vs2019中opengl之坐标系统

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OpenGL希望在每次顶点着色器运行后,我们可见的所有顶点都为标准化设备坐标(Normalized Device Coordinate, NDC)。也就是说,每个顶点的x,y,z坐标都应该在-1.0到1.0之间,超出这个坐标范围的顶点都将不可见。我们通常会自己设定一个坐标的范围,之后再在顶点着色器中将这些坐标变换为标准化设备坐标。然后将这些标准化设备坐标传入光栅器(Rasterizer),将它们变换为屏幕上的二维坐标或像素。

将坐标变换为标准化设备坐标,接着再转化为屏幕坐标的过程通常是分步进行的,也就是类似于流水线那样子。在流水线中,物体的顶点在最终转化为屏幕坐标之前还会被变换到多个坐标系统(Coordinate System)。将物体的坐标变换到几个过渡坐标系(Intermediate Coordinate System)的优点在于,在这些特定的坐标系统中,一些操作或运算更加方便和容易,这一点很快就会变得很明显。对我们来说比较重要的总共有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)
这就是一个顶点在最终被转化为片段之前需要经历的所有不同状态。

修改shader.h



#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include "glm/glm/glm.hpp"

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::string geometryCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        std::ifstream gShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
            // if geometry shader path is present, also load a geometry shader
            if (geometryPath != nullptr)
            {
                gShaderFile.open(geometryPath);
                std::stringstream gShaderStream;
                gShaderStream << gShaderFile.rdbuf();
                gShaderFile.close();
                geometryCode = gShaderStream.str();
            }
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char* fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // if geometry shader is given, compile geometry shader
        unsigned int geometry;
        if (geometryPath != nullptr)
        {
            const char* gShaderCode = geometryCode.c_str();
            geometry = glCreateShader(GL_GEOMETRY_SHADER);
            glShaderSource(geometry, 1, &gShaderCode, NULL);
            glCompileShader(geometry);
            checkCompileErrors(geometry, "GEOMETRY");
        }
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        if (geometryPath != nullptr)
            glAttachShader(ID, geometry);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessery
        glDeleteShader(vertex);
        glDeleteShader(fragment);
        if (geometryPath != nullptr)
            glDeleteShader(geometry);

    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use()
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string& name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string& name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string& name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setVec2(const std::string& name, const glm::vec2& value) const
    {
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec2(const std::string& name, float x, float y) const
    {
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string& name, const glm::vec3& value) const
    {
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec3(const std::string& name, float x, float y, float z) const
    {
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string& name, const glm::vec4& value) const
    {
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec4(const std::string& name, float x, float y, float z, float w)
    {
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string& name, const glm::mat2& mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string& name, const glm::mat3& mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string& name, const glm::mat4& mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(GLuint shader, std::string type)
    {
        GLint success;
        GLchar 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

修改顶点着色器vertexshader


#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

uniform mat4 transform;

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

主程序为

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Shader.h"
#include "glm/glm/glm.hpp"
#include "glm/glm/gtc/matrix_transform.hpp"
#include "glm/glm/gtc/type_ptr.hpp"

#include <iostream>

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

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

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

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

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("VertexShader.glsl", "FragmentShader.glsl");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        // positions          // texture coords
         0.5f,  0.5f, 0.0f,   1.0f, 1.0f, // top right
         0.5f, -0.5f, 0.0f,   1.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,   0.0f, 1.0f  // top left 
    };
    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    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);


    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);



    // load and create a texture 
    // -------------------------
    unsigned int texture1, texture2;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    // The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
    unsigned char* data = stbi_load("G:/opengl/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);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("G:/opengl/awesomeface.png", &width, &height, &nrChannels, 0);

    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

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

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // bind Texture
        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); // make sure to initialize matrix to identity matrix first
        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), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        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]);
        // get matrix's uniform location and set matrix
        ourShader.setMat4("projection", projection);
       

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

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

运行结果可以看到
在这里插入图片描述

修改我们的主程序使我们的2D平面为一个3D立方体。

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Shader.h"
#include "glm/glm/glm.hpp"
#include "glm/glm/gtc/matrix_transform.hpp"
#include "glm/glm/gtc/type_ptr.hpp"

#include <iostream>

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

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

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

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

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    glEnable(GL_DEPTH_TEST);
    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("VertexShader.glsl", "FragmentShader.glsl");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    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 indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    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);


    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);



    // load and create a texture 
    // -------------------------
    unsigned int texture1, texture2;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    // The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
    unsigned char* data = stbi_load("G:/opengl/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);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("G:/opengl/awesomeface.png", &width, &height, &nrChannels, 0);

    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

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

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // bind Texture
        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); // make sure to initialize matrix to identity matrix first
        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);
        model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
        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);
        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]);
        // get matrix's uniform location and set matrix
        ourShader.setMat4("projection", projection);

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

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

一个开启了深度测试,各个面都是纹理,并且还在旋转的立方体就完成了。

继续修改主程序

现在我们想在屏幕上显示10个立方体。每个立方体看起来都是一样的,区别在于它们在世界的位置及旋转角度不同。立方体的图形布局已经定义好了,所以当渲染更多物体的时候我们不需要改变我们的缓冲数组和属性数组,我们唯一需要做的只是改变每个对象的模型矩阵来将立方体变换到世界坐标系中。

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Shader.h"
#include "glm/glm/glm.hpp"
#include "glm/glm/gtc/matrix_transform.hpp"
#include "glm/glm/gtc/type_ptr.hpp"

#include <iostream>

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

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

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

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

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}
	glEnable(GL_DEPTH_TEST);
	// build and compile our shader zprogram
	// ------------------------------------
	Shader ourShader("VertexShader.glsl", "FragmentShader.glsl");

	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	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 indices[] = {
		0, 1, 3, // first triangle
		1, 2, 3  // second triangle
	};
	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);


	// position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	// texture coord attribute
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);



	// load and create a texture 
	// -------------------------
	unsigned int texture1, texture2;
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	int width, height, nrChannels;
	// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
	unsigned char* data = stbi_load("G:/opengl/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);
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	stbi_set_flip_vertically_on_load(true);
	data = stbi_load("G:/opengl/awesomeface.png", &width, &height, &nrChannels, 0);

	if (data)
	{
		// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);

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

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// bind Texture
		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); // make sure to initialize matrix to identity matrix first
		glm::mat4 view = glm::mat4(1.0f);
		glm::mat4 projection = glm::mat4(1.0f);
		model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
		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);
		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]);
		// get matrix's uniform location and set matrix
		ourShader.setMat4("projection", projection);

		//glBindVertexArray(VAO);
		//glDrawArrays(GL_TRIANGLES, 0, 36);
		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)
		};
		glBindVertexArray(VAO);
		for (unsigned int i = 0; i < 10; i++)
		{
			glm::mat4 model;
			model = glm::translate(model, cubePositions[i]);
			model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
			//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);
		}
		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}
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