一、使用模型矩阵只让是3倍数的箱子旋转(以及第1个箱子),而让剩下的箱子保持静止
#version 330 core
layout (location = 0) in vec3 aPos;layout (location = 2) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection*view*model*vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;uniform sampler2D texture1;
uniform sampler2D texture2;uniform float Nongdu;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1-TexCoord.x, TexCoord.y)), Nongdu);
}
#include<iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include<GLFW\glfw3.h>
#include "Shader.h"
using namespace std;
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, -15.0f),
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)
};
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