(十三)MipMap

MipMap概念

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滤波

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采样

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mipmap级别判定

问题:opengl如何判定应该使用下一级的mipmap呢?
通过glsl中的求偏导函数计算变化量决定
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手动实现mipmap原理

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1、生成mipmap的各个级别
2、修改vertexShader使得三角形随着时间变小
**** 需要更改Filter才能够在变小的时候使用mipmap *****

#include <glad/glad.h>//glad必须在glfw头文件之前包含
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void frameBufferSizeCallbakc(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}
void glfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
}

GLuint program = 0;
GLuint vao = 0;
void prepareVAO()
{
	//positions
	float positions[] = {
		-0.5f, -0.5f, 0.0f,
		0.5f, -0.5f, 0.0f,
		0.0f,  0.5f, 0.0f,
	};
	//颜色
	float colors[] = {
		1.0f, 0.0f,0.0f,
		0.0f, 1.0f,0.0f,
		0.0f, 0.0f,1.0f,
	};
	//索引
	unsigned int indices[] = {
		0, 1, 2,
	};
	//uv坐标
	float uvs[] = {
		0.0f, 0.0f,
		1.0f, 0.0f,
		0.5f, 1.0f,
	};

	//2 VBO创建
	GLuint posVbo = 0;
	GLuint colorVbo = 0;
	GLuint uvVbo = 0;
	glGenBuffers(1, &posVbo);
	glBindBuffer(GL_ARRAY_BUFFER, posVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

	glGenBuffers(1, &colorVbo);
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);

	glGenBuffers(1, &uvVbo);
	glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(uvs), uvs, GL_STATIC_DRAW);

	//3 EBO创建
	GLuint ebo = 0;
	glGenBuffers(1, &ebo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//4 VAO创建
	vao = 0;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	//5 绑定vbo ebo 加入属性描述信息
	//5.1 加入位置属性描述信息
	glBindBuffer(GL_ARRAY_BUFFER, posVbo);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

	//5.2 加入颜色属性描述信息
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

	//5.3 加入uv属性描述数据
	glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
	glEnableVertexAttribArray(2);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);

	//5.2 加入ebo到当前的vao
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);

	glBindVertexArray(0);
}
void prepareShader() {
	//1 完成vs与fs的源代码,并且装入字符串
	const char* vertexShaderSource =
		"#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec3 aColor;\n"
		"layout (location = 2) in vec2 aUV;\n"
		"out vec3 color;\n"
		"out vec2 uv;\n"
		"uniform float time;\n"
		"void main()\n"
		"{\n"
		"   float scale = 1.0/time;\n"
		"   vec3 sPos = aPos * scale;\n"
		"   gl_Position = vec4(sPos, 1.0);\n"
		"   color = aColor;\n"
		"   uv = aUV;\n"
		"}\0";
	const char* fragmentShaderSource =
		"#version 330 core\n"
		"out vec4 FragColor;\n"
		"in vec3 color;\n"
		"in vec2 uv;\n"
		"uniform sampler2D sampler;\n"
		"void main()\n"
		"{\n"
		"  FragColor = texture(sampler, uv);\n"
		"}\n\0";


	//2 创建Shader程序(vs、fs)
	GLuint vertex, fragment;
	vertex = glCreateShader(GL_VERTEX_SHADER);
	fragment = glCreateShader(GL_FRAGMENT_SHADER);


	//3 为shader程序输入shader代码
	glShaderSource(vertex, 1, &vertexShaderSource, NULL);
	glShaderSource(fragment, 1, &fragmentShaderSource, NULL);

	int success = 0;
	char infoLog[1024];
	//4 执行shader代码编译 
	glCompileShader(vertex);
	//检查vertex编译结果
	glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(vertex, 1024, NULL, infoLog);
		std::cout << "Error: SHADER COMPILE ERROR --VERTEX" << "\n" << infoLog << std::endl;
	}

	glCompileShader(fragment);
	//检查fragment编译结果
	glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(fragment, 1024, NULL, infoLog);
		std::cout << "Error: SHADER COMPILE ERROR --FRAGMENT" << "\n" << infoLog << std::endl;
	}

	//5 创建一个Program壳子
	program = glCreateProgram();

	//6 将vs与fs编译好的结果放到program这个壳子里
	glAttachShader(program, vertex);
	glAttachShader(program, fragment);

	//7 执行program的链接操作,形成最终可执行shader程序
	glLinkProgram(program);

	//检查链接错误
	glGetProgramiv(program, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(program, 1024, NULL, infoLog);
		std::cout << "Error: SHADER LINK ERROR " << "\n" << infoLog << std::endl;
	}

	//清理
	glDeleteShader(vertex);
	glDeleteShader(fragment);
}
GLuint genTexture(const char* picPath, int unitTexturt)
{
	//1 stbImage 读取图片
	int width, height, channels;
	//--反转y轴
	stbi_set_flip_vertically_on_load(true);
	unsigned char* data = stbi_load(picPath, &width, &height, &channels, STBI_rgb_alpha);

	//2 生成纹理并且激活单元绑定
	GLuint texture = 0;
	glGenTextures(1, &texture);
	//--激活纹理单元--
	glActiveTexture(GL_TEXTURE0 + unitTexturt);
	//--绑定纹理对象--
	glBindTexture(GL_TEXTURE_2D, texture);

	int tmepWidth = width, tempHeight = height;
	//3 传输纹理数据,开辟显存
	//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
	//遍历每个mipmap的层级,为每个级别的mipmap填充图片数据
	for (int level = 0; true; ++level)
	{
		//1 将当前级别的mipmap对应的数据发往gpu端
		glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, tmepWidth, tempHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		//2 判断是否退出循环
		if (tmepWidth == 1 && tempHeight == 1)
			break;
		//3 计算下一次循环的宽度/高度,除以2
		tmepWidth = tmepWidth > 1 ? tmepWidth / 2 : 1;
		tempHeight = tempHeight > 1 ? tempHeight / 2 : 1;
	}

	//***释放数据
	stbi_image_free(data);

	//4 设置纹理的过滤方式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//*****重要*****//
	//GL_NEAREST:在单个mipmap上采用最邻近采样
	//GL_LINEAR   
	//MIPMAP_LINEAR:在两层mipmap之间采用线性插值
	//MIPMAP_NEAREST
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);

	//5 设置纹理的包裹方式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//u
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//v

	return texture;
}
void prepareTextrue()
{
	//GLuint grassTexture = genTexture("grass.jpg", 0);
	//GLuint landTexture = genTexture("land.jpg", 1);
	//GLuint noiseTexture = genTexture("noise.jpg", 2);
	GLuint wallTexture = genTexture("goku.jpg", 0);
}

void render()
{
	//执行opengl画布清理操作
	glClear(GL_COLOR_BUFFER_BIT);

	//1.绑定当前的program
	glUseProgram(program);

	//2 更新Uniform的时候,一定要先UserProgram
	//2.1 通过名称拿到Uniform变量的位置Location
	//2.2 通过Location更新Uniform变量的值
	GLint time = glGetUniformLocation(program, "time");
	int i = glfwGetTime();
	glUniform1f(time, glfwGetTime());
	GLint sampler = glGetUniformLocation(program, "sampler");
	glUniform1i(sampler, 0);
	

	//3 绑定当前的vao
	glBindVertexArray(vao);
	//4 发出绘制指令
	//glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
	glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
}


int main()
{
	//初始化glfw环境
	glfwInit();
	//设置opengl主版本号
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	//设置opengl次版本号
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//设置opengl启用核心模式
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	//创建窗体对象
	GLFWwindow* window = glfwCreateWindow(800, 600, "lenarnOpenGL", nullptr, nullptr);
	//设置当前窗体对象为opengl的绘制舞台
	glfwMakeContextCurrent(window);
	//窗体大小回调
	glfwSetFramebufferSizeCallback(window, frameBufferSizeCallbakc);
	//键盘相应回调
	glfwSetKeyCallback(window, glfwKeyCallback);

	//使用glad加载所有当前版本opengl的函数
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "初始化glad失败" << std::endl;
		return -1;
	}
	;
	//设置opengl视口大小和清理颜色
	glViewport(0, 0, 800, 600);
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);

	//shader
	prepareShader();
	//vao
	prepareVAO();
	//texture
	prepareTextrue();

	//执行窗体循环
	while (!glfwWindowShouldClose(window))
	{
		//接受并分发窗体消息
		//检查消息队列是否有需要处理的鼠标、键盘等消息
		//如果有的话就将消息批量处理,清空队列
		glfwPollEvents();
		//渲染操作
		render();
		//切换双缓存
		glfwSwapBuffers(window);
	}

	//推出程序前做相关清理
	glfwTerminate();
	return 0;
}

上述代码即可实现随着时间的变化,不同层级的图片贴到三角形中的效果。
还可以不在代码中设置层级间的采样方式 即注释掉

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);

在fs中,实现根据像素对应图素的数量多少,决定采样哪个层级的mipmap

#version 330 core
out vec4 FragColor;
in vec3 color;
in vec2 uv;
uniform sampler2D sampler;
uniform float width;
uniform float height;
void main()
{
  //FragColor = texture(sampler, uv);

  //1 获取当前像素对应的纹理上的纹素具体位置
  vec2 location = uv * vec2(width, height);

  //2 计算当前像素对应纹素具体位置在xy方向上的变化量
  vec2 dx = dFdx(location);
  vec2 dy = dFdy(location);

  //3 选择最大的delta,求log2(delta)
  float maxDelta = sqrt(max(dot(dx, dx), dot(dy,dy)));
  float L = log2(maxDelta);

  //4 计算出mipmap的采样级别
  int level = max(int(L + 0.5), 0);

  FragColor = textureLod(sampler, uv, level);
}

fs的glsl设置以上字符串,渲染时设置图片的宽度和高度即可达到同样的效果。

opengl自动生成mipmap

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#include <glad/glad.h>//glad必须在glfw头文件之前包含
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
void frameBufferSizeCallbakc(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}
void glfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
}

GLuint program = 0;
GLuint vao = 0;
void prepareVAO()
{
	//positions
	float positions[] = {
		-0.5f, -0.5f, 0.0f,
		0.5f, -0.5f, 0.0f,
		0.0f,  0.5f, 0.0f,
	};
	//颜色
	float colors[] = {
		1.0f, 0.0f,0.0f,
		0.0f, 1.0f,0.0f,
		0.0f, 0.0f,1.0f,
	};
	//索引
	unsigned int indices[] = {
		0, 1, 2,
	};
	//uv坐标
	float uvs[] = {
		0.0f, 0.0f,
		1.0f, 0.0f,
		0.5f, 1.0f,
	};

	//2 VBO创建
	GLuint posVbo = 0;
	GLuint colorVbo = 0;
	GLuint uvVbo = 0;
	glGenBuffers(1, &posVbo);
	glBindBuffer(GL_ARRAY_BUFFER, posVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);

	glGenBuffers(1, &colorVbo);
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);

	glGenBuffers(1, &uvVbo);
	glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(uvs), uvs, GL_STATIC_DRAW);

	//3 EBO创建
	GLuint ebo = 0;
	glGenBuffers(1, &ebo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	//4 VAO创建
	vao = 0;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	//5 绑定vbo ebo 加入属性描述信息
	//5.1 加入位置属性描述信息
	glBindBuffer(GL_ARRAY_BUFFER, posVbo);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

	//5.2 加入颜色属性描述信息
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

	//5.3 加入uv属性描述数据
	glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
	glEnableVertexAttribArray(2);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);

	//5.2 加入ebo到当前的vao
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);

	glBindVertexArray(0);
}
void prepareShader() {
	//1 完成vs与fs的源代码,并且装入字符串
	const char* vertexShaderSource =
		"#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"layout (location = 1) in vec3 aColor;\n"
		"layout (location = 2) in vec2 aUV;\n"
		"out vec3 color;\n"
		"out vec2 uv;\n"
		"uniform float time;\n"
		"void main()\n"
		"{\n"
		"   float scale = 1.0/time;\n"
		"   vec3 sPos = aPos * scale;\n"
		"   gl_Position = vec4(sPos, 1.0);\n"
		"   color = aColor;\n"
		"   uv = aUV;\n"
		"}\0";
	const char* fragmentShaderSource =
		"#version 330 core\n"
		"out vec4 FragColor;\n"
		"in vec3 color;\n"
		"in vec2 uv;\n"
		"uniform sampler2D sampler;\n"
		"void main()\n"
		"{\n"
		"  FragColor = texture(sampler, uv);\n"
		"}\n\0";


	//2 创建Shader程序(vs、fs)
	GLuint vertex, fragment;
	vertex = glCreateShader(GL_VERTEX_SHADER);
	fragment = glCreateShader(GL_FRAGMENT_SHADER);


	//3 为shader程序输入shader代码
	glShaderSource(vertex, 1, &vertexShaderSource, NULL);
	glShaderSource(fragment, 1, &fragmentShaderSource, NULL);

	int success = 0;
	char infoLog[1024];
	//4 执行shader代码编译 
	glCompileShader(vertex);
	//检查vertex编译结果
	glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(vertex, 1024, NULL, infoLog);
		std::cout << "Error: SHADER COMPILE ERROR --VERTEX" << "\n" << infoLog << std::endl;
	}

	glCompileShader(fragment);
	//检查fragment编译结果
	glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(fragment, 1024, NULL, infoLog);
		std::cout << "Error: SHADER COMPILE ERROR --FRAGMENT" << "\n" << infoLog << std::endl;
	}

	//5 创建一个Program壳子
	program = glCreateProgram();

	//6 将vs与fs编译好的结果放到program这个壳子里
	glAttachShader(program, vertex);
	glAttachShader(program, fragment);

	//7 执行program的链接操作,形成最终可执行shader程序
	glLinkProgram(program);

	//检查链接错误
	glGetProgramiv(program, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(program, 1024, NULL, infoLog);
		std::cout << "Error: SHADER LINK ERROR " << "\n" << infoLog << std::endl;
	}

	//清理
	glDeleteShader(vertex);
	glDeleteShader(fragment);
}
GLuint genTexture(const char* picPath, int unitTexturt)
{
	//1 stbImage 读取图片
	int width, height, channels;
	//--反转y轴
	stbi_set_flip_vertically_on_load(true);
	unsigned char* data = stbi_load(picPath, &width, &height, &channels, STBI_rgb_alpha);

	//2 生成纹理并且激活单元绑定
	GLuint texture = 0;
	glGenTextures(1, &texture);
	//--激活纹理单元--
	glActiveTexture(GL_TEXTURE0 + unitTexturt);
	//--绑定纹理对象--
	glBindTexture(GL_TEXTURE_2D, texture);
	
	//3 传输纹理数据,开辟显存
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);

	//为当前纹理对象生成mipmap
	glGenerateMipmap(GL_TEXTURE_2D);

	//***释放数据
	stbi_image_free(data);

	//4 设置纹理的过滤方式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//*****重要*****//
	//GL_NEAREST:在单个mipmap上采用最邻近采样
	//GL_LINEAR   
	//MIPMAP_LINEAR:在两层mipmap之间采用线性插值
	//MIPMAP_NEAREST
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);

	//5 设置纹理的包裹方式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//u
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);//v

	return texture;
}
void prepareTextrue()
{
	//GLuint grassTexture = genTexture("grass.jpg", 0);
	//GLuint landTexture = genTexture("land.jpg", 1);
	//GLuint noiseTexture = genTexture("noise.jpg", 2);
	GLuint wallTexture = genTexture("goku.jpg", 0);
}

void render()
{
	//执行opengl画布清理操作
	glClear(GL_COLOR_BUFFER_BIT);

	//1.绑定当前的program
	glUseProgram(program);

	//2 更新Uniform的时候,一定要先UserProgram
	//2.1 通过名称拿到Uniform变量的位置Location
	//2.2 通过Location更新Uniform变量的值
	GLint time = glGetUniformLocation(program, "time");
	int i = glfwGetTime();
	glUniform1f(time, glfwGetTime());
	GLint sampler = glGetUniformLocation(program, "sampler");
	glUniform1i(sampler, 0);

	//3 绑定当前的vao
	glBindVertexArray(vao);
	//4 发出绘制指令
	//glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
	glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
}


int main()
{
	//初始化glfw环境
	glfwInit();
	//设置opengl主版本号
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	//设置opengl次版本号
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//设置opengl启用核心模式
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	//创建窗体对象
	GLFWwindow* window = glfwCreateWindow(800, 600, "lenarnOpenGL", nullptr, nullptr);
	//设置当前窗体对象为opengl的绘制舞台
	glfwMakeContextCurrent(window);
	//窗体大小回调
	glfwSetFramebufferSizeCallback(window, frameBufferSizeCallbakc);
	//键盘相应回调
	glfwSetKeyCallback(window, glfwKeyCallback);

	//使用glad加载所有当前版本opengl的函数
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "初始化glad失败" << std::endl;
		return -1;
	}
	;
	//设置opengl视口大小和清理颜色
	glViewport(0, 0, 800, 600);
	glClearColor(0.2f, 0.3f, 0.3f, 1.0f);

	//shader
	prepareShader();
	//vao
	prepareVAO();
	//texture
	prepareTextrue();

	//执行窗体循环
	while (!glfwWindowShouldClose(window))
	{
		//接受并分发窗体消息
		//检查消息队列是否有需要处理的鼠标、键盘等消息
		//如果有的话就将消息批量处理,清空队列
		glfwPollEvents();
		//渲染操作
		render();
		//切换双缓存
		glfwSwapBuffers(window);
	}

	//推出程序前做相关清理
	glfwTerminate();
	return 0;
}

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