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glDrawElements GL_OUT_OF_MEMORY

如何解决glDrawElements GL_OUT_OF_MEMORY

我尝试启动下一个代码,但是在glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,nullptr)行( Application.cpp )上,它给出了错误1285。

如果我将前一行代码替换为glDrawArrays(GL_TRIANGLES,0,3),它将绘制一个三角形,因此着色器,顶点缓冲区,顶点数组绑定可以正常工作。问题应该出在IndexBuffer中,但是我找不到它。

Renderer.h

class CorrectAnswer(Base):
    """ Correct answer to quiz questions """

    __tablename__ = "correct_answer"
    id = Column(Integer,primary_key=True)
    question_id = Column(Integer,ForeignKey("question.id"))
    answer_id = Column(Integer,ForeignKey("answer.id"))
    question = relationship("Question",back_populates="correct_answer")
    __table_args__ = (UniqueConstraint("question_id","answer_id"),)

Renderer.cpp

#pragma once

#include <GL/glew.h>

#define ASSERT(x) if (!(x)) __debugbreak();
#define GLCall(x) GLClearError();\
    x;\
    ASSERT(GLLogCall(#x,__FILE__,__LINE__))

void GLClearError();
bool GLLogCall(const char* function,const char* file,int line);

VertexBuffer.h

#include "Renderer.h"

#include <iostream>

void GLClearError()
{
    while (glGetError() != GL_NO_ERROR);
}

bool GLLogCall(const char* function,int line)
{
    while (GLenum error = glGetError())
    {
        std::cout << "[OpenGL Error] (" << error << "): " << function <<
            " " << file << ": " << line << std::endl;
        return false;
    }

    return true;
}

VertexBuffer.cpp

#pragma once

class VertexBuffer
{
private:
    unsigned int m_RendererID;
public:
    VertexBuffer(const void* data,unsigned int size);
    ~VertexBuffer();

    void Bind() const;
    void Unbind() const;


};

IndexBuffer.h

#include "VertexBuffer.h"

#include "Renderer.h"


VertexBuffer::VertexBuffer(const void* data,unsigned int size)
    
{
    GLCall(glGenBuffers(1,&m_RendererID));
    GLCall(glBindBuffer(GL_ARRAY_BUFFER,m_RendererID));
    GLCall(glBufferData(GL_ARRAY_BUFFER,size,data,GL_STATIC_DRAW));
}

VertexBuffer::~VertexBuffer()
{
    GLCall(glDeleteBuffers(1,&m_RendererID));
}

void VertexBuffer::Bind() const
{
    GLCall(glBindBuffer(GL_ARRAY_BUFFER,m_RendererID));
}

void VertexBuffer::Unbind() const
{
    GLCall(glBindBuffer(GL_ARRAY_BUFFER,0));
}

IndexBuffer.cpp

#pragma once

class IndexBuffer
{
private:
    unsigned int m_RendererID;
    unsigned int m_Count;
public:
    IndexBuffer(const unsigned int* data,unsigned int count);
    ~IndexBuffer();

    void Bind() const;
    void Unbind() const;

    inline unsigned int GetCount() const { return m_Count; }

};

Application.cpp

#include "IndexBuffer.h"

#include "Renderer.h"

IndexBuffer::IndexBuffer(const unsigned int* data,unsigned int count)
    : m_Count(count)
{
    ASSERT(sizeof(unsigned int) == sizeof(gluint));

    GLCall(glGenBuffers(1,&m_RendererID));
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,m_RendererID));
    GLCall(GL_ELEMENT_ARRAY_BUFFER,count * sizeof(unsigned int),GL_STATIC_DRAW);
}

IndexBuffer::~IndexBuffer()
{
    GLCall(glDeleteBuffers(1,&m_RendererID));
}

void IndexBuffer::Bind() const
{
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,m_RendererID));
}

void IndexBuffer::Unbind() const
{
    GLCall(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0));
}

Basic.shader

#pragma once

#include <GL/glew.h>
#include <GLFW/glfw3.h>



#include <iostream>
#include <fstream>
#include <string>
#include <sstream>

#include "Renderer.h"

#include "VertexBuffer.h"
#include "IndexBuffer.h"


struct ShaderProgramSource
{
    std::string VertexSource;
    std::string FragmentSource;
};

static ShaderProgramSource ParseShader(const std::string& filepath)
{
    std::fstream stream(filepath);

    enum class ShaderType
    {
        NONE = -1,VERTEX = 0,FRAGMENT = 1
    };

    std::string line;
    std::stringstream ss[2];
    ShaderType type = ShaderType::NONE;

    while (getline(stream,line))
    {
        if (line.find("#shader") != std::string::npos) 
        {
            if (line.find("vertex") != std::string::npos)
            {
                type = ShaderType::VERTEX;
            }
            else if (line.find("fragment") != std::string::npos)
            {
                type = ShaderType::FRAGMENT;
            }
        }
        else 
        {
            ss[(int)type] << line << '\n';
        }
    }

    return { ss[0].str(),ss[1].str() };

}

static unsigned int CompileShader(unsigned int type,const std::string& source)
{
    GLCall(unsigned int id = glCreateShader(type));
    const char* src = source.c_str();

    GLCall(glShaderSource(id,1,&src,nullptr));
    GLCall(glCompileShader(id));

    int result;
    GLCall(glGetShaderiv(id,GL_COMPILE_STATUS,&result));

    if (result == GL_FALSE) 
    {
        int length;
        GLCall(glGetShaderiv(id,GL_INFO_LOG_LENGTH,&length));

        char* message = (char*)alloca(length * sizeof(char));

        GLCall(glGetShaderInfoLog(id,length,&length,message));
        std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
        std::cout << message << std::endl;
    
        GLCall(glDeleteShader(id));
        return 0;
    }

    return id;
}

static unsigned int CreateProgram(const std::string& vertexShader,const std::string& fragmentShader)
{
    GLCall(unsigned int program = glCreateProgram());
    unsigned int vs = CompileShader(GL_VERTEX_SHADER,vertexShader);
    unsigned int fs = CompileShader(GL_FRAGMENT_SHADER,fragmentShader);

    GLCall(glAttachShader(program,vs));
    GLCall(glAttachShader(program,fs));
    GLCall(glLinkProgram(program));
    GLCall(glValidateProgram(program));

    GLCall(glDeleteShader(vs));
    GLCall(glDeleteShader(fs));

    return program;
}


int main()
{

    GLFWwindow* window;

    if (!glfwInit())
    {
        return -1;
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

    window = glfwCreateWindow(640,400,"Hello world",NULL,NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }


    glfwMakeContextCurrent(window);

    glfwSwapInterval(1);

    if (glewInit() != GLEW_OK)
    {
        std::cout << "Error while GLEW init!" << std::endl;
    }

    std::cout << glGetString(GL_VERSION) << std::endl;

    {

        float positions[] = {
            -0.5f,-0.5f,// 0
             0.5f,// 1
             0.5f,0.5f,// 2
            -0.5f,0.5f  // 3
        };

        unsigned int indices[] = {
            0,2,3,0
        };

        unsigned int vao;
        GLCall(glGenVertexArrays(1,&vao));
        GLCall(glBindVertexArray(vao));

        VertexBuffer vb(positions,4 * 2 * sizeof(float));

        GLCall(glEnabLevertexAttribArray(0));
        GLCall(glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,sizeof(float) * 2,0));

        IndexBuffer ib(indices,6);

        ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
        unsigned int program = CreateProgram(source.VertexSource,source.FragmentSource);
        GLCall(gluseProgram(program));

        GLCall(int location = glGetUniformlocation(program,"u_Color"));
        ASSERT(location != -1);
        GLCall(gluniform4f(location,0.8f,0.3f,1.0f));

        GLCall(glBindVertexArray(0));
        GLCall(gluseProgram(0));
        vb.Unbind();
        ib.Unbind();

        float r = 0;
        float increment = 0.05f;

        while (!glfwWindowShouldClose(window))
        {
            GLCall(glClear(GL_COLOR_BUFFER_BIT));
            glClearColor(1,1);

            GLCall(gluseProgram(program));
            GLCall(gluniform4f(location,r,1.0f));

            GLCall(glBindVertexArray(vao));
            ib.Bind();
            
        //  glDrawArrays(GL_TRIANGLES,3);
            GLCall(glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,nullptr));

            if (r > 1.0f)
            {
                increment = -0.05f;
            }
            else if (r < 0.0f)
            {
                increment = 0.05f;
            }

            r += increment;

    
            glfwSwapBuffers(window);


            glfwPollEvents();

        }

        GLCall(glDeleteProgram(program));

    }

    glfwTerminate();
    
    return 0;
}

解决方法

这看起来不正确。缺少glBufferData吗?

GLCall(GL_ELEMENT_ARRAY_BUFFER,count * sizeof(unsigned int),data,GL_STATIC_DRAW);

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