OpenGL 3.x:使用顶点缓冲区对象和 glDrawElements(...) 时发生访问冲突

发布于 2024-10-05 14:24:49 字数 3212 浏览 3 评论 0原文

我在使用顶点缓冲区对象渲染某些几何体时遇到问题。我打算绘制一个点平面,因此基本上在我的空间中的每个离散位置都有一个顶点。但是,我无法渲染该平面,因为每次调用 glDrawElements(...) 时,应用程序都会崩溃并返回访问冲突异常。我猜初始化时一定有一些错误。

这是我到目前为止所拥有的:


#define SPACE_X 512
#define SPACE_Z 512

typedef struct{
    GLfloat x, y, z; // position
    GLfloat nx, ny, nz; // normals
    GLfloat r, g, b, a; // colors
} Vertex;

typedef struct{
    GLuint i; // index
} Index;

// create vertex buffer
GLuint vertexBufferObject;
glGenBuffers(1, &vertexBufferObject);

// create index buffer
GLuint indexBufferObject;
glGenBuffers(1, &indexBufferObject);

// determine number of vertices / primitives
const int numberOfVertices = SPACE_X * SPACE_Z;
const int numberOfPrimitives = numberOfVertices; // As I'm going to render GL_POINTS, number of primitives is the same as number of vertices

// create vertex array
Vertex* vertexArray = new Vertex[numberOfVertices];

// create index array
Index* indexArray = new Index[numberOfPrimitives];

// create planes (vertex array)
// color of the vertices is red for now
int index = -1;
for(GLfloat x = -SPACE_X / 2; x < SPACE_X / 2; x++) {
    for(GLfloat z = -SPACE_Z / 2; z < SPACE_Z / 2; z++) {
        index++;
        vertexArray[index].x = x;
        vertexArray[index].y = 0.0f;
        vertexArray[index].z = z;
        vertexArray[index].nx = 0.0f;
        vertexArray[index].ny = 0.0f;
        vertexArray[index].nz = 1.0f;
        vertexArray[index].r = 1.0;
        vertexArray[index].g = 0.0;
        vertexArray[index].b = 0.0;
        vertexArray[index].a = 1.0;
    }
}

// bind vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);

// buffer vertex array
glBufferData(GL_ARRAY_BUFFER, numberOfVertices * sizeof(Vertex), vertexArray, GL_DTREAM_DRAW);

// bind vertex buffer again
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);

// enable attrib index 0 (positions)
glEnableVertexAttribArray(0);

// pass positions in
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), vertexArray);

// enable attribute index 1 (normals)
glEnableVertexAttribArray(1);

// pass normals in
glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].nx);

// enable attribute index 2 (colors)
glEnableVertexAttribArray(2);

// pass colors in
glVertexAttribPointer((GLuint)2, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].r);

// create index array
for(GLunit i = 0; i < numberOfPrimitives; i++) {
    indexArray[i].i = i;
}

// bind buffer
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);

// buffer indices
glBufferData(GL_ELEMENET_ARRAY_BUFFER, numberOfPrimitives * sizeof(Index), indexArray, GL_STREAM_DRAW);

// bind buffer again
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);

// AND HERE IT CRASHES!
// draw plane of GL_POINTS
glDrawElements(GL_POINTS, numberOfPrimitives, GL_UNSIGNED_INT, indexArray);

// bind default buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

// delete vertex / index buffers
glDeleteBuffers(1, &vertexBufferObject);
glDeleteBuffers(1, &indexBufferObject);

delete[] vertexArray;
vertexArray = NULL;

delete[] indexArray;
indexArray = NULL;

I have trouble rendering some geometry by using a vertex buffer object. I intend to draw a plane of points, so basically one vertex at every discrete position in my space. However, I cannot render that plane, as every time I call glDrawElements(...), application crashes returning an access violation exception. There must be some mistake while initialization, I guess.

This is what I have so far:


#define SPACE_X 512
#define SPACE_Z 512

typedef struct{
    GLfloat x, y, z; // position
    GLfloat nx, ny, nz; // normals
    GLfloat r, g, b, a; // colors
} Vertex;

typedef struct{
    GLuint i; // index
} Index;

// create vertex buffer
GLuint vertexBufferObject;
glGenBuffers(1, &vertexBufferObject);

// create index buffer
GLuint indexBufferObject;
glGenBuffers(1, &indexBufferObject);

// determine number of vertices / primitives
const int numberOfVertices = SPACE_X * SPACE_Z;
const int numberOfPrimitives = numberOfVertices; // As I'm going to render GL_POINTS, number of primitives is the same as number of vertices

// create vertex array
Vertex* vertexArray = new Vertex[numberOfVertices];

// create index array
Index* indexArray = new Index[numberOfPrimitives];

// create planes (vertex array)
// color of the vertices is red for now
int index = -1;
for(GLfloat x = -SPACE_X / 2; x < SPACE_X / 2; x++) {
    for(GLfloat z = -SPACE_Z / 2; z < SPACE_Z / 2; z++) {
        index++;
        vertexArray[index].x = x;
        vertexArray[index].y = 0.0f;
        vertexArray[index].z = z;
        vertexArray[index].nx = 0.0f;
        vertexArray[index].ny = 0.0f;
        vertexArray[index].nz = 1.0f;
        vertexArray[index].r = 1.0;
        vertexArray[index].g = 0.0;
        vertexArray[index].b = 0.0;
        vertexArray[index].a = 1.0;
    }
}

// bind vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);

// buffer vertex array
glBufferData(GL_ARRAY_BUFFER, numberOfVertices * sizeof(Vertex), vertexArray, GL_DTREAM_DRAW);

// bind vertex buffer again
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);

// enable attrib index 0 (positions)
glEnableVertexAttribArray(0);

// pass positions in
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), vertexArray);

// enable attribute index 1 (normals)
glEnableVertexAttribArray(1);

// pass normals in
glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].nx);

// enable attribute index 2 (colors)
glEnableVertexAttribArray(2);

// pass colors in
glVertexAttribPointer((GLuint)2, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].r);

// create index array
for(GLunit i = 0; i < numberOfPrimitives; i++) {
    indexArray[i].i = i;
}

// bind buffer
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);

// buffer indices
glBufferData(GL_ELEMENET_ARRAY_BUFFER, numberOfPrimitives * sizeof(Index), indexArray, GL_STREAM_DRAW);

// bind buffer again
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);

// AND HERE IT CRASHES!
// draw plane of GL_POINTS
glDrawElements(GL_POINTS, numberOfPrimitives, GL_UNSIGNED_INT, indexArray);

// bind default buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

// delete vertex / index buffers
glDeleteBuffers(1, &vertexBufferObject);
glDeleteBuffers(1, &indexBufferObject);

delete[] vertexArray;
vertexArray = NULL;

delete[] indexArray;
indexArray = NULL;

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评论(3

空袭的梦i 2024-10-12 14:24:49

当您使用缓冲区对象时,gl*Pointer 中的最后一个参数和 glDrawElements 中的第四个参数不再是主内存中的地址(您的仍然是!),而是缓冲区对象中的偏移量。确保以字节为单位计算这些偏移量! “offsetof”宏在那里非常有用。

When you are using buffer objects, the last parameters in the gl*Pointer and 4th parameter in glDrawElements are no longer addresses in main memory (yours still are!), but offsets into the buffer objects. Make sure to compute these offsets in bytes! The "offsetof" macro is very helpful there.

醉态萌生 2024-10-12 14:24:49

查看本页上的第二个示例,并将其与您所做的进行比较: http://www.opengl .org/wiki/VBO_-_just_examples

你有一个错字:GL_DTREAM_DRAW。

Look at the second example on this page and compare it to what you did: http://www.opengl.org/wiki/VBO_-_just_examples

And you have one typo: GL_DTREAM_DRAW.

最后的乘客 2024-10-12 14:24:49

glEnableClientState(...) 方法已弃用!抱歉,出于某种原因我已经注意到了这个事实。

The method glEnableClientState(...) is deprecated! Sorry, for some reason I had overseen that fact.

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