OpenGL - 在抛出"__gnu_cxx::recursive_init_error"实例后终止调用?

OpenGL - terminate called after throwing an instance of '__gnu_cxx::recursive_init_error'?

本文关键字:error 实例 调用 终止 init cxx OpenGL gnu recursive      更新时间:2023-10-16

我一直在阅读关于现代OpenGL和GLSL的教程,但当我为项目运行示例时,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,看看它的源中的依赖关系是否有问题,但同样的错误也发生了。如果我运行它足够多次,它最终会产生所需的输出。

我一直在寻找其他答案,但它们要么是:

  1. 关于线程(我相信我的代码中没有(
  2. 在外语中(翻译后得出相同的结论(;或
  3. 指向std实现中的一个不明确的位置,谈论静态对象(因此根本没有帮助(

main.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;
}

vertxhader.vert:

#version 330
layout(location = 0) in vec4 pos;
void main()
{
gl_Position = pos;
}

fragmentshader.frag:

#version 330
out vec4 frag;
void main()
{
frag = vec4(0.0f, 0.0f, 1.0f, 1.0f);
}

教程下载

@genpfault向我指出了中的答案

仔细检查data.str((返回的临时将持续多久。提示:不太长:(

我(在"loadShader"函数中(所做的更改是:

GLuint loadShader(GLenum shaderType, const char *filename)
{
...
std::string dataStr = data.str();
const char *shaderData = dataStr.str();
glShaderSource(shader, 1, &shaderData, NULL);
...
}

这实际上解决了最初的问题和另一个视觉问题,在这个问题中,窗口渲染了我屏幕的左上角

再次感谢!