LearnOpenGL-CN笔记(一)

入门篇

配置CMakeLists.txt

环境:MACOS Catalina 10.15.6,CLion

cmake_minimum_required(VERSION 3.9)
project(RenderTest)

set(CMAKE_CXX_STANDARD 11)

# 添加头文件
set(GLEW_H /usr/local/Cellar/glew/2.1.0/include/GL)
set(GLFW_H /usr/local/Cellar/glfw/3.2.1/include/GLFW)
set(GLAD_H /usr/local/include)
set(GLM_H /usr/local/include/glm)

include_directories(${GLEW_H} ${GLFW_H} ${GLAD_H} ${GLM_H})

# 添加目标链接
set(GLEW_LINK /usr/local/Cellar/glew/2.1.0/lib/libGLEW.2.1.dylib)
set(GLFW_LINK /usr/local/Cellar/glfw/3.2.1/lib/libglfw.3.dylib)
link_libraries(${OPENGL} ${GLEW_LINK} ${GLFW_LINK})

# 执行编译命令
set(SOURCE_FILES main.cpp glad.c Shader.h Camera.h)
add_executable(RenderTest ${SOURCE_FILES})

if (APPLE)
    target_link_libraries(RenderTest "-framework OpenGL")
    target_link_libraries(RenderTest "-framework GLUT")
endif()
你好窗口
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>

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

int main() {
    // 初始化glfw并且设置一些需要用到的参数
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(800, 600, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to Create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    // 通知GLFW将我们窗口的上下文设置为当前线程的主上下文
    glfwMakeContextCurrent(window);
    // 注册修改窗口大小的函数
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad用来管理OpenGL的函数指针,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
    // 我们给GLAD传入了用来加载系统相关的OpenGL函数指针地址的函数。GLFW给我们的是glfwGetProcAddress,它根据我们的编译的系统定义了正
    // 确的函数
    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GALD" << std::endl;
    }

    while(!glfwWindowShouldClose(window)) {
        // 设置清空屏幕所用的颜色并清空屏幕
        glClearColor(0.2, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // 交换颜色缓冲,它在这一迭代中被用来绘制,并且将会作为输出显示在屏幕上
        glfwSwapBuffers(window);
        // 检查是否触发了什么事件(键盘输入、鼠标移动),更新窗口状态
        glfwPollEvents();
    }
    // 清理所有的资源并正确地退出应用程序
    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
    // 处理所有输入事件
    processInput(window);

    // 四个参数为左下角坐标+宽度+高度
    // glViewport底层将opengl中[-1, 1]坐标转换为[width, height]
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
你好三角形
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>

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

// 设置窗口
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
                                 "layout (location = 0) in vec3 aPos;\n"
                                 "void main()\n"
                                 "{\n"
                                 "  gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                 "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "out vec4 FragColor;\n"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                   "}\n\0";

int main() {

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);
    if (window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // 顶点着色器开始
    // 使用glCreateShader函数创建名为vertexShader的着色器
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // 将着色器源码给着色器,然后编译它
    // 参数1表示要编译的着色器对象,参数2表示传递的源码字符串数量,参数3表示顶点着色器真正的源码
    glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
    glCompileShader(vertexShader);
    // 判断顶点着色器是否编译成功
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 片元着色器开始
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        std::cout << "Error::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 链接Shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // 判断是否有链接报错
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // 开始初始化顶点坐标
    float vertices[] = {
        -0.5f, -0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        0.0f, 0.5f, 0.0f
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // 先捆绑顶点数组对象,然后捆绑并设置顶点缓冲对象,最后设置顶点属性
    glBindVertexArray(VAO);
    // 顶点缓冲对象类型为GL_ARRAY_BUFFER,可使用glBindBuffer函数把创建的缓冲绑定到GL_ARRAY_BUFFER目标上
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 使用任何在GL_ARRAY_BUFFERS缓冲调用都会用来配置VBO,可调用glBufferData函数来把顶点数据复制到缓冲内存中
    // 第四个参数有3种类型。
    // GL_STATIC_DRAW:数据不会或几乎不会改变;GL_DYNAMIC_DRAW:数据会改变很多;GL_STREAM_DRAW:每次绘制都会改变
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // 将VBO注册为顶点属性的绑定顶点缓冲区对象
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2, 0.3, 0.3, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // 画第一个三角形
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
                                 "layout (location = 0) in vec3 aPos;\n"
                                 "void main()\n"
                                 "{\n"
                                 "  gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
                                 "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "out vec4 FragColor;\n"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
                                   "}\n\0";

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);
    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
    glCompileShader(vertexShader);

    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        std::cout << "Error::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

   float vertices[] = {
       0.5f, 0.5f, 0.0f,
       0.5f, -0.5f, 0.0f,
       -0.5f, -0.5f, 0.0f,
       -0.5f, 0.5f, 0.0f
   };

   unsigned int indices[] = {
       0, 1, 3,
       1, 2, 3
   };

   unsigned int VBO, VAO, EBO;
   glGenVertexArrays(1, &VAO);
   glGenBuffers(1, &VBO);
   // EBO是用来存顶点索引的
   glGenBuffers(1, &EBO);

   glBindVertexArray(VAO);
   glBindBuffer(GL_ARRAY_BUFFER, VBO);
   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

   // 在创建BUFFER ABO,之后记得创建BUFFER EBO
   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
   glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
   glEnableVertexAttribArray(0);

   glBindBuffer(GL_ARRAY_BUFFER, 0);
   glBindVertexArray(0);

   // 这里可以使用线框模式
   // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

   while(!glfwWindowShouldClose(window)) {
       processInput(window);

       glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
       glClear(GL_COLOR_BUFFER_BIT);

       glUseProgram(shaderProgram);
       glBindVertexArray(VAO);
       // 这里使用索引画
       glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

       glfwSwapBuffers(window);
       glfwPollEvents();
   }

   glDeleteVertexArrays(1, &VAO);
   glDeleteBuffers(1, &VBO);
   glDeleteBuffers(1, &EBO);
   glDeleteProgram(shaderProgram);

   glfwTerminate();
   return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
着色器
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include <cmath>

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

// 设置窗口
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
                                 "layout (location = 0) in vec3 aPos;\n"
                                 "void main()\n"
                                 "{\n"
                                 "  gl_Position = vec4(aPos, 1.0);\n"
                                 "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "out vec4 FragColor;\n"
                                   "uniform vec4 outColor;"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = outColor;\n"
                                   "}\n\0";

int main() {

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);
    if (window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // 顶点着色器开始
    // 使用glCreateShader函数创建名为vertexShader的着色器
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // 将着色器源码给着色器,然后编译它
    // 参数1表示要编译的着色器对象,参数2表示传递的源码字符串数量,参数3表示顶点着色器真正的源码
    glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
    glCompileShader(vertexShader);
    // 判断顶点着色器是否编译成功
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 片元着色器开始
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        std::cout << "Error::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 链接Shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // 判断是否有链接报错
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // 开始初始化顶点坐标
    float vertices[] = {
            -0.5f, -0.5f, 0.0f,
            0.5f, -0.5f, 0.0f,
            0.0f, 0.5f, 0.0f
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // 先捆绑顶点数组对象,然后捆绑并设置顶点缓冲对象,最后设置顶点属性
    glBindVertexArray(VAO);
    // 顶点缓冲对象类型为GL_ARRAY_BUFFER,可使用glBindBuffer函数把创建的缓冲绑定到GL_ARRAY_BUFFER目标上
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 使用任何在GL_ARRAY_BUFFERS缓冲调用都会用来配置VBO,可调用glBufferData函数来把顶点数据复制到缓冲内存中
    // 第四个参数有3种类型。
    // GL_STATIC_DRAW:数据不会或几乎不会改变;GL_DYNAMIC_DRAW:数据会改变很多;GL_STREAM_DRAW:每次绘制都会改变
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // 将VBO注册为顶点属性的绑定顶点缓冲区对象
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2, 0.3, 0.3, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // 激活着色器
        glUseProgram(shaderProgram);

        // 更新颜色
        float timeValue = glfwGetTime();
        float greenValue = sin(timeValue) / 2.0f + 0.5f;
        int vertexColorLocation = glGetUniformLocation(shaderProgram, "outColor");
        glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
        
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>

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

// 设置窗口
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
                                 "layout (location = 0) in vec3 aPos;\n"
                                 "layout (location = 1) in vec3 aColor;\n"
                                 "out vec3 outColor;\n"
                                 "void main()\n"
                                 "{\n"
                                 "  gl_Position = vec4(aPos, 1.0);\n"
                                 "  outColor = aColor;"
                                 "}\0";

const char *fragmentShaderSource = "#version 330 core\n"
                                   "in vec3 outColor;\n"
                                   "out vec4 FragColor;\n"
                                   "void main()\n"
                                   "{\n"
                                   "    FragColor = vec4(outColor, 1.0);\n"
                                   "}\n\0";

int main() {

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);
    if (window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // 顶点着色器开始
    // 使用glCreateShader函数创建名为vertexShader的着色器
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    // 将着色器源码给着色器,然后编译它
    // 参数1表示要编译的着色器对象,参数2表示传递的源码字符串数量,参数3表示顶点着色器真正的源码
    glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
    glCompileShader(vertexShader);
    // 判断顶点着色器是否编译成功
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 片元着色器开始
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
    glCompileShader(fragmentShader);
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        std::cout << "Error::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    // 链接Shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // 判断是否有链接报错
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // 开始初始化顶点坐标
    float vertices[] = {
            -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
            0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // 先捆绑顶点数组对象,然后捆绑并设置顶点缓冲对象,最后设置顶点属性
    glBindVertexArray(VAO);
    // 顶点缓冲对象类型为GL_ARRAY_BUFFER,可使用glBindBuffer函数把创建的缓冲绑定到GL_ARRAY_BUFFER目标上
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 使用任何在GL_ARRAY_BUFFERS缓冲调用都会用来配置VBO,可调用glBufferData函数来把顶点数据复制到缓冲内存中
    // 第四个参数有3种类型。
    // GL_STATIC_DRAW:数据不会或几乎不会改变;GL_DYNAMIC_DRAW:数据会改变很多;GL_STREAM_DRAW:每次绘制都会改变
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    // 顶点位置属性
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // 顶点颜色属性
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    // 将VBO注册为顶点属性的绑定顶点缓冲区对象
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    glUseProgram(shaderProgram);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2, 0.3, 0.3, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // 更新颜色
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

为了方便把Shader封装成类

//
// Created by 童彤 on 2020/10/19.
//

#ifndef RENDERTEST_SHADER_H
#define RENDERTEST_SHADER_H

#include <glad/glad.h>
#include <fstream>
#include <sstream>
#include <iostream>


class Shader {
public:
    // 程序ID
    unsigned int ID;

    // 构造器读取并构建着色器
    Shader(const GLchar *vertexPath, const GLchar *fragmentPath) {
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;

        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);

        try {
            std::cout << vertexPath << std::endl;
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;

            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();

            vShaderFile.close();
            fShaderFile.close();

            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch(std::ifstream::failure& e) {
            std::cout << "ERRORSHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
        }

        const char* vShaderCode = vertexCode.c_str();
        const char* fShaderCode = fragmentCode.c_str();
        unsigned int vertex, fragment;

        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");

        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");

        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");

        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    // 使用激活函数
    void use() {
        glUseProgram(ID);
    }
    // uniform工具函数
    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:
    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 //RENDERTEST_SHADER_H
纹理
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.shader.vs",
            "/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.shader.fs");

    float vertices[] = {
        0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        0.5f,  -0.5f, 0.0f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f, 0.0f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
        -0.5f, 0.5f,  0.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };

    unsigned int indices[] = {
        0, 1, 3,
        1, 2, 3
    };

    // 给这三个东西附上ID
    unsigned int VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;
    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/"
                                    "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 << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glBindTexture(GL_TEXTURE_2D, texture);

        ourShader.use();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

加上笑脸

#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/4.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/4.2.shader.fs");

    float vertices[] = {
            0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
            0.5f,  -0.5f, 0.0f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
            -0.5f, -0.5f, 0.0f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
            -0.5f, 0.5f,  0.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };

    unsigned int indices[] = {
            0, 1, 3,
            1, 2, 3
    };

    // 给这三个东西附上ID
    unsigned int VBO, VAO, EBO;

    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int texture1, texture2;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/"
                                    "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 << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/"
                              "resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    ourShader.use();
    glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
    ourShader.setInt("texture2", 1);


    while(!glfwWindowShouldClose(window)) {
        processInput(window);

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}
矩阵运算
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
   glfwInit();
   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
   glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

   GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

   if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
   }

   glfwMakeContextCurrent(window);
   glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

   if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
   }

   Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/5.1.shader.vs",
           "/Users/apathetically/CLionProjects/RenderTest/shader_file/5.1.shader.fs");

   float vertices[] = {
       0.5f,   0.5f,  0.0f,  1.0f,  1.0f,
       0.5f,  -0.5f,  0.0f,  1.0f,  0.0f,
       -0.5f, -0.5f,  0.0f,  0.0f,  0.0f,
       -0.5f,  0.5f,  0.0f,  0.0f,  1.0f
   };

   unsigned int indices[] = {
       0, 1, 3,
       1, 2, 3
   };

   unsigned int VBO, VAO, EBO;
   glGenVertexArrays(1, &VAO);
   glGenBuffers(1, &VBO);
   glGenBuffers(1, &EBO);

   glBindVertexArray(VAO);
   glBindBuffer(GL_ARRAY_BUFFER, VBO);
   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
   glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
   glEnableVertexAttribArray(0);

   glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
   glEnableVertexAttribArray(1);

   unsigned int texture1, texture2;

   glGenTextures(1, &texture1);
   glBindTexture(GL_TEXTURE_2D, texture1);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   int width, height, nrChannels;

   stbi_set_flip_vertically_on_load(true);

   unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
   }
   stbi_image_free(data);

   glGenTextures(1, &texture2);
   glBindTexture(GL_TEXTURE_2D, texture2);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/"
                    "resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);

   if(data) {
       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
       glGenerateMipmap(GL_TEXTURE_2D);
   }
   else {
       std::cout << "Failed to load texture" << std::endl;
   }
   stbi_image_free(data);

   ourShader.use();
   ourShader.setInt("texture1", 0);
   ourShader.setInt("texture2", 1);

   while(!glfwWindowShouldClose(window)) {
       processInput(window);

       glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
       glClear(GL_COLOR_BUFFER_BIT);

       glActiveTexture(GL_TEXTURE0);
       glBindTexture(GL_TEXTURE_2D, texture1);
       glActiveTexture(GL_TEXTURE1);
       glBindTexture(GL_TEXTURE_2D, texture2);

       glm::mat4 transform = glm::mat4(1.0f);
       transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
       transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));

       ourShader.use();
       unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
       glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));

       glBindVertexArray(VAO);
       glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

       glfwSwapBuffers(window);
       glfwPollEvents();
   }

   glDeleteVertexArrays(1, &VAO);
   glDeleteVertexArrays(1, &VBO);
   glDeleteVertexArrays(1, &EBO);

   glfwTerminate();
   return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}
进入3D
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.fs");

    float vertices[] = {
            -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
    };

    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, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;

    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/resources/textures/awesomeface.png",
            &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();

        glm::mat4 model = glm::mat4(1.0f);
        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);
        model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5, 1.0, 0.0));
        view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        projection = glm::perspective(glm::radians(45.0f),
                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

        unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
        unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");

        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);

        ourShader.setMat4("projection", projection);

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

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.fs");

    float vertices[] = {
            -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
    };

    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)
    };

    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, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;

    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/resources/textures/awesomeface.png",
            &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();

        glBindVertexArray(VAO);

        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);

        view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        projection = glm::perspective(glm::radians(45.0f),
                                      (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        ourShader.setMat4("view", view);
        ourShader.setMat4("projection", projection);

        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            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));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}
摄像机
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.fs");

    float vertices[] = {
            -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
    };

    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)
    };

    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, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;

    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/resources/textures/awesomeface.png",
            &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);

    while(!glfwWindowShouldClose(window)) {
        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();

        glBindVertexArray(VAO);

        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);

        float radius = 10.0f;
        float camX = sin(glfwGetTime()) * radius;
        float camZ = cos(glfwGetTime()) * radius;
        view = glm::lookAt(glm::vec3(camX, 0.0, camZ),
                           glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));

        projection = glm::perspective(glm::radians(45.0f),
                                      (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        ourShader.setMat4("view", view);
        ourShader.setMat4("projection", projection);

        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            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));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);

float deltaTime = 0.0f;
float lastFrame = 0.0f;

bool firstMouse = true;
float lastX = 400.0f;
float lastY = 300.0f;
float yaw = 0.0f;
float pitch = 0.0f;
float fov = 45.0f;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetScrollCallback(window, scroll_callback);
    glfwSetCursorPosCallback(window, mouse_callback);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.fs");

    float vertices[] = {
            -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
    };

    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)
    };

    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, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;

    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/resources/textures/awesomeface.png",
            &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();

        glBindVertexArray(VAO);

        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);

        view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);

        projection = glm::perspective(glm::radians(fov),
                                      (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        ourShader.setMat4("view", view);
        ourShader.setMat4("projection", projection);

        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            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));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    float cameraSpeed = 2.5f * deltaTime;
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        cameraPos += cameraSpeed * cameraFront;
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        cameraPos -= cameraSpeed * cameraFront;
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;
    lastX = xpos;
    lastY = ypos;

    float sensitivity = 0.05f;
    xoffset *= sensitivity;
    yoffset *= sensitivity;

    yaw += xoffset;
    pitch += yoffset;

    if(pitch > 89.0f)
        pitch = 89.0f;
    if(pitch < -89.0f)
        pitch = -89.0f;

    glm::vec3 front;
    front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
    front.y = sin(glm::radians(pitch));
    front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
    cameraFront = glm::normalize(front);

}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    if(fov >= 1.0f && fov <= 45.0f)
        fov -= yoffset;
    if(fov <= 1.0f)
        fov = 1.0f;
    if(fov >= 45.0f)
        fov = 45.0f;
}
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
       std::cout << "Failed to create GLFW window" << std::endl;
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetScrollCallback(window, scroll_callback);
    glfwSetCursorPosCallback(window, mouse_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
       std::cout << "Failed to initialize GLAD" << std::endl;
       return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader ourShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.vs",
                     "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.2.shader.fs");

    float vertices[] = {
            -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
    };

    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)
    };

    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, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int texture1, texture2;

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    int width, height, nrChannels;

    stbi_set_flip_vertically_on_load(true);

    unsigned char *data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/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 << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("/Users/apathetically/CLionProjects/RenderTest/resources/textures/awesomeface.png",
            &width, &height, &nrChannels, 0);

    if(data) {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else {
        std::cout << "Failed to load texture" << std::endl;
    }

    stbi_image_free(data);

    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        ourShader.use();

        glm::mat4 projection = glm::perspective(glm::radians(glm::radians(camera.Zoom)),
                                      (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
        ourShader.setMat4("projection", projection);

        glm::mat4 view = camera.GetViewMatrix();
        ourShader.setMat4("view", view);

        glBindVertexArray(VAO);
        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            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));
            ourShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;
    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}
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