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850 lines
30 KiB
C
850 lines
30 KiB
C
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//========================================================================
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// Heightmap example program using OpenGL 3 core profile
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// Copyright (c) 2010 Olivier Delannoy
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <assert.h>
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#include <stddef.h>
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#include "getopt.h"
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#define GLFW_NO_GLU 1
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#include <GL/glfw3.h>
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/* OpenGL 3.3 support
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* Functions are effectively mapped in init_opengl() */
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#ifndef GL_VERSION_3_0
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/* no defines */
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#endif
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#ifndef GL_VERSION_2_0
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typedef char GLchar;
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#define GL_BLEND_EQUATION_RGB 0x8009
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_STENCIL_BACK_FUNC 0x8800
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#define GL_STENCIL_BACK_FAIL 0x8801
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
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#define GL_MAX_DRAW_BUFFERS 0x8824
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#define GL_DRAW_BUFFER0 0x8825
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#define GL_DRAW_BUFFER1 0x8826
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#define GL_DRAW_BUFFER2 0x8827
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#define GL_DRAW_BUFFER3 0x8828
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#define GL_DRAW_BUFFER4 0x8829
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#define GL_DRAW_BUFFER5 0x882A
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#define GL_DRAW_BUFFER6 0x882B
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#define GL_DRAW_BUFFER7 0x882C
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#define GL_DRAW_BUFFER8 0x882D
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#define GL_DRAW_BUFFER9 0x882E
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#define GL_DRAW_BUFFER10 0x882F
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#define GL_DRAW_BUFFER11 0x8830
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#define GL_DRAW_BUFFER12 0x8831
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#define GL_DRAW_BUFFER13 0x8832
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#define GL_DRAW_BUFFER14 0x8833
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#define GL_DRAW_BUFFER15 0x8834
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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#define GL_MAX_VERTEX_ATTRIBS 0x8869
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
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#define GL_MAX_VARYING_FLOATS 0x8B4B
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
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#define GL_SHADER_TYPE 0x8B4F
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#define GL_FLOAT_VEC2 0x8B50
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#define GL_FLOAT_VEC3 0x8B51
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#define GL_FLOAT_VEC4 0x8B52
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#define GL_INT_VEC2 0x8B53
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#define GL_INT_VEC3 0x8B54
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#define GL_INT_VEC4 0x8B55
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#define GL_BOOL 0x8B56
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#define GL_BOOL_VEC2 0x8B57
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#define GL_BOOL_VEC3 0x8B58
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#define GL_BOOL_VEC4 0x8B59
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#define GL_FLOAT_MAT2 0x8B5A
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#define GL_FLOAT_MAT3 0x8B5B
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#define GL_FLOAT_MAT4 0x8B5C
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#define GL_SAMPLER_1D 0x8B5D
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#define GL_SAMPLER_2D 0x8B5E
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#define GL_SAMPLER_3D 0x8B5F
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#define GL_SAMPLER_CUBE 0x8B60
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#define GL_SAMPLER_2D_SHADOW 0x8B62
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#define GL_DELETE_STATUS 0x8B80
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#define GL_COMPILE_STATUS 0x8B81
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#define GL_LINK_STATUS 0x8B82
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#define GL_VALIDATE_STATUS 0x8B83
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#define GL_INFO_LOG_LENGTH 0x8B84
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#define GL_ATTACHED_SHADERS 0x8B85
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#define GL_ACTIVE_UNIFORMS 0x8B86
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
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#define GL_SHADER_SOURCE_LENGTH 0x8B88
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#define GL_ACTIVE_ATTRIBUTES 0x8B89
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
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#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#define GL_CURRENT_PROGRAM 0x8B8D
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#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
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#define GL_LOWER_LEFT 0x8CA1
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#define GL_UPPER_LEFT 0x8CA2
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#define GL_STENCIL_BACK_REF 0x8CA3
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
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#endif
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#ifndef GL_VERSION_1_5
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typedef ptrdiff_t GLintptr;
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typedef ptrdiff_t GLsizeiptr;
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#define GL_BUFFER_SIZE 0x8764
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#define GL_BUFFER_USAGE 0x8765
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#define GL_QUERY_COUNTER_BITS 0x8864
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#define GL_CURRENT_QUERY 0x8865
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#define GL_QUERY_RESULT 0x8866
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#define GL_QUERY_RESULT_AVAILABLE 0x8867
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER 0x8893
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
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#define GL_READ_ONLY 0x88B8
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#define GL_WRITE_ONLY 0x88B9
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#define GL_READ_WRITE 0x88BA
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#define GL_BUFFER_ACCESS 0x88BB
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#define GL_BUFFER_MAPPED 0x88BC
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#define GL_BUFFER_MAP_POINTER 0x88BD
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#define GL_STREAM_DRAW 0x88E0
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#define GL_STREAM_READ 0x88E1
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#define GL_STREAM_COPY 0x88E2
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#define GL_STATIC_DRAW 0x88E4
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#define GL_STATIC_READ 0x88E5
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#define GL_STATIC_COPY 0x88E6
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#define GL_DYNAMIC_DRAW 0x88E8
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#define GL_DYNAMIC_READ 0x88E9
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#define GL_DYNAMIC_COPY 0x88EA
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#define GL_SAMPLES_PASSED 0x8914
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#endif
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/* OpenGL 3.0 */
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typedef void (APIENTRY * PFN_glGenVertexArrays)(GLsizei n, GLuint *arrays);
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typedef void (APIENTRY * PFN_glBindVertexArray)(GLuint array);
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typedef void (APIENTRY * PFN_glDeleteVertexArrays)(GLsizei n, GLuint *arrays);
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/* OpenGL 2.0 */
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typedef GLuint (APIENTRY * PFN_glCreateShader)(GLenum type);
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typedef void (APIENTRY * PFN_glDeleteShader)(GLuint shader);
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typedef void (APIENTRY * PFN_glCompileShader)(GLuint shader);
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typedef void (APIENTRY * PFN_glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
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typedef void (APIENTRY * PFN_glGetShaderiv)(GLuint shader, GLenum pname, GLint *params);
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typedef void (APIENTRY * PFN_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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typedef GLuint (APIENTRY * PFN_glCreateProgram)(void);
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typedef void (APIENTRY * PFN_glDeleteProgram)(GLuint program);
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typedef void (APIENTRY * PFN_glAttachShader)(GLuint program, GLuint shader);
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typedef void (APIENTRY * PFN_glLinkProgram)(GLuint program);
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typedef void (APIENTRY * PFN_glGetProgramiv)(GLuint program, GLenum pname, GLint *params);
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typedef void (APIENTRY * PFN_glGetProgramInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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typedef void (APIENTRY * PFN_glValidateProgram)(GLuint program);
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typedef void (APIENTRY * PFN_glUseProgram)(GLuint program);
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typedef GLint (APIENTRY * PFN_glGetUniformLocation)(GLuint program, const GLchar *name);
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typedef void (APIENTRY * PFN_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef GLint (APIENTRY * PFN_glGetAttribLocation)(GLuint program, const GLchar *name);
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typedef void (APIENTRY * PFN_glEnableVertexAttribArray)(GLuint index);
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typedef void (APIENTRY * PFN_glVertexAttrib1f)(GLuint index, GLfloat x);
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typedef void (APIENTRY * PFN_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
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/* OpenGL 1.5 */
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typedef void (APIENTRY * PFN_glBindBuffer)(GLenum target, GLuint buffer);
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typedef void (APIENTRY * PFN_glDeleteBuffers)(GLsizei n, const GLuint *buffers);
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typedef void (APIENTRY * PFN_glGenBuffers)(GLsizei n, GLuint *buffers);
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typedef void (APIENTRY * PFN_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
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typedef void (APIENTRY * PFN_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
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/* OpenGL function pointers */
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static PFN_glGenBuffers pglGenBuffers = NULL;
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static PFN_glGenVertexArrays pglGenVertexArrays = NULL;
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static PFN_glDeleteVertexArrays pglDeleteVertexArrays = NULL;
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static PFN_glCreateShader pglCreateShader = NULL;
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static PFN_glShaderSource pglShaderSource = NULL;
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static PFN_glCompileShader pglCompileShader = NULL;
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static PFN_glGetShaderiv pglGetShaderiv = NULL;
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static PFN_glGetShaderInfoLog pglGetShaderInfoLog = NULL;
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static PFN_glDeleteShader pglDeleteShader = NULL;
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static PFN_glCreateProgram pglCreateProgram = NULL;
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static PFN_glAttachShader pglAttachShader = NULL;
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static PFN_glLinkProgram pglLinkProgram = NULL;
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static PFN_glUseProgram pglUseProgram = NULL;
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static PFN_glGetProgramiv pglGetProgramiv = NULL;
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static PFN_glGetProgramInfoLog pglGetProgramInfoLog = NULL;
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static PFN_glDeleteProgram pglDeleteProgram = NULL;
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static PFN_glGetUniformLocation pglGetUniformLocation = NULL;
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static PFN_glUniformMatrix4fv pglUniformMatrix4fv = NULL;
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static PFN_glGetAttribLocation pglGetAttribLocation = NULL;
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/* Map height updates */
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#define MAX_CIRCLE_SIZE (5.0f)
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#define MAX_DISPLACEMENT (1.0f)
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#define DISPLACEMENT_SIGN_LIMIT (0.3f)
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#define MAX_ITER (200)
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#define NUM_ITER_AT_A_TIME (1)
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/* Map general information */
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#define MAP_SIZE (10.0f)
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#define MAP_NUM_VERTICES (80)
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#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES)
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#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \
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2 * (MAP_NUM_VERTICES - 1))
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/* OpenGL function pointers */
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static PFN_glBindVertexArray pglBindVertexArray = NULL;
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static PFN_glBufferData pglBufferData = NULL;
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static PFN_glBindBuffer pglBindBuffer = NULL;
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static PFN_glBufferSubData pglBufferSubData = NULL;
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static PFN_glEnableVertexAttribArray pglEnableVertexAttribArray = NULL;
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static PFN_glVertexAttribPointer pglVertexAttribPointer = NULL;
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#define RESOLVE_GL_FCN(type, var, name) \
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if (status == GL_TRUE) \
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{\
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var = glfwGetProcAddress((name));\
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if ((var) == NULL)\
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{\
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status = GL_FALSE;\
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}\
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}
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static GLboolean init_opengl(void)
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{
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GLboolean status = GL_TRUE;
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RESOLVE_GL_FCN(PFN_glCreateShader, pglCreateShader, "glCreateShader");
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RESOLVE_GL_FCN(PFN_glShaderSource, pglShaderSource, "glShaderSource");
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RESOLVE_GL_FCN(PFN_glCompileShader, pglCompileShader, "glCompileShader");
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RESOLVE_GL_FCN(PFN_glGetShaderiv, pglGetShaderiv, "glGetShaderiv");
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RESOLVE_GL_FCN(PFN_glGetShaderInfoLog, pglGetShaderInfoLog, "glGetShaderInfoLog");
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RESOLVE_GL_FCN(PFN_glDeleteShader, pglDeleteShader, "glDeleteShader");
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RESOLVE_GL_FCN(PFN_glCreateProgram, pglCreateProgram, "glCreateProgram");
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RESOLVE_GL_FCN(PFN_glAttachShader, pglAttachShader, "glAttachShader");
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RESOLVE_GL_FCN(PFN_glLinkProgram, pglLinkProgram, "glLinkProgram");
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RESOLVE_GL_FCN(PFN_glUseProgram, pglUseProgram, "glUseProgram");
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RESOLVE_GL_FCN(PFN_glGetProgramiv, pglGetProgramiv, "glGetProgramiv");
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RESOLVE_GL_FCN(PFN_glGetProgramInfoLog, pglGetProgramInfoLog, "glGetProgramInfoLog");
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RESOLVE_GL_FCN(PFN_glDeleteProgram, pglDeleteProgram, "glDeleteProgram");
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RESOLVE_GL_FCN(PFN_glGetUniformLocation, pglGetUniformLocation, "glGetUniformLocation");
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RESOLVE_GL_FCN(PFN_glUniformMatrix4fv, pglUniformMatrix4fv, "glUniformMatrix4fv");
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RESOLVE_GL_FCN(PFN_glGetAttribLocation, pglGetAttribLocation, "glGetAttribLocation");
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RESOLVE_GL_FCN(PFN_glGenVertexArrays, pglGenVertexArrays, "glGenVertexArrays");
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RESOLVE_GL_FCN(PFN_glDeleteVertexArrays, pglDeleteVertexArrays, "glDeleteVertexArrays");
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RESOLVE_GL_FCN(PFN_glBindVertexArray, pglBindVertexArray, "glBindVertexArray");
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RESOLVE_GL_FCN(PFN_glGenBuffers, pglGenBuffers, "glGenBuffers");
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RESOLVE_GL_FCN(PFN_glBindBuffer, pglBindBuffer, "glBindBuffer");
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RESOLVE_GL_FCN(PFN_glBufferData, pglBufferData, "glBufferData");
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RESOLVE_GL_FCN(PFN_glBufferSubData, pglBufferSubData, "glBufferSubData");
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RESOLVE_GL_FCN(PFN_glEnableVertexAttribArray, pglEnableVertexAttribArray, "glEnableVertexAttribArray");
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RESOLVE_GL_FCN(PFN_glVertexAttribPointer, pglVertexAttribPointer, "glVertexAttribPointer");
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return status;
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}
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/**********************************************************************
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* Default shader programs
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*********************************************************************/
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static const char* default_vertex_shader =
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"#version 150\n"
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"uniform mat4 project;\n"
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"uniform mat4 modelview;\n"
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"in float x;\n"
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"in float y;\n"
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"in float z;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n"
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"}\n";
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static const char* default_fragment_shader =
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"#version 150\n"
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"out vec4 gl_FragColor;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0); \n"
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"}\n";
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/**********************************************************************
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* Values for shader uniforms
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*********************************************************************/
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/* Frustum configuration */
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static GLfloat view_angle = 45.0f;
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static GLfloat aspect_ratio = 4.0f/3.0f;
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static GLfloat z_near = 1.0f;
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static GLfloat z_far = 100.f;
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/* Projection matrix */
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static GLfloat projection_matrix[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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/* Model view matrix */
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static GLfloat modelview_matrix[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
|
||
|
};
|
||
|
|
||
|
/**********************************************************************
|
||
|
* Heightmap vertex and index data
|
||
|
*********************************************************************/
|
||
|
|
||
|
static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES];
|
||
|
static GLuint map_line_indices[2*MAP_NUM_LINES];
|
||
|
|
||
|
/* Store uniform location for the shaders
|
||
|
* Those values are setup as part of the process of creating
|
||
|
* the shader program. They should not be used before creating
|
||
|
* the program.
|
||
|
*/
|
||
|
static GLuint mesh;
|
||
|
static GLuint mesh_vbo[4];
|
||
|
|
||
|
/**********************************************************************
|
||
|
* OpenGL helper functions
|
||
|
*********************************************************************/
|
||
|
|
||
|
/* Load a (text) file into memory and return its contents
|
||
|
*/
|
||
|
static char* read_file_content(const char* filename)
|
||
|
{
|
||
|
FILE* fd;
|
||
|
size_t size = 0;
|
||
|
char* result = NULL;
|
||
|
|
||
|
fd = fopen(filename, "r");
|
||
|
if (fd != NULL)
|
||
|
{
|
||
|
size = fseek(fd, 0, SEEK_END);
|
||
|
(void) fseek(fd, 0, SEEK_SET);
|
||
|
|
||
|
result = malloc(size + 1);
|
||
|
result[size] = '\0';
|
||
|
if (fread(result, size, 1, fd) != 1)
|
||
|
{
|
||
|
free(result);
|
||
|
result = NULL;
|
||
|
}
|
||
|
(void) fclose(fd);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/* Creates a shader object of the specified type using the specified text
|
||
|
*/
|
||
|
static GLuint make_shader(GLenum type, const char* shader_src)
|
||
|
{
|
||
|
GLuint shader;
|
||
|
GLint shader_ok;
|
||
|
GLsizei log_length;
|
||
|
char info_log[8192];
|
||
|
|
||
|
shader = pglCreateShader(type);
|
||
|
if (shader != 0)
|
||
|
{
|
||
|
pglShaderSource(shader, 1, (const GLchar**)&shader_src, NULL);
|
||
|
pglCompileShader(shader);
|
||
|
pglGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
|
||
|
if (shader_ok != GL_TRUE)
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
|
||
|
pglGetShaderInfoLog(shader, 8192, &log_length,info_log);
|
||
|
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
|
||
|
pglDeleteShader(shader);
|
||
|
shader = 0;
|
||
|
}
|
||
|
}
|
||
|
return shader;
|
||
|
}
|
||
|
|
||
|
/* Creates a program object using the specified vertex and fragment text
|
||
|
*/
|
||
|
static GLuint make_shader_program(const char* vertex_shader_src, const char* fragment_shader_src)
|
||
|
{
|
||
|
GLuint program = 0u;
|
||
|
GLint program_ok;
|
||
|
GLuint vertex_shader = 0u;
|
||
|
GLuint fragment_shader = 0u;
|
||
|
GLsizei log_length;
|
||
|
char info_log[8192];
|
||
|
|
||
|
vertex_shader = make_shader(GL_VERTEX_SHADER, (vertex_shader_src == NULL) ? default_vertex_shader : vertex_shader_src);
|
||
|
if (vertex_shader != 0u)
|
||
|
{
|
||
|
fragment_shader = make_shader(GL_FRAGMENT_SHADER, (fragment_shader_src == NULL) ? default_fragment_shader : fragment_shader_src);
|
||
|
if (fragment_shader != 0u)
|
||
|
{
|
||
|
/* make the program that connect the two shader and link it */
|
||
|
program = pglCreateProgram();
|
||
|
if (program != 0u)
|
||
|
{
|
||
|
/* attach both shader and link */
|
||
|
pglAttachShader(program, vertex_shader);
|
||
|
pglAttachShader(program, fragment_shader);
|
||
|
pglLinkProgram(program);
|
||
|
pglGetProgramiv(program, GL_LINK_STATUS, &program_ok);
|
||
|
|
||
|
if (program_ok != GL_TRUE)
|
||
|
{
|
||
|
fprintf(stderr, "ERROR, failed to link shader program\n");
|
||
|
pglGetProgramInfoLog(program, 8192, &log_length, info_log);
|
||
|
fprintf(stderr, "ERROR: \n%s\n\n", info_log);
|
||
|
pglDeleteProgram(program);
|
||
|
pglDeleteShader(fragment_shader);
|
||
|
pglDeleteShader(vertex_shader);
|
||
|
program = 0u;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: Unable to load fragment shader\n");
|
||
|
pglDeleteShader(vertex_shader);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: Unable to load vertex shader\n");
|
||
|
}
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
/**********************************************************************
|
||
|
* Geometry creation functions
|
||
|
*********************************************************************/
|
||
|
|
||
|
/* Generate vertices and indices for the heightmap
|
||
|
*/
|
||
|
static void init_map(void)
|
||
|
{
|
||
|
int i;
|
||
|
int j;
|
||
|
int k;
|
||
|
GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1);
|
||
|
GLfloat x = 0.0f;
|
||
|
GLfloat z = 0.0f;
|
||
|
/* Create a flat grid */
|
||
|
k = 0;
|
||
|
for (i = 0 ; i < MAP_NUM_VERTICES ; ++i)
|
||
|
{
|
||
|
for (j = 0 ; j < MAP_NUM_VERTICES ; ++j)
|
||
|
{
|
||
|
map_vertices[0][k] = x;
|
||
|
map_vertices[1][k] = 0.0f;
|
||
|
map_vertices[2][k] = z;
|
||
|
z += step;
|
||
|
++k;
|
||
|
}
|
||
|
x += step;
|
||
|
z = 0.0f;
|
||
|
}
|
||
|
#if DEBUG_ENABLED
|
||
|
for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i)
|
||
|
{
|
||
|
printf ("Vertice %d (%f, %f, %f)\n",
|
||
|
i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]);
|
||
|
|
||
|
}
|
||
|
#endif
|
||
|
/* create indices */
|
||
|
/* line fan based on i
|
||
|
* i+1
|
||
|
* | / i + n + 1
|
||
|
* | /
|
||
|
* |/
|
||
|
* i --- i + n
|
||
|
*/
|
||
|
|
||
|
/* close the top of the square */
|
||
|
k = 0;
|
||
|
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
|
||
|
{
|
||
|
map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1;
|
||
|
map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1;
|
||
|
}
|
||
|
/* close the right of the square */
|
||
|
for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
|
||
|
{
|
||
|
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i;
|
||
|
map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1;
|
||
|
}
|
||
|
|
||
|
for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i)
|
||
|
{
|
||
|
for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j)
|
||
|
{
|
||
|
int ref = i * (MAP_NUM_VERTICES) + j;
|
||
|
map_line_indices[k++] = ref;
|
||
|
map_line_indices[k++] = ref + 1;
|
||
|
|
||
|
map_line_indices[k++] = ref;
|
||
|
map_line_indices[k++] = ref + MAP_NUM_VERTICES;
|
||
|
|
||
|
map_line_indices[k++] = ref;
|
||
|
map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef DEBUG_ENABLED
|
||
|
for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2)
|
||
|
{
|
||
|
int beg, end;
|
||
|
beg = map_line_indices[k];
|
||
|
end = map_line_indices[k+1];
|
||
|
printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n",
|
||
|
k / 2, beg, end,
|
||
|
map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg],
|
||
|
map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
static void generate_heightmap__circle(float* center_x, float* center_y,
|
||
|
float* size, float* displacement)
|
||
|
{
|
||
|
float sign;
|
||
|
/* random value for element in between [0-1.0] */
|
||
|
*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
|
||
|
*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
|
||
|
*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX);
|
||
|
sign = (1.0f * rand()) / (1.0f * RAND_MAX);
|
||
|
sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
|
||
|
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX);
|
||
|
}
|
||
|
|
||
|
/* Run the specified number of iterations of the generation process for the
|
||
|
* heightmap
|
||
|
*/
|
||
|
static void update_map(int num_iter)
|
||
|
{
|
||
|
assert(num_iter > 0);
|
||
|
while(num_iter)
|
||
|
{
|
||
|
/* center of the circle */
|
||
|
float center_x;
|
||
|
float center_z;
|
||
|
float circle_size;
|
||
|
float disp;
|
||
|
size_t ii;
|
||
|
generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp);
|
||
|
disp = disp / 2.0f;
|
||
|
for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii)
|
||
|
{
|
||
|
GLfloat dx = center_x - map_vertices[0][ii];
|
||
|
GLfloat dz = center_z - map_vertices[2][ii];
|
||
|
GLfloat pd = (2.0f * sqrtf((dx * dx) + (dz * dz))) / circle_size;
|
||
|
if (fabs(pd) <= 1.0f)
|
||
|
{
|
||
|
/* tx,tz is within the circle */
|
||
|
GLfloat new_height = disp + (cos(pd*3.14f)*disp);
|
||
|
map_vertices[1][ii] += new_height;
|
||
|
}
|
||
|
}
|
||
|
--num_iter;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**********************************************************************
|
||
|
* OpenGL helper functions
|
||
|
*********************************************************************/
|
||
|
|
||
|
/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to
|
||
|
* the specified program object
|
||
|
*/
|
||
|
static void make_mesh(GLuint program)
|
||
|
{
|
||
|
GLuint attrloc;
|
||
|
|
||
|
pglGenVertexArrays(1, &mesh);
|
||
|
pglGenBuffers(4, mesh_vbo);
|
||
|
pglBindVertexArray(mesh);
|
||
|
/* Prepare the data for drawing through a buffer inidices */
|
||
|
pglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
|
||
|
pglBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
|
||
|
|
||
|
/* Prepare the attributes for rendering */
|
||
|
attrloc = pglGetAttribLocation(program, "x");
|
||
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
|
||
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
|
||
|
pglEnableVertexAttribArray(attrloc);
|
||
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
||
|
|
||
|
attrloc = pglGetAttribLocation(program, "z");
|
||
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
|
||
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
|
||
|
pglEnableVertexAttribArray(attrloc);
|
||
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
||
|
|
||
|
attrloc = pglGetAttribLocation(program, "y");
|
||
|
pglBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
|
||
|
pglBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
|
||
|
pglEnableVertexAttribArray(attrloc);
|
||
|
pglVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
|
||
|
}
|
||
|
|
||
|
/* Update VBO vertices from source data
|
||
|
*/
|
||
|
static void update_mesh(void)
|
||
|
{
|
||
|
pglBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
|
||
|
}
|
||
|
|
||
|
/**********************************************************************
|
||
|
* GLFW callback functions
|
||
|
*********************************************************************/
|
||
|
|
||
|
/* The program runs as long as this is GL_TRUE
|
||
|
*/
|
||
|
static GLboolean running = GL_TRUE;
|
||
|
|
||
|
/* GLFW Window management functions */
|
||
|
static int window_close_callback(GLFWwindow window)
|
||
|
{
|
||
|
running = GL_FALSE;
|
||
|
|
||
|
/* Disallow window closing
|
||
|
* The window will be closed when the main loop terminates */
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static void key_callback(GLFWwindow window, int key, int action)
|
||
|
{
|
||
|
switch(key)
|
||
|
{
|
||
|
case GLFW_KEY_ESC:
|
||
|
/* Exit program on Escape */
|
||
|
running = GL_FALSE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Print usage information */
|
||
|
static void usage(void)
|
||
|
{
|
||
|
printf("Usage: heightmap [-v <vertex_shader_path>] [-f <fragment_shader_path>]\n");
|
||
|
printf(" heightmap [-h]\n");
|
||
|
}
|
||
|
|
||
|
int main(int argc, char** argv)
|
||
|
{
|
||
|
GLFWwindow window;
|
||
|
int ch, iter;
|
||
|
double dt;
|
||
|
double last_update_time;
|
||
|
int frame;
|
||
|
float f;
|
||
|
GLint uloc_modelview;
|
||
|
GLint uloc_project;
|
||
|
|
||
|
char* vertex_shader_path = NULL;
|
||
|
char* fragment_shader_path = NULL;
|
||
|
char* vertex_shader_src = NULL;
|
||
|
char* fragment_shader_src = NULL;
|
||
|
GLuint shader_program;
|
||
|
|
||
|
while ((ch = getopt(argc, argv, "f:v:h")) != -1)
|
||
|
{
|
||
|
switch (ch)
|
||
|
{
|
||
|
case 'f':
|
||
|
fragment_shader_path = optarg;
|
||
|
break;
|
||
|
case 'v':
|
||
|
vertex_shader_path = optarg;
|
||
|
break;
|
||
|
case 'h':
|
||
|
usage();
|
||
|
exit(EXIT_SUCCESS);
|
||
|
default:
|
||
|
usage();
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (fragment_shader_path)
|
||
|
{
|
||
|
vertex_shader_src = read_file_content(fragment_shader_path);
|
||
|
if (!fragment_shader_src)
|
||
|
{
|
||
|
fprintf(stderr,
|
||
|
"ERROR: unable to load fragment shader from '%s'\n",
|
||
|
fragment_shader_path);
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (vertex_shader_path)
|
||
|
{
|
||
|
vertex_shader_src = read_file_content(vertex_shader_path);
|
||
|
if (!vertex_shader_src)
|
||
|
{
|
||
|
fprintf(stderr,
|
||
|
"ERROR: unable to load vertex shader from '%s'\n",
|
||
|
fragment_shader_path);
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (GL_TRUE != glfwInit())
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: Unable to initialize GLFW\n");
|
||
|
usage();
|
||
|
|
||
|
free(vertex_shader_src);
|
||
|
free(fragment_shader_src);
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
|
||
|
glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE);
|
||
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
|
||
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
|
||
|
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||
|
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
|
||
|
|
||
|
window = glfwOpenWindow(800, 600, GLFW_WINDOWED, "GLFW OpenGL3 Heightmap demo");
|
||
|
if (! window )
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: Unable to create the OpenGL context and associated window\n");
|
||
|
usage();
|
||
|
|
||
|
free(vertex_shader_src);
|
||
|
free(fragment_shader_src);
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
glfwSetWindowCloseCallback(window, window_close_callback);
|
||
|
glfwSetKeyCallback(window, key_callback);
|
||
|
/* Register events callback */
|
||
|
|
||
|
if (GL_TRUE != init_opengl())
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: unable to resolve OpenGL function pointers\n");
|
||
|
free(vertex_shader_src);
|
||
|
free(fragment_shader_src);
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
/* Prepare opengl resources for rendering */
|
||
|
shader_program = make_shader_program(vertex_shader_src , fragment_shader_src);
|
||
|
free(vertex_shader_src);
|
||
|
free(fragment_shader_src);
|
||
|
|
||
|
if (shader_program == 0u)
|
||
|
{
|
||
|
fprintf(stderr, "ERROR: during creation of the shader program\n");
|
||
|
usage();
|
||
|
exit(EXIT_FAILURE);
|
||
|
}
|
||
|
|
||
|
pglUseProgram(shader_program);
|
||
|
uloc_project = pglGetUniformLocation(shader_program, "project");
|
||
|
uloc_modelview = pglGetUniformLocation(shader_program, "modelview");
|
||
|
|
||
|
/* Compute the projection matrix */
|
||
|
f = 1.0f / tanf(view_angle / 2.0f);
|
||
|
projection_matrix[0] = f / aspect_ratio;
|
||
|
projection_matrix[5] = f;
|
||
|
projection_matrix[10] = (z_far + z_near)/ (z_near - z_far);
|
||
|
projection_matrix[11] = -1.0f;
|
||
|
projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far);
|
||
|
pglUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
|
||
|
|
||
|
/* Set the camera position */
|
||
|
modelview_matrix[12] = -5.0f;
|
||
|
modelview_matrix[13] = -5.0f;
|
||
|
modelview_matrix[14] = -20.0f;
|
||
|
pglUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
|
||
|
|
||
|
/* Create mesh data */
|
||
|
init_map();
|
||
|
make_mesh(shader_program);
|
||
|
|
||
|
/* Create vao + vbo to store the mesh */
|
||
|
/* Create the vbo to store all the information for the grid and the height */
|
||
|
|
||
|
/* setup the scene ready for rendering */
|
||
|
glViewport(0, 0, 800, 600);
|
||
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||
|
|
||
|
/* main loop */
|
||
|
frame = 0;
|
||
|
iter = 0;
|
||
|
dt = last_update_time = glfwGetTime();
|
||
|
|
||
|
while (running)
|
||
|
{
|
||
|
++frame;
|
||
|
/* render the next frame */
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0);
|
||
|
|
||
|
/* display and process events through callbacks */
|
||
|
glfwSwapBuffers();
|
||
|
glfwPollEvents();
|
||
|
/* Check the frame rate and update the heightmap if needed */
|
||
|
dt = glfwGetTime();
|
||
|
if ((dt - last_update_time) > 0.2)
|
||
|
{
|
||
|
/* generate the next iteration of the heightmap */
|
||
|
if (iter < MAX_ITER)
|
||
|
{
|
||
|
update_map(NUM_ITER_AT_A_TIME);
|
||
|
update_mesh();
|
||
|
iter += NUM_ITER_AT_A_TIME;
|
||
|
}
|
||
|
last_update_time = dt;
|
||
|
frame = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
exit(EXIT_SUCCESS);
|
||
|
}
|
||
|
|