mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
- CMake: Handle *.tcs and *.tes shader files - avoid directory name “resources”, since it triggers weird behaviour of glfwInit() on mac os (see remarks at https://www.glfw.org/docs/3.3/group__init.html#ga317aac130a235ab08c6db0834907d85e) - shader loader: print exception messages
294 lines
11 KiB
C++
294 lines
11 KiB
C++
#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_t.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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const unsigned int NUM_PATCH_PTS = 4;
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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, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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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 GPU", 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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GLint maxTessLevel;
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glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &maxTessLevel);
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std::cout << "Max available tess level: " << maxTessLevel << std::endl;
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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 tessHeightMapShader("8.3.gpuheight.vs","8.3.gpuheight.fs", nullptr, // if wishing to render as is
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"8.3.gpuheight.tcs", "8.3.gpuheight.tes");
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// load and create a texture
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// -------------------------
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unsigned int texture;
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width, height, nrChannels;
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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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unsigned char *data = stbi_load("heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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tessHeightMapShader.setInt("heightMap", 0);
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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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stbi_image_free(data);
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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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unsigned rez = 20;
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for(unsigned i = 0; i <= rez-1; i++)
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{
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for(unsigned j = 0; j <= rez-1; j++)
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{
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vertices.push_back(-width/2.0f + width*i/(float)rez); // v.x
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vertices.push_back(0.0f); // v.y
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vertices.push_back(-height/2.0f + height*j/(float)rez); // v.z
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vertices.push_back(i / (float)rez); // u
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vertices.push_back(j / (float)rez); // v
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vertices.push_back(-width/2.0f + width*(i+1)/(float)rez); // v.x
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vertices.push_back(0.0f); // v.y
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vertices.push_back(-height/2.0f + height*j/(float)rez); // v.z
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vertices.push_back((i+1) / (float)rez); // u
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vertices.push_back(j / (float)rez); // v
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vertices.push_back(-width/2.0f + width*i/(float)rez); // v.x
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vertices.push_back(0.0f); // v.y
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vertices.push_back(-height/2.0f + height*(j+1)/(float)rez); // v.z
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vertices.push_back(i / (float)rez); // u
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vertices.push_back((j+1) / (float)rez); // v
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vertices.push_back(-width/2.0f + width*(i+1)/(float)rez); // v.x
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vertices.push_back(0.0f); // v.y
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vertices.push_back(-height/2.0f + height*(j+1)/(float)rez); // v.z
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vertices.push_back((i+1) / (float)rez); // u
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vertices.push_back((j+1) / (float)rez); // v
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}
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}
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std::cout << "Loaded " << rez*rez << " patches of 4 control points each" << std::endl;
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std::cout << "Processing " << rez*rez*4 << " vertices in vertex shader" << std::endl;
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// first, configure the cube's VAO (and terrainVBO)
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unsigned int terrainVAO, terrainVBO;
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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, sizeof(float) * vertices.size(), &vertices[0], GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texCoord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(sizeof(float) * 3));
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glEnableVertexAttribArray(1);
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glPatchParameteri(GL_PATCH_VERTICES, NUM_PATCH_PTS);
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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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// 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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tessHeightMapShader.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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tessHeightMapShader.setMat4("projection", projection);
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tessHeightMapShader.setMat4("view", view);
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// world transformation
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glm::mat4 model = glm::mat4(1.0f);
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tessHeightMapShader.setMat4("model", model);
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// render the terrain
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glBindVertexArray(terrainVAO);
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glDrawArrays(GL_PATCHES, 0, NUM_PATCH_PTS*rez*rez);
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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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// 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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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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} |