| //======================================================================== |
| // 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 <stdlib.h> |
| #include <stdio.h> |
| #include <math.h> |
| #include <assert.h> |
| #include <stddef.h> |
| |
| #define GLAD_GL_IMPLEMENTATION |
| #include <glad/gl.h> |
| #define GLFW_INCLUDE_NONE |
| #include <GLFW/glfw3.h> |
| |
| /* 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)) |
| |
| |
| /********************************************************************** |
| * Default shader programs |
| *********************************************************************/ |
| |
| static const char* vertex_shader_text = |
| "#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* fragment_shader_text = |
| "#version 150\n" |
| "out vec4 color;\n" |
| "void main()\n" |
| "{\n" |
| " color = 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 |
| *********************************************************************/ |
| |
| /* Creates a shader object of the specified type using the specified text |
| */ |
| static GLuint make_shader(GLenum type, const char* text) |
| { |
| GLuint shader; |
| GLint shader_ok; |
| GLsizei log_length; |
| char info_log[8192]; |
| |
| shader = glCreateShader(type); |
| if (shader != 0) |
| { |
| glShaderSource(shader, 1, (const GLchar**)&text, NULL); |
| glCompileShader(shader); |
| glGetShaderiv(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" ); |
| glGetShaderInfoLog(shader, 8192, &log_length,info_log); |
| fprintf(stderr, "ERROR: \n%s\n\n", info_log); |
| glDeleteShader(shader); |
| shader = 0; |
| } |
| } |
| return shader; |
| } |
| |
| /* Creates a program object using the specified vertex and fragment text |
| */ |
| static GLuint make_shader_program(const char* vs_text, const char* fs_text) |
| { |
| 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, vs_text); |
| if (vertex_shader != 0u) |
| { |
| fragment_shader = make_shader(GL_FRAGMENT_SHADER, fs_text); |
| if (fragment_shader != 0u) |
| { |
| /* make the program that connect the two shader and link it */ |
| program = glCreateProgram(); |
| if (program != 0u) |
| { |
| /* attach both shader and link */ |
| glAttachShader(program, vertex_shader); |
| glAttachShader(program, fragment_shader); |
| glLinkProgram(program); |
| glGetProgramiv(program, GL_LINK_STATUS, &program_ok); |
| |
| if (program_ok != GL_TRUE) |
| { |
| fprintf(stderr, "ERROR, failed to link shader program\n"); |
| glGetProgramInfoLog(program, 8192, &log_length, info_log); |
| fprintf(stderr, "ERROR: \n%s\n\n", info_log); |
| glDeleteProgram(program); |
| glDeleteShader(fragment_shader); |
| glDeleteShader(vertex_shader); |
| program = 0u; |
| } |
| } |
| } |
| else |
| { |
| fprintf(stderr, "ERROR: Unable to load fragment shader\n"); |
| glDeleteShader(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()) / (float) RAND_MAX; |
| *center_y = (MAP_SIZE * rand()) / (float) RAND_MAX; |
| *size = (MAX_CIRCLE_SIZE * rand()) / (float) RAND_MAX; |
| sign = (1.0f * rand()) / (float) RAND_MAX; |
| sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f; |
| *displacement = (sign * (MAX_DISPLACEMENT * rand())) / (float) 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 * (float) sqrt((dx * dx) + (dz * dz))) / circle_size; |
| if (fabs(pd) <= 1.0f) |
| { |
| /* tx,tz is within the circle */ |
| GLfloat new_height = disp + (float) (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; |
| |
| glGenVertexArrays(1, &mesh); |
| glGenBuffers(4, mesh_vbo); |
| glBindVertexArray(mesh); |
| /* Prepare the data for drawing through a buffer inidices */ |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW); |
| |
| /* Prepare the attributes for rendering */ |
| attrloc = glGetAttribLocation(program, "x"); |
| glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW); |
| glEnableVertexAttribArray(attrloc); |
| glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| attrloc = glGetAttribLocation(program, "z"); |
| glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW); |
| glEnableVertexAttribArray(attrloc); |
| glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| attrloc = glGetAttribLocation(program, "y"); |
| glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW); |
| glEnableVertexAttribArray(attrloc); |
| glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); |
| } |
| |
| /* Update VBO vertices from source data |
| */ |
| static void update_mesh(void) |
| { |
| glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]); |
| } |
| |
| /********************************************************************** |
| * GLFW callback functions |
| *********************************************************************/ |
| |
| static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
| { |
| switch(key) |
| { |
| case GLFW_KEY_ESCAPE: |
| /* Exit program on Escape */ |
| glfwSetWindowShouldClose(window, GLFW_TRUE); |
| break; |
| } |
| } |
| |
| static void error_callback(int error, const char* description) |
| { |
| fprintf(stderr, "Error: %s\n", description); |
| } |
| |
| int main(int argc, char** argv) |
| { |
| GLFWwindow* window; |
| int iter; |
| double dt; |
| double last_update_time; |
| int frame; |
| float f; |
| GLint uloc_modelview; |
| GLint uloc_project; |
| int width, height; |
| |
| GLuint shader_program; |
| |
| glfwSetErrorCallback(error_callback); |
| |
| if (!glfwInit()) |
| exit(EXIT_FAILURE); |
| |
| glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); |
| glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
| glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); |
| |
| window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL); |
| if (! window ) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| |
| /* Register events callback */ |
| glfwSetKeyCallback(window, key_callback); |
| |
| glfwMakeContextCurrent(window); |
| gladLoadGL(glfwGetProcAddress); |
| |
| /* Prepare opengl resources for rendering */ |
| shader_program = make_shader_program(vertex_shader_text, fragment_shader_text); |
| |
| if (shader_program == 0u) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| |
| glUseProgram(shader_program); |
| uloc_project = glGetUniformLocation(shader_program, "project"); |
| uloc_modelview = glGetUniformLocation(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); |
| glUniformMatrix4fv(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; |
| glUniformMatrix4fv(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 */ |
| glfwGetFramebufferSize(window, &width, &height); |
| glViewport(0, 0, width, height); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| /* main loop */ |
| frame = 0; |
| iter = 0; |
| last_update_time = glfwGetTime(); |
| |
| while (!glfwWindowShouldClose(window)) |
| { |
| ++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(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); |
| } |
| |