Я должен нарисовать свое имя, используя треугольники. Я понимаю, как обращаться с шейдерами. Я просто запутался в том, как на самом деле нарисовать объекты и соединить их, чтобы сделать письмо.
Мне дали код для работы:
#include "Angel.h"
const int NumPoints = 50000;
/*This function initializes an array of 3d vectors
and sends it to the graphics card along with shaders
properly connected to them.*/
void
init( void )
{
vec3 points[NumPoints];
// Specifiy the vertices for a triangle
vec3 vertices[] = {
vec3( -1.0, -1.0, 0.0 ),
vec3( 0.0, 1.0, 0.0 ),
vec3( 1.0, -1.0, 0.0 )
};
// Select an arbitrary initial point inside of the triangle
points[0] = vec3( 0.0, 1.0, 0.0 );
// compute and store NumPoints - 1 new points
for ( int i = 1; i < NumPoints; ++i ) {
int j = rand() % 3; // pick a vertex from the triangle at random
// Compute the point halfway between the selected vertex
// and the previous point
points[i] = ( points[i - 1] + vertices[j] ) / 2.0;
}
// Create a vertex array object
GLuint vao; //just an integer recognized by graphics card
glGenVertexArrays( 1, &vao ); //generate 1 buffer
glBindVertexArray( vao ); //become array buffer
// Create and initialize a buffer object //sends it to graphics card
GLuint buffer;
glGenBuffers( 1, &buffer );
glBindBuffer( GL_ARRAY_BUFFER, buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW ); //size of array glstatic draw means this point isnt gonna change its static
// Load shaders and use the resulting shader program
GLuint program = InitShader("simpleShader - Copy.vert", "simpleShader - Copy.frag");
// make these shaders the current shaders
glUseProgram( program );
// Initialize the vertex position attribute from the vertex shader
GLuint loc = glGetAttribLocation( program, "vPosition" ); //find the location in the code
glEnableVertexAttribArray( loc );
glVertexAttribPointer( loc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) );
glClearColor( 0.5, 0.5, 0.5, 1.0 ); // gray background
}
//----------------------------------------------------------------------------
/* This function handles the display and it is automatically called by GLUT
once it is declared as the display function. The application should not
call it directly.
*/
void
display( void )
{
glClear( GL_COLOR_BUFFER_BIT ); // clear the window
glDrawArrays( GL_POINTS, 0, NumPoints ); // draw the points
glFlush(); // flush the buffer
}
//----------------------------------------------------------------------------
/* This function handles the keyboard and it is called by GLUT once it is
declared as the keyboard function. The application should not call it
directly.
*/
void
keyboard( unsigned char key, int x, int y )
{
switch ( key ) {
case 033: // escape key
exit( EXIT_SUCCESS ); // terminates the program
break;
}
}
//----------------------------------------------------------------------------
/* This is the main function that calls all the functions to initialize
and setup the OpenGL environment through GLUT and GLEW.
*/
int
main( int argc, char **argv )
{
// Initialize GLUT
glutInit( &argc, argv );
// Initialize the display mode to a buffer with Red, Green, Blue and Alpha channels
glutInitDisplayMode( GLUT_RGBA );
// Set the window size
glutInitWindowSize( 512, 512 );
// Here you set the OpenGL version
glutInitContextVersion( 3, 2 );
//Use only one of the next two lines
//glutInitContextProfile( GLUT_CORE_PROFILE );
glutInitContextProfile( GLUT_COMPATIBILITY_PROFILE );
glutCreateWindow( "Simple GLSL example" );
// Uncomment if you are using GLEW
glewInit();
// initialize the array and send it to the graphics card
init();
// provide the function that handles the display
glutDisplayFunc( display );
// provide the functions that handles the keyboard
glutKeyboardFunc( keyboard );
glutMainLoop();
return 0;
}