The exception says:
Unhandled exception at 0x00F52157 in Foundry.exe: 0xC0000005: access violation reading location 0x00000030.
and points to this line in controls.cpp:
glfwGetCursorPos(window, &xpos, &ypos);
Controls code in separate file controls.cpp:
#include "stdafx.h"
#include <GLFW/glfw3.h>
extern GLFWwindow* window;
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include "controls.hpp"
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
glm::mat4 getViewMatrix(){
return ViewMatrix;
}
glm::mat4 getProjectionMatrix(){
return ProjectionMatrix;
}
glm::vec3 position = glm::vec3( 0, 0, 5 );
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFoV = 45.0f;
float speed = 3.0f;
float mouseSpeed = 0.005f;
void computeMatricesFromInputs(){
static double lastTime = glfwGetTime();
double currentTime = glfwGetTime();
float deltaTime = float(currentTime - lastTime);
double xpos;
double ypos;
glfwGetCursorPos(window, &xpos, &ypos);
glfwSetCursorPos(window, 1280/2, 1024/2);
horizontalAngle += mouseSpeed * float (1280/2 - xpos );
verticalAngle += mouseSpeed * float (1024/2 - ypos );
glm::vec3 direction(
cos(verticalAngle) * sin(horizontalAngle),
sin(verticalAngle),
cos(verticalAngle) * cos(horizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(horizontalAngle - 3.14f/2.0f),
0,
cos(horizontalAngle - 3.14f/2.0f)
);
glm::vec3 up = glm::cross( right, direction );
if (glfwGetKey( window, GLFW_KEY_UP || GLFW_KEY_W ) == GLFW_PRESS){
position += direction * deltaTime * speed;
}
if (glfwGetKey( window, GLFW_KEY_DOWN || GLFW_KEY_S ) == GLFW_PRESS){
position -= direction * deltaTime * speed;
}
if (glfwGetKey( window, GLFW_KEY_RIGHT || GLFW_KEY_D ) == GLFW_PRESS){
position += right * deltaTime * speed;
}
if (glfwGetKey( window, GLFW_KEY_LEFT || GLFW_KEY_A ) == GLFW_PRESS){
position -= right * deltaTime * speed;
}
float FoV = initialFoV;
ProjectionMatrix = glm::perspective(FoV, 5.0f / 4.0f, 0.1f, 100.0f);
ViewMatrix = glm::lookAt(position,position+direction,up);
lastTime = currentTime;
}
The program works well without matrices being modified by input controls.
To be honest, I don't know much about low level programming and memory allocation, so this might be the cause.