タイル イメージの一部を描画しようとしていますが、glDrawElements 関数を呼び出すと GL_INVALID_VALUE エラーが発生します。この関数を glDrawArrays で変更しても問題ありません。問題は、インデックス カウント パラメータが負の数ではないことです。
コードがあります:
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
#define VERTEX_ATTR_PTR(loc, count, member, type) \
glEnableVertexAttribArray(loc); \
glVertexAttribPointer(loc, count, GL_FLOAT, GL_FALSE, sizeof(type), BUFFER_OFFSET(offsetof(struct type, member)))
// ---------- TextRenderer
void TextRenderer::setText(const string& text) {
vector<Vertex2f> vertex_buffer;
vector<GLuint> index_buffer;
GLfloat cursor = 0.f;
FPoint2D cell_size = font->getCellSize();
for (char c : text) {
TILE_ITER iter = font->getCharacter(c);
{
// UV
for (GLuint i = 0; i < 4; ++i) {
TILE_ITER _v = iter + i;
vertex_buffer.push_back( {
{
_v->pos[0] + cursor,
_v->pos[1],
_v->pos[2]
},
{ _v->uv[0], _v->uv[1] }
});
}
// Index
for (GLuint i = 0; i < 6; ++i)
index_buffer.push_back(
Tile::indices[i] + vertex_buffer.size() - 4);
}
cursor += cell_size.X;
}
vertices_count = vertex_buffer.size();
indices_count = index_buffer.size();
glBindVertexArray(vao);
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,
0,
indices_count * sizeof(GLuint),
&index_buffer[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER,
0,
vertices_count * sizeof(Vertex2f),
&vertex_buffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(0);
}
void TextRenderer::create() {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
{
indices = genGLBuffer( {
nullptr,
BUFFER_SIZE / 2 * sizeof(GLuint),
GL_ELEMENT_ARRAY_BUFFER
}, true, GL_DYNAMIC_DRAW);
vbo = genGLBuffer( {
nullptr,
BUFFER_SIZE * sizeof(Vertex2f),
GL_ARRAY_BUFFER
}, true, GL_DYNAMIC_DRAW);
VERTEX_ATTR_PTR(0, 3, pos, Vertex2f); // Vertex
VERTEX_ATTR_PTR(1, 2, uv, Vertex2f); // UV
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setText("DUPA");
}
void TextRenderer::draw(MatrixStack& matrix, GLint) {
static Shader shader(
getFileContents("shaders/text_frag.glsl"),
getFileContents("shaders/text_vert.glsl"),
"");
shader.begin();
shader.setUniform(GL_TEXTURE_2D, "texture", 0,
font->getHandle());
shader.setUniform("matrix.mvp", matrix.vp_matrix * matrix.model);
shader.setUniform("col", col);
{
glBindVertexArray(vao);
//glDrawArrays(GL_LINE_STRIP, 0, vertices_count);
glDrawElements(GL_LINES, indices_count, GL_UNSIGNED_INT,
nullptr);
glBindVertexArray(0);
showGLErrors();
}
shader.end();
}