**
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!
//=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;
}