186 lines
6.1 KiB
C
186 lines
6.1 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "libs/cglm/cglm.h"
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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 <SDL2/SDL_image.h>
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// #include <SDL2/SDL_render.h>
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#include "lib.h"
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//Screen dimension constants
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const int SCREEN_WIDTH = 1024;
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const int SCREEN_HEIGHT = 768;
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int main(void) {
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SDL_Window *window = NULL;
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("error initializing SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GL_LoadLibrary(NULL);
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// Request an OpenGL 4.5 context (should be core)
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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// Also request a depth buffer
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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window = SDL_CreateWindow("Terrain",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH,
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SCREEN_HEIGHT,
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SDL_WINDOW_OPENGL );
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if (window == NULL) {
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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return 1;
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}
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SDL_GL_CreateContext(window);
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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printf("Vendor: %s\n", glGetString(GL_VENDOR));
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printf("Renderer: %s\n", glGetString(GL_RENDERER));
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printf("Version: %s\n", glGetString(GL_VERSION));
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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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w = 100;
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h = 100;
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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 = 0.3f;
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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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printf("Loaded %d vertices\n", w * h);
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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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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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glBindVertexArray(terrainVAO);
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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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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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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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// 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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int screen_width,screen_height;
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SDL_GetWindowSize(window, &screen_width, &screen_height);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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int matrixLocation;
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mat4 projection;
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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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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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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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while (SDL_PollEvent( &e)) {
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if (e.type == SDL_QUIT) {
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quit = true;
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} else {
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char key = e.key.keysym.sym;
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if (key == 'w') {
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y += 0.01f;
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}
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if (key == 's') {
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y -= 0.01f;
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}
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if (key == 'a') {
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x += 0.01f;
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}
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if (key == 'd') {
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x -= 0.01f;
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}
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}
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}
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mat4 model;
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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){0.0f, x, y});
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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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matrixLocation = glGetUniformLocation(shaderProgram, "view");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]);
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matrixLocation = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]);
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matrixLocation = glGetUniformLocation(shaderProgram, "model");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]);
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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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}
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SDL_GL_SwapWindow(window);
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}
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SDL_DestroyWindow( window );
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return 0;
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}
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