用C++类、C函数封装OpenGL功能模块

**

用C++类、C函数封装OpenGL功能模块

**
挑战一下:
请用C17、 C++17、OpenGL4.6、QT6.6. 按下面项目给出的框架,画出下图。
顶点着器、片段着色器、着色器程序用C++类封装,其它用C语言函数封装,函数声明与实现必须分开,不能把函数声明与函数实现都写在头文件里。
目的:进一步理解基于过程与基于对象的统一运用!
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 <shader_s.h>
#include"draw_triangle.h"
#include"common.h"
#include <iostream>
int main()
{
    draw_triangle();
}

//=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 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);
}
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);
}

//=draw_triangle.h=

#ifndef DRAW_TRIANGLE_H
#define DRAW_TRIANGLE_H
#include "shader_s.h"
int draw_triangle();
void processInput(GLFWwindow *window);
#endif 

//=draw_triangle.cpp=

#include "shader_s.h"
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include"common.h"
// 使用extern关键字声明全局变量
extern  GLFWwindow* window;
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
int draw_triangle()
{
    // 初始化 OpenGL
    init_opengl();
    // 编译和链接着色器
   Shader ourShader("F:\\QTP\\OpengL_shader_class\\3.3.shader.vs", "F:\\QTP\\OpengL_shader_class\\3.3.shader.fs");
  
        float vertices[] = {
            // positions         // colors
            0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,  // bottom right
            -0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,  // bottom left
            0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f   // top
        };
    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);    
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        // render the triangle
        ourShader.use();
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
   
    glfwTerminate();
    return 0;
}

//=shader_s.h=

#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
 
    //下面的vertexPsth,fragmentPath, 一定要传入绝对路径。"F:\\QTP\\OpengL_shader_class\\3.3.shader.vs", "F:\\QTP\\OpengL_shader_class\\3.3.shader.fs"
    Shader(const char* vertexPath, const char* fragmentPath)     //构造函数
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode   = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char * fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use()
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string &name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string &name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string &name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }
private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(unsigned int shader, std::string type)
    {
        int success;
        char infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif

//=3.3.shader.fs=

#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main()
{
    FragColor = vec4(ourColor, 1.0f);
}

//=3.3.shader.vs=

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
void main()
{
    gl_Position = vec4(aPos, 1.0);
    ourColor = aColor;
}
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