisation de GLEW : " << glewGetErrorString(glewInit) << std::endl;
SDL_GL_DeleteContext(this->OpenGlContext);
SDL_DestroyWindow(this->Window);
SDL_Quit();
return false;
}
glEnable(GL_DEPTH_TEST);
return true;
}
bool OpenGlScene::initWindow() {
if(SDL_Init(SDL_INIT_VIDEO) < 0)
{
std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
SDL_Quit();
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
this->Window = SDL_CreateWindow("OpenGL Scene", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->width, this->height, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if(this->Window == 0) {
std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
SDL_Quit();
return false;
}
SDL_GLContext context = SDL_GL_CreateContext(this->Window);
this->OpenGlContext = &context;
if((*this->OpenGlContext) == 0) {
std::cout << SDL_GetError() << std::endl;
SDL_DestroyWindow(this->Window);
SDL_Quit();
return false;
}
return true;
}
漏洞来自内部循环方法。
它主要来自我渲染块。
#include "Block.h"
Block::Block(float x, float y){
this->time = 0.0f;
this->x = x;
this->y = y;
this->size = 200.0f;
this->sSprite = nullptr;
}
Block::~Block(void){
if(this->sSprite) {
delete this->sSprite;
}
}
void Block::init() {
this->sSprite = new SpriteRect(x, y, size, size, "textures/grass.png", 1.0f, 1.0f, 1.0f, 1.0f);
this->sSprite->setContainer(this->cContainer);
this->sSprite->load();
}
void Block::update() {
this->time += 0.5f;
this->x += 0.5f;
//this->sSprite->update(this->x, this->y);
}
void Block::render() {
this->sSprite->render();
}
最重要的是,SpriteRect.cpp:
#include "SpriteRect.h"
#include <string>
#include "Texture.h"
#include "Shader.h"
#include "Container.h"
#include "Camera2D.h"
SpriteRect::SpriteRect(float x, float y, float width, float height, std::string textureFile, float r, float g, float b, float a) {
this->x = x;
this->y = y;
this->width = width;
this->height = height;
this->vaoId = 0;
this->vboId = 0;
this->tTexture = new Texture(textureFile);
this->tTexture->load();
this->cColor = new Color();
this->cColor->a = a;
this->cColor->r = r;
this->cColor->g = g;
this->cColor->b = b;
float textureCoordsTmp[] = {0.0f, 1, 1,1, 0.0f,0.0f,
0.0f,0.0f, 1,1, 1,0.0f};
float colorCoordsTmp[] = {this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a, this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a, this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a,
this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a, this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a, this->cColor->r,this->cColor->g,this->cColor->b,this->cColor->a};
for(int i = 0; i<12; i++) {
this->textureCoords[i] = textureCoordsTmp[i];
}
for(int i= 0; i<24;i++) {
this->colors[i] = colorCoordsTmp[i];
}
this->setVerticesFromCoords();
this->colorsSizeBytes = (24*sizeof(float));
this->textureCoordsSizeBytes = (12*sizeof(float));
this->verticesSizeBytes = (12*sizeof(float));
this->sShader = new Shader("Shaders/classic2D.vert", "Shaders/classic2D.frag");
this->sShader->charger();
}
SpriteRect::~SpriteRect() {
delete this->tTexture;
delete this->cColor;
delete this->sShader;
glDeleteBuffers(1, &vboId);
glDeleteVertexArrays(1, &vaoId);
}
void SpriteRect::setVerticesFromCoords() {
float verticesTmp[] = {x, y, x+width, y, x, y+height,
x, y+height, x+width, y, x+width, y+height};
for(int i=0;i<12;i++) {
this->vertices[i] = verticesTmp[i];
}
if(glIsBuffer(vboId) == GL_TRUE) {
this->updateVbo(this->vertices, 12*sizeof(float), 0);
}
}
void SpriteRect::load() {
if(glIsBuffer(vboId) == GL_TRUE) {
glDeleteBuffers(1, &vboId);
}
glGenBuffers(1, &vboId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, (this->verticesSizeBytes + this->colorsSizeBytes + this->textureCoordsSizeBytes), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, this->verticesSizeBytes, this->vertices);
glBufferSubData(GL_ARRAY_BUFFER, this->verticesSizeBytes, this->colorsSizeBytes, this->colors);
glBufferSubData(GL_ARRAY_BUFFER, this->verticesSizeBytes+this->colorsSizeBytes, this->textureCoordsSizeBytes, this->textureCoords);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if(glIsVertexArray(vaoId)) {
glDeleteVertexArrays(1, &vaoId);
}
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(this->verticesSizeBytes));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(this->verticesSizeBytes+this->colorsSizeBytes));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void SpriteRect::update(float x, float y) {
if(x != this->x || y != this->y) {
this->x = x;
this->y = y;
this->setVerticesFromCoords();
}
this->update();
}
void SpriteRect::update() {
}
void SpriteRect::updateVbo(void *datas, int sizeBytes, int offset)
{
// Verrouillage du VBO
glBindBuffer(GL_ARRAY_BUFFER,vboId);
// Récupération de l'adresse du VBO
void *vboAdress = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// Si l'adresse retournée est nulle alors on arrête le transfert
if(vboAdress == NULL)
{
std::cout << "Erreur au niveau de la récupération du VBO" << std::endl;
glBindBuffer(GL_ARRAY_BUFFER, 0);
return;
}
// Mise à jour des données
memcpy((char*)vboAdress + offset, datas, sizeBytes);
// Annulation du pointeur
glUnmapBuffer(GL_ARRAY_BUFFER);
vboAdress = 0;
// Déverrouillage du VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void SpriteRect::render() {
glUseProgram(this->sShader->getProgramID());
glBindVertexArray(vaoId);
glUniformMatrix4fv(glGetUniformLocation(this->sShader->getProgramID(), "cameraMatrix"), 1, GL_FALSE, glm::value_ptr(this->cContainer->getCamera()->getCameraMatrix()));
glBindTexture(GL_TEXTURE_2D, this->tTexture->getId());
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glUseProgram(0);
}
然后当我注释掉[BlockObject] - &gt; render();没有更多的泄漏。 实际上泄漏大约是30Kb /秒。我看到当使用SpriteRect的updateVbo()方法时有泄漏。 抱歉,评论是法语,但代码很简单;)
有什么想法吗?
答案 0 :(得分:0)
对于您执行的每个new
,必须有相应的delete
。您的loop
方法在本地变量中执行了大量new
,但没有单delete
。