#include #include #include #include "libs/cglm/cglm.h" #include "libs/glad/include/glad/glad.h" #include // #include #include "stb_image.h" // #include // #include #include "lib.h" //Screen dimension constants const int SCREEN_WIDTH = 1920; const int SCREEN_HEIGHT = 768; int main(void) { SDL_Window *window = NULL; if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("error initializing SDL: %s\n", SDL_GetError()); return 1; } SDL_GL_LoadLibrary(NULL); // Request an OpenGL 4.5 context (should be core) SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); // Also request a depth buffer SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); window = SDL_CreateWindow("Terrain", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL ); if (window == NULL) { printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() ); return 1; } SDL_GL_CreateContext(window); gladLoadGLLoader(SDL_GL_GetProcAddress); printf("Vendor: %s\n", glGetString(GL_VENDOR)); printf("Renderer: %s\n", glGetString(GL_RENDERER)); printf("Version: %s\n", glGetString(GL_VERSION)); SDL_GL_SetSwapInterval(1); int res = 16; int width, height, c; unsigned char *terrain_img = stbi_load("terrain.png", &width, &height, &c, 0); int w = width / res; int h = height / res; float tw = 100.0f, th = 35.0f; // int w = 20; // int h = 20; int vcount = w * h * 3; float *terrainVerts = malloc(vcount * sizeof(float)); for (int row = 0; row < h; row++) { for (int col = 0; col < w; col++) { int idx = (row * w + col) * 3; terrainVerts[idx+0] = -tw/2.0f + (float)col/w * tw; terrainVerts[idx+1] = *(terrain_img + (row * width + col) * c * res) * 0.01f + 1.0f; terrainVerts[idx+2] = -th/2.0f + (float)row/h * th; // *(v+1) = y * scale_y + shift_y; // *(v+1) = -h/2 + row } } stbi_image_free(terrain_img); // There's 1 less row, so (h-1) * width, then we need to add the extra two // indices for the degenerate triangles per row, except the first row // which only has one extra index, since the first index does not need degeneracy // And then since there are duplicate indices in each row int icount = (h-1) * (w) * 2 *4; unsigned int *terrainIndices = malloc(icount * sizeof(unsigned int)); int i = 0; for (int row = 0; row < h-1; row++) { for (int col = 0; col < w-1; col++) { unsigned int topleft = row * w + col; unsigned int botleft = (row+1) * w + col; unsigned int botright = (row+1) * w + col+1; unsigned int topright = row * w + col+1; terrainIndices[i++] = topleft; terrainIndices[i++] = botleft; terrainIndices[i++] = botright; terrainIndices[i++] = topleft; terrainIndices[i++] = topright; terrainIndices[i++] = botright; } } // int i = 0; // for (int row = 0; row < h-1; row++) { // if (row != 0) { // // Duplicate next num // terrainIndices[i++] = row * w; // } // for (int col = 0; col < w; col++) { // terrainIndices[i++] = (row + 0) * w + col; // terrainIndices[i++] = (row + 1) * w + col; // } // // Duplicate last num // if (row < h-2) { // terrainIndices[i] = terrainIndices[i-1]; // i++; // } // } // float terrainVerts[] = { // float tv[] = { // 0.f, 0.f, 0.f, // 1.f, 0.f, 0.f, // 2.f, 0.f, 0.f, // 3.f, 0.f, 0.f, // 0.f, 1.f, 0.f, // 1.f, 1.f, 0.f, // 2.f, 1.f, 0.f, // 3.f, 1.f, 0.f, // // Second row // 0.f, 2.f, 0.f, // 1.f, 2.f, 0.f, // 2.f, 2.f, 0.f, // 3.f, 2.f, 0.f, // 0.f, 3.f, 0.f, // 1.f, 3.f, 0.f, // 2.f, 3.f, 0.f, // 3.f, 3.f, 0.f, // }; printf("Loaded %d vertices\n", w * h); unsigned int terrainVAO, terrainVBO, terrainIBO; glGenVertexArrays(1, &terrainVAO); glBindVertexArray(terrainVAO); glGenBuffers(1, &terrainVBO); glBindBuffer(GL_ARRAY_BUFFER, terrainVBO); // glBufferData(GL_ARRAY_BUFFER, vcount * sizeof(float), verts, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, vcount * sizeof(float), terrainVerts, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glGenBuffers(1, &terrainIBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrainIBO); int ebosize = icount * sizeof(unsigned int); glBufferData(GL_ELEMENT_ARRAY_BUFFER, ebosize, terrainIndices, GL_STATIC_DRAW); // Disable depth test and face culling. glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); int screen_width,screen_height; SDL_GetWindowSize(window, &screen_width, &screen_height); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); GLuint shaderProgram = compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL); int matrixLocation; SDL_Event e; bool quit = false; Uint64 now = SDL_GetPerformanceCounter(); Uint64 last = 0; double dt = 0; bool draw_wireframe = true; float x = 0.0f, y = 0.0f; Uint64 frame_count = 0; float scroll = -10.0f; while (quit == false) { frame_count++; last = now; now = SDL_GetPerformanceCounter(); dt = (double)((now - last)*1000 / (double)SDL_GetPerformanceFrequency()); (void)dt; const Uint8* keystates = SDL_GetKeyboardState(NULL); float speed = 0.5f; if (keystates[SDL_SCANCODE_W]) { y += speed; } if (keystates[SDL_SCANCODE_S]) { y -= speed; } if (keystates[SDL_SCANCODE_A]) { x += speed; } if (keystates[SDL_SCANCODE_D]) { x -= speed; } while (SDL_PollEvent( &e)) { if (e.type == SDL_QUIT) { quit = true; } else if (e.type == SDL_KEYDOWN) { char key = e.key.keysym.sym; if (key == '1') { draw_wireframe = !draw_wireframe; } } if (e.type == SDL_MOUSEWHEEL) { if (e.wheel.y > 0) { scroll -= 2.0f; } else if(e.wheel.y < 0) { scroll += 2.0f; } } } mat4 projection; glm_mat4_identity(projection); float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; glm_perspective(45.0f, aspectRatio, 0.1f, 1000.0f, projection); mat4 model; glm_mat4_identity(model); mat4 view; glm_mat4_identity(view); glm_translate(view, (vec3){x, -y, scroll}); // glm_translate(view, (vec3){0.0f, 0.0f, -10.0f}); glm_rotate(model, 45.0f, (vec3){1.0f, 0.0f, 0.0f}); matrixLocation = glGetUniformLocation(shaderProgram, "view"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]); matrixLocation = glGetUniformLocation(shaderProgram, "projection"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]); matrixLocation = glGetUniformLocation(shaderProgram, "model"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]); glUseProgram(shaderProgram); glViewport(0, 0, screen_width, screen_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (draw_wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } glBindVertexArray(terrainVAO); glDrawElements(GL_TRIANGLES, icount, GL_UNSIGNED_INT, (void*)0); SDL_GL_SwapWindow(window); } SDL_DestroyWindow( window ); return 0; }