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03-07-2013, 11:01 PM
#1
Member
Registered: Oct 2010
Location: California
Distribution: Ubuntu 12.10 x64
Posts: 41
Rep:
Program has been terminated receiving signal 11 (Segmentation fault)
I know you guys have probably seen this problem too many times but please bare with me
I'll post the source here:
Code:
/* Project:
*
* Created by: Kronus
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <X11/extensions/xf86vmode.h>
#include <X11/keysym.h>
#include "graphics/Texture.h"
/* stuff about our window grouped together */
typedef struct {
Display *dpy;
int screen;
Window win;
GLXContext ctx;
XSetWindowAttributes attr;
Bool fs;
XF86VidModeModeInfo deskMode;
int x, y;
unsigned int width, height;
unsigned int depth;
} GLWindow;
/* attributes for a single buffered visual in RGBA format with at least
* 4 bits per color and a 16 bit depth buffer */
static int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None};
/* attributes for a double buffered visual in RGBA format with at least
* 4 bits per color and a 16 bit depth buffer */
static int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None };
GLWindow GLWin;
Bool done;
Bool light; /* Lighting on/off */
GLfloat rotX; /* X Rotation */
GLfloat rotY; /* Y Rotation */
GLfloat speedX; /* X Rotation speed */
GLfloat speedY; /* Y Rotation speed */
GLfloat z; /* depth into the screen */
GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter; /* which filter to use */
/* function called when our window is resized (should only happen in window mode) */
void resizeGLScene(unsigned int width, unsigned int height) {
if (height == 0) /* Prevent A Divide By Zero If The Window Is Too Small */
height = 1;
/* Reset The Current Viewport And Perspective Transformation */
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
/* general OpenGL initialization function */
int initGL() {
glEnable(GL_TEXTURE_2D); /* Enable Texture Mapping */
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
/* set up our lighting */
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, lightPosition);
glEnable(GL_LIGHT1);
/* we use resizeGLScene once to set up our initial perspective */
resizeGLScene(GLWin.width, GLWin.height);
if (light)
glEnable(GL_LIGHTING);
glFlush();
return True;
}
/* Here goes our drawing code */
int drawGLScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, z);
glRotatef(rotX, 1.0f, 0.0f, 0.0f); /* rotate on the X axis */
glRotatef(rotY, 0.0f, 1.0f, 0.0f); /* rotate on the Y axis */
Texture *tex = new Texture("assets/texture.bmp");
glBegin(GL_QUADS);
/* front face */
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* back face */
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
/* right face */
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
/* left face */
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
/* top face */
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* bottom face */
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glEnd();
/* change the rotation angles */
rotX += speedX;
rotY += speedY;
glXSwapBuffers(GLWin.dpy, GLWin.win);
return True;
}
/* function to release/destroy our resources and restoring the old desktop */
GLvoid killGLWindow() {
if (GLWin.ctx)
{
if (!glXMakeCurrent(GLWin.dpy, None, NULL))
{
printf("Could not release drawing context.\n");
}
glXDestroyContext(GLWin.dpy, GLWin.ctx);
GLWin.ctx = NULL;
}
/* switch back to original desktop resolution if we were in fs */
if (GLWin.fs)
{
XF86VidModeSwitchToMode(GLWin.dpy, GLWin.screen, &GLWin.deskMode);
XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
}
XCloseDisplay(GLWin.dpy);
}
/* this function creates our window and sets it up properly */
/* FIXME: bits is currently unused */
Bool createGLWindow(char* title, int width, int height, int bits,
Bool fullscreenflag) {
XVisualInfo *vi;
Colormap cmap;
int dpyWidth, dpyHeight;
int i;
int glxMajorVersion, glxMinorVersion;
int vidModeMajorVersion, vidModeMinorVersion;
XF86VidModeModeInfo **modes;
int modeNum;
int bestMode;
Atom wmDelete;
Window winDummy;
unsigned int borderDummy;
GLWin.fs = fullscreenflag;
/* set best mode to current */
bestMode = 0;
/* get a connection */
GLWin.dpy = XOpenDisplay(0);
GLWin.screen = DefaultScreen(GLWin.dpy);
XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion,
&vidModeMinorVersion);
printf("XF86VidModeExtension-Version %d.%d\n", vidModeMajorVersion,
vidModeMinorVersion);
XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
/* save desktop-resolution before switching modes */
GLWin.deskMode = *modes[0];
/* look for mode with requested resolution */
for (i = 0; i < modeNum; i++)
{
if ((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height))
{
bestMode = i;
}
}
/* get an appropriate visual */
vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDbl);
if (vi == NULL)
{
vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListSgl);
printf("Singlebuffered.\n");
}
else
{
printf("Doublebuffered.\n");
}
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
printf("glX-Version %d.%d\n", glxMajorVersion, glxMinorVersion);
/* create a GLX context */
GLWin.ctx = glXCreateContext(GLWin.dpy, vi, 0, GL_TRUE);
/* create a color map */
cmap = XCreateColormap(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
vi->visual, AllocNone);
GLWin.attr.colormap = cmap;
GLWin.attr.border_pixel = 0;
if (GLWin.fs)
{
XF86VidModeSwitchToMode(GLWin.dpy, GLWin.screen, modes[bestMode]);
XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
dpyWidth = modes[bestMode]->hdisplay;
dpyHeight = modes[bestMode]->vdisplay;
printf("Resolution %dx%d\n", dpyWidth, dpyHeight);
XFree(modes);
/* create a fullscreen window */
GLWin.attr.override_redirect = True;
GLWin.attr.event_mask = ExposureMask | KeyPressMask | ButtonPressMask |
StructureNotifyMask;
GLWin.win = XCreateWindow(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
0, 0, dpyWidth, dpyHeight, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect,
&GLWin.attr);
XWarpPointer(GLWin.dpy, None, GLWin.win, 0, 0, 0, 0, 0, 0);
XMapRaised(GLWin.dpy, GLWin.win);
XGrabKeyboard(GLWin.dpy, GLWin.win, True, GrabModeAsync,
GrabModeAsync, CurrentTime);
XGrabPointer(GLWin.dpy, GLWin.win, True, ButtonPressMask,
GrabModeAsync, GrabModeAsync, GLWin.win, None, CurrentTime);
}
else
{
/* create a window in window mode*/
GLWin.attr.event_mask = ExposureMask | KeyPressMask | ButtonPressMask |
StructureNotifyMask;
GLWin.win = XCreateWindow(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &GLWin.attr);
/* only set window title and handle wm_delete_events if in windowed mode */
wmDelete = XInternAtom(GLWin.dpy, "WM_DELETE_WINDOW", True);
XSetWMProtocols(GLWin.dpy, GLWin.win, &wmDelete, 1);
XSetStandardProperties(GLWin.dpy, GLWin.win, title,
title, None, NULL, 0, NULL);
XMapRaised(GLWin.dpy, GLWin.win);
}
/* connect the glx-context to the window */
glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
&GLWin.width, &GLWin.height, &borderDummy, &GLWin.depth);
printf("Depth %d\n", GLWin.depth);
if (glXIsDirect(GLWin.dpy, GLWin.ctx))
printf("Direct Rendering.\n");
else
printf("No Direct Rendering.\n");
if (!initGL())
{
printf("Could not initialize OpenGL.\nAborting...\n");
return False;
}
return True;
}
void keyPressed(KeySym key) {
switch (key)
{
case XK_Escape:
done = True;
break;
case XK_F1:
killGLWindow();
GLWin.fs = !GLWin.fs;
createGLWindow("CD",
1920, 1080, 24, GLWin.fs);
break;
case XK_f:
filter += 1;
if (filter > 2)
filter = 0;
break;
case XK_l:
light = !light;
if (!light)
glDisable(GL_LIGHTING);
else
glEnable(GL_LIGHTING);
break;
case XK_Page_Up:
z -= 0.02f;
break;
case XK_Page_Down:
z += 0.02f;
break;
case XK_Up:
speedX -= 0.01f;
break;
case XK_Down:
speedX += 0.01f;
break;
case XK_Right:
speedY += 0.01f;
break;
case XK_Left:
speedY -= 0.01f;
break;
}
}
int main(int argc, char **argv)
{
XEvent event;
KeySym key;
done = False;
z = -5.0f; /* set the initial depth to 5 units */
filter = 0; /* initialize filter to no filter */
light = False;
/* default to fullscreen */
GLWin.fs = True;
if (!createGLWindow("CD",
1920, 1080, 24, GLWin.fs))
{
done = True;
}
/* wait for events*/
while (!done)
{
/* handle the events in the queue */
while (XPending(GLWin.dpy) > 0)
{
XNextEvent(GLWin.dpy, &event);
switch (event.type)
{
case Expose:
if (event.xexpose.count != 0)
break;
drawGLScene();
break;
case ConfigureNotify:
/* call resizeGLScene only if our window-size changed */
if ((event.xconfigure.width != GLWin.width) ||
(event.xconfigure.height != GLWin.height))
{
GLWin.width = event.xconfigure.width;
GLWin.height = event.xconfigure.height;
printf("Resizing\n");
resizeGLScene(event.xconfigure.width,
event.xconfigure.height);
}
break;
/* exit in case of a mouse button press */
case ButtonPress:
done = True;
break;
case KeyPress:
key = XLookupKeysym(&event.xkey, 0);
keyPressed(key);
if(key == XK_U)
z = z + 1.0;
break;
case ClientMessage:
if (*XGetAtomName(GLWin.dpy, event.xclient.message_type)
== *"WM_PROTOCOLS")
{
printf("Exiting\n");
done = True;
}
break;
default:
break;
}
}
drawGLScene();
}
killGLWindow();
return 0;
}
Window.cpp
Code:
/*
* Texture.cpp
*
* Created on: Feb 28, 2013
* Author: kronus
*/
#include "Texture.h"
Texture::Texture(std::string filename) {
setFilename(filename);
}
std::string Texture::getFilename() {
return* m_Filename;
}
void Texture::setFilename(std::string filename) {
*m_Filename = filename;
}
GLuint Texture::loadTexture() {
const char* fname = this->getFilename().c_str();
if((textureID = SOIL_load_OGL_texture(fname,
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y|
SOIL_FLAG_NTSC_SAFE_RGB|
SOIL_FLAG_TEXTURE_REPEATS))) {
std::cout<< SOIL_last_result() << std::endl;
}
glBindTexture(GL_TEXTURE_2D, textureID); // select our current texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_DECAL);
return textureID;
}
Texture::~Texture() {
// TODO Auto-generated destructor stub
}
Texture.cpp
It seems to be the very initialization of the class Texture. I am very new to C++, any help would be appreciated. Thanks in advance!
03-07-2013, 11:39 PM
#2
Senior Member
Registered: Oct 2011
Location: Budapest
Distribution: Debian/GNU/Linux, AIX
Posts: 4,863
03-07-2013, 11:46 PM
#3
Member
Registered: Oct 2010
Location: California
Distribution: Ubuntu 12.10 x64
Posts: 41
Original Poster
Rep:
I do that, but since it's a fullscreen window, it stops there. Thus it's like X freezes. So I can't go to the next code. And I remove the Texture *tex = new Texture("yadda/yadda/yadda"); code and the line under it and it works fine.
EDIT: Got it working.. well got it to compile + run. Although it does not map the texture.
Last edited by Kronus980; 03-08-2013 at 01:33 AM .
03-08-2013, 02:13 AM
#4
Senior Member
Registered: Mar 2004
Location: england
Distribution: Mint, Armbian, NetBSD, Puppy, Raspbian
Posts: 3,515
do you get a core file?
if you do you can do:
gdb program-file core-file
then type where
03-09-2013, 12:36 AM
#5
Member
Registered: Oct 2010
Location: California
Distribution: Ubuntu 12.10 x64
Posts: 41
Original Poster
Rep:
I think it was cause the strings weren't declared as poitners? Idk... but I made them to const char*'s and it's fine.
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