Main.c 6.6 KB

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  1. #include <GL/glew.h>
  2. #include <GLFW/glfw3.h>
  3. #include <stdbool.h>
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <string.h>
  7. #define WIDTH 400
  8. #define HEIGHT 400
  9. static const GLchar* vertexShaderCode = "#version 430\n"
  10. "layout(location = 0) in vec2 pos;"
  11. ""
  12. "out vec2 varTex;"
  13. ""
  14. "void main(void) {"
  15. " varTex = (pos + 1.0) * 0.5;"
  16. " gl_Position = vec4(pos, 0.0, 1.0);"
  17. "}";
  18. static const GLchar* fragmentShaderCode =
  19. "#version 430\n"
  20. ""
  21. "layout(binding = 0) uniform sampler2D samp;"
  22. ""
  23. "const vec4 heightColors[5] = {"
  24. " vec4(0.0, 0.0, 0.7, 1.0),"
  25. " vec4(0.0, 0.0, 1.0, 1.0),"
  26. " vec4(0.0, 1.0, 0.0, 1.0),"
  27. " vec4(0.6, 0.3, 0.0, 1.0),"
  28. " vec4(0.3, 0.3, 0.3, 1.0),"
  29. "};"
  30. ""
  31. "in vec2 varTex;"
  32. ""
  33. "out vec4 color;"
  34. ""
  35. "void main(void) {"
  36. " float f = texture(samp, varTex).r;"
  37. " //color = vec4(f, f, f, 1.0);\n"
  38. " //color = heightColors[min(int(5 * f), 4)];\n"
  39. " int a = int(min(floor(5 * f), 4));"
  40. " int b = int(min(ceil(5 * f), 4));"
  41. " color = mix(heightColors[a], heightColors[b], 5 * f - a);\n"
  42. "}";
  43. static GLFWwindow* window = NULL;
  44. static GLuint vertexShader = 0;
  45. static GLuint fragmentShader = 0;
  46. static GLuint program = 0;
  47. static GLuint vertexArray = 0;
  48. static GLuint vertexBuffer = 0;
  49. static GLuint texture = 0;
  50. static GLfloat noise[WIDTH][HEIGHT];
  51. static unsigned long long seed = 0;
  52. static float nextFloat() {
  53. seed = seed * 534492383lu + 31;
  54. return (unsigned int)(seed >> 16) / (float)(-1u);
  55. }
  56. static void smooth(int size) {
  57. float divider = 1.0f / (size * size);
  58. static GLfloat newNoise[WIDTH][HEIGHT];
  59. for(int x = 0; x < WIDTH; x++) {
  60. for(int y = 0; y < HEIGHT; y++) {
  61. float sum = 0.0f;
  62. for(int mx = 0; mx < size; mx++) {
  63. for(int my = 0; my < size; my++) {
  64. sum += noise[(x + mx) % WIDTH][(y + my) % HEIGHT];
  65. }
  66. }
  67. newNoise[x][y] = sum * divider;
  68. }
  69. }
  70. memcpy(noise, newNoise, sizeof(newNoise));
  71. }
  72. static void normalize() {
  73. float min = noise[0][0];
  74. float max = noise[0][0];
  75. for(int x = 0; x < WIDTH; x++) {
  76. for(int y = 0; y < HEIGHT; y++) {
  77. min = (min < noise[x][y] ? min : noise[x][y]);
  78. max = (max > noise[x][y] ? max : noise[x][y]);
  79. }
  80. }
  81. float divider = 1.0f / (max - min);
  82. for(int x = 0; x < WIDTH; x++) {
  83. for(int y = 0; y < HEIGHT; y++) {
  84. noise[x][y] = (noise[x][y] - min) * divider;
  85. }
  86. }
  87. }
  88. static void generateNoise() {
  89. for(int x = 0; x < WIDTH; x++) {
  90. for(int y = 0; y < HEIGHT; y++) {
  91. noise[x][y] = nextFloat();
  92. }
  93. }
  94. smooth(2);
  95. smooth(4);
  96. smooth(8);
  97. smooth(16);
  98. smooth(32);
  99. smooth(64);
  100. normalize();
  101. (void)normalize;
  102. (void)smooth;
  103. }
  104. static bool checkShaderError(GLuint shader, const char* name) {
  105. GLint status;
  106. glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
  107. if(!status) {
  108. printf("cannot compile %s shader:\n", name);
  109. GLchar error[256];
  110. glGetShaderInfoLog(shader, 256, NULL, error);
  111. puts(error);
  112. return true;
  113. }
  114. return false;
  115. }
  116. static bool initShaders() {
  117. vertexShader = glCreateShader(GL_VERTEX_SHADER);
  118. glShaderSource(vertexShader, 1, &vertexShaderCode, NULL);
  119. glCompileShader(vertexShader);
  120. if(checkShaderError(vertexShader, "vertex")) {
  121. return true;
  122. }
  123. fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
  124. glShaderSource(fragmentShader, 1, &fragmentShaderCode, NULL);
  125. glCompileShader(fragmentShader);
  126. if(checkShaderError(fragmentShader, "fragment")) {
  127. return true;
  128. }
  129. program = glCreateProgram();
  130. glAttachShader(program, vertexShader);
  131. glAttachShader(program, fragmentShader);
  132. glLinkProgram(program);
  133. GLint linked;
  134. glGetProgramiv(program, GL_LINK_STATUS, &linked);
  135. if(!linked) {
  136. puts("cannot link program:");
  137. GLchar error[256];
  138. glGetProgramInfoLog(program, 256, NULL, error);
  139. puts(error);
  140. return true;
  141. }
  142. glUseProgram(program);
  143. return false;
  144. }
  145. static void initVertexBuffer() {
  146. glGenVertexArrays(1, &vertexArray);
  147. glBindVertexArray(vertexArray);
  148. glGenBuffers(1, &vertexBuffer);
  149. glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
  150. glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(GLfloat) * 2, NULL);
  151. glEnableVertexAttribArray(0);
  152. GLfloat data[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
  153. 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f};
  154. glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
  155. }
  156. static void initTexture() {
  157. glGenTextures(1, &texture);
  158. glBindTexture(GL_TEXTURE_2D, texture);
  159. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  160. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  161. generateNoise();
  162. glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, WIDTH, HEIGHT, 0, GL_RED, GL_FLOAT,
  163. noise);
  164. }
  165. static bool init() {
  166. if(glewInit() != GLEW_OK) {
  167. puts("cannot init glew");
  168. return true;
  169. }
  170. if(initShaders()) {
  171. return true;
  172. }
  173. initVertexBuffer();
  174. initTexture();
  175. return false;
  176. }
  177. static bool createWindow() {
  178. glfwWindowHint(GLFW_RESIZABLE, false);
  179. window = glfwCreateWindow(WIDTH, HEIGHT, "Noise", NULL, NULL);
  180. if(window == NULL) {
  181. puts("cannot create window");
  182. return true;
  183. }
  184. glfwMakeContextCurrent(window);
  185. return false;
  186. }
  187. static void cleanUp() {
  188. glDeleteBuffers(1, &vertexBuffer);
  189. glDeleteVertexArrays(1, &vertexArray);
  190. glDeleteTextures(1, &texture);
  191. glDeleteShader(vertexShader);
  192. glDeleteShader(fragmentShader);
  193. glDeleteProgram(program);
  194. if(window != NULL) {
  195. glfwDestroyWindow(window);
  196. }
  197. glfwTerminate();
  198. }
  199. static void start() {
  200. if(createWindow() || init()) {
  201. return;
  202. }
  203. while(!glfwWindowShouldClose(window)) {
  204. glClear(GL_COLOR_BUFFER_BIT);
  205. glBindTexture(GL_TEXTURE_2D, texture);
  206. glActiveTexture(GL_TEXTURE0);
  207. glBindVertexArray(vertexArray);
  208. glDrawArrays(GL_TRIANGLES, 0, 6);
  209. glfwSwapBuffers(window);
  210. glfwPollEvents();
  211. }
  212. }
  213. int main() {
  214. if(!glfwInit()) {
  215. puts("glfw init error");
  216. return 0;
  217. }
  218. start();
  219. cleanUp();
  220. return 0;
  221. }