mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Add source code for tessellation guest chapters.
This commit is contained in:
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#version 330 core
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out vec4 FragColor;
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in float Height;
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void main()
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{
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float h = (Height + 16)/32.0f; // shift and scale the height in to a grayscale value
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FragColor = vec4(h, h, h, 1.0);
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}
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@@ -0,0 +1,16 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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out float Height;
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out vec3 Position;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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Height = aPos.y;
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Position = (view * model * vec4(aPos, 1.0)).xyz;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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296
src/8.guest/2021/3.tessellation/terrain_cpu_src/main.cpp
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src/8.guest/2021/3.tessellation/terrain_cpu_src/main.cpp
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <iostream>
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#include <vector>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int modifiers);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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int useWireframe = 0;
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int displayGrayscale = 0;
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// camera - give pretty starting point
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Camera camera(glm::vec3(67.0f, 627.5f, 169.9f),
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glm::vec3(0.0f, 1.0f, 0.0f),
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-128.1f, -42.4f);
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL: Terrain CPU", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile our shader program
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// ------------------------------------
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Shader heightMapShader("8.3.cpuheight.vs","8.3.cpuheight.fs");
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// load and create a texture
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// -------------------------
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// load image, create texture and generate mipmaps
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// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
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stbi_set_flip_vertically_on_load(true);
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int width, height, nrChannels;
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unsigned char *data = stbi_load("resources/heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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std::cout << "Loaded heightmap of size " << height << " x " << width << std::endl;
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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std::vector<float> vertices;
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float yScale = 64.0f / 256.0f, yShift = 16.0f;
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int rez = 1;
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unsigned bytePerPixel = nrChannels;
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for(int i = 0; i < height; i++)
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{
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for(int j = 0; j < width; j++)
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{
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unsigned char* pixelOffset = data + (j + width * i) * bytePerPixel;
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unsigned char y = pixelOffset[0];
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// vertex
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vertices.push_back( -height/2.0f + height*i/(float)height ); // vx
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vertices.push_back( (int) y * yScale - yShift); // vy
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vertices.push_back( -width/2.0f + width*j/(float)width ); // vz
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}
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}
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std::cout << "Loaded " << vertices.size() / 3 << " vertices" << std::endl;
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stbi_image_free(data);
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std::vector<unsigned> indices;
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for(unsigned i = 0; i < height-1; i += rez)
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{
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for(unsigned j = 0; j < width; j += rez)
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{
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for(unsigned k = 0; k < 2; k++)
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{
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indices.push_back(j + width * (i + k*rez));
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}
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}
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}
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std::cout << "Loaded " << indices.size() << " indices" << std::endl;
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const int numStrips = (height-1)/rez;
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const int numTrisPerStrip = (width/rez)*2-2;
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std::cout << "Created lattice of " << numStrips << " strips with " << numTrisPerStrip << " triangles each" << std::endl;
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std::cout << "Created " << numStrips * numTrisPerStrip << " triangles total" << std::endl;
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// first, configure the cube's VAO (and terrainVBO + terrainIBO)
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unsigned int terrainVAO, terrainVBO, terrainIBO;
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glGenVertexArrays(1, &terrainVAO);
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glBindVertexArray(terrainVAO);
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glGenBuffers(1, &terrainVBO);
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glBindBuffer(GL_ARRAY_BUFFER, terrainVBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glGenBuffers(1, &terrainIBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrainIBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned), &indices[0], GL_STATIC_DRAW);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// std::cout << deltaTime << "ms (" << 1.0f / deltaTime << " FPS)" << std::endl;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// be sure to activate shader when setting uniforms/drawing objects
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heightMapShader.use();
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100000.0f);
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glm::mat4 view = camera.GetViewMatrix();
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heightMapShader.setMat4("projection", projection);
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heightMapShader.setMat4("view", view);
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// world transformation
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glm::mat4 model = glm::mat4(1.0f);
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heightMapShader.setMat4("model", model);
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// render the cube
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glBindVertexArray(terrainVAO);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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for(unsigned strip = 0; strip < numStrips; strip++)
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{
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glDrawElements(GL_TRIANGLE_STRIP, // primitive type
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numTrisPerStrip+2, // number of indices to render
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GL_UNSIGNED_INT, // index data type
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(void*)(sizeof(unsigned) * (numTrisPerStrip+2) * strip)); // offset to starting index
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}
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &terrainVAO);
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glDeleteBuffers(1, &terrainVBO);
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glDeleteBuffers(1, &terrainIBO);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever a key event occurs, this callback is called
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// ---------------------------------------------------------------------------------------------
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int modifiers)
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{
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if(action == GLFW_PRESS)
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{
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switch(key)
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{
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case GLFW_KEY_SPACE:
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useWireframe = 1 - useWireframe;
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break;
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case GLFW_KEY_G:
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displayGrayscale = 1 - displayGrayscale;
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break;
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default:
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break;
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}
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}
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
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After Width: | Height: | Size: 1.3 MiB |
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After Width: | Height: | Size: 2.0 MiB |
@@ -0,0 +1,11 @@
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#version 410 core
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in float Height;
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out vec4 FragColor;
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void main()
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{
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float h = (Height + 16)/64.0f;
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FragColor = vec4(h, h, h, 1.0);
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}
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@@ -0,0 +1,47 @@
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#version 410 core
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layout(vertices=4) out;
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uniform mat4 model;
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uniform mat4 view;
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in vec2 TexCoord[];
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out vec2 TextureCoord[];
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void main()
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{
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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TextureCoord[gl_InvocationID] = TexCoord[gl_InvocationID];
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if(gl_InvocationID == 0)
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{
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const int MIN_TESS_LEVEL = 4;
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const int MAX_TESS_LEVEL = 64;
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const float MIN_DISTANCE = 20;
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const float MAX_DISTANCE = 800;
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vec4 eyeSpacePos00 = view * model * gl_in[0].gl_Position;
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vec4 eyeSpacePos01 = view * model * gl_in[1].gl_Position;
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vec4 eyeSpacePos10 = view * model * gl_in[2].gl_Position;
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vec4 eyeSpacePos11 = view * model * gl_in[3].gl_Position;
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// "distance" from camera scaled between 0 and 1
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float distance00 = clamp( (abs(eyeSpacePos00.z) - MIN_DISTANCE) / (MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0 );
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float distance01 = clamp( (abs(eyeSpacePos01.z) - MIN_DISTANCE) / (MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0 );
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float distance10 = clamp( (abs(eyeSpacePos10.z) - MIN_DISTANCE) / (MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0 );
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float distance11 = clamp( (abs(eyeSpacePos11.z) - MIN_DISTANCE) / (MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0 );
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float tessLevel0 = mix( MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance10, distance00) );
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float tessLevel1 = mix( MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance00, distance01) );
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float tessLevel2 = mix( MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance01, distance11) );
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float tessLevel3 = mix( MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance11, distance10) );
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gl_TessLevelOuter[0] = tessLevel0;
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gl_TessLevelOuter[1] = tessLevel1;
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gl_TessLevelOuter[2] = tessLevel2;
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gl_TessLevelOuter[3] = tessLevel3;
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gl_TessLevelInner[0] = max(tessLevel1, tessLevel3);
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gl_TessLevelInner[1] = max(tessLevel0, tessLevel2);
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}
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}
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@@ -0,0 +1,43 @@
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#version 410 core
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layout(quads, fractional_odd_spacing, ccw) in;
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uniform sampler2D heightMap;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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in vec2 TextureCoord[];
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out float Height;
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void main()
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{
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float u = gl_TessCoord.x;
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float v = gl_TessCoord.y;
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vec2 t00 = TextureCoord[0];
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vec2 t01 = TextureCoord[1];
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vec2 t10 = TextureCoord[2];
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vec2 t11 = TextureCoord[3];
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vec2 t0 = (t01 - t00) * u + t00;
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vec2 t1 = (t11 - t10) * u + t10;
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vec2 texCoord = (t1 - t0) * v + t0;
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Height = texture(heightMap, texCoord).y * 64.0 - 16.0;
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vec4 p00 = gl_in[0].gl_Position;
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vec4 p01 = gl_in[1].gl_Position;
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vec4 p10 = gl_in[2].gl_Position;
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vec4 p11 = gl_in[3].gl_Position;
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vec4 uVec = p01 - p00;
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vec4 vVec = p10 - p00;
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vec4 normal = normalize( vec4(cross(vVec.xyz, uVec.xyz), 0) );
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vec4 p0 = (p01 - p00) * u + p00;
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vec4 p1 = (p11 - p10) * u + p10;
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vec4 p = (p1 - p0) * v + p0 + normal * Height;
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gl_Position = projection * view * model * p;
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}
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@@ -0,0 +1,11 @@
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#version 410 core
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layout (location = 0) in vec3 aPos;
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||||
layout (location = 1) in vec2 aTex;
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||||
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||||
out vec2 TexCoord;
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||||
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||||
void main()
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{
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gl_Position = vec4(aPos, 1.0);
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TexCoord = aTex;
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}
|
||||
294
src/8.guest/2021/3.tessellation/terrain_gpu_dist/main.cpp
Normal file
294
src/8.guest/2021/3.tessellation/terrain_gpu_dist/main.cpp
Normal file
@@ -0,0 +1,294 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <learnopengl/shader_t.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int modifiers);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
const unsigned int NUM_PATCH_PTS = 4;
|
||||
|
||||
// camera - give pretty starting point
|
||||
Camera camera(glm::vec3(67.0f, 627.5f, 169.9f),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
-128.1f, -42.4f);
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
{
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL: Terrain GPU", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLint maxTessLevel;
|
||||
glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &maxTessLevel);
|
||||
std::cout << "Max available tess level: " << maxTessLevel << std::endl;
|
||||
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// build and compile our shader program
|
||||
// ------------------------------------
|
||||
Shader tessHeightMapShader("8.3.gpuheight.vs","8.3.gpuheight.fs", nullptr, // if wishing to render as is
|
||||
"8.3.gpuheight.tcs", "8.3.gpuheight.tes");
|
||||
|
||||
// load and create a texture
|
||||
// -------------------------
|
||||
unsigned int texture;
|
||||
glGenTextures(1, &texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
|
||||
// set the texture wrapping parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
// set texture filtering parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
int width, height, nrChannels;
|
||||
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
|
||||
unsigned char *data = stbi_load("resources/heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
tessHeightMapShader.setInt("heightMap", 0);
|
||||
std::cout << "Loaded heightmap of size " << height << " x " << width << std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to load texture" << std::endl;
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
std::vector<float> vertices;
|
||||
|
||||
unsigned rez = 20;
|
||||
for(unsigned i = 0; i <= rez-1; i++)
|
||||
{
|
||||
for(unsigned j = 0; j <= rez-1; j++)
|
||||
{
|
||||
vertices.push_back(-width/2.0f + width*i/(float)rez); // v.x
|
||||
vertices.push_back(0.0f); // v.y
|
||||
vertices.push_back(-height/2.0f + height*j/(float)rez); // v.z
|
||||
vertices.push_back(i / (float)rez); // u
|
||||
vertices.push_back(j / (float)rez); // v
|
||||
|
||||
vertices.push_back(-width/2.0f + width*(i+1)/(float)rez); // v.x
|
||||
vertices.push_back(0.0f); // v.y
|
||||
vertices.push_back(-height/2.0f + height*j/(float)rez); // v.z
|
||||
vertices.push_back((i+1) / (float)rez); // u
|
||||
vertices.push_back(j / (float)rez); // v
|
||||
|
||||
vertices.push_back(-width/2.0f + width*i/(float)rez); // v.x
|
||||
vertices.push_back(0.0f); // v.y
|
||||
vertices.push_back(-height/2.0f + height*(j+1)/(float)rez); // v.z
|
||||
vertices.push_back(i / (float)rez); // u
|
||||
vertices.push_back((j+1) / (float)rez); // v
|
||||
|
||||
vertices.push_back(-width/2.0f + width*(i+1)/(float)rez); // v.x
|
||||
vertices.push_back(0.0f); // v.y
|
||||
vertices.push_back(-height/2.0f + height*(j+1)/(float)rez); // v.z
|
||||
vertices.push_back((i+1) / (float)rez); // u
|
||||
vertices.push_back((j+1) / (float)rez); // v
|
||||
}
|
||||
}
|
||||
std::cout << "Loaded " << rez*rez << " patches of 4 control points each" << std::endl;
|
||||
std::cout << "Processing " << rez*rez*4 << " vertices in vertex shader" << std::endl;
|
||||
|
||||
// first, configure the cube's VAO (and terrainVBO)
|
||||
unsigned int terrainVAO, terrainVBO;
|
||||
glGenVertexArrays(1, &terrainVAO);
|
||||
glBindVertexArray(terrainVAO);
|
||||
|
||||
glGenBuffers(1, &terrainVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, terrainVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
// position attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
// texCoord attribute
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(sizeof(float) * 3));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glPatchParameteri(GL_PATCH_VERTICES, NUM_PATCH_PTS);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
tessHeightMapShader.use();
|
||||
|
||||
// view/projection transformations
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100000.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
tessHeightMapShader.setMat4("projection", projection);
|
||||
tessHeightMapShader.setMat4("view", view);
|
||||
|
||||
// world transformation
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
tessHeightMapShader.setMat4("model", model);
|
||||
|
||||
// render the terrain
|
||||
glBindVertexArray(terrainVAO);
|
||||
glDrawArrays(GL_PATCHES, 0, NUM_PATCH_PTS*rez*rez);
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// optional: de-allocate all resources once they've outlived their purpose:
|
||||
// ------------------------------------------------------------------------
|
||||
glDeleteVertexArrays(1, &terrainVAO);
|
||||
glDeleteBuffers(1, &terrainVBO);
|
||||
|
||||
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||
// ------------------------------------------------------------------
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// glfw: whenever a key event occurs, this callback is called
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int modifiers)
|
||||
{
|
||||
if(action == GLFW_PRESS)
|
||||
{
|
||||
switch(key)
|
||||
{
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.4 MiB |
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|
After Width: | Height: | Size: 1.3 MiB |
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|
After Width: | Height: | Size: 2.0 MiB |
Reference in New Issue
Block a user