OPENGL矩阵变换练习

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glad\glad.h>
#include <GLFW\glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#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;

//矩阵转换顶点值
const char* vertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec2 aVtexCord;\n"
"out vec2 VtexCord;\n"
"uniform mat4 transform;\n"
"void main(){\n"
"gl_Position = transform * vec4(aPos,1.0);\n"
"VtexCord = vec2(aVtexCord.x , aVtexCord.y);\n"
"}\n"
;

const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 VtexCord;\n"
"uniform sampler2D texture1;\n"
"uniform sampler2D texture2;\n"
"void main(){\n"
"FragColor = mix( texture( texture1,VtexCord ), texture( texture2,VtexCord ), 0.5);\n"
"}\n"
;

int main()
{

		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); // uncomment this statement to fix compilation on OS X
	#endif
	
		GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Zhongqi", NULL, NULL);
		if (window == NULL)
		{
			std::cout << "Failed to create GLFW window" << std::endl;
			glfwTerminate();
			return -1;
		}
		glfwMakeContextCurrent(window);
		glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	
		if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
		{
			return -1;
		}

	//创建顶点着色器
	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	int success;
	char infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << infoLog << std::endl;
	}


	//创建片段着色器
	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << infoLog << std::endl;
	}

	int shaderPrograme = glCreateProgram();
	glAttachShader(shaderPrograme, vertexShader);
	glAttachShader(shaderPrograme, fragmentShader);
	glLinkProgram(shaderPrograme);
	glGetProgramiv(shaderPrograme, GL_LINK_STATUS, &success);
	if (!success)
	{
		glGetProgramInfoLog(shaderPrograme, 512, NULL, infoLog);
		std::cout << infoLog << std::endl;
	}

	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

    //创建顶点坐标
	float firstTrangles[] = {
		-0.5f,0.5f,0.0f,   0.0f,1.0f,
		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
	};

	//EBO 索引
	unsigned int indexes[] = {
	  0,1,3,
	  1,2,3
	};

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

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(firstTrangles), firstTrangles, 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);

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

	//创建纹理
	unsigned int texture1, texture2;
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1);
	//设置环绕模式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置过滤模式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	//加载图片 制作纹理
	int picWidth, picHeight, picChannels;
	stbi_set_flip_vertically_on_load(true);
	unsigned char* data = stbi_load("container.jpg", &picWidth, &picHeight, &picChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "cannot load image" << std::endl;
	}
	stbi_image_free(data);

	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2);
	//设置环绕模式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//设置过滤模式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	data = stbi_load("123.jpg", &picWidth, &picHeight, &picChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "cannot load image" << std::endl;
	}
	stbi_image_free(data);

	//绑定shader里面的采样器与纹理
	glUseProgram(shaderPrograme);
	GLint firstPosition = glGetUniformLocation(shaderPrograme, "texture1");
	GLint secondPosition = glGetUniformLocation(shaderPrograme,"texture2");
	glUniform1i(firstPosition, 0);
	glUniform1i(secondPosition, 1);

	//渲染
	while (!glfwWindowShouldClose(window))
	{

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



		//激活纹理单元
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);

		//创建矩阵
		glm::mat4 transform;
		//右移矩阵到右下角
		transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
		//绕z轴进行旋转角度
		transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f,0.0f,1.0f));

		glUseProgram(shaderPrograme);
		GLint martixPosition = glGetUniformLocation(shaderPrograme, "transform");
		glUniformMatrix4fv(martixPosition, 1, GL_FALSE, glm::value_ptr(transform));



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

		glfwSwapBuffers(window);
		glfwPollEvents();

	}

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

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	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, 00, width, height);
} 

效果图


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