Finally rendering the heightmap
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91034e4154
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175
main.c
175
main.c
@ -6,7 +6,7 @@
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#include "libs/glad/include/glad/glad.h"
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#include <SDL2/SDL.h>
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// #include <SDL2/SDL_events.h>
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// #include "stb_image.h"
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#include "stb_image.h"
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// #include <SDL2/SDL_image.h>
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// #include <SDL2/SDL_render.h>
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#include "lib.h"
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@ -54,87 +54,75 @@ int main(void) {
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SDL_GL_SetSwapInterval(1);
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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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int w = 3;
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int h = 3;
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int res = 8;
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int width, height, c;
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unsigned char *terrain_img = stbi_load("terrain.png", &width, &height, &c, 0);
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int w = width / res;
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int h = height / res;
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float tw = 100.0f, th = 35.0f;
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// int w = 20;
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// int h = 20;
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int vcount = w * h * 3;
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// float scale_y = 1.0f;
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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 col = 0; col < w; col++) {
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// unsigned char *texel = terrain_img + (row * w + col) * c;
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// unsigned char y = texel[0];
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// float *v = &verts[(row * w + col) * 3];
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// *(v+0) = -w/2 + col;
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// *(v+1) = y * scale_y + shift_y;
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// *(v+2) = -h/2 + row;
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// }
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// }
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float *terrainVerts = malloc(vcount * sizeof(float));
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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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int idx = (row * w + col) * 3;
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terrainVerts[idx+0] = -tw/2.0f + (float)col/w * tw;
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terrainVerts[idx+1] = *(terrain_img + (row * width + col) * c * res) * 0.015f + 1.0f;
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terrainVerts[idx+2] = -th/2.0f + (float)row/h * th;
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// *(v+1) = y * scale_y + shift_y;
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// *(v+1) = -h/2 + row
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}
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}
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stbi_image_free(terrain_img);
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// float *verts = malloc(vcount * sizeof(float));
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// float terrainVerts[vcount];
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// There's 1 less row, so (h-1) * width, then we need to add the extra two
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// indices for the degenerate triangles per row, except the first row
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// which only has one extra index, since the first index does not need degeneracy
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// And then since there are duplicate indices in each row
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int icount = (h-1) * (w) * 2 + ((h - 1) * 2 - 1) - 1;
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unsigned int *terrainIndices = malloc(icount * sizeof(unsigned int));
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float terrainVerts[] = {
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0.f, 0.f, 0.f,
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1.f, 0.f, 0.f,
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2.f, 0.f, 0.f,
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3.f, 0.f, 0.f,
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0.f, 1.f, 0.f,
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1.f, 1.f, 0.f,
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2.f, 1.f, 0.f,
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3.f, 1.f, 0.f,
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int i = 0;
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for (int row = 0; row < h-1; row++) {
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if (row != 0) {
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// Duplicate next num
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terrainIndices[i++] = row * w;
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}
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for (int col = 0; col < w; col++) {
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terrainIndices[i++] = (row + 0) * w + col;
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terrainIndices[i++] = (row + 1) * w + col;
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}
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// Duplicate last num
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if (row < h-2) {
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terrainIndices[i] = terrainIndices[i-1];
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i++;
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}
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}
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0.f, 2.f, 0.f,
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1.f, 2.f, 0.f,
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2.f, 2.f, 0.f,
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3.f, 2.f, 0.f,
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0.f, 3.f, 0.f,
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1.f, 3.f, 0.f,
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2.f, 3.f, 0.f,
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3.f, 3.f, 0.f,
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};
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// for (int row = 1; row < h / 2; row += 2) {
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// for (int col = 0; col < w; col++) {
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// int idx1 = ((row-1) * w + col);
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// int idx2 = (row * w + col);
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// terrainVerts[idx1*3+0] = (float)row-1;
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// terrainVerts[idx1*3+1] = (float)col;
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// terrainVerts[idx1*3+2] = 0.0f;
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// terrainVerts[idx1*3+3] = (float)row;
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// terrainVerts[idx1*3+4] = (float)col;
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// terrainVerts[idx1*3+5] = 0.0f;
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// }
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// }
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// unsigned int terrainIndices[w*(h-1)*2];
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// int i = 0;
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// for (int row = 0; row < h-1; row++) {
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// for (int col = 0; col < w; col++) {
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// terrainIndices[i++] = row * w + col;
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// terrainIndices[i++] = (row+1) * w + (w+1);
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// // printf("1 %d 2 %d\n", idx1, idx2);
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// }
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// }
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unsigned int terrainIndices[] = {
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0,4,1,5,2,6,3,7,7,
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4,4,8,5,9,6,10,7,11,11
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};
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// = {
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// 0, 1, 3, // first triangle
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// 1, 2, 3 // second triangle
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// float terrainVerts[] = {
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// float tv[] = {
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// 0.f, 0.f, 0.f,
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// 1.f, 0.f, 0.f,
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// 2.f, 0.f, 0.f,
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// 3.f, 0.f, 0.f,
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// 0.f, 1.f, 0.f,
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// 1.f, 1.f, 0.f,
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// 2.f, 1.f, 0.f,
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// 3.f, 1.f, 0.f,
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// // Second row
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// 0.f, 2.f, 0.f,
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// 1.f, 2.f, 0.f,
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// 2.f, 2.f, 0.f,
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// 3.f, 2.f, 0.f,
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// 0.f, 3.f, 0.f,
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// 1.f, 3.f, 0.f,
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// 2.f, 3.f, 0.f,
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// 3.f, 3.f, 0.f,
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// };
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printf("Loaded %d vertices\n", w * h);
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// stbi_image_free(terrain_img);
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// const unsigned int NUM_STRIPS = h - 1;
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// const unsigned int NUM_VERTS_PER_STRIP = w * 2;
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unsigned int terrainVAO, terrainVBO, terrainIBO;
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glGenVertexArrays(1, &terrainVAO);
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@ -143,7 +131,7 @@ int main(void) {
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glGenBuffers(1, &terrainVBO);
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glBindBuffer(GL_ARRAY_BUFFER, terrainVBO);
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// glBufferData(GL_ARRAY_BUFFER, vcount * sizeof(float), verts, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(terrainVerts), terrainVerts, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vcount * sizeof(float), terrainVerts, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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@ -151,7 +139,8 @@ int main(void) {
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glGenBuffers(1, &terrainIBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrainIBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(terrainIndices), terrainIndices, GL_STATIC_DRAW);
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int ebosize = icount * sizeof(unsigned int);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, ebosize, terrainIndices, GL_STATIC_DRAW);
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// Disable depth test and face culling.
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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@ -169,9 +158,10 @@ int main(void) {
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Uint64 now = SDL_GetPerformanceCounter();
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Uint64 last = 0;
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double dt = 0;
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bool draw_wireframe = false;
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bool draw_wireframe = true;
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float x = 0.0f, y = 0.0f;
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Uint64 frame_count = 0;
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float scroll = -10.0f;
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while (quit == false) {
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frame_count++;
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last = now;
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@ -179,7 +169,7 @@ int main(void) {
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dt = (double)((now - last)*1000 / (double)SDL_GetPerformanceFrequency());
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(void)dt;
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const Uint8* keystates = SDL_GetKeyboardState(NULL);
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float speed = 1.1f;
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float speed = 0.5f;
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if (keystates[SDL_SCANCODE_W]) {
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y += speed;
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}
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@ -202,6 +192,13 @@ int main(void) {
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draw_wireframe = !draw_wireframe;
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}
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}
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if (e.type == SDL_MOUSEWHEEL) {
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if (e.wheel.y > 0) {
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scroll -= 2.0f;
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} else if(e.wheel.y < 0) {
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scroll += 2.0f;
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}
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}
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}
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mat4 projection;
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@ -212,9 +209,9 @@ int main(void) {
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glm_mat4_identity(model);
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mat4 view;
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glm_mat4_identity(view);
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glm_translate(model, (vec3){x, 0.0f, y});
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glm_translate(model, (vec3){0.0f, 0.0f, -5.0f});
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// glm_rotate(model, frame_count * 0.01f, (vec3){0.0f, 0.0f, 1.0f});
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glm_translate(view, (vec3){x, -y, scroll});
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// glm_translate(view, (vec3){0.0f, 0.0f, -10.0f});
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glm_rotate(model, 45.0f, (vec3){1.0f, 0.0f, 0.0f});
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matrixLocation = glGetUniformLocation(shaderProgram, "view");
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@ -227,28 +224,14 @@ int main(void) {
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glUseProgram(shaderProgram);
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glViewport(0, 0, screen_width, screen_height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// for (unsigned strip = 0; strip < NUM_STRIPS; strip++) {
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// glDrawElements(GL_TRIANGLE_STRIP, // primitive type
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// NUM_VERTS_PER_STRIP, // number of indices to render
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// GL_UNSIGNED_INT, // index data type
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// (void*)(sizeof(unsigned) * (NUM_VERTS_PER_STRIP) * strip)); // offset to starting index
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// }
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if (draw_wireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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// glEnableClientState(GL_VERTEX_ARRAY);
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// glVertexPointer(3, GL_FLOAT, terrainVerts);
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// glDrawArrays(GL_TRIANGLE_STRIP, 0, w*h);
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// glDisableClientState(GL_VERTEX_ARRAY);
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glBindVertexArray(terrainVAO);
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// glDrawElements(GL_TRIANGLES, 8 * 3, GL_UNSIGNED_INT, 0);
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// glDrawArrays(GL_TRIANGLES, 0, w*h*3);
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size_t s = w*2 * sizeof(unsigned int);
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// glDrawElements(GL_TRIANGLE_STRIP, (w*h)+(w-1)*(h-2), GL_UNSIGNED_INT, (void*)s);
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glDrawElements(GL_TRIANGLE_STRIP, w*3*2, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLE_STRIP, icount, GL_UNSIGNED_INT, (void*)0);
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SDL_GL_SwapWindow(window);
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}
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