so I got an exception thrown when I used the function glGenBuffer
. can anyone help me to fix it?
P.S. I am using glad instead of glew.
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
unsigned int createShader(unsigned int shadertype, const char* shaderSource) {
unsigned int shader;
shader = glCreateShader(shadertype);
glShaderSource(shader, 1, &shaderSource, NULL);
glCompileShader(shader);
int status;
char info[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader, 512, NULL, info);
cout << "FAILED TO COMPILE!\n" << info << '\n';
glDeleteShader(shader);
}
return shader;
}
unsigned int createShaderProgram(const char* VshaderSrc, const char* FshaderSrc) {
unsigned int vertexShader = createShader(GL_VERTEX_SHADER, FshaderSrc);
unsigned int fragmentShader = createShader(GL_FRAGMENT_SHADER, FshaderSrc);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int status;
char info[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shaderProgram, 512, NULL, info);
cout << "FAILED TO LINK PROGRAM\n" << info << '\n';
}
return shaderProgram;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void closeWindow(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
void cobwebDiagmramForLogistics(float x0, float miu, float* ptr) {
*(ptr) = x0;
*(ptr 1) = 0.0f;
*(ptr 2) = 0.0f;
*(ptr 3) = x0;
*(ptr 4) = miu * x0 * (1.0f - x0);
*(ptr 5) = 0.0f;
float x = x0;
for (int i = 1; i < 100; i ) {
float horPlot = miu * x * (1.0f - x);
*(ptr i * 6) = horPlot;
*(ptr i * 6 1) = horPlot;
*(ptr i * 6 2) = 0.0f;
float verPlot = miu * horPlot * (1.0f - horPlot);
*(ptr i * 6 3) = horPlot;
*(ptr i * 6 4) = verPlot;
*(ptr i * 6 5) = 0.0f;
x = verPlot;
}
}
int main() {
float CobwebPlot[606];
cobwebDiagmramForLogistics(0.2f, 3.6f, &CobwebPlot[0]);
unsigned int positions[1212];
for (int i = 0; i < 606; i ) {
positions[i] = i;
positions[i 1] = i 1;
}
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Cobweb_Diagram", NULL, NULL);
if (window == NULL) {
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
unsigned int cobwebBuffer;
unsigned int bufferArray;
unsigned int elementArray;
glGenVertexArrays(1, &bufferArray);
glGenBuffers(1, &cobwebBuffer);
glGenBuffers(1, &elementArray);
glBindBuffer(GL_ARRAY_BUFFER, cobwebBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(CobwebPlot), CobwebPlot, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArray);
glBufferData(GL_ELEMENT_ARRAY_BARRIER_BIT, sizeof(positions), positions,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
const char* vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource =
"#version 330 core\n"
"out vec4 lineColor;\n"
"void main()\n"
"{\n"
" lineColor = vec4(1.0f, 0.1f, 0.2f, 1.0f)"
"}\n";
unsigned int shaderProgram =
createShaderProgram(vertexShaderSource, fragmentShaderSource);
glUseProgram(shaderProgram);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cout << "Failed to initialize GLAD" << endl;
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
while (!glfwWindowShouldClose(window)) {
closeWindow(window);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(bufferArray);
glDrawElements(GL_LINE_STRIP, 1212, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
CodePudding user response:
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)
needs to be called before the very first OpenGL instruction. Call it right after glfwMakeContextCurrent(window)
:
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cout << "Failed to initialize GLAD" << endl;
return -1;
}
There is also a problem in your shader code. A semicolon is missing at the end of lineColor = vec4(1.0f, 0.1f, 0.2f, 1.0f)
. I suggest using raw string literals:
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 lineColor;
void main()
{
lineColor = vec4(1.0f, 0.1f, 0.2f, 1.0f);
}
)";