2.6 坐标系统

本文深入探讨了计算机图形学中的关键概念,包括局部空间、世界空间、观察空间、裁剪空间和屏幕空间等坐标系统的转换,以及在这些变换中物体如何被定位和显示。同时,详细介绍了正射投影和透视投影的差异,以及Z缓冲在解决像素遮挡问题中的作用。通过实例展示了OpenGL中如何实现这些概念,包括顶点着色器和片段着色器的使用,以及深度测试和纹理贴图的应用。
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坐标系统

我们总共会涉及到5个不同的坐标系统。

  • 局部空间(Local Space,或者称为物体空间(Object Space))
  • 世界空间(World Space)
  • 观察空间(View Space,或者称为视觉空间(Eye Space))
  • 裁剪空间(Clip Space)
  • 屏幕空间(Screen Space)

我们的顶点坐标起始于局部空间(Local Space),在这里它称为局部坐标(Local Coordinate),它在之后会变为世界坐标(World Coordinate),观察坐标(View Coordinate),裁剪坐标(Clip Coordinate),并最后以屏幕坐标(Screen Coordinate)的形式结束。

  1. 局部坐标是对象相对于局部原点的坐标,也是物体起始的坐标。
  2. 下一步是将局部坐标变换为世界空间坐标( M m o d e l M_{model} Mmodel),世界空间坐标是处于一个更大的空间范围的。这些坐标相对于世界的全局原点,它们会和其它物体一起相对于世界的原点进行摆放。
  3. 接下来我们将世界坐标变换为观察空间(摄像机空间)坐标( M v i e w M_{view} Mview),使得每个坐标都是从摄像机或者说观察者的角度进行观察的。
  4. 坐标到达观察空间之后,我们需要将其投影到裁剪坐标( M p r o j e c t i o n M_{projection} Mprojection)。裁剪坐标会被处理至-1.0到1.0的范围内,并判断哪些顶点将会出现在屏幕上。
  5. 最后,我们将裁剪坐标变换为屏幕坐标,我们将使用一个叫做视口变换(Viewport Transform)的过程。视口变换将位于-1.0到1.0范围的坐标变换到由glViewport函数所定义的坐标范围内。最后变换出来的坐标将会送到光栅器,将其转化为片段。

物体从观察空间到裁剪空间的变换是通过投影变换完成的。投影变换对应一个观察箱,每个出现在观察箱的坐标都会最终出现在用户屏幕上,不在观察箱的坐标会被裁剪掉。获得了特定范围的坐标后,这个坐标会被转化到标准化的设备坐标。

做了上面的变换后我们便得到了物体坐标和屏幕坐标的对应关系,因此便能够在屏幕上绘制出相应的图像。

实际上, M m o d e l M_{model} Mmodel解决的是怎么摆的问题, M v i e w M_{view} Mview解决的是看哪里的问题, M p r o j e c t i o n M_{projection} Mprojection解决的是看到什么的问题。

正射投影

正射投影通过正射投影矩阵完成,其构造需要给出宽、高、近、远。

正射投影矩阵不会改变每个 w w w分量。

透视投影

透视投影通过透视投影矩阵完成。透视投影矩阵会将观察箱中的坐标映射到裁剪空间。同时,透视投影会改变每个顶点的 w w w值,使得离观察者越远的顶点坐标的 w w w分量越大(产生近大远小的效果)。被变换到裁剪空间的坐标都会在 − w -w w w w w的范围之间(任何大于这个范围的坐标都会被裁剪掉)。OpenGL将会自动进行透视除法、裁剪和视口变换。

Z缓冲

z缓冲解决的是像素前后遮挡的问题。

OpenGL存储它的所有深度信息于一个Z缓冲(Z-buffer)中,也被称为深度缓冲(Depth Buffer)。GLFW会自动为你生成这样一个缓冲(就像它也有一个颜色缓冲来存储输出图像的颜色)。深度值存储在每个片段里面(作为片段的z值),当片段想要输出它的颜色时,OpenGL会将它的深度值和z缓冲进行比较,如果当前的片段在其它片段之后,它将会被丢弃,否则将会覆盖。这个过程称为深度测试(Depth Testing),它是由OpenGL自动完成的。

OpenGL的深度测试默认是关闭的。

因为我们使用了深度测试,我们也想要在每次渲染迭代之前清除深度缓冲(否则前一帧的深度信息仍然保存在缓冲中)。

code

MVP过程

#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream> 

#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>

#define WIDTH 800
#define HEIGHT 600

GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);

int main()
{
    GLFWwindow *window = initialize(WIDTH, HEIGHT);
    GLuint vertexShader = complieVertexShader("6-vertex.glsl");
    GLuint fragmentShader = complieFragmentShader("6-fragment.glsl");
    GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);

    GLuint myVAO;
    glGenVertexArrays(1, &myVAO);
    glBindVertexArray(myVAO);

    float vertices[] = {
        //     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
        0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,   // 右上
        0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,  // 右下
        -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // 左下
        -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f   // 左上
    };

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

    unsigned int myVBO;
    glGenBuffers(1, &myVBO);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    GLuint myEBO;
    glGenBuffers(1, &myEBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, myEBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    int width, height, channel;
    unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);


    GLuint texture1;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);

    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);

    GLuint texture2;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);
    
    // 激活不同的纹理单元
    glUseProgram(shaderProgram);
    GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
    glUniform1i(texture1Location, 0);
    GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
    glUniform1i(texture2Location, 1);

    // 获取着色器中定义的变换矩阵的位置
    GLint modelMatrixLocation = glGetUniformLocation(shaderProgram, "model");
    GLint viewMatrixLocation = glGetUniformLocation(shaderProgram, "view");
    GLint projectionMatrixLocation = glGetUniformLocation(shaderProgram, "projection");

    while (!glfwWindowShouldClose(window))
    {
        glUseProgram(shaderProgram);
        // 激活不同的纹理单元
        // glm中的矩阵是列主序的
        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, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
        view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        projection = glm::perspective(glm::radians(45.0f), 1.0f * WIDTH / HEIGHT, 0.1f, 100.0f);

        glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(model));
        glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projection));

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glBindVertexArray(myVAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        processInput(window);
        glfwSwapBuffers(window);
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
    }

    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);
    }
}

GLFWwindow *initialize(int width, int height)
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
    if (!window)
    {
        exit(-1);
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        exit(-1);
    }

    glViewport(0, 0, width, height);

    glfwSetWindowSizeCallback(window, framebuffer_size_callback);

    return window;
}

std::string getShaderSource(const std::string &filename)
{

    std::ifstream in;
    in.open(filename, std::ios::in);
    if (!in.is_open())
    {
        exit(-1);
    }

    std::string ans, line;
    while (!in.eof())
    {
        getline(in, line);
        ans += line;
        ans.push_back('\n');
    }

    return ans;
}

GLuint complieVertexShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    std::string vertexShaderSource = getShaderSource(filename);
    if (vertexShaderSource.empty())
        exit(-1);

    charPtr = vertexShaderSource.c_str();
    // 把这个着色器源码附加到着色器对象上,然后编译
    glShaderSource(vertexShader, 1, &charPtr, nullptr);
    glCompileShader(vertexShader);

    // 获取顶点着色器编译信息
    int success;
    char info[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, nullptr, info);
        std::cout << "Complie vertex shader error: " << info << std::endl;
        exit(-1);
    }

    return vertexShader;
}

GLuint complieFragmentShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    // 编译片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    std::string fragmentShaderSource = getShaderSource(filename);
    if (fragmentShaderSource.empty())
    {
        exit(-1);
    }
    charPtr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &charPtr, nullptr);
    glCompileShader(fragmentShader);

    int success;
    char info[512];
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
        std::cout << "Complie fragment shader error: " << info << std::endl;
        exit(-1);
    }

    return fragmentShader;
}

GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
    // 创建着色器程序对象
    GLuint shaderProgram;
    shaderProgram = glCreateProgram();

    // 链接着色器到程序对象
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    // 删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}
#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;

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

out vec2 ourTexCoord;

void main() {
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
    ourTexCoord = aTexCoord;
}
#version 330 core

in vec2 ourTexCoord;
out vec4 FragColor;

uniform sampler2D texture2;
uniform sampler2D texture1;

void main() {
   FragColor = mix(texture(texture1, ourTexCoord), texture(texture2, ourTexCoord), 0.2);
}

Z缓冲

#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream> 

#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>

#define WIDTH 800
#define HEIGHT 600

GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);

int main()
{
    GLFWwindow *window = initialize(WIDTH, HEIGHT);
    GLuint vertexShader = complieVertexShader("6.1-vertex.glsl");
    GLuint fragmentShader = complieFragmentShader("6.1-fragment.glsl");
    GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);

    GLuint myVAO;
    glGenVertexArrays(1, &myVAO);
    glBindVertexArray(myVAO);

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 myVBO;
    glGenBuffers(1, &myVBO);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    int width, height, channel;
    unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);


    GLuint texture1;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);

    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);

    GLuint texture2;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);
    
    // 激活不同的纹理单元
    glUseProgram(shaderProgram);
    GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
    glUniform1i(texture1Location, 0);
    GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
    glUniform1i(texture2Location, 1);

    // 获取着色器中定义的变换矩阵的位置
    GLint transformMatrixLocation = glGetUniformLocation(shaderProgram, "transform");

    // 开启深度测试
    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window))
    {
        glUseProgram(shaderProgram);
        // 激活不同的纹理单元
        // glm中的矩阵是列主序的
        glm::mat4 transform = glm::mat4(1.0f);
        // 旋转
        transform = glm::rotate(transform, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
        // 将矩阵发送到GPU
        glUniformMatrix4fv(transformMatrixLocation, 1, GL_FALSE, glm::value_ptr(transform));

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

        // 画图
        glDrawArrays(GL_TRIANGLES, 0, 36);

        processInput(window);
        glfwSwapBuffers(window);
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    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);
    }
}

GLFWwindow *initialize(int width, int height)
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
    if (!window)
    {
        exit(-1);
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        exit(-1);
    }

    glViewport(0, 0, width, height);

    glfwSetWindowSizeCallback(window, framebuffer_size_callback);

    return window;
}

std::string getShaderSource(const std::string &filename)
{

    std::ifstream in;
    in.open(filename, std::ios::in);
    if (!in.is_open())
    {
        exit(-1);
    }

    std::string ans, line;
    while (!in.eof())
    {
        getline(in, line);
        ans += line;
        ans.push_back('\n');
    }

    return ans;
}

GLuint complieVertexShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    std::string vertexShaderSource = getShaderSource(filename);
    if (vertexShaderSource.empty())
        exit(-1);

    charPtr = vertexShaderSource.c_str();
    // 把这个着色器源码附加到着色器对象上,然后编译
    glShaderSource(vertexShader, 1, &charPtr, nullptr);
    glCompileShader(vertexShader);

    // 获取顶点着色器编译信息
    int success;
    char info[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, nullptr, info);
        std::cout << "Complie vertex shader error: " << info << std::endl;
        exit(-1);
    }

    return vertexShader;
}

GLuint complieFragmentShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    // 编译片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    std::string fragmentShaderSource = getShaderSource(filename);
    if (fragmentShaderSource.empty())
    {
        exit(-1);
    }
    charPtr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &charPtr, nullptr);
    glCompileShader(fragmentShader);

    int success;
    char info[512];
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
        std::cout << "Complie fragment shader error: " << info << std::endl;
        exit(-1);
    }

    return fragmentShader;
}

GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
    // 创建着色器程序对象
    GLuint shaderProgram;
    shaderProgram = glCreateProgram();

    // 链接着色器到程序对象
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    // 删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}
#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

uniform mat4 transform;

out vec2 ourTexCoord;

void main() {
    gl_Position = transform * vec4(aPos, 1.0f);
    ourTexCoord = aTexCoord;
}
#version 330 core

in vec2 ourTexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

out vec4 FragColor;

void main() {
    FragColor = mix(texture(texture1, ourTexCoord), texture(texture2, ourTexCoord), 0.2);
}

多立方体

#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>

#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>

#define WIDTH 800
#define HEIGHT 600

GLFWwindow *initialize(int width, int height);
GLuint complieVertexShader(const std::string &filename);
GLuint complieFragmentShader(const std::string &filename);
GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader);

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string getShaderSource(const std::string &filename);

int main()
{
    GLFWwindow *window = initialize(WIDTH, HEIGHT);
    GLuint vertexShader = complieVertexShader("6-vertex.glsl");
    GLuint fragmentShader = complieFragmentShader("6-fragment.glsl");
    GLuint shaderProgram = getShaderProgram(vertexShader, fragmentShader);

    GLuint myVAO;
    glGenVertexArrays(1, &myVAO);
    glBindVertexArray(myVAO);

    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 myVBO;
    glGenBuffers(1, &myVBO);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    int width, height, channel;
    unsigned char *data = stbi_load("../images/container.jpg", &width, &height, &channel, 0);

    GLuint texture1;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);

    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("../images/awesomeface.png", &width, &height, &channel, 0);

    GLuint texture2;
    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);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    stbi_image_free(data);

    // 激活不同的纹理单元
    glUseProgram(shaderProgram);
    GLint texture1Location = glGetUniformLocation(shaderProgram, "texture1");
    glUniform1i(texture1Location, 0);
    GLint texture2Location = glGetUniformLocation(shaderProgram, "texture2");
    glUniform1i(texture2Location, 1);

    // 获取着色器中定义的变换矩阵的位置
    GLint modelMatrixLocation = glGetUniformLocation(shaderProgram, "model");
    GLint viewMatrixLocation = glGetUniformLocation(shaderProgram, "view");
    GLint projectionMatrixLocation = glGetUniformLocation(shaderProgram, "projection");

    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window))
    {
        glUseProgram(shaderProgram);
        // 激活不同的纹理单元
        // glm中的矩阵是列主序的
        glm::mat4 model = glm::mat4(1.0f);
        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), 1.0f * WIDTH / HEIGHT, 0.1f, 100.0f);

        glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(projection));

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

        for (int i = 0; i < 10; ++i)
        {
            model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            model = glm::rotate(model, glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
            glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(model));
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        processInput(window);
        glfwSwapBuffers(window);
        glfwPollEvents();
        glClearColor(0.2, 0.3, 0.3, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    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);
    }
}

GLFWwindow *initialize(int width, int height)
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
    if (!window)
    {
        exit(-1);
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        exit(-1);
    }

    glViewport(0, 0, width, height);

    glfwSetWindowSizeCallback(window, framebuffer_size_callback);

    return window;
}

std::string getShaderSource(const std::string &filename)
{

    std::ifstream in;
    in.open(filename, std::ios::in);
    if (!in.is_open())
    {
        exit(-1);
    }

    std::string ans, line;
    while (!in.eof())
    {
        getline(in, line);
        ans += line;
        ans.push_back('\n');
    }

    return ans;
}

GLuint complieVertexShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    std::string vertexShaderSource = getShaderSource(filename);
    if (vertexShaderSource.empty())
        exit(-1);

    charPtr = vertexShaderSource.c_str();
    // 把这个着色器源码附加到着色器对象上,然后编译
    glShaderSource(vertexShader, 1, &charPtr, nullptr);
    glCompileShader(vertexShader);

    // 获取顶点着色器编译信息
    int success;
    char info[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, nullptr, info);
        std::cout << "Complie vertex shader error: " << info << std::endl;
        exit(-1);
    }

    return vertexShader;
}

GLuint complieFragmentShader(const std::string &filename)
{
    const char *charPtr = nullptr;

    // 编译片段着色器
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    std::string fragmentShaderSource = getShaderSource(filename);
    if (fragmentShaderSource.empty())
    {
        exit(-1);
    }
    charPtr = fragmentShaderSource.c_str();
    glShaderSource(fragmentShader, 1, &charPtr, nullptr);
    glCompileShader(fragmentShader);

    int success;
    char info[512];
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, nullptr, info);
        std::cout << "Complie fragment shader error: " << info << std::endl;
        exit(-1);
    }

    return fragmentShader;
}

GLuint getShaderProgram(GLuint vertexShader, GLuint fragmentShader)
{
    // 创建着色器程序对象
    GLuint shaderProgram;
    shaderProgram = glCreateProgram();

    // 链接着色器到程序对象
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    // 删除着色器对象
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}

着色器同MVP过程。

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