#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 = 1024; 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 w, h, c; unsigned char *terrain_img = stbi_load("terrain.png", &w, &h, &c, 0); w = 100; h = 100; int vcount = w * h * 3; float *verts = malloc(vcount * sizeof(float)); float scale_y = 0.3f; float shift_y = 16.0f; for (int row = 0; row < h; row++) { for (int col = 0; col < w; col++) { unsigned char *texel = terrain_img + (row * w + col) * c; unsigned char y = texel[0]; float *v = &verts[(row * w + col) * 3]; *(v+0) = -w/2 + col; *(v+1) = y * scale_y + shift_y; *(v+2) = -h/2 + row; } } printf("Loaded %d vertices\n", w * h); stbi_image_free(terrain_img); unsigned int icount = w * (h - 1) * 2; unsigned int *indices = malloc(icount * sizeof(unsigned int)); for (int row = 0; row < h - 1; row++) { for (int col = 0; col < w; col++) { unsigned int idx1 = w * (row + 0) + col; unsigned int idx2 = w * (row + 1) + col; *(indices + idx1) = idx1; *(indices + idx2) = idx2; } } const unsigned int NUM_STRIPS = h - 1; const unsigned int NUM_VERTS_PER_STRIP = w * 2; 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); // 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); glBufferData(GL_ELEMENT_ARRAY_BUFFER, icount * sizeof(unsigned), indices, 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; mat4 projection; glm_mat4_identity(projection); float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection); glUseProgram(shaderProgram); SDL_Event e; bool quit = false; Uint64 now = SDL_GetPerformanceCounter(); Uint64 last = 0; double dt = 0; float x = 0.0f, y = 0.0f; while (quit == false) { last = now; now = SDL_GetPerformanceCounter(); dt = (double)((now - last)*1000 / (double)SDL_GetPerformanceFrequency()); while (SDL_PollEvent( &e)) { if (e.type == SDL_QUIT) { quit = true; } else { char key = e.key.keysym.sym; if (key == 'w') { y += 0.01f; } if (key == 's') { y -= 0.01f; } if (key == 'a') { x += 0.01f; } if (key == 'd') { x -= 0.01f; } } } mat4 model; glm_mat4_identity(model); mat4 view; glm_mat4_identity(view); glm_translate(model, (vec3){0.0f, x, y}); // glm_translate(model, (vec3){10.0f, -10.0f, 0.0f}); // glm_rotate(model, now * 0.0000000001f, (vec3){0.0f, 0.0f, 1.0f}); 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]); glViewport(0, 0, screen_width, screen_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for (unsigned strip = 0; strip < NUM_STRIPS; strip++) { glDrawElements(GL_TRIANGLE_STRIP, // primitive type NUM_VERTS_PER_STRIP, // number of indices to render GL_UNSIGNED_INT, // index data type (void*)(sizeof(unsigned) * (NUM_VERTS_PER_STRIP+2) * strip)); // offset to starting index } SDL_GL_SwapWindow(window); } SDL_DestroyWindow( window ); return 0; }