OpenGL 3.3 (mac) 验证程序时出错:验证失败:未绑定顶点数组对象
OpenGL 3.3 (mac) Error validating program: Validation Failed: No vertex array object bound
以下代码 在 linux 上编译和运行没有错误,但给出错误
"Error validating program: 'Validation Failed: No vertex array object bound."
在 mac OS 10.14.2(莫哈韦沙漠)。请注意,该程序编译成功但在运行时出现问题。
MacBook Pro(视网膜显示屏,15 英寸,2015 年中)
我正在使用 g++ -std=c++11 test.cpp -w -framework OpenGL -lglfw -lGLEW -o p
进行编译
test.cpp
#include <bits/stdc++.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
#define cout(a) cout<<a<<endl
// IDs
GLuint VAO, VBO, VAO2, VBO2, shaderID, uniformModel;
float scale = 1.0, x = 0.0, y = 0.0;
const int numPoints = 50000;
const char* vShader = "shader.vert";
const char* fShader = "shader.frag";
void createSierpinskiGasket()
{
GLfloat points[3 * numPoints];
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
points[0] = 0.25f; points[1] = 0.50f; points[2] = 0.0f;
for(int i = 3; i < numPoints * 3; i += 3)
{
int j = rand() % 3;
points[i] = (points[i - 3] + vertices[j * 3]) / 2.0;
points[i + 1] = (points[i - 2] + vertices[j * 3 + 1]) / 2.0;
points[i + 2] = (points[i - 1] + vertices[j * 3 + 2]) / 2.0;
}
glGenVertexArrays(1, &VAO2);
glBindVertexArray(VAO2);
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void createTriangle()
{
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &VAO);
// Subsequent code will be associated with this VAO
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
// GL_ARRAY_BUFFER = Vertex data
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// GL_STATIC_DRAW = Not going to change the data (transforms are OK)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Location, number, type, normalize, stride, offset
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Enable location 0
glEnableVertexAttribArray(0);
// Unbinding
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void addShader(const char* shaderIDCode, GLenum shaderIDType)
{
GLuint theShader = glCreateShader(shaderIDType);
const GLchar* theCode[1];
theCode[0] = shaderIDCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderIDCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
printf("Error compiling the %d shaderID: '%s'\n", shaderIDType, eLog);
return;
}
glAttachShader(shaderID, theShader);
}
void compileShader(const char* vertexCode, const char* fragmentCode)
{
// Creating shaderID program
shaderID = glCreateProgram();
if(!shaderID)
{
cout("Error creating shaderID.");
return;
}
addShader(vertexCode, GL_VERTEX_SHADER);
addShader(fragmentCode, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glLinkProgram(shaderID);
glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error linking program: '%s'\n", eLog);
return;
}
glValidateProgram(shaderID);
glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error validating program: '%s'\n", eLog);
return;
}
}
string readFile(const char* fileLocation)
{
string content;
ifstream fileStream(fileLocation, ios::in);
if (!fileStream.is_open()) {
printf("Failed to read %s! File doesn't exist.", fileLocation);
return "";
}
string line = "";
while (!fileStream.eof())
{
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
void createShader(const char* vertexLocation, const char* fragmentLocation)
{
string vertexString = readFile(vertexLocation);
string fragmentString = readFile(fragmentLocation);
const char* vertexCode = vertexString.c_str();
const char* fragmentCode = fragmentString.c_str();
compileShader(vertexCode, fragmentCode);
}
void handleKeys(GLFWwindow* window, int key, int code, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key == GLFW_KEY_EQUAL && action == GLFW_PRESS)
{
scale += 0.05;
}
if (key == GLFW_KEY_MINUS && action == GLFW_PRESS)
{
scale -= 0.05;
}
if (key == GLFW_KEY_LEFT && action == GLFW_PRESS)
{
x -= 0.05;
}
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS)
{
x += 0.05;
}
if (key == GLFW_KEY_UP && action == GLFW_PRESS)
{
y += 0.05;
}
if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
{
y -= 0.05;
}
}
int main(void)
{
const GLint WIDTH = 800, HEIGHT = 600;
// Initializing GLFW
if(!glfwInit())
{
cout("GLFW initialization failed.");
glfwTerminate();
return 1;
}
// Setup GLFW window properties
// OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// Not backwards compatible
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Test Window", NULL, NULL);
if(!mainWindow)
{
cout("GLFW window creation failed.");
glfwTerminate();
return 1;
}
// Get buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
// Set context for GLEW to use
glfwMakeContextCurrent(mainWindow);
// Allow modern extension features
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
cout("GLEW initialization failed.");
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
}
// Setup viewport size
glViewport(0, 0, bufferWidth, bufferHeight);
createTriangle();
createShader(vShader, fShader);
createSierpinskiGasket();
uniformModel = glGetUniformLocation(shaderID, "model");
// Loop until window is closed
while(!glfwWindowShouldClose(mainWindow))
{
// Get and handle user input
glfwPollEvents();
glfwSetKeyCallback(mainWindow, handleKeys);
// Clear window
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Clear colour buffer before next frame
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderID);
glm::mat4 model = glm::mat4();
model = glm::translate(model, glm::vec3(x, y, 0));
//model = glm::rotate(model, rotX * toRadians, glm::vec3(1, 0, 0));
//model = glm::rotate(model, rotY * toRadians, glm::vec3(0, 1, 0));
//model = glm::rotate(model, rotZ * toRadians, glm::vec3(0, 0, 1));
model = glm::scale(model, glm::vec3(scale, scale, scale));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
/*glBindVertexArray(VAO2);
glDrawArrays(GL_POINTS, 0, numPoints);
glBindVertexArray(0);*/
glUseProgram(0);
glfwSwapBuffers(mainWindow);
}
return 0;
}
shader.frag
#version 330
in vec4 vCol;
uniform mat4 model;
out vec4 color;
void main()
{
//color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
color = vec4(vCol.x, vCol.y, 0.5, 1.0);
}
shader.vert
#version 330
layout (location = 0) in vec3 pos;
uniform mat4 model;
out vec4 vCol;
void main()
{
gl_Position = model * vec4(pos.x, pos.y, pos.z, 1.0f);
vCol = vec4(clamp(pos, 0.0f, 1.0f), 1.0f);
}
留言
Validation Failed: No vertex array object bound.
表示无法执行程序验证,因为没有绑定顶点数组对象,当调用glValidateProgram
时
参见 OpenGL 4.6 API Core Profile Specification; 11.1. VERTEX SHADERS; page 402
[...] As a development aid, use the command
void ValidateProgram( uint program );
to validate the program object program against the current GL state.
这意味着必须在调用 glValidateProgram
之前绑定着色器程序绘制的 VAO。
绑定 "triangle" VAO,在验证着色器程序之前:
createTriangle();
glBindVertexArray(VAO);
createShader(vShader, fShader);
以下代码 在 linux 上编译和运行没有错误,但给出错误
"Error validating program: 'Validation Failed: No vertex array object bound."
在 mac OS 10.14.2(莫哈韦沙漠)。请注意,该程序编译成功但在运行时出现问题。
MacBook Pro(视网膜显示屏,15 英寸,2015 年中)
我正在使用 g++ -std=c++11 test.cpp -w -framework OpenGL -lglfw -lGLEW -o p
test.cpp
#include <bits/stdc++.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
#define cout(a) cout<<a<<endl
// IDs
GLuint VAO, VBO, VAO2, VBO2, shaderID, uniformModel;
float scale = 1.0, x = 0.0, y = 0.0;
const int numPoints = 50000;
const char* vShader = "shader.vert";
const char* fShader = "shader.frag";
void createSierpinskiGasket()
{
GLfloat points[3 * numPoints];
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
points[0] = 0.25f; points[1] = 0.50f; points[2] = 0.0f;
for(int i = 3; i < numPoints * 3; i += 3)
{
int j = rand() % 3;
points[i] = (points[i - 3] + vertices[j * 3]) / 2.0;
points[i + 1] = (points[i - 2] + vertices[j * 3 + 1]) / 2.0;
points[i + 2] = (points[i - 1] + vertices[j * 3 + 2]) / 2.0;
}
glGenVertexArrays(1, &VAO2);
glBindVertexArray(VAO2);
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void createTriangle()
{
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &VAO);
// Subsequent code will be associated with this VAO
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
// GL_ARRAY_BUFFER = Vertex data
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// GL_STATIC_DRAW = Not going to change the data (transforms are OK)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Location, number, type, normalize, stride, offset
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Enable location 0
glEnableVertexAttribArray(0);
// Unbinding
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void addShader(const char* shaderIDCode, GLenum shaderIDType)
{
GLuint theShader = glCreateShader(shaderIDType);
const GLchar* theCode[1];
theCode[0] = shaderIDCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderIDCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
printf("Error compiling the %d shaderID: '%s'\n", shaderIDType, eLog);
return;
}
glAttachShader(shaderID, theShader);
}
void compileShader(const char* vertexCode, const char* fragmentCode)
{
// Creating shaderID program
shaderID = glCreateProgram();
if(!shaderID)
{
cout("Error creating shaderID.");
return;
}
addShader(vertexCode, GL_VERTEX_SHADER);
addShader(fragmentCode, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glLinkProgram(shaderID);
glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error linking program: '%s'\n", eLog);
return;
}
glValidateProgram(shaderID);
glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error validating program: '%s'\n", eLog);
return;
}
}
string readFile(const char* fileLocation)
{
string content;
ifstream fileStream(fileLocation, ios::in);
if (!fileStream.is_open()) {
printf("Failed to read %s! File doesn't exist.", fileLocation);
return "";
}
string line = "";
while (!fileStream.eof())
{
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
void createShader(const char* vertexLocation, const char* fragmentLocation)
{
string vertexString = readFile(vertexLocation);
string fragmentString = readFile(fragmentLocation);
const char* vertexCode = vertexString.c_str();
const char* fragmentCode = fragmentString.c_str();
compileShader(vertexCode, fragmentCode);
}
void handleKeys(GLFWwindow* window, int key, int code, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key == GLFW_KEY_EQUAL && action == GLFW_PRESS)
{
scale += 0.05;
}
if (key == GLFW_KEY_MINUS && action == GLFW_PRESS)
{
scale -= 0.05;
}
if (key == GLFW_KEY_LEFT && action == GLFW_PRESS)
{
x -= 0.05;
}
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS)
{
x += 0.05;
}
if (key == GLFW_KEY_UP && action == GLFW_PRESS)
{
y += 0.05;
}
if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
{
y -= 0.05;
}
}
int main(void)
{
const GLint WIDTH = 800, HEIGHT = 600;
// Initializing GLFW
if(!glfwInit())
{
cout("GLFW initialization failed.");
glfwTerminate();
return 1;
}
// Setup GLFW window properties
// OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// Not backwards compatible
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Test Window", NULL, NULL);
if(!mainWindow)
{
cout("GLFW window creation failed.");
glfwTerminate();
return 1;
}
// Get buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
// Set context for GLEW to use
glfwMakeContextCurrent(mainWindow);
// Allow modern extension features
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
cout("GLEW initialization failed.");
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 1;
}
// Setup viewport size
glViewport(0, 0, bufferWidth, bufferHeight);
createTriangle();
createShader(vShader, fShader);
createSierpinskiGasket();
uniformModel = glGetUniformLocation(shaderID, "model");
// Loop until window is closed
while(!glfwWindowShouldClose(mainWindow))
{
// Get and handle user input
glfwPollEvents();
glfwSetKeyCallback(mainWindow, handleKeys);
// Clear window
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Clear colour buffer before next frame
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderID);
glm::mat4 model = glm::mat4();
model = glm::translate(model, glm::vec3(x, y, 0));
//model = glm::rotate(model, rotX * toRadians, glm::vec3(1, 0, 0));
//model = glm::rotate(model, rotY * toRadians, glm::vec3(0, 1, 0));
//model = glm::rotate(model, rotZ * toRadians, glm::vec3(0, 0, 1));
model = glm::scale(model, glm::vec3(scale, scale, scale));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
/*glBindVertexArray(VAO2);
glDrawArrays(GL_POINTS, 0, numPoints);
glBindVertexArray(0);*/
glUseProgram(0);
glfwSwapBuffers(mainWindow);
}
return 0;
}
shader.frag
#version 330
in vec4 vCol;
uniform mat4 model;
out vec4 color;
void main()
{
//color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
color = vec4(vCol.x, vCol.y, 0.5, 1.0);
}
shader.vert
#version 330
layout (location = 0) in vec3 pos;
uniform mat4 model;
out vec4 vCol;
void main()
{
gl_Position = model * vec4(pos.x, pos.y, pos.z, 1.0f);
vCol = vec4(clamp(pos, 0.0f, 1.0f), 1.0f);
}
留言
Validation Failed: No vertex array object bound.
表示无法执行程序验证,因为没有绑定顶点数组对象,当调用glValidateProgram
时
参见 OpenGL 4.6 API Core Profile Specification; 11.1. VERTEX SHADERS; page 402
[...] As a development aid, use the command
void ValidateProgram( uint program );
to validate the program object program against the current GL state.
这意味着必须在调用 glValidateProgram
之前绑定着色器程序绘制的 VAO。
绑定 "triangle" VAO,在验证着色器程序之前:
createTriangle();
glBindVertexArray(VAO);
createShader(vShader, fShader);