一些3D小场景

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一、立方体贴图以及模型加载

这里写图片描述

#include<string>#include<algorithm>using namespace std;#define GLEW_STATIC#include<GL\glew.h>#include<GLFW\glfw3.h>#include<GL\Shader.h>#include<GL\Camera.h>#include<GL\Model.h>#include<glm\glm.hpp>#include<glm\gtc\matrix_transform.hpp>#include<glm\gtc\type_ptr.hpp>#include<GL\SOIL.h>using namespace glm;GLuint screenWidth = 800, screenHeight = 600;Camera camera(vec3(0.0f, 0.0f, 3.0f));bool keys[1024];GLfloat lastX = screenWidth / 2, lastY = screenHeight / 2;bool firstMouse = true;GLfloat deltaTime = 0.0f;GLfloat lastFrame = 0.0f;#pragma region "read picture"GLuint loadCubemap(vector<const GLchar*>faces){    GLuint textureID;    glGenTextures(1, &textureID);    int width, height;    unsigned char* image;    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);    for (GLuint i = 0; i < faces.size(); i++)    {        image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);        SOIL_free_image_data(image);    }    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);    return textureID;}GLuint loadTexture(GLchar* path){    GLuint textureID;    glGenTextures(1, &textureID);    int width, height;    unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);    glBindTexture(GL_TEXTURE_2D, textureID);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);    glGenerateMipmap(GL_TEXTURE_2D);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glBindTexture(GL_TEXTURE_2D, 0);    SOIL_free_image_data(image);    return textureID;}#pragma endregion#pragma region "User input"void Do_Movement(){    if (keys[GLFW_KEY_W])        camera.ProcessKeyboard(FORWARD, deltaTime);    if (keys[GLFW_KEY_S])        camera.ProcessKeyboard(BACKWARD, deltaTime);    if (keys[GLFW_KEY_A])        camera.ProcessKeyboard(LEFT, deltaTime);    if (keys[GLFW_KEY_D])        camera.ProcessKeyboard(RIGHT, deltaTime);}void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode){    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)        glfwSetWindowShouldClose(window, GL_TRUE);    if (action == GLFW_PRESS)        keys[key] = true;    else if (action == GLFW_RELEASE)        keys[key] = false;}void mouse_callback(GLFWwindow* window, double xpos, double ypos){    if (firstMouse)    {        lastX = xpos;        lastY = ypos;        firstMouse = false;    }    GLfloat xoffset = xpos - lastX;    GLfloat yoffset = lastY - ypos;    lastX = xpos;    lastY = ypos;    camera.ProcessMouseMovement(xoffset, yoffset);}void scroll_callback(GLFWwindow* window, double xoffset, double yoffset){    camera.ProcessMouseScroll(yoffset);}#pragma endregionint main(){    glfwInit();    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);    GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "learnopengl", nullptr, nullptr);    glfwMakeContextCurrent(window);    glfwSetKeyCallback(window, key_callback);    glfwSetCursorPosCallback(window, mouse_callback);    glfwSetScrollCallback(window, scroll_callback);    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);    glewExperimental = GL_TRUE;    glewInit();    glGetError();    glViewport(0, 0, screenWidth, screenHeight);    glEnable(GL_DEPTH_TEST);    glDepthFunc(GL_LESS);    Shader shader("vertexadvanced.txt", "fragmentadvanced.txt");    Shader skyboxshader("vertexskybox.txt", "fragmentskybox.txt");    GLfloat skyboxVertices[] = {        // Positions                  -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        1.0f,  1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f, -1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f,  1.0f,  1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f, -1.0f,  1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f,  1.0f, -1.0f,        1.0f,  1.0f, -1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        -1.0f,  1.0f,  1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f,  1.0f    };    GLuint skyboxVAO, skyboxVBO;    glGenVertexArrays(1, &skyboxVAO);    glGenBuffers(1, &skyboxVBO);    glBindVertexArray(skyboxVAO);    glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);    glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);    glEnableVertexAttribArray(0);    glVertexAttribPointer(0, 3, GL_FLOAT,  GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);    glBindVertexArray(0);    vector<const GLchar*>faces;    faces.push_back("skybox/right.jpg");    faces.push_back("skybox/left.jpg");    faces.push_back("skybox/top.jpg");    faces.push_back("skybox/bottom.jpg");    faces.push_back("skybox/back.jpg");    faces.push_back("skybox/front.jpg");    GLuint skyboxTexture = loadCubemap(faces);    Model nanosuit("nanosuit/nanosuit.obj");    while (!glfwWindowShouldClose(window))    {        GLfloat currentFrame = glfwGetTime();        deltaTime = currentFrame - lastFrame;        lastFrame = currentFrame;        glfwPollEvents();        Do_Movement();        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        shader.Use();        mat4 model;        mat4 view = camera.GetViewMatrix();        mat4 projection = perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));        glUniform3f(glGetUniformLocation(shader.Program, "cameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);        glActiveTexture(GL_TEXTURE3);        glUniform1i(glGetUniformLocation(shader.Program, "skybox"), 3);        glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);        nanosuit.Draw(shader);        glDepthFunc(GL_LEQUAL);          skyboxshader.Use();        view = glm::mat4(glm::mat3(camera.GetViewMatrix()));            glUniformMatrix4fv(glGetUniformLocation(skyboxshader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));        glUniformMatrix4fv(glGetUniformLocation(skyboxshader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));        // skybox cube        glBindVertexArray(skyboxVAO);        glActiveTexture(GL_TEXTURE0);        glUniform1i(glGetUniformLocation(shader.Program, "skybox"), 0);        glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);        glDrawArrays(GL_TRIANGLES, 0, 36);        glBindVertexArray(0);        glDepthFunc(GL_LESS);         glfwSwapBuffers(window);    }    glfwTerminate();    return 0;}

vertexshader:

#version 330 corelayout (location = 0) in vec3 position;layout (location = 1) in vec3 normal;layout (location = 2) in vec2 texCoords;out vec3 Normal;out vec3 Position;out vec2 TexCoords;uniform mat4 model;uniform mat4 view;uniform mat4 projection;void main(){    gl_Position = projection * view * model * vec4(position, 1.0f);    Normal = mat3(transpose(inverse(model))) * normal;    Position = vec3(model * vec4(position, 1.0f));    TexCoords = texCoords;}

fragmentshader:

#version 330 corein vec3 Normal;in vec3 Position;in vec2 TexCoords;uniform vec3 cameraPos;uniform sampler2D texture_diffuse1;uniform sampler2D texture_reflection1;uniform samplerCube skybox;out vec4 color;void main(){                 vec4 diffuse_color = texture(texture_diffuse1, TexCoords);    vec3 I = normalize(Position - cameraPos);    vec3 R = reflect(I, normalize(Normal));    float reflect_intensity = texture(texture_reflection1, TexCoords).r;    vec4 reflect_color;    if(reflect_intensity > 0.1) // Only sample reflections when above a certain treshold        reflect_color = texture(skybox, R) * reflect_intensity;    color = diffuse_color + reflect_color;}

二、实例化之小行星

这里写图片描述

#define GLEW_STATIC#include<GL\glew.h>#include<GLFW\glfw3.h>#include<GL\Shader.h>#include<GL\Camera.h>#include<GL\Model.h>#include<glm\glm.hpp>#include<glm\gtc\matrix_transform.hpp>#include<glm\gtc\type_ptr.hpp>using namespace std;using namespace glm;GLuint screenWidth = 800, screenHeight = 600;Camera camera(vec3(0.0f, 0.0f, 55.0f));bool keys[1024];GLfloat lastX = screenWidth / 2, lastY = screenHeight / 2;bool firstMouse = true;GLfloat deltaTime = 0.0f;GLfloat lastFrame = 0.0f;void Do_Movement(){    if (keys[GLFW_KEY_W])    {        camera.ProcessKeyboard(FORWARD, deltaTime);    }    if (keys[GLFW_KEY_S])    {        camera.ProcessKeyboard(BACKWARD, deltaTime);    }    if (keys[GLFW_KEY_A])    {        camera.ProcessKeyboard(LEFT, deltaTime);    }    if (keys[GLFW_KEY_D])    {        camera.ProcessKeyboard(RIGHT, deltaTime);    }}void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode){    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)    {        glfwSetWindowShouldClose(window, GL_TRUE);    }    if (action == GLFW_PRESS)        keys[key] = true;    else if (action == GLFW_RELEASE)    {        keys[key] = false;    }}void mouse_callback(GLFWwindow* window, double xpos, double ypos){    if (firstMouse)    {        lastX = xpos;        lastY = ypos;        firstMouse = false;    }    GLfloat xoffset = xpos - lastX;    GLfloat yoffset = lastY - ypos;    lastX = xpos;    lastY = ypos;    camera.ProcessMouseMovement(xoffset, yoffset);}GLuint loadCubemap(vector<const GLchar*> faces){    GLuint textureID;    glGenTextures(1, &textureID);    int width, height;    unsigned char* image;    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);    for (GLuint i = 0; i < faces.size(); i++)    {        image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);        SOIL_free_image_data(image);    }    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);    return textureID;}GLuint loadTexture(GLchar* path){    GLuint textureID;    glGenTextures(1, &textureID);    int width, height;    unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);    glBindTexture(GL_TEXTURE_2D, textureID);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);    glGenerateMipmap(GL_TEXTURE_2D);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glBindTexture(GL_TEXTURE_2D, 0);    SOIL_free_image_data(image);    return textureID;}int main(){    GLfloat skyboxVertices[] = {        // Positions                  -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        1.0f,  1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f, -1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f,  1.0f,  1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        1.0f, -1.0f,  1.0f,        -1.0f, -1.0f,  1.0f,        -1.0f,  1.0f, -1.0f,        1.0f,  1.0f, -1.0f,        1.0f,  1.0f,  1.0f,        1.0f,  1.0f,  1.0f,        -1.0f,  1.0f,  1.0f,        -1.0f,  1.0f, -1.0f,        -1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f, -1.0f,        1.0f, -1.0f, -1.0f,        -1.0f, -1.0f,  1.0f,        1.0f, -1.0f,  1.0f    };    glfwInit();    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);    GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "learnopengl", nullptr, nullptr);    glfwMakeContextCurrent(window);    glfwSetKeyCallback(window, key_callback);    glfwSetCursorPosCallback(window, mouse_callback);    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);    glewExperimental = GL_TRUE;    glewInit();    glViewport(0, 0, screenWidth, screenHeight);    glEnable(GL_DEPTH_TEST);    Shader planetShader("vertex.txt", "fragment.txt");    Shader instanceShader("vertex2.txt", "fragment2.txt");    Shader skyboxshader("vertexskybox.txt", "fragmentskybox.txt");    Model rock("rock/rock.obj");    Model planet("planet/planet.obj");    GLuint skyboxVAO, skyboxVBO;    glGenVertexArrays(1, &skyboxVAO);    glGenBuffers(1, &skyboxVBO);    glBindVertexArray(skyboxVAO);    glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);    glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);    glEnableVertexAttribArray(0);    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);    glBindVertexArray(0);    vector<const GLchar*>faces;    faces.push_back("ame_nebula/right.jpg");    faces.push_back("ame_nebula/left.jpg");    faces.push_back("ame_nebula/up.jpg");    faces.push_back("ame_nebula/down.jpg");    faces.push_back("ame_nebula/back.jpg");    faces.push_back("ame_nebula/front.jpg");    GLuint cubemapTexture = loadCubemap(faces);    mat4 projection = perspective(45.0f, (GLfloat)screenWidth / (GLfloat)screenHeight, 0.1f, 1000.0f);    planetShader.Use();    glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));    instanceShader.Use();    glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));    GLuint amount = 10000;    mat4* modelMatrices;    modelMatrices = new mat4[amount];    srand(glfwGetTime());    //srand和rand()配合使用产生伪随机数序列。rand函数在产生随机数前,需要系统提供的生成伪随机数序列的种子,    //rand根据这个种子的值产生一系列随机数。如果系统提供的种子没有变化,每次调用rand函数生成的伪随机数序列都是一样的。    GLfloat radius = 150.0f;    GLfloat offset = 50.0f;    for (GLuint i = 0; i < amount; i++)    {        mat4 model;        GLfloat angle = (GLfloat)i / (GLfloat)amount*360.0f;        GLfloat displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;        GLfloat x = sin(angle)*radius + displacement;        displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;        GLfloat y = displacement*0.4f;        displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;        GLfloat z = cos(angle)*radius + displacement;        model = translate(model, vec3(x, y, z));        GLfloat scale = (rand() % 20) / 100.0f + 0.05;        model = glm::scale(model, vec3(scale));        GLfloat rotAngle = (rand() % 360);        model = rotate(model, rotAngle, vec3(0.4f, 0.6f, 0.8f));        modelMatrices[i] = model;    }    GLuint buffer;    glGenBuffers(1, &buffer);    glBindBuffer(GL_ARRAY_BUFFER, buffer);    glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &modelMatrices[0], GL_STATIC_DRAW);    vector<Mesh> meshes=rock.getmeshes();    for (GLuint i = 0; i < meshes.size(); i++)    {        GLuint VAO = meshes[i].getVAO();        glBindVertexArray(VAO);        glEnableVertexAttribArray(3);        glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)0);        glEnableVertexAttribArray(4);        glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(sizeof(glm::vec4)));        glEnableVertexAttribArray(5);        glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(2 * sizeof(glm::vec4)));        glEnableVertexAttribArray(6);        glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(3 * sizeof(glm::vec4)));        glVertexAttribDivisor(3, 1);        glVertexAttribDivisor(4, 1);        glVertexAttribDivisor(5, 1);        glVertexAttribDivisor(6, 1);        glBindVertexArray(0);    }    while (!glfwWindowShouldClose(window))    {        GLfloat currentFrame = glfwGetTime();        deltaTime = currentFrame - lastFrame;        lastFrame = currentFrame;        glfwPollEvents();        Do_Movement();        glClearColor(0.3f, 0.6f, 0.9f, 1.0f);        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        planetShader.Use();        glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));        instanceShader.Use();        glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));        planetShader.Use();        mat4 model;        model = translate(model, vec3(0.0f, -3.0f, 0.0f));        model = scale(model, vec3(4.0f, 4.0f, 4.0f));        GLfloat time = glfwGetTime()*0.1;        model = rotate(model, time,vec3(0.0f, 1.0f, 0.0f));        glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "model"), 1, GL_FALSE, value_ptr(model));        planet.Draw(planetShader);        instanceShader.Use();        vector<Texture> textures = rock.getmtexture();        glBindTexture(GL_TEXTURE_2D, textures[0].id);        for (GLuint i = 0; i < meshes.size(); i++)        {            glBindVertexArray(meshes[i].getVAO());            glDrawElementsInstanced(GL_TRIANGLES, meshes[i].indices.size(), GL_UNSIGNED_INT, 0, amount);            glBindVertexArray(0);        }        glDepthFunc(GL_LEQUAL);        skyboxshader.Use();        mat4 view = mat4(mat3(camera.GetViewMatrix()));        glUniformMatrix4fv(glGetUniformLocation(skyboxshader.Program, "view"), 1, GL_FALSE, value_ptr(view));        glUniformMatrix4fv(glGetUniformLocation(skyboxshader.Program, "projection"), 1, GL_FALSE, value_ptr(projection));        glBindVertexArray(skyboxVAO);        glActiveTexture(GL_TEXTURE0);        glUniform1i(glGetUniformLocation(skyboxshader.Program, "skybox"), 0);        glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);        glDrawArrays(GL_TRIANGLES, 0, 36);        glBindVertexArray(0);        glDepthFunc(GL_LESS);        glfwSwapBuffers(window);    }    delete[] modelMatrices;    glfwTerminate();    return 0;}

vertexshader1:

#version 330 corelayout (location = 0) in vec3 position;layout (location = 2) in vec2 texCoords;out vec2 TexCoords;uniform mat4 projection;uniform mat4 view;uniform mat4 model;void main(){    gl_Position = projection * view * model * vec4(position, 1.0f);     TexCoords = texCoords;}

vertexshader2:

#version 330 corelayout (location = 0) in vec3 position;layout (location = 2) in vec2 texCoords;layout (location = 3) in mat4 instanceMatrix;out vec2 TexCoords;uniform mat4 projection;uniform mat4 view;void main(){    gl_Position = projection * view * instanceMatrix * vec4(position, 1.0f);    TexCoords = texCoords;}

fragmentshader1:

#version 330 corein vec2 TexCoords;out vec4 color;uniform sampler2D texture_diffuse1;void main(){    color = texture(texture_diffuse1, TexCoords);}

fragmentshader2:

#version 330 corein vec2 TexCoords;out vec4 color;uniform sampler2D texture_diffuse1;void main(){    color = texture(texture_diffuse1, TexCoords);}
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