Main.c 7.3 KB

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  1. #include <GL/glew.h>
  2. #include <GLFW/glfw3.h>
  3. #include <math.h>
  4. #include <stdbool.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <string.h>
  8. #define WIDTH 800
  9. #define HEIGHT 800
  10. static const GLchar* vertexShaderCode = "#version 430\n"
  11. "layout(location = 0) in vec2 pos;"
  12. ""
  13. "out vec2 varTex;"
  14. ""
  15. "void main(void) {"
  16. " varTex = (pos + 1.0) * 0.5;"
  17. " gl_Position = vec4(pos, 0.0, 1.0);"
  18. "}";
  19. static const GLchar* fragmentShaderCode =
  20. "#version 430\n"
  21. ""
  22. "layout(binding = 0) uniform sampler2D samp;"
  23. ""
  24. "const vec4 heightColors[5] = {"
  25. " vec4(0.0, 0.0, 0.7, 1.0),"
  26. " vec4(0.0, 0.0, 1.0, 1.0),"
  27. " vec4(0.0, 1.0, 0.0, 1.0),"
  28. " vec4(0.6, 0.3, 0.0, 1.0),"
  29. " vec4(0.3, 0.3, 0.3, 1.0),"
  30. "};"
  31. ""
  32. "in vec2 varTex;"
  33. ""
  34. "out vec4 color;"
  35. ""
  36. "void main(void) {"
  37. " float f = texture(samp, varTex).r;"
  38. " color = vec4(f, f, f, 1.0);\n"
  39. " //color = heightColors[min(int(5 * f), 4)];\n"
  40. " //int a = int(min(floor(5 * f), 4));"
  41. " //int b = int(min(ceil(5 * f), 4));"
  42. " //color = mix(heightColors[a], heightColors[b], 5 * f - a);\n"
  43. "}";
  44. static GLFWwindow* window = NULL;
  45. static GLuint vertexShader = 0;
  46. static GLuint fragmentShader = 0;
  47. static GLuint program = 0;
  48. static GLuint vertexArray = 0;
  49. static GLuint vertexBuffer = 0;
  50. static GLuint texture = 0;
  51. static GLfloat noise[WIDTH][HEIGHT];
  52. static unsigned int seed = 1;
  53. static float nextSeededFloat(unsigned int x, unsigned int y) {
  54. unsigned int s = y + ((x + y) * (x + y + 1)) / 2;
  55. s ^= s * (x + seed) * 534492383u;
  56. s ^= s * (y + seed) * 23537u;
  57. return s / (float)(-1u);
  58. }
  59. static float interpolate(float a, float b, float f) {
  60. return (b - a) * (3.0 - f * 2.0) * f * f + a;
  61. }
  62. static float dot(int ix, int iy, float x, float y, float zoom) {
  63. float f =
  64. nextSeededFloat(ix % (int)(WIDTH / zoom), iy % (int)(HEIGHT / zoom)) *
  65. M_PI * 2.0f;
  66. return (x - ix) * cosf(f) + (y - iy) * sinf(f);
  67. }
  68. float perlin(float x, float y, float zoom) {
  69. x /= zoom;
  70. y /= zoom;
  71. int ix = x;
  72. int iy = y;
  73. int ix1 = ix + 1;
  74. int iy1 = iy + 1;
  75. float sx = x - ix;
  76. return interpolate(
  77. interpolate(dot(ix, iy, x, y, zoom), dot(ix1, iy, x, y, zoom), sx),
  78. interpolate(dot(ix, iy1, x, y, zoom), dot(ix1, iy1, x, y, zoom), sx),
  79. y - iy);
  80. }
  81. float transform(float x, float y, float zoom) {
  82. return (perlin(x, y, zoom) + 1.0f) * 0.5f;
  83. }
  84. float turbulence(int x, int y) {
  85. float sum = transform(x, y, 80.0f);
  86. sum += transform(x, y, 200.0f);
  87. sum += transform(x, y, 400.0f);
  88. return sum / 3.0f;
  89. }
  90. static void normalize() {
  91. float min = noise[0][0];
  92. float max = noise[0][0];
  93. for(int x = 0; x < WIDTH; x++) {
  94. for(int y = 0; y < HEIGHT; y++) {
  95. min = (min < noise[x][y] ? min : noise[x][y]);
  96. max = (max > noise[x][y] ? max : noise[x][y]);
  97. }
  98. }
  99. float divider = 1.0f / (max - min);
  100. for(int x = 0; x < WIDTH; x++) {
  101. for(int y = 0; y < HEIGHT; y++) {
  102. noise[x][y] = (noise[x][y] - min) * divider;
  103. }
  104. }
  105. }
  106. static void generateNoise() {
  107. for(int x = 0; x < WIDTH; x++) {
  108. for(int y = 0; y < HEIGHT; y++) {
  109. noise[x][y] = turbulence(x, y);
  110. }
  111. }
  112. normalize();
  113. (void)normalize;
  114. }
  115. static bool checkShaderError(GLuint shader, const char* name) {
  116. GLint status;
  117. glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
  118. if(!status) {
  119. printf("cannot compile %s shader:\n", name);
  120. GLchar error[256];
  121. glGetShaderInfoLog(shader, 256, NULL, error);
  122. puts(error);
  123. return true;
  124. }
  125. return false;
  126. }
  127. static bool initShaders() {
  128. vertexShader = glCreateShader(GL_VERTEX_SHADER);
  129. glShaderSource(vertexShader, 1, &vertexShaderCode, NULL);
  130. glCompileShader(vertexShader);
  131. if(checkShaderError(vertexShader, "vertex")) {
  132. return true;
  133. }
  134. fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
  135. glShaderSource(fragmentShader, 1, &fragmentShaderCode, NULL);
  136. glCompileShader(fragmentShader);
  137. if(checkShaderError(fragmentShader, "fragment")) {
  138. return true;
  139. }
  140. program = glCreateProgram();
  141. glAttachShader(program, vertexShader);
  142. glAttachShader(program, fragmentShader);
  143. glLinkProgram(program);
  144. GLint linked;
  145. glGetProgramiv(program, GL_LINK_STATUS, &linked);
  146. if(!linked) {
  147. puts("cannot link program:");
  148. GLchar error[256];
  149. glGetProgramInfoLog(program, 256, NULL, error);
  150. puts(error);
  151. return true;
  152. }
  153. glUseProgram(program);
  154. return false;
  155. }
  156. static void initVertexBuffer() {
  157. glGenVertexArrays(1, &vertexArray);
  158. glBindVertexArray(vertexArray);
  159. glGenBuffers(1, &vertexBuffer);
  160. glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
  161. glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(GLfloat) * 2, NULL);
  162. glEnableVertexAttribArray(0);
  163. GLfloat data[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
  164. 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f};
  165. glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
  166. }
  167. static void initTexture() {
  168. glGenTextures(1, &texture);
  169. glBindTexture(GL_TEXTURE_2D, texture);
  170. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  171. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  172. generateNoise();
  173. glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, HEIGHT, WIDTH, 0, GL_RED, GL_FLOAT,
  174. noise);
  175. }
  176. static bool init() {
  177. if(glewInit() != GLEW_OK) {
  178. puts("cannot init glew");
  179. return true;
  180. }
  181. if(initShaders()) {
  182. return true;
  183. }
  184. initVertexBuffer();
  185. initTexture();
  186. return false;
  187. }
  188. static bool createWindow() {
  189. glfwWindowHint(GLFW_RESIZABLE, false);
  190. window = glfwCreateWindow(WIDTH, HEIGHT, "Noise", NULL, NULL);
  191. if(window == NULL) {
  192. puts("cannot create window");
  193. return true;
  194. }
  195. glfwMakeContextCurrent(window);
  196. return false;
  197. }
  198. static void cleanUp() {
  199. glDeleteBuffers(1, &vertexBuffer);
  200. glDeleteVertexArrays(1, &vertexArray);
  201. glDeleteTextures(1, &texture);
  202. glDeleteShader(vertexShader);
  203. glDeleteShader(fragmentShader);
  204. glDeleteProgram(program);
  205. if(window != NULL) {
  206. glfwDestroyWindow(window);
  207. }
  208. glfwTerminate();
  209. }
  210. static void start() {
  211. if(createWindow() || init()) {
  212. return;
  213. }
  214. int i = 0;
  215. while(!glfwWindowShouldClose(window)) {
  216. glClear(GL_COLOR_BUFFER_BIT);
  217. glBindTexture(GL_TEXTURE_2D, texture);
  218. if(i++ == 100) {
  219. seed++;
  220. i = 0;
  221. generateNoise();
  222. glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, HEIGHT, WIDTH, 0, GL_RED,
  223. GL_FLOAT, noise);
  224. }
  225. glActiveTexture(GL_TEXTURE0);
  226. glBindVertexArray(vertexArray);
  227. glDrawArrays(GL_TRIANGLES, 0, 6);
  228. glfwSwapBuffers(window);
  229. glfwPollEvents();
  230. }
  231. }
  232. int main() {
  233. if(!glfwInit()) {
  234. puts("glfw init error");
  235. return 0;
  236. }
  237. start();
  238. cleanUp();
  239. return 0;
  240. }