OpenGL спамит меня ошибка Severity: GL_DEBUG_SEVERITY_LOW, Source: GL_DEBUG_SOURCE_API, Type: GL_DEBUG_TYPE_OTHER Texture state usage warning: The texture object (1) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
или просто segfaults на glDrawElements
.Причина была в том, чтобы настроить текстуры для моего игрового движка.
Я попытался установить glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
.Другие решения бессмысленные или теоретические.Под другими решениями я подразумеваю похожие вопросы / ответы на мой вопрос.
После кропотливого удаления кода opengl из игрового движка среднего размера вот код:
#include <iostream>
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <stb_image.h>
#include <cstring>
#include <stdint.h>
#include <string>
typedef uint64_t uint64;
typedef uint32_t uint32;
typedef uint16_t uint16;
typedef uint8_t uint8;
typedef int64_t int64;
typedef int32_t int32;
typedef int16_t int16;
typedef int8_t int8;
typedef uint32 uint;
typedef uint8 byte;
typedef std::string String;
static const char* SeverityString(GLenum severity)
{
switch(severity)
{
case GL_DEBUG_SEVERITY_HIGH: return "GL_DEBUG_SEVERITY_HIGH";
case GL_DEBUG_SEVERITY_MEDIUM: return "GL_DEBUG_SEVERITY_MEDIUM";
case GL_DEBUG_SEVERITY_LOW: return "GL_DEBUG_SEVERITY_LOW";
default: return "Unkown severity type!";
}
}
static const char* SourceString(GLenum source)
{
switch(source)
{
case GL_DEBUG_SOURCE_API_ARB: return "GL_DEBUG_SOURCE_API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "GL_DEBUG_SOURCE_WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "GL_DEBUG_SOURCE_SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "GL_DEBUG_SOURCE_THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION_ARB: return "GL_DEBUG_SOURCE_APPLICATION";
case GL_DEBUG_SOURCE_OTHER_ARB: return "GL_DEBUG_SOURCE_OTHER";
default: return "Unkown source type!";
}
}
static const char* TypeString(GLenum type)
{
switch(type)
{
case GL_DEBUG_TYPE_ERROR_ARB: return "GL_DEBUG_TYPE_ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB";
case GL_DEBUG_TYPE_PORTABILITY_ARB: return "GL_DEBUG_TYPE_PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "GL_DEBUG_TYPE_PERFORMANCE";
case GL_DEBUG_TYPE_OTHER_ARB: return "GL_DEBUG_TYPE_OTHER";
default: return "Unkown type!";
}
}
static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar *message, const void *userParam)
{
#if 0
if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR ||
type == GL_DEBUG_TYPE_PERFORMANCE ||
type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR ||
type == GL_DEBUG_TYPE_PORTABILITY)
{
BZ_CORE_WARN("Severity: {0}, Source: {1}, Type: {2}. {3}.", SeverityString(severity), SourceString(source), TypeString(type), message);
}
else if (type == GL_DEBUG_TYPE_OTHER)
{
BZ_CORE_TRACE("Severity: {0}, Source: {1}, Type: {2}. {3}.", SeverityString(severity), SourceString(source), TypeString(type), message);
}
else
{
BZ_CORE_ERROR("Severity: {0}, Source: {1}, Type: {2}. {3}.", SeverityString(severity), SourceString(source), TypeString(type), message);
}
#else
printf("Severity: %s, Source: %s, Type: %s %s\n", SeverityString(severity), SourceString(source), TypeString(type), message);
#endif
}
int main()
{
if (!glfwInit())
{
printf("Failed to initialize glfw!\n");
return EXIT_FAILURE;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(960, 540,
"Houston we got a problem", nullptr, nullptr);
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Faield to initialzie glad!\n");
return EXIT_FAILURE;
}
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(GLDebugCallback, NULL);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
uint32 vao;
uint32 vbo;
uint32 ibo;
float vertices[] = {
/* Position */ /* Colors */ /* texture coords */
-0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
uint32 indices[] = { 0, 1, 2, 2, 3, 0 };
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices) * sizeof(uint32), indices, GL_STATIC_DRAW);
std::string vertexSrc = R"(
#version 330 core
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec3 in_Position;
layout (location = 1) in vec3 in_Color;
layout (location = 2) in vec2 in_TexCoords;
out vec3 v_Position;
out vec3 v_Color;
out vec2 v_TexCoords;
void main()
{
v_Position = in_Position;
v_Color = in_Color;
v_TexCoords = in_TexCoords;
gl_Position = vec4(in_Position, 1.0f);
}
)";
std::string fragmentSrc = R"(
#version 330 core
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) out vec4 color;
in vec3 v_Position;
in vec3 v_Color;
in vec2 v_TexCoords;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
void main()
{
color = mix(texture(u_Texture1, v_TexCoords), texture(u_Texture2, v_TexCoords), 0.2);
}
)";
uint32 program = glCreateProgram();
uint32 vs = glCreateShader(GL_VERTEX_SHADER);
const char* src1 = vertexSrc.c_str();
glShaderSource(vs, 1, &src1, nullptr);
glCompileShader(vs);
int32 result;
glGetShaderiv(vs, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
glGetShaderInfoLog(vs, length, &length, message);
printf("Cannot compile vertex shader!\n");
printf("%s\n", message);
delete[] message;
glDeleteShader(vs);
return 0;
}
uint32 fs = glCreateShader(GL_FRAGMENT_SHADER);
const char* src2 = fragmentSrc.c_str();
glShaderSource(fs, 1, &src2, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(fs, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
glGetShaderInfoLog(fs, length, &length, message);
printf("Cannot compile fragment shader!\n");
printf("%s\n", message);
delete[] message;
glDeleteShader(fs);
return 0;
}
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
int32 linkStatus = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE)
{
int length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length + 1];
memset(message, 0, length + 1);
glGetProgramInfoLog(program, length, &length, message);
glDeleteProgram(program);
printf("Program failed to link.\n%s", message);
delete[] message;
return 0;
}
glValidateProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glUseProgram(program);
stbi_set_flip_vertically_on_load(1);
int32 width, height, bpp;
byte* bytes = stbi_load("textures/wall.jpg", &width, &height, &bpp, 4);
uint32 texture1;
glGenTextures(1, &texture1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(bytes);
stbi_set_flip_vertically_on_load(1);
bytes = stbi_load("textures/awesomeface.png", &width, &height, &bpp, 4);
uint32 texture2;
glGenTextures(1, &texture2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(bytes);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(program, "u_Texture1"), 0);
glUniform1i(glGetUniformLocation(program, "u_Texture2"), 1);
/* Main loop */
while(!glfwWindowShouldClose(window))
{
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(uint32), GL_UNSIGNED_INT, nullptr);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(vao);
glfwSwapBuffers(window);
glfwPollEvents();
}
/* End */
glDeleteTextures(1, &texture1);
glDeleteTextures(1, &texture2);
glDeleteProgram(program);
glDeleteBuffers(1, &ibo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glfwDestroyWindow(window);
glfwTerminate();
}
И как я его скомпилирую:
#!/bin/bash
echo ----------spdlog output----------
cd Dependencies/spdlog
g++ -c ./src/spdlog.cpp -std=c++17 -I./include/ -DSPDLOG_COMPILED_LIB -o ../../bin/spdlog.o
cd ../../
ar rcs ./bin/libspdlog.a ./bin/spdlog.o
rm -rf ./bin/spdlog.o
echo ----------glfw output----------
cd Dependencies/glfw
gcc -c ./src/context.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/context.o
gcc -c ./src/init.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/init.o
gcc -c ./src/input.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/input.o
gcc -c ./src/monitor.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/monitor.o
#gcc -c ./src/vulkan.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -ldl -o ../../bin/vulkan.o
gcc -c ./src/window.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/window.o
gcc -c ./src/x11_init.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/x11_init.o
gcc -c ./src/x11_monitor.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/x11_monitor.o
gcc -c ./src/x11_window.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/x11_window.o
gcc -c ./src/xkb_unicode.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/xkb_unicode.o
gcc -c ./src/posix_time.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/posix_time.o
gcc -c ./src/posix_thread.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/posix_thread.o
gcc -c ./src/glx_context.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/glx_context.o
gcc -c ./src/egl_context.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/egl_context.o
gcc -c ./src/osmesa_context.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/osmesa_context.o
gcc -c ./src/linux_joystick.c -fPIC -std=c11 -I./include/ -D_GLFW_X11 -lX11 -lXxf86vm -lXrandr -lXi -o ../../bin/linux_joystick.o
cd ../../
ar rcs ./bin/libglfw.a ./bin/*.o
rm -rf ./bin/*.o
echo ----------Glad output----------
cd Dependencies/Glad
gcc -c ./src/glad.c -fPIC -I./include/ -o ../../bin/glad.o
cd ../../
ar rcs ./bin/libglad.a ./bin/glad.o
rm -rf ./bin/glad.o
echo ----------stb_image output----------
cd Dependencies/stb_image
g++ -c ./src/stb_image.cpp -fPIC -I./include -o ../../bin/stb_image.o
cd ../../
ar rcs ./bin/libstbimage.a ./bin/stb_image.o
rm -rf ./bin/stb_image.o
echo ---------- Main.cpp ----------
g++ main.cpp -ggdb -O0 -Wall -pedantic -std=c++17 -L./bin/ -I./Dependencies/glm/include/ -I./Dependencies/spdlog/include/ -I./Dependencies/glfw/include/ -I./Dependencies/Glad/include -I./Dependencies/stb_image/include -lstbimage -lspdlog -lglfw -lglad -lX11 -lXxf86vm -lXrandr -lXi -lGLU -ldl -lz -lpthread -lm -DGLFW_INCLUDE_NONE -o ./bin/Problem
echo ----------End of compile----------
Я включил весь файл, потому что вы будете спрашивать меня: как создается ваш буфер вершин и т. Д.
Редактировать: После добавления некоторого недостающего кода.Ошибки OpenGL теперь Severity: GL_DEBUG_SEVERITY_LOW, Source: GL_DEBUG_SOURCE_API, Type: GL_DEBUG_TYPE_OTHER Texture state usage warning: The texture object (1) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
и Severity: GL_DEBUG_SEVERITY_LOW, Source: GL_DEBUG_SOURCE_API, Type: GL_DEBUG_TYPE_OTHER Texture state usage warning: The texture object (2) bound to texture image unit 1 does not have a defined base level and cannot be used for texture mapping.