首页 > oepngl程序错误:0x00000000处有未经处理的异常:0xC00000005:Access violation

oepngl程序错误:0x00000000处有未经处理的异常:0xC00000005:Access violation

opengl初学者寻求大神帮助,在运行opengl程序时出现如下图所示的错误


运行环境:win10 64位,visual studio2010 32位
程序如下:

// main.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <iostream>
#define GLEW_STATIC
#include <glew.h>
#include <glfw3.h>

//键盘回调函数
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode);

const GLuint WIDTH = 800, HEIGHT = 600;

//着色器
const GLchar *vertexShaderSource = "#version 330 core\n"
    "layout (location = 0) in vec3 positon;\n"
    "void main()\n"
    "{\n"
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
    "}\n\0";
const GLchar *fragmentShaderSource = "#version 330 core\n"
    "out vec4 color;\n"
    "void main()\n"
    "{\n"
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int _tmain(int argc, _TCHAR* argv[])
{
    std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    //创建一个glfw窗口对象,从而能够使用glfw的函数
    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);

    //设置回调函数
    glfwSetKeyCallback(window, key_callback);

    //设置glew能够使用现代方法去检索函数指针及扩展
    glewExperimental = GL_TRUE;
    glewInit();

    //定义视图位置
    glViewport(0, 0, WIDTH, HEIGHT);

    //构建和编译着色程序
    //定点着色
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    //检查编译错误
    GLint success;
    GLchar infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;    
    }
    //分段着色器
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;    
    }

    //链接着色器
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    //检查连接错误
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success)
    {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    //设置顶点数据(或缓存)和顶点属性
    /*GLfloat vertices[] = {
        //第一个三角形
        0.5f, 0.f,
        0.5f, -0.5f,
        -0.5f, 0.5f,
        //第二个三角形
        0.5f, -0.5f,
        -0.5f, -0.5f,
        -0.5f, 0.5f
    };*/
    //定义顶点数组
    GLfloat vertices[] = {
        0.5f, 0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        -0.5f, -0.5f, 0.0f,
        -0.5f, 0.5f, 0.0f
    };
    //定义索引数组
    GLuint indices[] = {
        0, 1, 3,
        1, 2, 3
    };
    //VBO顶点缓存对象,VAO顶点数组对象,EBO索引缓冲对象
    //EBO是一个想顶点缓冲对象VBO一样的缓冲,它专门储存索引,
    //OpenGL调用这些顶点的索引来绘制
    GLuint VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);//生成VAO
    glGenBuffers(1, &VBO);//创建VBO
    glGenBuffers(1, &EBO);
    //首先绑定顶点数组对象,然后绑定和设置顶点缓存和属性指针
    glBindVertexArray(VAO);//绑定VAO
    //复制顶点数组到缓冲中提供给OpenGL使用
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    //复制索引数组到缓冲中提供给OpenGL使用
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    //设置顶点属性指针
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    //解绑VBO和EBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //解绑VAO
    glBindVertexArray(0);

    while (!glfwWindowShouldClose(window))
    {
        glfwPollEvents();

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        //画第一个三角形
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        //glDrawArrays(GL_TRIANGLES, 0, 3);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        glfwSwapBuffers(window);
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

是因为链接的库的原因,建议在使用opengl其他库时,如glfw,glew,soil等,下载这些包的源代码,然后用visual stdio构建,将其生成的.lib库复制到你opengl所需链接库的文件夹里

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