mirror of
https://github.com/glfw/glfw.git
synced 2024-11-14 06:23:50 +00:00
d7e30b1c74
This removes all dependencies from the GLFW test programs on the Vulkan SDK. It also removes support for linking the GLFW shared library (dynamic library, DLL) against the Vulkan loader static library.
512 lines
16 KiB
C
512 lines
16 KiB
C
//========================================================================
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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 <glad/gl.h>
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#include <GLFW/glfw3.h>
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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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/**********************************************************************
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* Default shader programs
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*********************************************************************/
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static const char* vertex_shader_text =
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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* fragment_shader_text =
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"#version 150\n"
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"out vec4 color;\n"
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"void main()\n"
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"{\n"
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" color = 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
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};
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/**********************************************************************
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* Heightmap vertex and index data
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*********************************************************************/
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static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES];
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static GLuint map_line_indices[2*MAP_NUM_LINES];
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/* Store uniform location for the shaders
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* Those values are setup as part of the process of creating
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* the shader program. They should not be used before creating
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* the program.
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*/
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static GLuint mesh;
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static GLuint mesh_vbo[4];
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/**********************************************************************
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* OpenGL helper functions
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*********************************************************************/
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/* Creates a shader object of the specified type using the specified text
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*/
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static GLuint make_shader(GLenum type, const char* text)
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{
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GLuint shader;
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GLint shader_ok;
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GLsizei log_length;
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char info_log[8192];
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shader = glCreateShader(type);
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if (shader != 0)
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{
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glShaderSource(shader, 1, (const GLchar**)&text, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
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if (shader_ok != GL_TRUE)
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{
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fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
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glGetShaderInfoLog(shader, 8192, &log_length,info_log);
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fprintf(stderr, "ERROR: \n%s\n\n", info_log);
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glDeleteShader(shader);
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shader = 0;
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}
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}
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return shader;
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}
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/* Creates a program object using the specified vertex and fragment text
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*/
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static GLuint make_shader_program(const char* vs_text, const char* fs_text)
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{
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GLuint program = 0u;
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GLint program_ok;
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GLuint vertex_shader = 0u;
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GLuint fragment_shader = 0u;
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GLsizei log_length;
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char info_log[8192];
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vertex_shader = make_shader(GL_VERTEX_SHADER, vs_text);
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if (vertex_shader != 0u)
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{
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fragment_shader = make_shader(GL_FRAGMENT_SHADER, fs_text);
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if (fragment_shader != 0u)
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{
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/* make the program that connect the two shader and link it */
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program = glCreateProgram();
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if (program != 0u)
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{
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/* attach both shader and link */
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
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if (program_ok != GL_TRUE)
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{
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fprintf(stderr, "ERROR, failed to link shader program\n");
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glGetProgramInfoLog(program, 8192, &log_length, info_log);
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fprintf(stderr, "ERROR: \n%s\n\n", info_log);
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glDeleteProgram(program);
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glDeleteShader(fragment_shader);
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glDeleteShader(vertex_shader);
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program = 0u;
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}
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}
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}
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else
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{
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fprintf(stderr, "ERROR: Unable to load fragment shader\n");
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glDeleteShader(vertex_shader);
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}
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}
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else
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{
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fprintf(stderr, "ERROR: Unable to load vertex shader\n");
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}
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return program;
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}
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/**********************************************************************
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* Geometry creation functions
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*********************************************************************/
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/* Generate vertices and indices for the heightmap
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*/
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static void init_map(void)
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{
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int i;
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int j;
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int k;
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GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1);
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GLfloat x = 0.0f;
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GLfloat z = 0.0f;
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/* Create a flat grid */
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k = 0;
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for (i = 0 ; i < MAP_NUM_VERTICES ; ++i)
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{
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for (j = 0 ; j < MAP_NUM_VERTICES ; ++j)
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{
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map_vertices[0][k] = x;
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map_vertices[1][k] = 0.0f;
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map_vertices[2][k] = z;
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z += step;
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++k;
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}
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x += step;
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z = 0.0f;
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}
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#if DEBUG_ENABLED
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for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i)
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{
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printf ("Vertice %d (%f, %f, %f)\n",
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i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]);
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}
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#endif
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/* create indices */
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/* line fan based on i
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* i+1
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* | / i + n + 1
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* | /
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* |/
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* i --- i + n
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*/
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/* close the top of the square */
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k = 0;
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for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
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{
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map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1;
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map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1;
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}
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/* close the right of the square */
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for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
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{
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map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i;
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map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1;
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}
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for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i)
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{
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for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j)
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{
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int ref = i * (MAP_NUM_VERTICES) + j;
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map_line_indices[k++] = ref;
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map_line_indices[k++] = ref + 1;
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map_line_indices[k++] = ref;
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map_line_indices[k++] = ref + MAP_NUM_VERTICES;
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map_line_indices[k++] = ref;
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map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1;
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}
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}
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#ifdef DEBUG_ENABLED
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for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2)
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{
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int beg, end;
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beg = map_line_indices[k];
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end = map_line_indices[k+1];
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printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n",
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k / 2, beg, end,
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map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg],
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map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]);
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}
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#endif
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}
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static void generate_heightmap__circle(float* center_x, float* center_y,
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float* size, float* displacement)
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{
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float sign;
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/* random value for element in between [0-1.0] */
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*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
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*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
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*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX);
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sign = (1.0f * rand()) / (1.0f * RAND_MAX);
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sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
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*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX);
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}
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/* Run the specified number of iterations of the generation process for the
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* heightmap
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*/
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static void update_map(int num_iter)
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{
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assert(num_iter > 0);
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while(num_iter)
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{
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/* center of the circle */
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float center_x;
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float center_z;
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float circle_size;
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float disp;
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size_t ii;
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generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp);
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disp = disp / 2.0f;
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for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii)
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{
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GLfloat dx = center_x - map_vertices[0][ii];
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GLfloat dz = center_z - map_vertices[2][ii];
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GLfloat pd = (2.0f * (float) sqrt((dx * dx) + (dz * dz))) / circle_size;
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if (fabs(pd) <= 1.0f)
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{
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/* tx,tz is within the circle */
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GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp);
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map_vertices[1][ii] += new_height;
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}
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}
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--num_iter;
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}
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}
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/**********************************************************************
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* OpenGL helper functions
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*********************************************************************/
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/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to
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* the specified program object
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*/
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static void make_mesh(GLuint program)
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{
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GLuint attrloc;
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glGenVertexArrays(1, &mesh);
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glGenBuffers(4, mesh_vbo);
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glBindVertexArray(mesh);
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/* Prepare the data for drawing through a buffer inidices */
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
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/* Prepare the attributes for rendering */
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attrloc = glGetAttribLocation(program, "x");
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glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(attrloc);
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glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
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attrloc = glGetAttribLocation(program, "z");
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glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(attrloc);
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glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
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attrloc = glGetAttribLocation(program, "y");
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glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(attrloc);
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glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
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}
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/* Update VBO vertices from source data
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*/
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static void update_mesh(void)
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{
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
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}
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/**********************************************************************
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* GLFW callback functions
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*********************************************************************/
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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switch(key)
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{
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case GLFW_KEY_ESCAPE:
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/* Exit program on Escape */
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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break;
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}
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}
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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int main(int argc, char** argv)
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{
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GLFWwindow* window;
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int iter;
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double dt;
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double last_update_time;
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int frame;
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float f;
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GLint uloc_modelview;
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GLint uloc_project;
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int width, height;
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GLuint shader_program;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL);
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if (! window )
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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/* Register events callback */
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGL(glfwGetProcAddress);
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/* Prepare opengl resources for rendering */
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shader_program = make_shader_program(vertex_shader_text, fragment_shader_text);
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if (shader_program == 0u)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glUseProgram(shader_program);
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uloc_project = glGetUniformLocation(shader_program, "project");
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uloc_modelview = glGetUniformLocation(shader_program, "modelview");
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/* Compute the projection matrix */
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f = 1.0f / tanf(view_angle / 2.0f);
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projection_matrix[0] = f / aspect_ratio;
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projection_matrix[5] = f;
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projection_matrix[10] = (z_far + z_near)/ (z_near - z_far);
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projection_matrix[11] = -1.0f;
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projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far);
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glUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
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/* Set the camera position */
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modelview_matrix[12] = -5.0f;
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modelview_matrix[13] = -5.0f;
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modelview_matrix[14] = -20.0f;
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glUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
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/* Create mesh data */
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init_map();
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make_mesh(shader_program);
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/* Create vao + vbo to store the mesh */
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/* Create the vbo to store all the information for the grid and the height */
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/* setup the scene ready for rendering */
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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/* main loop */
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frame = 0;
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iter = 0;
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last_update_time = glfwGetTime();
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while (!glfwWindowShouldClose(window))
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{
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++frame;
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/* render the next frame */
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0);
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/* display and process events through callbacks */
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|
glfwSwapBuffers(window);
|
|
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;
|
|
}
|
|
}
|
|
|
|
glfwTerminate();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|