1 //========================================================================
2 // Heightmap example program using OpenGL 3 core profile
3 // Copyright (c) 2010 Olivier Delannoy
4 //
5 // This software is provided 'as-is', without any express or implied
6 // warranty. In no event will the authors be held liable for any damages
7 // arising from the use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it
11 // freely, subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented; you must not
14 // claim that you wrote the original software. If you use this software
15 // in a product, an acknowledgment in the product documentation would
16 // be appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such, and must not
19 // be misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source
22 // distribution.
23 //
24 //========================================================================
25
26 #include <stdlib.h>
27 #include <stdio.h>
28 #include <math.h>
29 #include <assert.h>
30 #include <stddef.h>
31
32 #include <glad/gl.h>
33 #include <GLFW/glfw3.h>
34
35 /* Map height updates */
36 #define MAX_CIRCLE_SIZE (5.0f)
37 #define MAX_DISPLACEMENT (1.0f)
38 #define DISPLACEMENT_SIGN_LIMIT (0.3f)
39 #define MAX_ITER (200)
40 #define NUM_ITER_AT_A_TIME (1)
41
42 /* Map general information */
43 #define MAP_SIZE (10.0f)
44 #define MAP_NUM_VERTICES (80)
45 #define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES)
46 #define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \
47 2 * (MAP_NUM_VERTICES - 1))
48
49
50 /**********************************************************************
51 * Default shader programs
52 *********************************************************************/
53
54 static const char* vertex_shader_text =
55 "#version 150\n"
56 "uniform mat4 project;\n"
57 "uniform mat4 modelview;\n"
58 "in float x;\n"
59 "in float y;\n"
60 "in float z;\n"
61 "\n"
62 "void main()\n"
63 "{\n"
64 " gl_Position = project * modelview * vec4(x, y, z, 1.0);\n"
65 "}\n";
66
67 static const char* fragment_shader_text =
68 "#version 150\n"
69 "out vec4 color;\n"
70 "void main()\n"
71 "{\n"
72 " color = vec4(0.2, 1.0, 0.2, 1.0); \n"
73 "}\n";
74
75 /**********************************************************************
76 * Values for shader uniforms
77 *********************************************************************/
78
79 /* Frustum configuration */
80 static GLfloat view_angle = 45.0f;
81 static GLfloat aspect_ratio = 4.0f/3.0f;
82 static GLfloat z_near = 1.0f;
83 static GLfloat z_far = 100.f;
84
85 /* Projection matrix */
86 static GLfloat projection_matrix[16] = {
87 1.0f, 0.0f, 0.0f, 0.0f,
88 0.0f, 1.0f, 0.0f, 0.0f,
89 0.0f, 0.0f, 1.0f, 0.0f,
90 0.0f, 0.0f, 0.0f, 1.0f
91 };
92
93 /* Model view matrix */
94 static GLfloat modelview_matrix[16] = {
95 1.0f, 0.0f, 0.0f, 0.0f,
96 0.0f, 1.0f, 0.0f, 0.0f,
97 0.0f, 0.0f, 1.0f, 0.0f,
98 0.0f, 0.0f, 0.0f, 1.0f
99 };
100
101 /**********************************************************************
102 * Heightmap vertex and index data
103 *********************************************************************/
104
105 static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES];
106 static GLuint map_line_indices[2*MAP_NUM_LINES];
107
108 /* Store uniform location for the shaders
109 * Those values are setup as part of the process of creating
110 * the shader program. They should not be used before creating
111 * the program.
112 */
113 static GLuint mesh;
114 static GLuint mesh_vbo[4];
115
116 /**********************************************************************
117 * OpenGL helper functions
118 *********************************************************************/
119
120 /* Creates a shader object of the specified type using the specified text
121 */
make_shader(GLenum type,const char * text)122 static GLuint make_shader(GLenum type, const char* text)
123 {
124 GLuint shader;
125 GLint shader_ok;
126 GLsizei log_length;
127 char info_log[8192];
128
129 shader = glCreateShader(type);
130 if (shader != 0)
131 {
132 glShaderSource(shader, 1, (const GLchar**)&text, NULL);
133 glCompileShader(shader);
134 glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
135 if (shader_ok != GL_TRUE)
136 {
137 fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" );
138 glGetShaderInfoLog(shader, 8192, &log_length,info_log);
139 fprintf(stderr, "ERROR: \n%s\n\n", info_log);
140 glDeleteShader(shader);
141 shader = 0;
142 }
143 }
144 return shader;
145 }
146
147 /* Creates a program object using the specified vertex and fragment text
148 */
make_shader_program(const char * vs_text,const char * fs_text)149 static GLuint make_shader_program(const char* vs_text, const char* fs_text)
150 {
151 GLuint program = 0u;
152 GLint program_ok;
153 GLuint vertex_shader = 0u;
154 GLuint fragment_shader = 0u;
155 GLsizei log_length;
156 char info_log[8192];
157
158 vertex_shader = make_shader(GL_VERTEX_SHADER, vs_text);
159 if (vertex_shader != 0u)
160 {
161 fragment_shader = make_shader(GL_FRAGMENT_SHADER, fs_text);
162 if (fragment_shader != 0u)
163 {
164 /* make the program that connect the two shader and link it */
165 program = glCreateProgram();
166 if (program != 0u)
167 {
168 /* attach both shader and link */
169 glAttachShader(program, vertex_shader);
170 glAttachShader(program, fragment_shader);
171 glLinkProgram(program);
172 glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
173
174 if (program_ok != GL_TRUE)
175 {
176 fprintf(stderr, "ERROR, failed to link shader program\n");
177 glGetProgramInfoLog(program, 8192, &log_length, info_log);
178 fprintf(stderr, "ERROR: \n%s\n\n", info_log);
179 glDeleteProgram(program);
180 glDeleteShader(fragment_shader);
181 glDeleteShader(vertex_shader);
182 program = 0u;
183 }
184 }
185 }
186 else
187 {
188 fprintf(stderr, "ERROR: Unable to load fragment shader\n");
189 glDeleteShader(vertex_shader);
190 }
191 }
192 else
193 {
194 fprintf(stderr, "ERROR: Unable to load vertex shader\n");
195 }
196 return program;
197 }
198
199 /**********************************************************************
200 * Geometry creation functions
201 *********************************************************************/
202
203 /* Generate vertices and indices for the heightmap
204 */
init_map(void)205 static void init_map(void)
206 {
207 int i;
208 int j;
209 int k;
210 GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1);
211 GLfloat x = 0.0f;
212 GLfloat z = 0.0f;
213 /* Create a flat grid */
214 k = 0;
215 for (i = 0 ; i < MAP_NUM_VERTICES ; ++i)
216 {
217 for (j = 0 ; j < MAP_NUM_VERTICES ; ++j)
218 {
219 map_vertices[0][k] = x;
220 map_vertices[1][k] = 0.0f;
221 map_vertices[2][k] = z;
222 z += step;
223 ++k;
224 }
225 x += step;
226 z = 0.0f;
227 }
228 #if DEBUG_ENABLED
229 for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i)
230 {
231 printf ("Vertice %d (%f, %f, %f)\n",
232 i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]);
233
234 }
235 #endif
236 /* create indices */
237 /* line fan based on i
238 * i+1
239 * | / i + n + 1
240 * | /
241 * |/
242 * i --- i + n
243 */
244
245 /* close the top of the square */
246 k = 0;
247 for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
248 {
249 map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1;
250 map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1;
251 }
252 /* close the right of the square */
253 for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i)
254 {
255 map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i;
256 map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1;
257 }
258
259 for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i)
260 {
261 for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j)
262 {
263 int ref = i * (MAP_NUM_VERTICES) + j;
264 map_line_indices[k++] = ref;
265 map_line_indices[k++] = ref + 1;
266
267 map_line_indices[k++] = ref;
268 map_line_indices[k++] = ref + MAP_NUM_VERTICES;
269
270 map_line_indices[k++] = ref;
271 map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1;
272 }
273 }
274
275 #ifdef DEBUG_ENABLED
276 for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2)
277 {
278 int beg, end;
279 beg = map_line_indices[k];
280 end = map_line_indices[k+1];
281 printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n",
282 k / 2, beg, end,
283 map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg],
284 map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]);
285 }
286 #endif
287 }
288
generate_heightmap__circle(float * center_x,float * center_y,float * size,float * displacement)289 static void generate_heightmap__circle(float* center_x, float* center_y,
290 float* size, float* displacement)
291 {
292 float sign;
293 /* random value for element in between [0-1.0] */
294 *center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
295 *center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
296 *size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX);
297 sign = (1.0f * rand()) / (1.0f * RAND_MAX);
298 sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
299 *displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX);
300 }
301
302 /* Run the specified number of iterations of the generation process for the
303 * heightmap
304 */
update_map(int num_iter)305 static void update_map(int num_iter)
306 {
307 assert(num_iter > 0);
308 while(num_iter)
309 {
310 /* center of the circle */
311 float center_x;
312 float center_z;
313 float circle_size;
314 float disp;
315 size_t ii;
316 generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp);
317 disp = disp / 2.0f;
318 for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii)
319 {
320 GLfloat dx = center_x - map_vertices[0][ii];
321 GLfloat dz = center_z - map_vertices[2][ii];
322 GLfloat pd = (2.0f * (float) sqrt((dx * dx) + (dz * dz))) / circle_size;
323 if (fabs(pd) <= 1.0f)
324 {
325 /* tx,tz is within the circle */
326 GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp);
327 map_vertices[1][ii] += new_height;
328 }
329 }
330 --num_iter;
331 }
332 }
333
334 /**********************************************************************
335 * OpenGL helper functions
336 *********************************************************************/
337
338 /* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to
339 * the specified program object
340 */
make_mesh(GLuint program)341 static void make_mesh(GLuint program)
342 {
343 GLuint attrloc;
344
345 glGenVertexArrays(1, &mesh);
346 glGenBuffers(4, mesh_vbo);
347 glBindVertexArray(mesh);
348 /* Prepare the data for drawing through a buffer inidices */
349 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]);
350 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW);
351
352 /* Prepare the attributes for rendering */
353 attrloc = glGetAttribLocation(program, "x");
354 glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]);
355 glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW);
356 glEnableVertexAttribArray(attrloc);
357 glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
358
359 attrloc = glGetAttribLocation(program, "z");
360 glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]);
361 glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW);
362 glEnableVertexAttribArray(attrloc);
363 glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
364
365 attrloc = glGetAttribLocation(program, "y");
366 glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]);
367 glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW);
368 glEnableVertexAttribArray(attrloc);
369 glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0);
370 }
371
372 /* Update VBO vertices from source data
373 */
update_mesh(void)374 static void update_mesh(void)
375 {
376 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]);
377 }
378
379 /**********************************************************************
380 * GLFW callback functions
381 *********************************************************************/
382
key_callback(GLFWwindow * window,int key,int scancode,int action,int mods)383 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
384 {
385 switch(key)
386 {
387 case GLFW_KEY_ESCAPE:
388 /* Exit program on Escape */
389 glfwSetWindowShouldClose(window, GLFW_TRUE);
390 break;
391 }
392 }
393
error_callback(int error,const char * description)394 static void error_callback(int error, const char* description)
395 {
396 fprintf(stderr, "Error: %s\n", description);
397 }
398
main(int argc,char ** argv)399 int main(int argc, char** argv)
400 {
401 GLFWwindow* window;
402 int iter;
403 double dt;
404 double last_update_time;
405 int frame;
406 float f;
407 GLint uloc_modelview;
408 GLint uloc_project;
409 int width, height;
410
411 GLuint shader_program;
412
413 glfwSetErrorCallback(error_callback);
414
415 if (!glfwInit())
416 exit(EXIT_FAILURE);
417
418 glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
419 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
420 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
421 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
422 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
423
424 window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL);
425 if (! window )
426 {
427 glfwTerminate();
428 exit(EXIT_FAILURE);
429 }
430
431 /* Register events callback */
432 glfwSetKeyCallback(window, key_callback);
433
434 glfwMakeContextCurrent(window);
435 gladLoadGL(glfwGetProcAddress);
436
437 /* Prepare opengl resources for rendering */
438 shader_program = make_shader_program(vertex_shader_text, fragment_shader_text);
439
440 if (shader_program == 0u)
441 {
442 glfwTerminate();
443 exit(EXIT_FAILURE);
444 }
445
446 glUseProgram(shader_program);
447 uloc_project = glGetUniformLocation(shader_program, "project");
448 uloc_modelview = glGetUniformLocation(shader_program, "modelview");
449
450 /* Compute the projection matrix */
451 f = 1.0f / tanf(view_angle / 2.0f);
452 projection_matrix[0] = f / aspect_ratio;
453 projection_matrix[5] = f;
454 projection_matrix[10] = (z_far + z_near)/ (z_near - z_far);
455 projection_matrix[11] = -1.0f;
456 projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far);
457 glUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix);
458
459 /* Set the camera position */
460 modelview_matrix[12] = -5.0f;
461 modelview_matrix[13] = -5.0f;
462 modelview_matrix[14] = -20.0f;
463 glUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix);
464
465 /* Create mesh data */
466 init_map();
467 make_mesh(shader_program);
468
469 /* Create vao + vbo to store the mesh */
470 /* Create the vbo to store all the information for the grid and the height */
471
472 /* setup the scene ready for rendering */
473 glfwGetFramebufferSize(window, &width, &height);
474 glViewport(0, 0, width, height);
475 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
476
477 /* main loop */
478 frame = 0;
479 iter = 0;
480 last_update_time = glfwGetTime();
481
482 while (!glfwWindowShouldClose(window))
483 {
484 ++frame;
485 /* render the next frame */
486 glClear(GL_COLOR_BUFFER_BIT);
487 glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0);
488
489 /* display and process events through callbacks */
490 glfwSwapBuffers(window);
491 glfwPollEvents();
492 /* Check the frame rate and update the heightmap if needed */
493 dt = glfwGetTime();
494 if ((dt - last_update_time) > 0.2)
495 {
496 /* generate the next iteration of the heightmap */
497 if (iter < MAX_ITER)
498 {
499 update_map(NUM_ITER_AT_A_TIME);
500 update_mesh();
501 iter += NUM_ITER_AT_A_TIME;
502 }
503 last_update_time = dt;
504 frame = 0;
505 }
506 }
507
508 glfwTerminate();
509 exit(EXIT_SUCCESS);
510 }
511
512