9 开心的箱子,3D旋转起来+ 出现多个箱子

9 开心的箱子,3D旋转起来+ 出现多个箱子_第1张图片

vs

#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

fs

#version 430 core
out vec4 FragColor;

in vec2 TexCoord;

//纹理采样器
uniform sampler2D texturel;
uniform sampler2D texture2;


void main()
{
    //FragColor = texture(texturel, TexCoord);

	FragColor = mix(texture(texturel, TexCoord), texture(texture2, TexCoord), 0.2);
	//两个纹理进行线性插值
}

test

/*
环境:glfw+glad
opengl第九个程序,创建一个窗口,并渲染为墨绿色,按esc键退出。
开心的箱子,3D旋转起来。
*/

#define STB_IMAGE_IMPLEMENTATION //解决这个问题”无法解析的外部符号 _stbi_load,该符号在函数 _main 中被引用”
#include 
#include //顺序不能换
#include 

#include 
#include 
#include 

#include 
#include 
//using namespace std;

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);


int main() {
	glfwInit();//初始化glfw

		
	//创建一个窗口对象
	GLFWwindow* window = glfwCreateWindow(800, 600, "我的第一个 OpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "创建窗口失败" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//设置当前的窗口上下文
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//设置回调函数,改变窗口大小

	//glad
	//GLAD是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "初始化glad失败" << std::endl;
		return -1;
	}

	//通过glEnable函数来开启深度测试
	glEnable(GL_DEPTH_TEST);

	//构建并编译我们的着色程序
	Shader ourShader("4.3.shader.vs", "4.3.shader.fs");


	//设置顶点数据(和缓冲区)并配置顶点属性
	float vertices[] = {
		// positions          // 纹理坐标
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};

	//创建一个VAO
	unsigned int VBO,VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);//使用glGenBuffers函数和一个缓冲ID生成一个VBO对象

	// 1. 绑定VAO
	glBindVertexArray(VAO);
	// 2. 把顶点数组复制到缓冲中供OpenGL使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	// 3. 设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//纹理坐标属性
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);
	

	//加载并创建纹理
	unsigned int texture1,texture2;
	//texture1
	//---------------------
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
	// 设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// 设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// 加载图像,创建纹理并生成mipmap
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true);//告诉stb_image.h翻转Y轴上加载的纹理。
	unsigned char *data = stbi_load("resources/textures/container.jpg", &width, &height, &nrChannels, 0);
	
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "加载纹理失败" << std::endl;
	}
	stbi_image_free(data);

	// texture 2
	// ---------
	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2);
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	data = stbi_load("resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
	if (data)
	{
		// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "加载纹理失败" << std::endl;
	}
	stbi_image_free(data);

	ourShader.use(); //使用glUniform1i设置每个采样器的方式告诉OpenGL每个着色器采样器属于哪个纹理单元
	glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0); // 手动设置
	ourShader.setInt("texture2", 1); // 或者使用着色器类设置


	//渲染循环
	while (!glfwWindowShouldClose(window)) {//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出
		processInput(window);

		//渲染命令
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //设置清空屏幕所用的颜色
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//只清空颜色缓冲 和 深度缓冲

		// 将纹理绑定到相应的纹理单元上
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);

		//渲染三角形
		ourShader.use();

		// 创建转换
		glm::mat4 model = glm::mat4(1.0f); //确保先将矩阵初始化为单位矩阵
		glm::mat4 view = glm::mat4(1.0f);
		glm::mat4 projection = glm::mat4(1.0f);
		model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));//让立方体随着时间旋转
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
		projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
		//检索矩阵统一位置
		unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
		unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
		unsigned int projectionLoc = glGetUniformLocation(ourShader.ID, "projection");
		//将它们传递给着色器(3种不同的方法)
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
		//注意:目前我们每帧都设置投影矩阵,但由于投影矩阵很少更改,所以最好只在主循环之外设置一次。
		//ourShader.setMat4("projection", projection);
		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));

		
		glBindVertexArray(VAO);	// 绑定VAO
		glDrawArrays(GL_TRIANGLES, 0, 36);
			

		glfwSwapBuffers(window);//交换颜色缓冲
		//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数(可以通过回调方法手动设置)
		glfwPollEvents();
	}

	//可选:一旦资源超出其用途,就取消分配
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	glfwTerminate();//当渲染循环结束后我们需要正确释放/删除之前的分配的所有资源
	//std::cout << "你发的" << std::endl;
	return 0;
}

//对窗口注册一个回调函数,它会在每次窗口大小被调整的时候被调用
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	//视口:告诉OpenGL渲染窗口的尺寸大小
	glViewport(0, 0, width, height);//前两个参数控制窗口左下角的位置。第三个和第四个参数控制渲染窗口的宽度和高度(像素)
}

//在GLFW中实现一些输入控制
void processInput(GLFWwindow *window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {//检查用户是否按下了返回键(Esc)(如果没有按下,glfwGetKey将会返回GLFW_RELEASE
		glfwSetWindowShouldClose(window, true);//如果按下,关闭glfw。下一次while循环的条件检测将会失败,程序将会关闭
	}
}

9 开心的箱子,3D旋转起来+ 出现多个箱子_第2张图片

只需要修改一下test文件:

/*
环境:glfw+glad
opengl第九个程序,创建一个窗口,并渲染为墨绿色,按esc键退出。
开心的箱子,3D旋转起来。
*/

#define STB_IMAGE_IMPLEMENTATION //解决这个问题”无法解析的外部符号 _stbi_load,该符号在函数 _main 中被引用”
#include 
#include //顺序不能换
#include 

#include 
#include 
#include 

#include 
#include 
//using namespace std;

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);


int main() {
	glfwInit();//初始化glfw

		
	//创建一个窗口对象
	GLFWwindow* window = glfwCreateWindow(800, 600, "我的第一个 OpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "创建窗口失败" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//设置当前的窗口上下文
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//设置回调函数,改变窗口大小

	//glad
	//GLAD是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "初始化glad失败" << std::endl;
		return -1;
	}

	//通过glEnable函数来开启深度测试
	glEnable(GL_DEPTH_TEST);

	//构建并编译我们的着色程序
	Shader ourShader("4.3.shader.vs", "4.3.shader.fs");


	//设置顶点数据(和缓冲区)并配置顶点属性
	float vertices[] = {
		// positions          // 纹理坐标
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};

	//立方体的世界空间位置
	glm::vec3 cubePositions[] = {
		glm::vec3(0.0f,  0.0f,  0.0f),
		glm::vec3(2.0f,  5.0f, -15.0f),
		glm::vec3(-1.5f, -2.2f, -2.5f),
		glm::vec3(-3.8f, -2.0f, -12.3f),
		glm::vec3(2.4f, -0.4f, -3.5f),
		glm::vec3(-1.7f,  3.0f, -7.5f),
		glm::vec3(1.3f, -2.0f, -2.5f),
		glm::vec3(1.5f,  2.0f, -2.5f),
		glm::vec3(1.5f,  0.2f, -1.5f),
		glm::vec3(-1.3f,  1.0f, -1.5f)
	};

	//创建一个VAO
	unsigned int VBO,VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);//使用glGenBuffers函数和一个缓冲ID生成一个VBO对象

	// 1. 绑定VAO
	glBindVertexArray(VAO);
	// 2. 把顶点数组复制到缓冲中供OpenGL使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	// 3. 设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	//纹理坐标属性
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);
	

	//加载并创建纹理
	unsigned int texture1,texture2;
	//texture1
	//---------------------
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
	// 设置纹理环绕参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// 设置纹理过滤参数
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// 加载图像,创建纹理并生成mipmap
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true);//告诉stb_image.h翻转Y轴上加载的纹理。
	unsigned char *data = stbi_load("resources/textures/container.jpg", &width, &height, &nrChannels, 0);
	
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "加载纹理失败" << std::endl;
	}
	stbi_image_free(data);

	// texture 2
	// ---------
	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2);
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	data = stbi_load("resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
	if (data)
	{
		// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "加载纹理失败" << std::endl;
	}
	stbi_image_free(data);

	ourShader.use(); //使用glUniform1i设置每个采样器的方式告诉OpenGL每个着色器采样器属于哪个纹理单元
	glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0); // 手动设置
	ourShader.setInt("texture2", 1); // 或者使用着色器类设置


	//渲染循环
	while (!glfwWindowShouldClose(window)) {//glfwWindowShouldClose函数在我们每次循环的开始前检查一次GLFW是否被要求退出
		processInput(window);

		//渲染命令
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //设置清空屏幕所用的颜色
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//只清空颜色缓冲 和 深度缓冲

		// 将纹理绑定到相应的纹理单元上
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);

		//渲染三角形
		ourShader.use();

		// 创建转换
		//glm::mat4 model = glm::mat4(1.0f); //确保先将矩阵初始化为单位矩阵
		glm::mat4 view = glm::mat4(1.0f);
		glm::mat4 projection = glm::mat4(1.0f);
		//model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));//让立方体随着时间旋转
		view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
		projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
		//检索矩阵统一位置
		//unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
		unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
		unsigned int projectionLoc = glGetUniformLocation(ourShader.ID, "projection");
		//将它们传递给着色器(3种不同的方法)
		//glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));

		
		glBindVertexArray(VAO);	// 绑定VAO
		for (unsigned int i = 0; i < 10; i++)
		{
			// 计算每个对象的模型矩阵,并在绘制之前将其传递给着色器。
			glm::mat4 model = glm::mat4(1.0f);//确保先将矩阵初始化为单位矩阵
			model = glm::translate(model, cubePositions[i]);
			float angle = 20.0f * i;
			model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));//让立方体随着时间旋转
			unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
			glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

			glDrawArrays(GL_TRIANGLES, 0, 36);
		}			

		glfwSwapBuffers(window);//交换颜色缓冲
		//glfwPollEvents函数检查有没有触发什么事件(比如键盘输入、鼠标移动等)、更新窗口状态,并调用对应的回调函数(可以通过回调方法手动设置)
		glfwPollEvents();
	}

	//可选:一旦资源超出其用途,就取消分配
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	glfwTerminate();//当渲染循环结束后我们需要正确释放/删除之前的分配的所有资源
	//std::cout << "你发的" << std::endl;
	return 0;
}

//对窗口注册一个回调函数,它会在每次窗口大小被调整的时候被调用
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	//视口:告诉OpenGL渲染窗口的尺寸大小
	glViewport(0, 0, width, height);//前两个参数控制窗口左下角的位置。第三个和第四个参数控制渲染窗口的宽度和高度(像素)
}

//在GLFW中实现一些输入控制
void processInput(GLFWwindow *window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {//检查用户是否按下了返回键(Esc)(如果没有按下,glfwGetKey将会返回GLFW_RELEASE
		glfwSetWindowShouldClose(window, true);//如果按下,关闭glfw。下一次while循环的条件检测将会失败,程序将会关闭
	}
}

 

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