#include #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include #include #include #include #include #include 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("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 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); }