- Do multiple uniform assignments with a VAO and then drawCall
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(1.0 f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, cubePositions[i]);
float angle = 20.0 f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0 f.0.3 f.0.5 f));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0.36);
}
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The original
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
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#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}
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#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 <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0 f.0.0 f.3.0 f));
float lastX = SCR_WIDTH / 2.0 f;
float lastY = SCR_HEIGHT / 2.0 f;
bool firstMouse = true;
// timing
float deltaTime = 0.0 f; // time between current frame and last frame
float lastFrame = 0.0 f;
int main(a)
{
// glfw: initialize and configure
// ------------------------------
glfwInit(a);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(a);return - 1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// 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("7.4. Camera. Vs."."7.4. Camera. The fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.1.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.1.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.0.0 f.0.5 f.0.5 f.0.5 f.0.0 f.1.0 f
};
// world space positions of our cubes
glm::vec3 cubePositions[] = {
glm::vec3( 0.0 f.0.0 f.0.0 f),
glm::vec3( 2.0 f.5.0 f.15.0 f),
glm::vec3(1.5 f.2.2 f.2.5 f),
glm::vec3(3.8 f.2.0 f.12.3 f),
glm::vec3( 2.4 f.0.4 f.3.5 f),
glm::vec3(1.7 f.3.0 f.7.5 f),
glm::vec3( 1.3 f.2.0 f.2.5 f),
glm::vec3( 1.5 f.2.0 f.2.5 f),
glm::vec3( 1.5 f.0.2 f.1.5 f),
glm::vec3(1.3 f.1.0 f.1.5 f)};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 attribute
glVertexAttribPointer(0.3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(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 parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(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
int 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(FileSystem::getPath("resources/textures/container.jpg").c_str(), &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 parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(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);
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_RGBA
glTexImage2D(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(a); ourShader.setInt("texture1".0);
ourShader.setInt("texture2".1);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime(a); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame;// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2 f.0.3 f.0.3 f.1.0 f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// activate shader
ourShader.use(a);// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1 f.100.0 f);
ourShader.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix(a); ourShader.setMat4("view", view);
// render boxes
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(1.0 f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, cubePositions[i]);
float angle = 20.0 f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0 f.0.3 f.0.5 f));
ourShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0.36);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents(a); }// 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(a);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);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// 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);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
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