[OpenGL]绘制三角形 完整代码 (函数的声明与实现分开

[OpenGL]绘制三角形 完整代码 (函数的声明与实现分开)。
各分块功能包装成函数,更显简单有条理
在这里插入图片描述

在这里插入图片描述
//=main.cpp==

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include"common.h"
#include"shader_common.h"
#include "draw_triangle.h"
#include <iostream>
int main(void)
{
    draw_trangle();
    return 0 ;
}

//common.h=

#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#ifndef COMMON_H
#define COMMON_H
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void init_opengl();
#endif 

//=common.cpp=

#include"common.h"
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
***//下面的WIDTH,HEIGHT,WINDOW  只能在此文件中声明,不能在common.h中声明。否则出错。***
const GLuint WIDTH = 800, HEIGHT = 600;
GLFWwindow* window;
void init_opengl()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
    window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    gladLoadGL();
   glfwSetFramebufferSizeCallback(window,framebuffer_size_callback);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

//=draw_triangle.h==

#ifndef DRAW_TRIANGLE_H
#define DRAW_TRIANGLE_H
#include "shader_common.h"
int draw_trangle();
#endif 

//=draw_triangle.cpp==

#include "shader_common.h"
// 使用extern关键字声明全局变量
extern  GLFWwindow* window;
const GLchar* vertexShaderSource = "#version 330 core\n"
                                   "layout (location = 0) in vec3 position;\n"
                                   "void main()\n"
                                   "{\n"
                                   "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
                                   "}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
                                     "out vec4 color;\n"
                                     "void main()\n"
                                     "{\n"
                                     "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                     "}\n\0";
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
int draw_trangle()
{
    // 初始化 OpenGL
    init_opengl();
    // 编译和链接着色器
    GLuint shaderProgram = compile_shader(vertexShaderSource, fragmentShaderSource);
    // 顶点数据
    GLfloat vertices[] = {
        -0.5f, -0.5f, 0.0f, // Left
        0.5f, -0.5f, 0.0f, // Right
        0.0f,  0.5f, 0.0f  // Top
    };
    // 申请缓冲区
    GLuint VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // 绑定VAO,表示
    glBindVertexArray(VAO);
    // 提交数据
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    // 使用Buffer中的数据在 VAO 生成 0 号顶点属性的指针
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
    // 启用 0 号顶点属性
    glEnableVertexAttribArray(0);
    // 解绑VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    // 解绑VAO
    glBindVertexArray(0);
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);
        // 清屏
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        // 指定着色器程序
        glUseProgram(shaderProgram);
        // 绑定VAO
        glBindVertexArray(VAO);
        // 绘制指令
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // 解绑 VAO
        glBindVertexArray(0);
        // 双缓冲交换
        glfwSwapBuffers(window);
        // 处理事件
        glfwPollEvents();
    }
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glfwTerminate();
    return 0;
}

//=shader_common.h=

#ifndef SHADER_COMMON_H
#define SHADER_COMMON_H
 #include "common.h"
GLuint compile_shader(const GLchar* vertexShaderSource, const GLchar* fragmentShaderSource);
#endif 

//=shader_common.cpp=

#include "common.h"
GLuint compile_shader(const GLchar* vertexShaderSource, const GLchar* fragmentShaderSource)
{
    // 创建顶点着色器
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // 指定着色器代码
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    // 编译顶点着色器,检查并提示编译结果
    glCompileShader(vertexShader);
    GLint success;
    GLchar infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // 创建片段着色器
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    // 指定片段着色器代码
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    // 编译片段着色器,检查并提示编译结果
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // 创建着色器程序
    GLuint shaderProgram = glCreateProgram();
    // 绑定着色器
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    // 链接着色器程序,检查并提示链接结果
    glLinkProgram(shaderProgram);
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    // 链接完成后移除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    return shaderProgram;
}
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