Draw a simple quad for now to make sure things are working
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b6110e3c73
commit
e1878bc565
114
main.c
114
main.c
@ -54,39 +54,66 @@ 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, h, c;
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// unsigned char *terrain_img = stbi_load("terrain.png", &w, &h, &c, 0);
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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 *verts = malloc(vcount * sizeof(float));
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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 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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// for (int row = 0; row < h; row++) {
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// for (int col = 0; col < w; col++) {
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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) = 0.0f;
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// *(v+2) = -h/2 + row;
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// }
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// }
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float quadVerts[] = {
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// Position
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f,
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};
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unsigned int quadIndices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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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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printf("Loaded %d vertices\n", w * h);
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stbi_image_free(terrain_img);
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// stbi_image_free(terrain_img);
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unsigned int icount = w * (h - 1) * 2;
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unsigned int *indices = malloc(icount * sizeof(unsigned int));
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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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unsigned int idx1 = w * (row + 0) + col;
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unsigned int idx2 = w * (row + 1) + col;
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*(indices + idx1) = idx1;
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*(indices + idx2) = idx2;
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}
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}
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// unsigned int icount = w * (h - 1) * 2;
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// unsigned int *indices = malloc(icount * sizeof(unsigned int));
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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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// unsigned int idx1 = w * (row + 0) + col;
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// unsigned int idx2 = w * (row + 1) + col;
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// *(indices + idx1) = idx1;
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// *(indices + idx2) = idx2;
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// }
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// }
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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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// 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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@ -94,7 +121,8 @@ 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, vcount * sizeof(float), verts, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, 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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@ -102,7 +130,7 @@ 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, icount * sizeof(unsigned), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, 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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@ -118,22 +146,30 @@ int main(void) {
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glm_mat4_identity(projection);
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float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT;
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glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection);
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glm_perspective(30.0f, aspectRatio, 1.0f, 1000.0f, projection);
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glUseProgram(shaderProgram);
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SDL_Event e;
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bool quit = false;
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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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float x = 0.0f, y = 0.0f;
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while (quit == false) {
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last = now;
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now = SDL_GetPerformanceCounter();
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dt = (double)((now - last)*1000 / (double)SDL_GetPerformanceFrequency());
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(void)dt;
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while (SDL_PollEvent( &e)) {
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if (e.type == SDL_QUIT) {
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quit = true;
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} else if (e.type == SDL_KEYDOWN) {
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char key = e.key.keysym.sym;
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if (key == '1') {
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draw_wireframe = !draw_wireframe;
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}
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} else {
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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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@ -169,12 +205,20 @@ int main(void) {
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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+2) * strip)); // offset to starting index
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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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glBindVertexArray(terrainVAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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SDL_GL_SwapWindow(window);
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}
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@ -4,5 +4,6 @@ out vec4 FragColor;
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void main() {
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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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// FragColor = vec4(h, h, h, 1.0);
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FragColor = vec4(1, 1, 1, 1.0);
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}
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@ -7,5 +7,5 @@ uniform mat4 projection;
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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 = vec4(pos, 1.0);
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}
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