用OpenGL绘制一个圆

时间:2015-09-07 17:44:21

标签: c++ opengl exc-bad-access

我试图操纵一些代码来绘制一个圆而不是教程已经打印的三角形。我不熟悉C ++或OpenGL,这就是为什么我只是尝试一下。

我的代码的任何建议或更正将不胜感激。 我在这行上的XCODE中一直遇到断点错误:

glDrawArrays(GL_TRIANGLE_FAN, 0, numPoints); // draw the points and fill it in

它说:

Thread 1: EXC_BAD_ACCESS(code=1, address=0x0)

以下是教程I' m中三角形的原始矢量缓冲区:

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,
};

我很确定我的计算是正确的,但我不知道为什么会这样做。不画圆圈。这是我的操纵:

// Make a circle
GLfloat x;
GLfloat y;
GLfloat z = 0.0f;
int theta = 0;
float radius = 50.0f;
int currentSize = 0;
int numPoints = 30;
GLfloat g_vertex_buffer_data[numPoints*3];

while (theta <= 360) {

    x = (GLfloat) radius * cosf(theta);
    y = (GLfloat) radius * sinf(theta);

    g_vertex_buffer_data[currentSize++] = x;
    g_vertex_buffer_data[currentSize++] = y;
    g_vertex_buffer_data[currentSize++] = z;

   /*
    cout << "Theta: " << theta << endl;

    for (int i = 0; i < currentSize; i++) {

        cout << "g_vertex_buffer_data[" << g_vertex_buffer_data[i] << "]" << endl;
    }
    */

    theta = theta + (360/numPoints);
}

以下是.cpp文件中的其余代码:

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(vertexPosition_modelspaceID);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glVertexAttribPointer(
        vertexPosition_modelspaceID, // The attribute we want to configure
        numPoints,                  // size
        GL_FLOAT,           // type
        GL_FALSE,           // normalized?
        0,                  // stride
        (void*)0            // array buffer offset
    );

    // Draw the circle!
    glDrawArrays(GL_TRIANGLE_FAN, 0, numPoints); // draw the points and fill it in

    glDisableVertexAttribArray(vertexPosition_modelspaceID);

    // Swap buffers
    glfwSwapBuffers(window);
    glfwPollEvents();

} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
       glfwWindowShouldClose(window) == 0 );


// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteProgram(programID);

// Close OpenGL window and terminate GLFW
glfwTerminate();

return 0;

1 个答案:

答案 0 :(得分:2)

此代码中存在一些问题。可能导致崩溃的最严重的一个是:

glVertexAttribPointer(
    vertexPosition_modelspaceID, // The attribute we want to configure
    numPoints,                  // size
    GL_FLOAT,           // type
    GL_FALSE,           // normalized?
    0,                  // stride
    (void*)0            // array buffer offset
);

glVertexAttribPointer()的第二个参数是每个顶点的组件数。由于每个顶点有3个浮点数(x,y和z),因此正确的值为3.因此调用应为:

glVertexAttribPointer(
    vertexPosition_modelspaceID, // The attribute we want to configure
    3,                  // size
    GL_FLOAT,           // type
    GL_FALSE,           // normalized?
    0,                  // stride
    (void*)0            // array buffer offset
);

创建点时还存在一次性错误:

while (theta <= 360) {

如果在范围中包含360,则将有效地重复第一个顶点,并写入比分配的空间多一个顶点。这应该是:

while (theta < 360) {

此外,cosf()sinf()的参数都是弧度。因此,您必须将这些角度从度数转换为弧度:

x = (GLfloat) radius * cosf(theta * M_PI / 180.0f);
y = (GLfloat) radius * sinf(theta * M_PI / 180.0f);
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