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deleted file mode 100755 |
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-// Lab 4, terrain generation |
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- |
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- // uses framework Cocoa |
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- // uses framework OpenGL |
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-#include "MicroGlut.h" |
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-#include "GL_utilities.h" |
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-#include "VectorUtils3.h" |
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-#include "LittleOBJLoader.h" |
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-#include "LoadTGA.h" |
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- |
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-mat4 projectionMatrix; |
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- |
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-Model* GenerateTerrain(TextureData *tex) |
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-{ |
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- int vertexCount = tex->width * tex->height; |
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- int triangleCount = (tex->width-1) * (tex->height-1) * 2; |
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- int x, z; |
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- |
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- vec3 *vertexArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
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- vec3 *normalArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
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- vec2 *texCoordArray = (vec2 *)malloc(sizeof(GLfloat) * 2 * vertexCount); |
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- GLuint *indexArray = malloc(sizeof(GLuint) * triangleCount*3); |
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- |
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- printf("bpp %d\n", tex->bpp); |
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- for (x = 0; x < tex->width; x++) |
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- for (z = 0; z < tex->height; z++) |
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- { |
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-// Vertex array. You need to scale this properly |
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- vertexArray[(x + z * tex->width)].x = x / 1.0; |
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- vertexArray[(x + z * tex->width)].y = tex->imageData[(x + z * tex->width) * (tex->bpp/8)] / 100.0; |
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- vertexArray[(x + z * tex->width)].z = z / 1.0; |
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-// Normal vectors. You need to calculate these. |
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- normalArray[(x + z * tex->width)].x = 0.0; |
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- normalArray[(x + z * tex->width)].y = 1.0; |
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- normalArray[(x + z * tex->width)].z = 0.0; |
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-// Texture coordinates. You may want to scale them. |
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- texCoordArray[(x + z * tex->width)].x = x; // (float)x / tex->width; |
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- texCoordArray[(x + z * tex->width)].y = z; // (float)z / tex->height; |
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- } |
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- for (x = 0; x < tex->width-1; x++) |
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- for (z = 0; z < tex->height-1; z++) |
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- { |
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- // Triangle 1 |
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- indexArray[(x + z * (tex->width-1))*6 + 0] = x + z * tex->width; |
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- indexArray[(x + z * (tex->width-1))*6 + 1] = x + (z+1) * tex->width; |
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- indexArray[(x + z * (tex->width-1))*6 + 2] = x+1 + z * tex->width; |
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- // Triangle 2 |
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- indexArray[(x + z * (tex->width-1))*6 + 3] = x+1 + z * tex->width; |
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- indexArray[(x + z * (tex->width-1))*6 + 4] = x + (z+1) * tex->width; |
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- indexArray[(x + z * (tex->width-1))*6 + 5] = x+1 + (z+1) * tex->width; |
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- } |
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- |
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- // End of terrain generation |
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- |
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- // Create Model and upload to GPU: |
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- |
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- Model* model = LoadDataToModel( |
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- vertexArray, |
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- normalArray, |
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- texCoordArray, |
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- NULL, |
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- indexArray, |
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- vertexCount, |
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- triangleCount*3); |
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- |
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- return model; |
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-} |
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- |
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- |
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-// vertex array object |
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-Model *m, *m2, *tm; |
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-// Reference to shader program |
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-GLuint program; |
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-GLuint tex1, tex2; |
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-TextureData ttex; // terrain |
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- |
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-void init(void) |
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-{ |
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- // GL inits |
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- glClearColor(0.4,0.6,1.0,0); |
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- glEnable(GL_DEPTH_TEST); |
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- glDisable(GL_CULL_FACE); |
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- printError("GL inits"); |
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- |
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- projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 50.0); |
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- |
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- // Load and compile shader |
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- program = loadShaders("terrain.vert", "terrain.frag"); |
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- glUseProgram(program); |
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- printError("init shader"); |
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- |
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- glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); |
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- glUniform1i(glGetUniformLocation(program, "tex"), 0); // Texture unit 0 |
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- LoadTGATextureSimple("maskros512.tga", &tex1); |
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- |
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-// Load terrain data |
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- |
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- LoadTGATextureData("44-terrain.tga", &ttex); |
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- tm = GenerateTerrain(&ttex); |
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- printError("init terrain"); |
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- |
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- printf("Note: The call to DrawModel will report warnings about inNormal not existing. This is because inNormal is not used in the shader yet so it is optimized away.\n"); |
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- |
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-} |
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- |
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-void display(void) |
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-{ |
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- // clear the screen |
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- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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- |
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- mat4 total, modelView, camMatrix; |
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- |
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- printError("pre display"); |
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- |
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- glUseProgram(program); |
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- |
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- // Build matrix |
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- |
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- vec3 cam = {0, 5, 8}; |
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- vec3 lookAtPoint = {2, 0, 2}; |
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- camMatrix = lookAt(cam.x, cam.y, cam.z, |
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- lookAtPoint.x, lookAtPoint.y, lookAtPoint.z, |
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- 0.0, 1.0, 0.0); |
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- modelView = IdentityMatrix(); |
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- total = Mult(camMatrix, modelView); |
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- glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m); |
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- |
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- glBindTexture(GL_TEXTURE_2D, tex1); // Bind Our Texture tex1 |
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- |
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- DrawModel(tm, program, "inPosition", "inNormal", "inTexCoord"); |
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- |
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- printError("display 2"); |
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- |
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- glutSwapBuffers(); |
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-} |
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- |
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-void mouse(int x, int y) |
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-{ |
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- // This function is included in case you want some hints about using passive mouse movement. |
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- // Uncomment to see mouse coordinates: |
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- // printf("%d %d\n", x, y); |
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-} |
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- |
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-int main(int argc, char **argv) |
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-{ |
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- glutInit(&argc, argv); |
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- glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); |
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- glutInitContextVersion(3, 2); |
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- glutInitWindowSize (600, 600); |
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- glutCreateWindow ("TSBK07 Lab 4"); |
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- glutDisplayFunc(display); |
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- init (); |
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- glutRepeatingTimer(20); |
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- |
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- glutPassiveMotionFunc(mouse); |
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- |
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- glutMainLoop(); |
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- exit(0); |
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-} |
1 | 1 |
new file mode 100755 |
... | ... |
@@ -0,0 +1,159 @@ |
1 |
+// Lab 4, terrain generation |
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2 |
+ |
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3 |
+ // uses framework Cocoa |
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4 |
+ // uses framework OpenGL |
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5 |
+#include "MicroGlut.h" |
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6 |
+#include "GL_utilities.h" |
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7 |
+#include "VectorUtils3.h" |
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8 |
+#include "LittleOBJLoader.h" |
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+#include "LoadTGA.h" |
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+ |
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+mat4 projectionMatrix; |
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+ |
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+Model* GenerateTerrain(TextureData *tex) |
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+{ |
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+ int vertexCount = tex->width * tex->height; |
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+ int triangleCount = (tex->width-1) * (tex->height-1) * 2; |
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+ int x, z; |
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+ |
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+ vec3 *vertexArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
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+ vec3 *normalArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
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+ vec2 *texCoordArray = (vec2 *)malloc(sizeof(GLfloat) * 2 * vertexCount); |
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+ GLuint *indexArray = malloc(sizeof(GLuint) * triangleCount*3); |
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+ |
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+ printf("bpp %d\n", tex->bpp); |
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+ for (x = 0; x < tex->width; x++) |
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+ for (z = 0; z < tex->height; z++) |
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+ { |
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+// Vertex array. You need to scale this properly |
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+ vertexArray[(x + z * tex->width)].x = x / 1.0; |
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+ vertexArray[(x + z * tex->width)].y = tex->imageData[(x + z * tex->width) * (tex->bpp/8)] / 100.0; |
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+ vertexArray[(x + z * tex->width)].z = z / 1.0; |
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+// Normal vectors. You need to calculate these. |
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+ normalArray[(x + z * tex->width)].x = 0.0; |
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+ normalArray[(x + z * tex->width)].y = 1.0; |
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+ normalArray[(x + z * tex->width)].z = 0.0; |
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+// Texture coordinates. You may want to scale them. |
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+ texCoordArray[(x + z * tex->width)].x = x; // (float)x / tex->width; |
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+ texCoordArray[(x + z * tex->width)].y = z; // (float)z / tex->height; |
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+ } |
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+ for (x = 0; x < tex->width-1; x++) |
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+ for (z = 0; z < tex->height-1; z++) |
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+ { |
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+ // Triangle 1 |
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+ indexArray[(x + z * (tex->width-1))*6 + 0] = x + z * tex->width; |
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+ indexArray[(x + z * (tex->width-1))*6 + 1] = x + (z+1) * tex->width; |
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+ indexArray[(x + z * (tex->width-1))*6 + 2] = x+1 + z * tex->width; |
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+ // Triangle 2 |
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+ indexArray[(x + z * (tex->width-1))*6 + 3] = x+1 + z * tex->width; |
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+ indexArray[(x + z * (tex->width-1))*6 + 4] = x + (z+1) * tex->width; |
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+ indexArray[(x + z * (tex->width-1))*6 + 5] = x+1 + (z+1) * tex->width; |
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+ } |
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+ |
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+ // End of terrain generation |
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+ |
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+ // Create Model and upload to GPU: |
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+ |
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+ Model* model = LoadDataToModel( |
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+ vertexArray, |
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+ normalArray, |
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+ texCoordArray, |
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+ NULL, |
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+ indexArray, |
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+ vertexCount, |
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+ triangleCount*3); |
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+ |
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+ return model; |
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+} |
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+ |
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+ |
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+// vertex array object |
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+Model *m, *m2, *tm; |
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+// Reference to shader program |
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+GLuint program; |
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+GLuint tex1, tex2; |
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+TextureData ttex; // terrain |
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+ |
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+void init(void) |
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+{ |
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+ // GL inits |
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+ glClearColor(0.4,0.6,1.0,0); |
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+ glEnable(GL_DEPTH_TEST); |
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+ glDisable(GL_CULL_FACE); |
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+ printError("GL inits"); |
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+ |
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+ projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 50.0); |
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+ |
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+ // Load and compile shader |
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+ program = loadShaders("terrain.vert", "terrain.frag"); |
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+ glUseProgram(program); |
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+ printError("init shader"); |
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+ |
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+ glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); |
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+ glUniform1i(glGetUniformLocation(program, "tex"), 0); // Texture unit 0 |
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+ LoadTGATextureSimple("maskros512.tga", &tex1); |
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+ |
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+// Load terrain data |
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+ |
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+ LoadTGATextureData("44-terrain.tga", &ttex); |
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+ tm = GenerateTerrain(&ttex); |
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+ printError("init terrain"); |
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+ |
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+ printf("Note: The call to DrawModel will report warnings about inNormal not existing. This is because inNormal is not used in the shader yet so it is optimized away.\n"); |
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+ |
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+} |
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+ |
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+void display(void) |
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+{ |
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+ // clear the screen |
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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+ |
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+ mat4 total, modelView, camMatrix; |
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+ |
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+ printError("pre display"); |
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+ |
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+ glUseProgram(program); |
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+ |
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+ // Build matrix |
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+ |
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+ vec3 cam = {0, 5, 8}; |
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+ vec3 lookAtPoint = {2, 0, 2}; |
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+ camMatrix = lookAt(cam.x, cam.y, cam.z, |
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+ lookAtPoint.x, lookAtPoint.y, lookAtPoint.z, |
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+ 0.0, 1.0, 0.0); |
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+ modelView = IdentityMatrix(); |
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+ total = Mult(camMatrix, modelView); |
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+ glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m); |
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+ |
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+ glBindTexture(GL_TEXTURE_2D, tex1); // Bind Our Texture tex1 |
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+ |
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+ DrawModel(tm, program, "inPosition", "inNormal", "inTexCoord"); |
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+ |
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+ printError("display 2"); |
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+ |
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+ glutSwapBuffers(); |
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+} |
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+ |
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+void mouse(int x, int y) |
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+{ |
|
139 |
+ // This function is included in case you want some hints about using passive mouse movement. |
|
140 |
+ // Uncomment to see mouse coordinates: |
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141 |
+ // printf("%d %d\n", x, y); |
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+} |
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+ |
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+int main(int argc, char **argv) |
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+{ |
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+ glutInit(&argc, argv); |
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+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); |
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+ glutInitContextVersion(3, 2); |
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+ glutInitWindowSize (600, 600); |
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+ glutCreateWindow ("TSBK07 Lab 4"); |
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+ glutDisplayFunc(display); |
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+ init (); |
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+ glutRepeatingTimer(20); |
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+ |
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+ glutPassiveMotionFunc(mouse); |
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+ |
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+ glutMainLoop(); |
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+ exit(0); |
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+} |