Fixed the thing a little
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parent
d24c35c167
commit
b6110e3c73
15
main.c
15
main.c
@ -56,11 +56,9 @@ int main(void) {
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int w, h, c;
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int w, h, c;
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unsigned char *terrain_img = stbi_load("terrain.png", &w, &h, &c, 0);
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unsigned char *terrain_img = stbi_load("terrain.png", &w, &h, &c, 0);
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w = 100;
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h = 100;
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int vcount = w * h * 3;
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int vcount = w * h * 3;
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float *verts = malloc(vcount * sizeof(float));
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float *verts = malloc(vcount * sizeof(float));
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float scale_y = 0.3f;
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float scale_y = 1.0f;
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float shift_y = 16.0f;
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float shift_y = 16.0f;
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for (int row = 0; row < h; row++) {
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for (int row = 0; row < h; row++) {
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for (int col = 0; col < w; col++) {
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for (int col = 0; col < w; col++) {
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@ -137,17 +135,18 @@ int main(void) {
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quit = true;
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quit = true;
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} else {
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} else {
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char key = e.key.keysym.sym;
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char key = e.key.keysym.sym;
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float speed = 1.1f;
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if (key == 'w') {
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if (key == 'w') {
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y += 0.01f;
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y += speed;
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}
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}
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if (key == 's') {
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if (key == 's') {
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y -= 0.01f;
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y -= speed;
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}
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}
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if (key == 'a') {
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if (key == 'a') {
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x += 0.01f;
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x += speed;
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}
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}
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if (key == 'd') {
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if (key == 'd') {
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x -= 0.01f;
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x -= speed;
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}
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}
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}
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}
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}
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}
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@ -156,7 +155,7 @@ int main(void) {
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glm_mat4_identity(model);
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glm_mat4_identity(model);
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mat4 view;
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mat4 view;
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glm_mat4_identity(view);
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glm_mat4_identity(view);
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glm_translate(model, (vec3){0.0f, x, y});
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glm_translate(model, (vec3){x, y, 0.0f});
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// glm_translate(model, (vec3){10.0f, -10.0f, 0.0f});
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// glm_translate(model, (vec3){10.0f, -10.0f, 0.0f});
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// glm_rotate(model, now * 0.0000000001f, (vec3){0.0f, 0.0f, 1.0f});
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// glm_rotate(model, now * 0.0000000001f, (vec3){0.0f, 0.0f, 1.0f});
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@ -1,7 +1,8 @@
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#version 330 core
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#version 330 core
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in float Height;
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out vec4 FragColor;
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out vec4 FragColor;
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void main() {
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void main() {
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FragColor = vec4(1, 1, 1, 1);
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float h = (Height + 16)/32.0f; // shift and scale the height into a grayscale value
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FragColor = vec4(h, h, h, 1.0);
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}
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}
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@ -1,10 +1,11 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec3 pos;
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out float Height;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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void main() {
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void main() {
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Height = pos.y;
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gl_Position = projection * view * model * vec4(pos, 1.0);
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gl_Position = projection * view * model * vec4(pos, 1.0);
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}
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}
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