186 lines
6.1 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "libs/cglm/cglm.h"
#include "libs/glad/include/glad/glad.h"
#include <SDL2/SDL.h>
// #include <SDL2/SDL_events.h>
#include "stb_image.h"
// #include <SDL2/SDL_image.h>
// #include <SDL2/SDL_render.h>
#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;
}