Reputation: 2288
I'm trying to setup a game engine project. My visual studio project is setup so that I have an 'engine' project separate from my 'game' project. Then engine project is being compiled to a dll for the game project to use. I've already downloaded and setup glfw and glew to start using openGL. My problem is when ever I hit my first openGL function the program crashes. I know this has something to do with glewinit even though glew IS initializing successfully (no console errors). In my engine project, I have a window class where, upon window construction, glew should be setup:
Window.h
#pragma once
#include "GL\glew.h"
#include "GLFW\glfw3.h"
#if (_DEBUG)
#define LOG(x) printf(x)
#else
#define LOG(x)
#endif
namespace BlazeGraphics
{
class __declspec(dllexport) Window
{
public:
Window(short width, short height, const char* title);
~Window();
void Update();
void Clear() const;
bool Closed() const;
private:
int m_height;
int m_width;
const char* m_title;
GLFWwindow* m_window;
private:
Window(const Window& copy) {}
void operator=(const Window& copy) {}
};
}
Window.cpp (where glewinit() is called)
#include "Window.h"
#include <cstdio>
namespace BlazeGraphics
{
//Needed to define outside of the window class (not sure exactly why yet)
void WindowResize(GLFWwindow* window, int width, int height);
Window::Window(short width, short height, const char* title) :
m_width(width),
m_height(height),
m_title(title)
{
//InitializeWindow
{
if (!glfwInit())
{
LOG("Failed to initialize glfw!");
return;
};
m_window = glfwCreateWindow(m_width, m_height, m_title, NULL, NULL);
if (!m_window)
{
LOG("Failed to initialize glfw window!");
glfwTerminate();
return;
};
glfwMakeContextCurrent(m_window);
glfwSetWindowSizeCallback(m_window, WindowResize);
}
//IntializeGl
{
//This needs to be after two functions above (makecontextcurrent and setwindowresizecallback) or else glew will not initialize
**if (glewInit() != GLEW_OK)
{
LOG("Failed to initialize glew!");
}**
}
}
Window::~Window()
{
glfwTerminate();
}
void Window::Update()
{
glfwPollEvents();
glfwSwapBuffers(m_window);
}
void Window::Clear() const
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//Returns a bool because glfwwindowShouldClose returns a nonzero number or zero
bool Window::Closed() const
{
//Made it equal to 1 to take away warning involving converting an int to bool
return glfwWindowShouldClose(m_window) == 1;
}
//Not part of window class so defined above
void WindowResize(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
}
Here is my main.cpp file which is found within my game project where I currently have my openGL functionality in global functions (just for now):
main.cpp
#include <iostream>
#include <array>
#include <fstream>
#include "GL\glew.h"
#include "GLFW\glfw3.h"
#include "../Engine/Source/Graphics/Window.h"
void initializeGLBuffers()
{
GLfloat triangle[] =
{
+0.0f, +0.1f, -0.0f,
0.0f, 1.0f, 0.0f,
-0.1f, -0.1f, 0.0f, //1
0.0f, 1.0f, 0.0f,
+0.1f, -0.1f, 0.0f, //2
0.0f, 1.0f, 0.0f,
};
GLuint bufferID;
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (sizeof(GLfloat)) * 6, nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, (sizeof(GLfloat)) * 6, (char*)((sizeof(GLfloat)) * 3));
GLushort indices[] =
{
0,1,2
};
GLuint indexBufferID;
glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
};
void installShaders()
{
//Create Shader
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
//Add source or text file to shader object
std::string temp = readShaderCode("VertexShaderCode.glsl");
const GLchar* adapter[1];
adapter[0] = temp.c_str();
glShaderSource(vertexShaderID, 1, adapter, 0);
temp = readShaderCode("FragmentShaderCode.glsl").c_str();
adapter[0] = temp.c_str();
glShaderSource(FragmentShaderID, 1, adapter, 0);
//Compile Shadaer
glCompileShader(vertexShaderID);
glCompileShader(FragmentShaderID);
if (!checkShaderStatus(vertexShaderID) || !checkShaderStatus(FragmentShaderID))
return;
//Create Program
GLuint programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, FragmentShaderID);
//Link Program
glLinkProgram(programID);
if (!checkProgramStatus(programID))
{
std::cout << "Failed to link program";
return;
}
//Use program
glUseProgram(programID);
}
int main()
{
BlazeGraphics::Window window(1280, 720, "MyGame");
initializeGLBuffers();
installShaders();
while (!window.Closed())
{
window.Clear();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
window.Update();
};
return 0;
}
Now if I were to move the glewinit() code here in my main.cpp:
int main()
{
BlazeGraphics::Window window(1280, 720, "MyGame");
if (glewInit() != GLEW_OK)
{
LOG("Failed to initialize glew!");
}
initializeGLBuffers();
installShaders();
while (!window.Closed())
{
window.Clear();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
window.Update();
};
return 0;
}
then my program compiles fine. Why does trying to initialize glew within engine.dll cause a program crash? Thanks for any help.
Upvotes: 0
Views: 1883
Reputation: 45362
GLEW works by defining a function pointer as global variable for each OpenGL function. Let's look at glBindBuffer
as an example:
#define GLEW_FUN_EXPORT GLEWAPI
typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;
So we just have a __glewBindBuffer
function pointer, which will be set to the correct address from your OpenGL implementation by glewInit
.
To actually be able to write glBindBuffer
, GLEW simply defines pre-processor macros mapping the GL functions to those function pointer variables:
#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer);
Why does trying to initialize glew within
engine.dll
cause a program crash?
Because your engine.dll
and your main application each have a separate set of all of these global variables. You would have to export all the __glew*
variables from your engine DLL to be able to get access to the results of your glewInit
call in engine.dll
.
Upvotes: 3