I've been trying to trace a bug for 10+ hours now, and by now I'm starting to think that the bug can't be on my side. However, I have a feeling it could be me who's just forgetting or misunderstanding something.
I have a class member of type std::vector called temp_materials, and inside the constructor (when temp_materials is still empty), this code runs:
Material &stonewallbug = temp_materials.emplace_back(resource_lib.get_shader("DeferredGeometryShader"));
stonewallbug.set_texture("texture_diffuse1", resource_lib.get_texture("StonewallDiffuse"));
stonewallbug.set_texture("texture_specular1", resource_lib.get_texture("StonewallSpecular"));
Material &containerbug = temp_materials.emplace_back(resource_lib.get_shader("DeferredGeometryShader"));
containerbug.set_texture("texture_diffuse1", resource_lib.get_texture("ContainerDiffuse"));
containerbug.set_texture("texture_specular1", resource_lib.get_texture("ContainerSpecular"));
Material stonewall1 = temp_materials[0];
Material container1 = temp_materials[1];
Material stonewall2 = stonewallbug;
Material container2 = containerbug;
If nothing goes wrong during the copying, stonewall1's contents should be equal to stonewall2, as should container1 to container2, correct?
However, I then insert all of them into a simple vector which's contents will be rendered later on:
// Using temp_materials[0]
auto stonewall1node = SceneNode(stonewall1, resource_lib.get_mesh("Cube"));
stonewall1node.set_transform(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)));
m_scene_list.push_back(stonewall1node);
// Using temp_materials[1]
auto container1node = SceneNode(container1, resource_lib.get_mesh("Cube"));
container1node.set_transform(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
m_scene_list.push_back(container1node);
// Using stonewallbug
auto stonewall2node = SceneNode(stonewall2, resource_lib.get_mesh("Cube"));
stonewall2node.set_transform(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 1.0f, 0.0f)));
m_scene_list.push_back(stonewall2node);
// Using containerbug
auto container2node = SceneNode(container2, resource_lib.get_mesh("Cube"));
container2node.set_transform(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 1.0f, 1.0f)));
m_scene_list.push_back(container2node);
Now, I'd expect there to be 2 "container" cubes stacked on each other, and 2 "stonewall" cubes stacked on each other, but this is the result I'm getting:
If I however move the line Material stonewall2 = stonewallbug; to between the creation of stonewallbug and containerbug, I get the result I expect.
Noticing this, I made a very, very simple C++ program:
#include <iostream>
#include <vector>
#include <string>
int main() {
std::vector<std::string> strings;
std::string& ref1 = strings.emplace_back("1");
std::string& ref2 = strings.emplace_back("2");
std::cout << "ref1: " << ref1 << std::endl;
std::cout << "ref2: " << ref2 << std::endl;
std::cout << "strings[0]: " << strings[0] << std::endl;
std::cout << "strings[1]: " << strings[1] << std::endl;
return 0;
}
And the result when running this is a lot of nonsense characters. However, if I output ref1 before ref2 is emplaced, it outputs the expected results. On here it says that vector's emplace_back is supposed to return a reference to the inserted element, but to me it doesn't seem like it's working like it should.
Am I misunderstanding something, or is this just a very obvious bug in g++ 7.1?
Edit: I can't believe I spent so many hours on such an obvious thing... :)
