我一直在阅读有关现代 OpenGL 和 GLSL 的教程,但是当我运行该项目的示例时,它有时会中断。代码抛出:
terminate called after throwing an instance of '__gnu_cxx::recursive_init_error'
what(): std::exception
Aborted (core dumped)
然后我决定重新制作它,看看它是不是源代码中的依赖项有问题,但还是出现了同样的错误。如果我运行它足够多次,它最终会产生所需的输出。
我已经寻找了其他答案,但它们是:
- 关于线程(我认为我的代码中没有线程);
- 外语(翻译后得出相同的结论);或
- 指向
std
实现中谈论静态对象的模糊位置(因此根本没有帮助)。
主要.cpp:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#include <algorithm>
GLfloat vertices[] =
{
0.5, 0.5, 0.0, 1.0,
0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, 0.0, 1.0,
-0.5, 0.5, 0.0, 1.0,
};
GLuint program;
GLuint vbo;
GLuint vao;
GLuint loadShader(GLenum shaderType, const char *filename)
{
GLuint shader = glCreateShader(shaderType);
std::ifstream file(filename);
std::stringstream data;
data << file.rdbuf();
file.close();
const char *shaderData = data.str().c_str();
glShaderSource(shader, 1, &shaderData, NULL);
glCompileShader(shader);
return shader;
}
GLuint createProgram(std::vector<GLuint> *list)
{
GLuint prog = glCreateProgram();
for(int i = 0; i < list->size(); i++)
{
glAttachShader(prog, list->at(i));
}
glLinkProgram(prog);
for(int i = 0; i < list->size(); i++)
{
glDetachShader(prog, list->at(i));
}
return prog;
}
void display(void)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_QUADS, 0, 4);
glDisableVertexAttribArray(0);
glUseProgram(0);
glutSwapBuffers();
}
void init(void)
{
std::vector<GLuint> shaderList;
shaderList.push_back(loadShader(GL_VERTEX_SHADER, "vertexshader.vert"));
shaderList.push_back(loadShader(GL_FRAGMENT_SHADER, "fragmentshader.frag"));
program = createProgram(&shaderList);
std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &vao);
glBindVertexArray(vao);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowSize(250, 250);
glutCreateWindow("OpenGL");
glewInit();
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
vertexshader.vert:
#version 330
layout(location = 0) in vec4 pos;
void main()
{
gl_Position = pos;
}
片段着色器.frag:
#version 330
out vec4 frag;
void main()
{
frag = vec4(0.0f, 0.0f, 1.0f, 1.0f);
}
最佳答案
@genpfault 在这个声明中向我指出了答案
Double-check how long the temporary returned by data.str() is going to last. Hint: not very long :)
我所做的最终更改(在“loadShader”函数中)是:
GLuint loadShader(GLenum shaderType, const char *filename)
{
...
std::string dataStr = data.str();
const char *shaderData = dataStr.str();
glShaderSource(shader, 1, &shaderData, NULL);
...
}
这实际上解决了原始问题和另一个视觉问题,在该问题中,窗口在其中渲染了我屏幕的左上角。
再次感谢!
关于c++ - OpenGL - 在抛出 '__gnu_cxx::recursive_init_error' 实例后调用终止?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62906746/