一些3D小场景

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 endregion

int 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 core
layout (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 core
in 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 core
layout (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 core
layout (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 core
in vec2 TexCoords;
out vec4 color;

uniform sampler2D texture_diffuse1;

void main()
{
    color = texture(texture_diffuse1, TexCoords);
}

fragmentshader2:

#version 330 core
in vec2 TexCoords;
out vec4 color;

uniform sampler2D texture_diffuse1;

void main()
{
    color = texture(texture_diffuse1, TexCoords);
}
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