Merge branch 'master' of ssh://glfw.git.sourceforge.net/gitroot/glfw/glfw
Conflicts:
examples/CMakeLists.txt
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..bccab08
--- /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 2a4e0bd..21e5bce 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -21,9 +21,10 @@
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)
-set(WINDOWS_BINARIES boing gears splitview triangle wave)
+set(WINDOWS_BINARIES boing gears heightmap splitview triangle wave)
set(CONSOLE_BINARIES listmodes)
if(MSVC)
diff --git a/examples/heightmap.c b/examples/heightmap.c
new file mode 100644
index 0000000..90c4213
--- /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 <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+#include <assert.h>
+#include <stddef.h>
+#include "getopt.h"
+
+
+#define GLFW_NO_GLU 1
+#include <GL/glfw3.h>
+
+/* 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 <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);
+}
+
diff --git a/src/x11/platform.h b/src/x11/platform.h
index 59852e2..6a05953 100644
--- a/src/x11/platform.h
+++ b/src/x11/platform.h
@@ -40,10 +40,11 @@
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <X11/Xatom.h>
+#define GLX_GLXEXT_LEGACY 1
#include <GL/glx.h>
-
-#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