mirror of
https://github.com/glfw/glfw.git
synced 2024-11-29 23:54:37 +00:00
62074f3dea
This updates to a newer version of glad2 and switches to the header-only variant. This also (finally) switches to the newer glad2 loader signature that allows us to pass in glfwGetInstanceProcAddress directly.
514 lines
16 KiB
C
514 lines
16 KiB
C
//========================================================================
|
|
// Heightmap example program using OpenGL 3 core profile
|
|
// Copyright (c) 2010 Olivier Delannoy
|
|
//
|
|
// This software is provided 'as-is', without any express or implied
|
|
// warranty. In no event will the authors be held liable for any damages
|
|
// arising from the use of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it
|
|
// freely, subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented; you must not
|
|
// claim that you wrote the original software. If you use this software
|
|
// in a product, an acknowledgment in the product documentation would
|
|
// be appreciated but is not required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such, and must not
|
|
// be misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source
|
|
// distribution.
|
|
//
|
|
//========================================================================
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
#include <assert.h>
|
|
#include <stddef.h>
|
|
|
|
#define GLAD_GL_IMPLEMENTATION
|
|
#include <glad/gl.h>
|
|
#define GLFW_INCLUDE_NONE
|
|
#include <GLFW/glfw3.h>
|
|
|
|
/* Map height updates */
|
|
#define MAX_CIRCLE_SIZE (5.0f)
|
|
#define MAX_DISPLACEMENT (1.0f)
|
|
#define DISPLACEMENT_SIGN_LIMIT (0.3f)
|
|
#define MAX_ITER (200)
|
|
#define NUM_ITER_AT_A_TIME (1)
|
|
|
|
/* Map general information */
|
|
#define MAP_SIZE (10.0f)
|
|
#define MAP_NUM_VERTICES (80)
|
|
#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES)
|
|
#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \
|
|
2 * (MAP_NUM_VERTICES - 1))
|
|
|
|
|
|
/**********************************************************************
|
|
* Default shader programs
|
|
*********************************************************************/
|
|
|
|
static const char* vertex_shader_text =
|
|
"#version 150\n"
|
|
"uniform mat4 project;\n"
|
|
"uniform mat4 modelview;\n"
|
|
"in float x;\n"
|
|
"in float y;\n"
|
|
"in float z;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n"
|
|
"}\n";
|
|
|
|
static const char* fragment_shader_text =
|
|
"#version 150\n"
|
|
"out vec4 color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" color = vec4(0.2, 1.0, 0.2, 1.0); \n"
|
|
"}\n";
|
|
|
|
/**********************************************************************
|
|
* Values for shader uniforms
|
|
*********************************************************************/
|
|
|
|
/* Frustum configuration */
|
|
static GLfloat view_angle = 45.0f;
|
|
static GLfloat aspect_ratio = 4.0f/3.0f;
|
|
static GLfloat z_near = 1.0f;
|
|
static GLfloat z_far = 100.f;
|
|
|
|
/* Projection matrix */
|
|
static GLfloat projection_matrix[16] = {
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
/* Model view matrix */
|
|
static GLfloat modelview_matrix[16] = {
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
/**********************************************************************
|
|
* Heightmap vertex and index data
|
|
*********************************************************************/
|
|
|
|
static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES];
|
|
static GLuint map_line_indices[2*MAP_NUM_LINES];
|
|
|
|
/* Store uniform location for the shaders
|
|
* Those values are setup as part of the process of creating
|
|
* the shader program. They should not be used before creating
|
|
* the program.
|
|
*/
|
|
static GLuint mesh;
|
|
static GLuint mesh_vbo[4];
|
|
|
|
/**********************************************************************
|
|
* OpenGL helper functions
|
|
*********************************************************************/
|
|
|
|
/* Creates a shader object of the specified type using the specified text
|
|
*/
|
|
static GLuint make_shader(GLenum type, const char* text)
|
|
{
|
|
GLuint shader;
|
|
GLint shader_ok;
|
|
GLsizei log_length;
|
|
char info_log[8192];
|
|
|
|
shader = glCreateShader(type);
|
|
if (shader != 0)
|
|
{
|
|
glShaderSource(shader, 1, (const GLchar**)&text, NULL);
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
|
|
if (shader_ok != GL_TRUE)
|
|
{
|
|
fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
|
|
glGetShaderInfoLog(shader, 8192, &log_length,info_log);
|
|
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
|
|
glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
/* Creates a program object using the specified vertex and fragment text
|
|
*/
|
|
static GLuint make_shader_program(const char* vs_text, const char* fs_text)
|
|
{
|
|
GLuint program = 0u;
|
|
GLint program_ok;
|
|
GLuint vertex_shader = 0u;
|
|
GLuint fragment_shader = 0u;
|
|
GLsizei log_length;
|
|
char info_log[8192];
|
|
|
|
vertex_shader = make_shader(GL_VERTEX_SHADER, vs_text);
|
|
if (vertex_shader != 0u)
|
|
{
|
|
fragment_shader = make_shader(GL_FRAGMENT_SHADER, fs_text);
|
|
if (fragment_shader != 0u)
|
|
{
|
|
/* make the program that connect the two shader and link it */
|
|
program = glCreateProgram();
|
|
if (program != 0u)
|
|
{
|
|
/* attach both shader and link */
|
|
glAttachShader(program, vertex_shader);
|
|
glAttachShader(program, fragment_shader);
|
|
glLinkProgram(program);
|
|
glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
|
|
|
|
if (program_ok != GL_TRUE)
|
|
{
|
|
fprintf(stderr, "ERROR, failed to link shader program\n");
|
|
glGetProgramInfoLog(program, 8192, &log_length, info_log);
|
|
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
|
|
glDeleteProgram(program);
|
|
glDeleteShader(fragment_shader);
|
|
glDeleteShader(vertex_shader);
|
|
program = 0u;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "ERROR: Unable to load fragment shader\n");
|
|
glDeleteShader(vertex_shader);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fprintf(stderr, "ERROR: Unable to load vertex shader\n");
|
|
}
|
|
return program;
|
|
}
|
|
|
|
/**********************************************************************
|
|
* Geometry creation functions
|
|
*********************************************************************/
|
|
|
|
/* Generate vertices and indices for the heightmap
|
|
*/
|
|
static void init_map(void)
|
|
{
|
|
int i;
|
|
int j;
|
|
int k;
|
|
GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1);
|
|
GLfloat x = 0.0f;
|
|
GLfloat z = 0.0f;
|
|
/* Create a flat grid */
|
|
k = 0;
|
|
for (i = 0 ; i < MAP_NUM_VERTICES ; ++i)
|
|
{
|
|
for (j = 0 ; j < MAP_NUM_VERTICES ; ++j)
|
|
{
|
|
map_vertices[0][k] = x;
|
|
map_vertices[1][k] = 0.0f;
|
|
map_vertices[2][k] = z;
|
|
z += step;
|
|
++k;
|
|
}
|
|
x += step;
|
|
z = 0.0f;
|
|
}
|
|
#if DEBUG_ENABLED
|
|
for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i)
|
|
{
|
|
printf ("Vertice %d (%f, %f, %f)\n",
|
|
i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]);
|
|
|
|
}
|
|
#endif
|
|
/* create indices */
|
|
/* line fan based on i
|
|
* i+1
|
|
* | / i + n + 1
|
|
* | /
|
|
* |/
|
|
* i --- i + n
|
|
*/
|
|
|
|
/* close the top of the square */
|
|
k = 0;
|
|
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
|
|
{
|
|
map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1;
|
|
map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1;
|
|
}
|
|
/* close the right of the square */
|
|
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
|
|
{
|
|
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i;
|
|
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1;
|
|
}
|
|
|
|
for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i)
|
|
{
|
|
for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j)
|
|
{
|
|
int ref = i * (MAP_NUM_VERTICES) + j;
|
|
map_line_indices[k++] = ref;
|
|
map_line_indices[k++] = ref + 1;
|
|
|
|
map_line_indices[k++] = ref;
|
|
map_line_indices[k++] = ref + MAP_NUM_VERTICES;
|
|
|
|
map_line_indices[k++] = ref;
|
|
map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2)
|
|
{
|
|
int beg, end;
|
|
beg = map_line_indices[k];
|
|
end = map_line_indices[k+1];
|
|
printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n",
|
|
k / 2, beg, end,
|
|
map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg],
|
|
map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void generate_heightmap__circle(float* center_x, float* center_y,
|
|
float* size, float* displacement)
|
|
{
|
|
float sign;
|
|
/* random value for element in between [0-1.0] */
|
|
*center_x = (MAP_SIZE * rand()) / (float) RAND_MAX;
|
|
*center_y = (MAP_SIZE * rand()) / (float) RAND_MAX;
|
|
*size = (MAX_CIRCLE_SIZE * rand()) / (float) RAND_MAX;
|
|
sign = (1.0f * rand()) / (float) RAND_MAX;
|
|
sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
|
|
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (float) RAND_MAX;
|
|
}
|
|
|
|
/* Run the specified number of iterations of the generation process for the
|
|
* heightmap
|
|
*/
|
|
static void update_map(int num_iter)
|
|
{
|
|
assert(num_iter > 0);
|
|
while(num_iter)
|
|
{
|
|
/* center of the circle */
|
|
float center_x;
|
|
float center_z;
|
|
float circle_size;
|
|
float disp;
|
|
size_t ii;
|
|
generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp);
|
|
disp = disp / 2.0f;
|
|
for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii)
|
|
{
|
|
GLfloat dx = center_x - map_vertices[0][ii];
|
|
GLfloat dz = center_z - map_vertices[2][ii];
|
|
GLfloat pd = (2.0f * (float) sqrt((dx * dx) + (dz * dz))) / circle_size;
|
|
if (fabs(pd) <= 1.0f)
|
|
{
|
|
/* tx,tz is within the circle */
|
|
GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp);
|
|
map_vertices[1][ii] += new_height;
|
|
}
|
|
}
|
|
--num_iter;
|
|
}
|
|
}
|
|
|
|
/**********************************************************************
|
|
* OpenGL helper functions
|
|
*********************************************************************/
|
|
|
|
/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to
|
|
* the specified program object
|
|
*/
|
|
static void make_mesh(GLuint program)
|
|
{
|
|
GLuint attrloc;
|
|
|
|
glGenVertexArrays(1, &mesh);
|
|
glGenBuffers(4, mesh_vbo);
|
|
glBindVertexArray(mesh);
|
|
/* Prepare the data for drawing through a buffer inidices */
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
|
|
|
|
/* Prepare the attributes for rendering */
|
|
attrloc = glGetAttribLocation(program, "x");
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
|
|
glEnableVertexAttribArray(attrloc);
|
|
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
attrloc = glGetAttribLocation(program, "z");
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
|
|
glEnableVertexAttribArray(attrloc);
|
|
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
attrloc = glGetAttribLocation(program, "y");
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(attrloc);
|
|
glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
|
}
|
|
|
|
/* Update VBO vertices from source data
|
|
*/
|
|
static void update_mesh(void)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
|
|
}
|
|
|
|
/**********************************************************************
|
|
* GLFW callback functions
|
|
*********************************************************************/
|
|
|
|
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
{
|
|
switch(key)
|
|
{
|
|
case GLFW_KEY_ESCAPE:
|
|
/* Exit program on Escape */
|
|
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void error_callback(int error, const char* description)
|
|
{
|
|
fprintf(stderr, "Error: %s\n", description);
|
|
}
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
GLFWwindow* window;
|
|
int iter;
|
|
double dt;
|
|
double last_update_time;
|
|
int frame;
|
|
float f;
|
|
GLint uloc_modelview;
|
|
GLint uloc_project;
|
|
int width, height;
|
|
|
|
GLuint shader_program;
|
|
|
|
glfwSetErrorCallback(error_callback);
|
|
|
|
if (!glfwInit())
|
|
exit(EXIT_FAILURE);
|
|
|
|
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
|
|
|
|
window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL);
|
|
if (! window )
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
/* Register events callback */
|
|
glfwSetKeyCallback(window, key_callback);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
gladLoadGL(glfwGetProcAddress);
|
|
|
|
/* Prepare opengl resources for rendering */
|
|
shader_program = make_shader_program(vertex_shader_text, fragment_shader_text);
|
|
|
|
if (shader_program == 0u)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
glUseProgram(shader_program);
|
|
uloc_project = glGetUniformLocation(shader_program, "project");
|
|
uloc_modelview = glGetUniformLocation(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);
|
|
glUniformMatrix4fv(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;
|
|
glUniformMatrix4fv(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 */
|
|
glfwGetFramebufferSize(window, &width, &height);
|
|
glViewport(0, 0, width, height);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
/* main loop */
|
|
frame = 0;
|
|
iter = 0;
|
|
last_update_time = glfwGetTime();
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
++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;
|
|
}
|
|
}
|
|
|
|
glfwTerminate();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|