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688 lines
23 KiB
688 lines
23 KiB
//======================================================================== |
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// Heightmap example program using OpenGL 3 core profile |
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// Copyright (c) 2010 Olivier Delannoy |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would |
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// be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, and must not |
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// be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source |
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// distribution. |
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// |
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//======================================================================== |
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#define _CRT_SECURE_NO_WARNINGS |
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|
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#include <stdlib.h> |
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#include <stdio.h> |
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#include <math.h> |
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#include <assert.h> |
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#include <stddef.h> |
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#include "getopt.h" |
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|
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#include <GL/glfw3.h> |
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#include <GL/glext.h> |
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|
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/* OpenGL function pointers */ |
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static PFNGLGENBUFFERSPROC pglGenBuffers = NULL; |
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static PFNGLGENVERTEXARRAYSPROC pglGenVertexArrays = NULL; |
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static PFNGLDELETEVERTEXARRAYSPROC pglDeleteVertexArrays = NULL; |
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static PFNGLCREATESHADERPROC pglCreateShader = NULL; |
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static PFNGLSHADERSOURCEPROC pglShaderSource = NULL; |
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static PFNGLCOMPILESHADERPROC pglCompileShader = NULL; |
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static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL; |
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static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL; |
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static PFNGLDELETESHADERPROC pglDeleteShader = NULL; |
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static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL; |
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static PFNGLATTACHSHADERPROC pglAttachShader = NULL; |
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static PFNGLLINKPROGRAMPROC pglLinkProgram = NULL; |
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static PFNGLUSEPROGRAMPROC pglUseProgram = NULL; |
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static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL; |
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static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL; |
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static PFNGLDELETEPROGRAMPROC pglDeleteProgram = NULL; |
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static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation = NULL; |
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static PFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv = NULL; |
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static PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation = NULL; |
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static PFNGLBINDVERTEXARRAYPROC pglBindVertexArray = NULL; |
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static PFNGLBUFFERDATAPROC pglBufferData = NULL; |
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static PFNGLBINDBUFFERPROC pglBindBuffer = NULL; |
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static PFNGLBUFFERSUBDATAPROC pglBufferSubData = NULL; |
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static PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray = NULL; |
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static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL; |
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|
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/* Map height updates */ |
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#define MAX_CIRCLE_SIZE (5.0f) |
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#define MAX_DISPLACEMENT (1.0f) |
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#define DISPLACEMENT_SIGN_LIMIT (0.3f) |
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#define MAX_ITER (200) |
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#define NUM_ITER_AT_A_TIME (1) |
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|
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/* Map general information */ |
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#define MAP_SIZE (10.0f) |
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#define MAP_NUM_VERTICES (80) |
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#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES) |
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#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \ |
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2 * (MAP_NUM_VERTICES - 1)) |
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/* OpenGL function pointers */ |
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#define RESOLVE_GL_FCN(type, var, name) \ |
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if (status == GL_TRUE) \ |
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{\ |
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var = (type) glfwGetProcAddress((name));\ |
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if ((var) == NULL)\ |
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{\ |
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status = GL_FALSE;\ |
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}\ |
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} |
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static GLboolean init_opengl(void) |
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{ |
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GLboolean status = GL_TRUE; |
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RESOLVE_GL_FCN(PFNGLCREATESHADERPROC, pglCreateShader, "glCreateShader"); |
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RESOLVE_GL_FCN(PFNGLSHADERSOURCEPROC, pglShaderSource, "glShaderSource"); |
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RESOLVE_GL_FCN(PFNGLCOMPILESHADERPROC, pglCompileShader, "glCompileShader"); |
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RESOLVE_GL_FCN(PFNGLGETSHADERIVPROC, pglGetShaderiv, "glGetShaderiv"); |
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RESOLVE_GL_FCN(PFNGLGETSHADERINFOLOGPROC, pglGetShaderInfoLog, "glGetShaderInfoLog"); |
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RESOLVE_GL_FCN(PFNGLDELETESHADERPROC, pglDeleteShader, "glDeleteShader"); |
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RESOLVE_GL_FCN(PFNGLCREATEPROGRAMPROC, pglCreateProgram, "glCreateProgram"); |
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RESOLVE_GL_FCN(PFNGLATTACHSHADERPROC, pglAttachShader, "glAttachShader"); |
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RESOLVE_GL_FCN(PFNGLLINKPROGRAMPROC, pglLinkProgram, "glLinkProgram"); |
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RESOLVE_GL_FCN(PFNGLUSEPROGRAMPROC, pglUseProgram, "glUseProgram"); |
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RESOLVE_GL_FCN(PFNGLGETPROGRAMIVPROC, pglGetProgramiv, "glGetProgramiv"); |
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RESOLVE_GL_FCN(PFNGLGETPROGRAMINFOLOGPROC, pglGetProgramInfoLog, "glGetProgramInfoLog"); |
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RESOLVE_GL_FCN(PFNGLDELETEPROGRAMPROC, pglDeleteProgram, "glDeleteProgram"); |
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RESOLVE_GL_FCN(PFNGLGETUNIFORMLOCATIONPROC, pglGetUniformLocation, "glGetUniformLocation"); |
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RESOLVE_GL_FCN(PFNGLUNIFORMMATRIX4FVPROC, pglUniformMatrix4fv, "glUniformMatrix4fv"); |
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RESOLVE_GL_FCN(PFNGLGETATTRIBLOCATIONPROC, pglGetAttribLocation, "glGetAttribLocation"); |
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RESOLVE_GL_FCN(PFNGLGENVERTEXARRAYSPROC, pglGenVertexArrays, "glGenVertexArrays"); |
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RESOLVE_GL_FCN(PFNGLDELETEVERTEXARRAYSPROC, pglDeleteVertexArrays, "glDeleteVertexArrays"); |
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RESOLVE_GL_FCN(PFNGLBINDVERTEXARRAYPROC, pglBindVertexArray, "glBindVertexArray"); |
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RESOLVE_GL_FCN(PFNGLGENBUFFERSPROC, pglGenBuffers, "glGenBuffers"); |
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RESOLVE_GL_FCN(PFNGLBINDBUFFERPROC, pglBindBuffer, "glBindBuffer"); |
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RESOLVE_GL_FCN(PFNGLBUFFERDATAPROC, pglBufferData, "glBufferData"); |
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RESOLVE_GL_FCN(PFNGLBUFFERSUBDATAPROC, pglBufferSubData, "glBufferSubData"); |
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RESOLVE_GL_FCN(PFNGLENABLEVERTEXATTRIBARRAYPROC, pglEnableVertexAttribArray, "glEnableVertexAttribArray"); |
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RESOLVE_GL_FCN(PFNGLVERTEXATTRIBPOINTERPROC, pglVertexAttribPointer, "glVertexAttribPointer"); |
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return status; |
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} |
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/********************************************************************** |
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* Default shader programs |
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*********************************************************************/ |
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static const char* default_vertex_shader = |
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"#version 150\n" |
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"uniform mat4 project;\n" |
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"uniform mat4 modelview;\n" |
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"in float x;\n" |
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"in float y;\n" |
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"in float z;\n" |
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"\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n" |
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"}\n"; |
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static const char* default_fragment_shader = |
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"#version 150\n" |
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"out vec4 gl_FragColor;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0); \n" |
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"}\n"; |
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/********************************************************************** |
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* Values for shader uniforms |
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*********************************************************************/ |
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/* Frustum configuration */ |
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static GLfloat view_angle = 45.0f; |
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static GLfloat aspect_ratio = 4.0f/3.0f; |
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static GLfloat z_near = 1.0f; |
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static GLfloat z_far = 100.f; |
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/* Projection matrix */ |
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static GLfloat projection_matrix[16] = { |
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1.0f, 0.0f, 0.0f, 0.0f, |
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0.0f, 1.0f, 0.0f, 0.0f, |
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0.0f, 0.0f, 1.0f, 0.0f, |
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0.0f, 0.0f, 0.0f, 1.0f |
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}; |
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/* Model view matrix */ |
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static GLfloat modelview_matrix[16] = { |
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1.0f, 0.0f, 0.0f, 0.0f, |
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0.0f, 1.0f, 0.0f, 0.0f, |
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0.0f, 0.0f, 1.0f, 0.0f, |
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0.0f, 0.0f, 0.0f, 1.0f |
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}; |
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/********************************************************************** |
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* Heightmap vertex and index data |
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*********************************************************************/ |
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static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES]; |
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static GLuint map_line_indices[2*MAP_NUM_LINES]; |
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/* Store uniform location for the shaders |
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* Those values are setup as part of the process of creating |
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* the shader program. They should not be used before creating |
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* the program. |
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*/ |
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static GLuint mesh; |
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static GLuint mesh_vbo[4]; |
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/********************************************************************** |
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* OpenGL helper functions |
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*********************************************************************/ |
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/* Load a (text) file into memory and return its contents |
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*/ |
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static char* read_file_content(const char* filename) |
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{ |
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FILE* fd; |
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size_t size = 0; |
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char* result = NULL; |
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fd = fopen(filename, "r"); |
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if (fd != NULL) |
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{ |
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size = fseek(fd, 0, SEEK_END); |
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(void) fseek(fd, 0, SEEK_SET); |
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result = malloc(size + 1); |
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result[size] = '\0'; |
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if (fread(result, size, 1, fd) != 1) |
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{ |
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free(result); |
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result = NULL; |
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} |
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(void) fclose(fd); |
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} |
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return result; |
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} |
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|
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/* Creates a shader object of the specified type using the specified text |
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*/ |
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static GLuint make_shader(GLenum type, const char* shader_src) |
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{ |
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GLuint shader; |
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GLint shader_ok; |
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GLsizei log_length; |
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char info_log[8192]; |
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shader = pglCreateShader(type); |
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if (shader != 0) |
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{ |
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pglShaderSource(shader, 1, (const GLchar**)&shader_src, NULL); |
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pglCompileShader(shader); |
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pglGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok); |
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if (shader_ok != GL_TRUE) |
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{ |
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fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" ); |
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pglGetShaderInfoLog(shader, 8192, &log_length,info_log); |
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fprintf(stderr, "ERROR: \n%s\n\n", info_log); |
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pglDeleteShader(shader); |
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shader = 0; |
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} |
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} |
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return shader; |
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} |
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/* Creates a program object using the specified vertex and fragment text |
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*/ |
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static GLuint make_shader_program(const char* vertex_shader_src, const char* fragment_shader_src) |
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{ |
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GLuint program = 0u; |
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GLint program_ok; |
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GLuint vertex_shader = 0u; |
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GLuint fragment_shader = 0u; |
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GLsizei log_length; |
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char info_log[8192]; |
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vertex_shader = make_shader(GL_VERTEX_SHADER, (vertex_shader_src == NULL) ? default_vertex_shader : vertex_shader_src); |
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if (vertex_shader != 0u) |
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{ |
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fragment_shader = make_shader(GL_FRAGMENT_SHADER, (fragment_shader_src == NULL) ? default_fragment_shader : fragment_shader_src); |
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if (fragment_shader != 0u) |
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{ |
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/* make the program that connect the two shader and link it */ |
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program = pglCreateProgram(); |
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if (program != 0u) |
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{ |
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/* attach both shader and link */ |
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pglAttachShader(program, vertex_shader); |
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pglAttachShader(program, fragment_shader); |
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pglLinkProgram(program); |
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pglGetProgramiv(program, GL_LINK_STATUS, &program_ok); |
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if (program_ok != GL_TRUE) |
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{ |
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fprintf(stderr, "ERROR, failed to link shader program\n"); |
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pglGetProgramInfoLog(program, 8192, &log_length, info_log); |
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fprintf(stderr, "ERROR: \n%s\n\n", info_log); |
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pglDeleteProgram(program); |
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pglDeleteShader(fragment_shader); |
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pglDeleteShader(vertex_shader); |
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program = 0u; |
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} |
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} |
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} |
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else |
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{ |
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fprintf(stderr, "ERROR: Unable to load fragment shader\n"); |
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pglDeleteShader(vertex_shader); |
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} |
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} |
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else |
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{ |
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fprintf(stderr, "ERROR: Unable to load vertex shader\n"); |
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} |
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return program; |
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} |
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/********************************************************************** |
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* Geometry creation functions |
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*********************************************************************/ |
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|
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/* Generate vertices and indices for the heightmap |
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*/ |
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static void init_map(void) |
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{ |
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int i; |
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int j; |
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int k; |
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GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1); |
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GLfloat x = 0.0f; |
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GLfloat z = 0.0f; |
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/* Create a flat grid */ |
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k = 0; |
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for (i = 0 ; i < MAP_NUM_VERTICES ; ++i) |
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{ |
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for (j = 0 ; j < MAP_NUM_VERTICES ; ++j) |
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{ |
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map_vertices[0][k] = x; |
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map_vertices[1][k] = 0.0f; |
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map_vertices[2][k] = z; |
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z += step; |
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++k; |
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} |
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x += step; |
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z = 0.0f; |
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} |
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#if DEBUG_ENABLED |
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for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i) |
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{ |
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printf ("Vertice %d (%f, %f, %f)\n", |
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i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]); |
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} |
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#endif |
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/* create indices */ |
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/* line fan based on i |
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* i+1 |
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* | / i + n + 1 |
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* | / |
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* |/ |
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* i --- i + n |
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*/ |
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/* close the top of the square */ |
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k = 0; |
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for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i) |
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{ |
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map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1; |
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map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1; |
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} |
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/* close the right of the square */ |
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for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i) |
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{ |
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map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i; |
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map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1; |
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} |
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for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i) |
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{ |
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for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j) |
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{ |
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int ref = i * (MAP_NUM_VERTICES) + j; |
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map_line_indices[k++] = ref; |
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map_line_indices[k++] = ref + 1; |
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map_line_indices[k++] = ref; |
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map_line_indices[k++] = ref + MAP_NUM_VERTICES; |
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map_line_indices[k++] = ref; |
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map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1; |
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} |
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} |
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#ifdef DEBUG_ENABLED |
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for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2) |
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{ |
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int beg, end; |
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beg = map_line_indices[k]; |
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end = map_line_indices[k+1]; |
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printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n", |
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k / 2, beg, end, |
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map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg], |
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map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]); |
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} |
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#endif |
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} |
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static void generate_heightmap__circle(float* center_x, float* center_y, |
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float* size, float* displacement) |
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{ |
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float sign; |
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/* random value for element in between [0-1.0] */ |
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*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX); |
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*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX); |
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*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX); |
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sign = (1.0f * rand()) / (1.0f * RAND_MAX); |
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sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f; |
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*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX); |
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} |
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|
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/* Run the specified number of iterations of the generation process for the |
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* heightmap |
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*/ |
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static void update_map(int num_iter) |
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{ |
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assert(num_iter > 0); |
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while(num_iter) |
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{ |
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/* center of the circle */ |
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float center_x; |
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float center_z; |
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float circle_size; |
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float disp; |
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size_t ii; |
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generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp); |
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disp = disp / 2.0f; |
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for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii) |
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{ |
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GLfloat dx = center_x - map_vertices[0][ii]; |
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GLfloat dz = center_z - map_vertices[2][ii]; |
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GLfloat pd = (2.0f * sqrtf((dx * dx) + (dz * dz))) / circle_size; |
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if (fabs(pd) <= 1.0f) |
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{ |
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/* tx,tz is within the circle */ |
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GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp); |
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map_vertices[1][ii] += new_height; |
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} |
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} |
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--num_iter; |
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} |
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} |
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|
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/********************************************************************** |
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* OpenGL helper functions |
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*********************************************************************/ |
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|
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/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to |
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* the specified program object |
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*/ |
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static void make_mesh(GLuint program) |
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{ |
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GLuint attrloc; |
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|
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pglGenVertexArrays(1, &mesh); |
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pglGenBuffers(4, mesh_vbo); |
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pglBindVertexArray(mesh); |
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/* Prepare the data for drawing through a buffer inidices */ |
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pglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]); |
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pglBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW); |
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|
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/* Prepare the attributes for rendering */ |
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attrloc = pglGetAttribLocation(program, "x"); |
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pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]); |
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pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW); |
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pglEnableVertexAttribArray(attrloc); |
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pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
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|
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attrloc = pglGetAttribLocation(program, "z"); |
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pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]); |
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pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW); |
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pglEnableVertexAttribArray(attrloc); |
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pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
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|
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attrloc = pglGetAttribLocation(program, "y"); |
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pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]); |
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pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW); |
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pglEnableVertexAttribArray(attrloc); |
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pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
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} |
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|
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/* Update VBO vertices from source data |
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*/ |
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static void update_mesh(void) |
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{ |
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pglBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]); |
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} |
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|
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/********************************************************************** |
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* GLFW callback functions |
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*********************************************************************/ |
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|
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/* The program runs as long as this is GL_TRUE |
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*/ |
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static GLboolean running = GL_TRUE; |
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|
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/* GLFW Window management functions */ |
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static int window_close_callback(GLFWwindow window) |
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{ |
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running = GL_FALSE; |
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|
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/* Disallow window closing |
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* The window will be closed when the main loop terminates */ |
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return 0; |
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} |
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|
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static void key_callback(GLFWwindow window, int key, int action) |
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{ |
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switch(key) |
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{ |
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case GLFW_KEY_ESCAPE: |
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/* Exit program on Escape */ |
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running = GL_FALSE; |
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break; |
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} |
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} |
|
|
|
/* Print usage information */ |
|
static void usage(void) |
|
{ |
|
printf("Usage: heightmap [-v <vertex_shader_path>] [-f <fragment_shader_path>]\n"); |
|
printf(" heightmap [-h]\n"); |
|
} |
|
|
|
int main(int argc, char** argv) |
|
{ |
|
GLFWwindow window; |
|
int ch, iter; |
|
double dt; |
|
double last_update_time; |
|
int frame; |
|
float f; |
|
GLint uloc_modelview; |
|
GLint uloc_project; |
|
|
|
char* vertex_shader_path = NULL; |
|
char* fragment_shader_path = NULL; |
|
char* vertex_shader_src = NULL; |
|
char* fragment_shader_src = NULL; |
|
GLuint shader_program; |
|
|
|
while ((ch = getopt(argc, argv, "f:v:h")) != -1) |
|
{ |
|
switch (ch) |
|
{ |
|
case 'f': |
|
fragment_shader_path = optarg; |
|
break; |
|
case 'v': |
|
vertex_shader_path = optarg; |
|
break; |
|
case 'h': |
|
usage(); |
|
exit(EXIT_SUCCESS); |
|
default: |
|
usage(); |
|
exit(EXIT_FAILURE); |
|
} |
|
} |
|
|
|
if (fragment_shader_path) |
|
{ |
|
vertex_shader_src = read_file_content(fragment_shader_path); |
|
if (!fragment_shader_src) |
|
{ |
|
fprintf(stderr, |
|
"ERROR: unable to load fragment shader from '%s'\n", |
|
fragment_shader_path); |
|
exit(EXIT_FAILURE); |
|
} |
|
} |
|
|
|
if (vertex_shader_path) |
|
{ |
|
vertex_shader_src = read_file_content(vertex_shader_path); |
|
if (!vertex_shader_src) |
|
{ |
|
fprintf(stderr, |
|
"ERROR: unable to load vertex shader from '%s'\n", |
|
fragment_shader_path); |
|
exit(EXIT_FAILURE); |
|
} |
|
} |
|
|
|
if (!glfwInit()) |
|
{ |
|
fprintf(stderr, "ERROR: Unable to initialize GLFW\n"); |
|
usage(); |
|
|
|
free(vertex_shader_src); |
|
free(fragment_shader_src); |
|
exit(EXIT_FAILURE); |
|
} |
|
|
|
glfwWindowHint(GLFW_WINDOW_RESIZABLE, GL_FALSE); |
|
glfwWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); |
|
glfwWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); |
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); |
|
|
|
window = glfwCreateWindow(800, 600, GLFW_WINDOWED, "GLFW OpenGL3 Heightmap demo", NULL); |
|
if (! window ) |
|
{ |
|
fprintf(stderr, "ERROR: Unable to create the OpenGL context and associated window\n"); |
|
usage(); |
|
|
|
free(vertex_shader_src); |
|
free(fragment_shader_src); |
|
exit(EXIT_FAILURE); |
|
} |
|
|
|
/* Register events callback */ |
|
glfwSetWindowCloseCallback(window_close_callback); |
|
glfwSetKeyCallback(key_callback); |
|
|
|
glfwMakeContextCurrent(window); |
|
if (GL_TRUE != init_opengl()) |
|
{ |
|
fprintf(stderr, "ERROR: unable to resolve OpenGL function pointers\n"); |
|
free(vertex_shader_src); |
|
free(fragment_shader_src); |
|
exit(EXIT_FAILURE); |
|
} |
|
/* Prepare opengl resources for rendering */ |
|
shader_program = make_shader_program(vertex_shader_src , fragment_shader_src); |
|
free(vertex_shader_src); |
|
free(fragment_shader_src); |
|
|
|
if (shader_program == 0u) |
|
{ |
|
fprintf(stderr, "ERROR: during creation of the shader program\n"); |
|
usage(); |
|
exit(EXIT_FAILURE); |
|
} |
|
|
|
pglUseProgram(shader_program); |
|
uloc_project = pglGetUniformLocation(shader_program, "project"); |
|
uloc_modelview = pglGetUniformLocation(shader_program, "modelview"); |
|
|
|
/* Compute the projection matrix */ |
|
f = 1.0f / tanf(view_angle / 2.0f); |
|
projection_matrix[0] = f / aspect_ratio; |
|
projection_matrix[5] = f; |
|
projection_matrix[10] = (z_far + z_near)/ (z_near - z_far); |
|
projection_matrix[11] = -1.0f; |
|
projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far); |
|
pglUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix); |
|
|
|
/* Set the camera position */ |
|
modelview_matrix[12] = -5.0f; |
|
modelview_matrix[13] = -5.0f; |
|
modelview_matrix[14] = -20.0f; |
|
pglUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix); |
|
|
|
/* Create mesh data */ |
|
init_map(); |
|
make_mesh(shader_program); |
|
|
|
/* Create vao + vbo to store the mesh */ |
|
/* Create the vbo to store all the information for the grid and the height */ |
|
|
|
/* setup the scene ready for rendering */ |
|
glViewport(0, 0, 800, 600); |
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
|
|
|
/* main loop */ |
|
frame = 0; |
|
iter = 0; |
|
dt = last_update_time = glfwGetTime(); |
|
|
|
while (running) |
|
{ |
|
++frame; |
|
/* render the next frame */ |
|
glClear(GL_COLOR_BUFFER_BIT); |
|
glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0); |
|
|
|
/* display and process events through callbacks */ |
|
glfwSwapBuffers(window); |
|
glfwPollEvents(); |
|
/* Check the frame rate and update the heightmap if needed */ |
|
dt = glfwGetTime(); |
|
if ((dt - last_update_time) > 0.2) |
|
{ |
|
/* generate the next iteration of the heightmap */ |
|
if (iter < MAX_ITER) |
|
{ |
|
update_map(NUM_ITER_AT_A_TIME); |
|
update_mesh(); |
|
iter += NUM_ITER_AT_A_TIME; |
|
} |
|
last_update_time = dt; |
|
frame = 0; |
|
} |
|
} |
|
|
|
exit(EXIT_SUCCESS); |
|
} |
|
|
|
|