From 70647eaad5cc22c8edc578f1a4b6be1a6cedd2fb Mon Sep 17 00:00:00 2001 From: Olivier Delannoy Date: Fri, 24 Sep 2010 21:47:25 +0100 Subject: [PATCH] Added ignore rules for git, the heightmap examples from GLFW 2.7 and fixed a built issue on X11 introduced by using glxext.h --- .gitignore | 11 + examples/CMakeLists.txt | 7 +- examples/heightmap.c | 849 ++++++++++++++++++++++++++++++++++++++++ src/x11/platform.h | 5 +- 4 files changed, 867 insertions(+), 5 deletions(-) create mode 100644 .gitignore create mode 100644 examples/heightmap.c diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..bccab087 --- /dev/null +++ b/.gitignore @@ -0,0 +1,11 @@ +CMakeFiles +cmake_install.cmake +CMakeCache.txt +Makefile +cmake_uninstall.cmake +src/config.h +src/x11/libglfw.pc +src/win32/libglfw.pc +src/cocoa/libglfw.pc +*.so +*.a diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index a6282a14..9754e49b 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -21,17 +21,18 @@ else(APPLE) add_executable(splitview WIN32 splitview.c) add_executable(triangle WIN32 triangle.c) add_executable(wave WIN32 wave.c) + add_executable(heightmap WIN32 heightmap.c) endif(APPLE) if(MSVC) # Tell MSVC to use main instead of WinMain for Windows subsystem executables - set_target_properties(boing gears splitview triangle wave PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup") + set_target_properties(boing gears splitview triangle wave heightmap PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup") endif(MSVC) if(CYGWIN) # Set cross-compile and subsystem compile and link flags - set_target_properties(boing gears listmodes splitview triangle wave PROPERTIES COMPILE_FLAGS "-mno-cygwin") - set_target_properties(boing gears splitview triangle wave PROPERTIES LINK_FLAGS "-mno-cygwin -mwindows") + set_target_properties(boing gears listmodes splitview triangle wave heightmap PROPERTIES COMPILE_FLAGS "-mno-cygwin") + set_target_properties(boing gears splitview triangle wave heightmap PROPERTIES LINK_FLAGS "-mno-cygwin -mwindows") set_target_properties(listmodes PROPERTIES LINK_FLAGS "-mno-cygwin -mconsole") endif(CYGWIN) diff --git a/examples/heightmap.c b/examples/heightmap.c new file mode 100644 index 00000000..90c42132 --- /dev/null +++ b/examples/heightmap.c @@ -0,0 +1,849 @@ +//======================================================================== +// Heightmap example program using OpenGL 3 core profile +// Copyright (c) 2010 Olivier Delannoy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include +#include +#include +#include "getopt.h" + + +#define GLFW_NO_GLU 1 +#include + +/* OpenGL 3.3 support + * Functions are effectively mapped in init_opengl() */ +#ifndef GL_VERSION_3_0 +/* no defines */ +#endif + +#ifndef GL_VERSION_2_0 + +typedef char GLchar; + +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#endif + + + +#ifndef GL_VERSION_1_5 + +typedef ptrdiff_t GLintptr; +typedef ptrdiff_t GLsizeiptr; + +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#endif + + + + +/* OpenGL 3.0 */ +typedef void (APIENTRY * PFN_glGenVertexArrays)(GLsizei n, GLuint *arrays); +typedef void (APIENTRY * PFN_glBindVertexArray)(GLuint array); +typedef void (APIENTRY * PFN_glDeleteVertexArrays)(GLsizei n, GLuint *arrays); +/* OpenGL 2.0 */ +typedef GLuint (APIENTRY * PFN_glCreateShader)(GLenum type); +typedef void (APIENTRY * PFN_glDeleteShader)(GLuint shader); +typedef void (APIENTRY * PFN_glCompileShader)(GLuint shader); +typedef void (APIENTRY * PFN_glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); +typedef void (APIENTRY * PFN_glGetShaderiv)(GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRY * PFN_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLuint (APIENTRY * PFN_glCreateProgram)(void); +typedef void (APIENTRY * PFN_glDeleteProgram)(GLuint program); +typedef void (APIENTRY * PFN_glAttachShader)(GLuint program, GLuint shader); +typedef void (APIENTRY * PFN_glLinkProgram)(GLuint program); +typedef void (APIENTRY * PFN_glGetProgramiv)(GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRY * PFN_glGetProgramInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRY * PFN_glValidateProgram)(GLuint program); +typedef void (APIENTRY * PFN_glUseProgram)(GLuint program); +typedef GLint (APIENTRY * PFN_glGetUniformLocation)(GLuint program, const GLchar *name); +typedef void (APIENTRY * PFN_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef GLint (APIENTRY * PFN_glGetAttribLocation)(GLuint program, const GLchar *name); +typedef void (APIENTRY * PFN_glEnableVertexAttribArray)(GLuint index); +typedef void (APIENTRY * PFN_glVertexAttrib1f)(GLuint index, GLfloat x); +typedef void (APIENTRY * PFN_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +/* OpenGL 1.5 */ +typedef void (APIENTRY * PFN_glBindBuffer)(GLenum target, GLuint buffer); +typedef void (APIENTRY * PFN_glDeleteBuffers)(GLsizei n, const GLuint *buffers); +typedef void (APIENTRY * PFN_glGenBuffers)(GLsizei n, GLuint *buffers); +typedef void (APIENTRY * PFN_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); +typedef void (APIENTRY * PFN_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); + +/* OpenGL function pointers */ +static PFN_glGenBuffers pglGenBuffers = NULL; +static PFN_glGenVertexArrays pglGenVertexArrays = NULL; +static PFN_glDeleteVertexArrays pglDeleteVertexArrays = NULL; +static PFN_glCreateShader pglCreateShader = NULL; +static PFN_glShaderSource pglShaderSource = NULL; +static PFN_glCompileShader pglCompileShader = NULL; +static PFN_glGetShaderiv pglGetShaderiv = NULL; +static PFN_glGetShaderInfoLog pglGetShaderInfoLog = NULL; +static PFN_glDeleteShader pglDeleteShader = NULL; +static PFN_glCreateProgram pglCreateProgram = NULL; +static PFN_glAttachShader pglAttachShader = NULL; +static PFN_glLinkProgram pglLinkProgram = NULL; +static PFN_glUseProgram pglUseProgram = NULL; +static PFN_glGetProgramiv pglGetProgramiv = NULL; +static PFN_glGetProgramInfoLog pglGetProgramInfoLog = NULL; +static PFN_glDeleteProgram pglDeleteProgram = NULL; +static PFN_glGetUniformLocation pglGetUniformLocation = NULL; +static PFN_glUniformMatrix4fv pglUniformMatrix4fv = NULL; +static PFN_glGetAttribLocation pglGetAttribLocation = NULL; + +/* Map height updates */ +#define MAX_CIRCLE_SIZE (5.0f) +#define MAX_DISPLACEMENT (1.0f) +#define DISPLACEMENT_SIGN_LIMIT (0.3f) +#define MAX_ITER (200) +#define NUM_ITER_AT_A_TIME (1) + +/* Map general information */ +#define MAP_SIZE (10.0f) +#define MAP_NUM_VERTICES (80) +#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES) +#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \ + 2 * (MAP_NUM_VERTICES - 1)) + + +/* OpenGL function pointers */ + +static PFN_glBindVertexArray pglBindVertexArray = NULL; +static PFN_glBufferData pglBufferData = NULL; +static PFN_glBindBuffer pglBindBuffer = NULL; +static PFN_glBufferSubData pglBufferSubData = NULL; +static PFN_glEnableVertexAttribArray pglEnableVertexAttribArray = NULL; +static PFN_glVertexAttribPointer pglVertexAttribPointer = NULL; + +#define RESOLVE_GL_FCN(type, var, name) \ + if (status == GL_TRUE) \ + {\ + var = glfwGetProcAddress((name));\ + if ((var) == NULL)\ + {\ + status = GL_FALSE;\ + }\ + } + + +static GLboolean init_opengl(void) +{ + GLboolean status = GL_TRUE; + RESOLVE_GL_FCN(PFN_glCreateShader, pglCreateShader, "glCreateShader"); + RESOLVE_GL_FCN(PFN_glShaderSource, pglShaderSource, "glShaderSource"); + RESOLVE_GL_FCN(PFN_glCompileShader, pglCompileShader, "glCompileShader"); + RESOLVE_GL_FCN(PFN_glGetShaderiv, pglGetShaderiv, "glGetShaderiv"); + RESOLVE_GL_FCN(PFN_glGetShaderInfoLog, pglGetShaderInfoLog, "glGetShaderInfoLog"); + RESOLVE_GL_FCN(PFN_glDeleteShader, pglDeleteShader, "glDeleteShader"); + RESOLVE_GL_FCN(PFN_glCreateProgram, pglCreateProgram, "glCreateProgram"); + RESOLVE_GL_FCN(PFN_glAttachShader, pglAttachShader, "glAttachShader"); + RESOLVE_GL_FCN(PFN_glLinkProgram, pglLinkProgram, "glLinkProgram"); + RESOLVE_GL_FCN(PFN_glUseProgram, pglUseProgram, "glUseProgram"); + RESOLVE_GL_FCN(PFN_glGetProgramiv, pglGetProgramiv, "glGetProgramiv"); + RESOLVE_GL_FCN(PFN_glGetProgramInfoLog, pglGetProgramInfoLog, "glGetProgramInfoLog"); + RESOLVE_GL_FCN(PFN_glDeleteProgram, pglDeleteProgram, "glDeleteProgram"); + RESOLVE_GL_FCN(PFN_glGetUniformLocation, pglGetUniformLocation, "glGetUniformLocation"); + RESOLVE_GL_FCN(PFN_glUniformMatrix4fv, pglUniformMatrix4fv, "glUniformMatrix4fv"); + RESOLVE_GL_FCN(PFN_glGetAttribLocation, pglGetAttribLocation, "glGetAttribLocation"); + RESOLVE_GL_FCN(PFN_glGenVertexArrays, pglGenVertexArrays, "glGenVertexArrays"); + RESOLVE_GL_FCN(PFN_glDeleteVertexArrays, pglDeleteVertexArrays, "glDeleteVertexArrays"); + RESOLVE_GL_FCN(PFN_glBindVertexArray, pglBindVertexArray, "glBindVertexArray"); + RESOLVE_GL_FCN(PFN_glGenBuffers, pglGenBuffers, "glGenBuffers"); + RESOLVE_GL_FCN(PFN_glBindBuffer, pglBindBuffer, "glBindBuffer"); + RESOLVE_GL_FCN(PFN_glBufferData, pglBufferData, "glBufferData"); + RESOLVE_GL_FCN(PFN_glBufferSubData, pglBufferSubData, "glBufferSubData"); + RESOLVE_GL_FCN(PFN_glEnableVertexAttribArray, pglEnableVertexAttribArray, "glEnableVertexAttribArray"); + RESOLVE_GL_FCN(PFN_glVertexAttribPointer, pglVertexAttribPointer, "glVertexAttribPointer"); + return status; +} +/********************************************************************** + * Default shader programs + *********************************************************************/ + +static const char* default_vertex_shader = +"#version 150\n" +"uniform mat4 project;\n" +"uniform mat4 modelview;\n" +"in float x;\n" +"in float y;\n" +"in float z;\n" +"\n" +"void main()\n" +"{\n" +" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n" +"}\n"; + +static const char* default_fragment_shader = +"#version 150\n" +"out vec4 gl_FragColor;\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0); \n" +"}\n"; + +/********************************************************************** + * Values for shader uniforms + *********************************************************************/ + +/* Frustum configuration */ +static GLfloat view_angle = 45.0f; +static GLfloat aspect_ratio = 4.0f/3.0f; +static GLfloat z_near = 1.0f; +static GLfloat z_far = 100.f; + +/* Projection matrix */ +static GLfloat projection_matrix[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f +}; + +/* Model view matrix */ +static GLfloat modelview_matrix[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 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 ] [-f ]\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); +} + diff --git a/src/x11/platform.h b/src/x11/platform.h index 59852e21..6a05953a 100644 --- a/src/x11/platform.h +++ b/src/x11/platform.h @@ -40,10 +40,11 @@ #include #include #include +#define GLX_GLXEXT_LEGACY 1 #include - -#include "../../include/GL/glfw3.h" #include "../../include/GL/glxext.h" +#include "../../include/GL/glfw3.h" + // We need declarations for GLX version 1.3 or above even if the server doesn't // support version 1.3