opengl箱子的显示

VS环境配置:

/JMC /ifcOutput "Debug\" /GS /analyze- /W3 /Zc:wchar_t /I"D:\Template\glfwtemplate\glfwtemplate\assimp" /I"D:\Template\glfwtemplate\glfwtemplate\glm" /I"D:\Template\glfwtemplate\glfwtemplate\LearnOpenGL\includes\learnopengl" /I"D:\Template\glfwtemplate\glfwtemplate\stb-master" /ZI /Gm- /Od /sdl /Fd"Debug\vc143.pdb" /Zc:inline /fp:precise /D "_MBCS" /errorReport:prompt /WX- /Zc:forScope /RTC1 /Gd /Oy- /MDd /FC /Fa"Debug\" /EHsc /nologo /Fo"Debug\" /Fp"Debug\glfwtemplate.pch" /diagnostics:column 

/OUT:"D:\Template\glfwtemplate\Debug\glfwtemplate.exe" /MANIFEST /NXCOMPAT /PDB:"D:\Template\glfwtemplate\Debug\glfwtemplate.pdb" /DYNAMICBASE "legacy_stdio_definitions.lib" "glfw3.lib" "opencv_ml2413d.lib" "opencv_calib3d2413d.lib" "opencv_contrib2413d.lib" "opencv_core2413d.lib" "opencv_features2d2413d.lib" "opencv_flann2413d.lib" "opencv_gpu2413d.lib" "opencv_highgui2413d.lib" "opencv_imgproc2413d.lib" "opencv_legacy2413d.lib" "opencv_objdetect2413d.lib" "opencv_ts2413d.lib" "opencv_video2413d.lib" "opencv_nonfree2413d.lib" "opencv_ocl2413d.lib" "opencv_photo2413d.lib" "opencv_stitching2413d.lib" "opencv_superres2413d.lib" "opencv_videostab2413d.lib" "opencv_objdetect2413.lib" "opencv_ts2413.lib" "opencv_video2413.lib" "opencv_nonfree2413.lib" "opencv_ocl2413.lib" "opencv_photo2413.lib" "opencv_stitching2413.lib" "opencv_superres2413.lib" "opencv_videostab2413.lib" "opencv_calib3d2413.lib" "opencv_contrib2413.lib" "opencv_core2413.lib" "opencv_features2d2413.lib" "opencv_flann2413.lib" "opencv_gpu2413.lib" "opencv_highgui2413.lib" "opencv_imgproc2413.lib" "opencv_legacy2413.lib" "opencv_ml2413.lib" "kernel32.lib" "user32.lib" "gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" /DEBUG /MACHINE:X86 /INCREMENTAL /PGD:"D:\Template\glfwtemplate\Debug\glfwtemplate.pgd" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /ManifestFile:"Debug\glfwtemplate.exe.intermediate.manifest" /LTCGOUT:"Debug\glfwtemplate.iobj" /ERRORREPORT:PROMPT /ILK:"Debug\glfwtemplate.ilk" /NOLOGO /TLBID:1 

单个箱子:注意要使用文件夹里自带的awsomeface.png

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>#include <shader_s.h>#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("4.2.texture.vs", "4.2.texture.fs");// set up vertex data (and buffer(s)) and configure vertex attributes// ------------------------------------------------------------------float vertices[] = {// positions          // colors           // texture coords0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left };unsigned int indices[] = {0, 1, 3, // first triangle1, 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 attributeglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);// color attributeglVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);// texture coord attributeglVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));glEnableVertexAttribArray(2);// load and create a texture // -------------------------unsigned int texture1, texture2;// texture 1// ---------glGenTextures(1, &texture1);glBindTexture(GL_TEXTURE_2D, texture1);// set the texture wrapping parametersglTexParameteri(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 parametersglTexParameteri(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 mipmapsint width, height, nrChannels;stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.// 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(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);unsigned char* data = stbi_load("D:/Template/glfwtemplate/glfwtemplate/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);// texture 2// ---------glGenTextures(1, &texture2);glBindTexture(GL_TEXTURE_2D, texture2);// set the texture wrapping parametersglTexParameteri(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 parametersglTexParameteri(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//data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);data = stbi_load("D:/Template/glfwtemplate/glfwtemplate/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_RGBAglTexImage2D(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);// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)// -------------------------------------------------------------------------------------------ourShader.use(); // don't forget to activate/use the shader before setting uniforms!// either set it manually like so:glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);// or set it via the texture classourShader.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 textures on corresponding texture unitsglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, texture1);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, texture2);// render containerourShader.use();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);
}

单个旋转箱子:注意要使用文件夹里自带的awsomeface.png

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>#include <shader_m.h>#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;}// configure global opengl state// -----------------------------glEnable(GL_DEPTH_TEST);// build and compile our shader zprogram// ------------------------------------Shader ourShader("6.2.coordinate_systems.vs", "6.2.coordinate_systems.fs");// 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 VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);// position attributeglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);// texture coord attributeglVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);// load and create a texture // -------------------------unsigned int texture1, texture2;// texture 1// ---------glGenTextures(1, &texture1);glBindTexture(GL_TEXTURE_2D, texture1);// set the texture wrapping parametersglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);// set texture filtering parametersglTexParameteri(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 mipmapsint width, height, nrChannels;stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.unsigned char* data = stbi_load("D:/Template/glfwtemplate/glfwtemplate/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);// texture 2// ---------glGenTextures(1, &texture2);glBindTexture(GL_TEXTURE_2D, texture2);// set the texture wrapping parametersglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);// set texture filtering parametersglTexParameteri(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 mipmapsdata = stbi_load("D:/Template/glfwtemplate/glfwtemplate/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_RGBAglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 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);// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)// -------------------------------------------------------------------------------------------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); // also clear the depth buffer now!// bind textures on corresponding texture unitsglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, texture1);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, texture2);// activate shaderourShader.use();// create transformationsglm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix firstglm::mat4 view = glm::mat4(1.0f);glm::mat4 projection = glm::mat4(1.0f);model = glm::rotate(model, (float)glfwGetTime(), 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);// retrieve the matrix uniform locationsunsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");// pass them to the shaders (3 different ways)glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);// note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.ourShader.setMat4("projection", projection);// render boxglBindVertexArray(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);// 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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