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2f095cc9e3
Implicitly making the context current makes sense in a single-window API but less sense in a multi-window one.
689 lines
23 KiB
C
689 lines
23 KiB
C
//========================================================================
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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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#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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#include <GL/glfw3.h>
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#include <GL/glext.h>
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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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/* 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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/* 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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/* 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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/* 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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/* 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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* OpenGL helper functions
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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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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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/* Prepare the attributes for rendering */
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|
attrloc = pglGetAttribLocation(program, "x");
|
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
|
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
|
|
pglEnableVertexAttribArray(attrloc);
|
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
attrloc = pglGetAttribLocation(program, "z");
|
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
|
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
|
|
pglEnableVertexAttribArray(attrloc);
|
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
attrloc = pglGetAttribLocation(program, "y");
|
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
|
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
|
|
pglEnableVertexAttribArray(attrloc);
|
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
}
|
|
|
|
/* Update VBO vertices from source data
|
|
*/
|
|
static void update_mesh(void)
|
|
{
|
|
pglBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
|
|
}
|
|
|
|
/**********************************************************************
|
|
* GLFW callback functions
|
|
*********************************************************************/
|
|
|
|
/* The program runs as long as this is GL_TRUE
|
|
*/
|
|
static GLboolean running = GL_TRUE;
|
|
|
|
/* GLFW Window management functions */
|
|
static int window_close_callback(GLFWwindow window)
|
|
{
|
|
running = GL_FALSE;
|
|
|
|
/* Disallow window closing
|
|
* The window will be closed when the main loop terminates */
|
|
return 0;
|
|
}
|
|
|
|
static void key_callback(GLFWwindow window, int key, int action)
|
|
{
|
|
switch(key)
|
|
{
|
|
case GLFW_KEY_ESCAPE:
|
|
/* Exit program on Escape */
|
|
running = GL_FALSE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* 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);
|
|
}
|
|
|