GLdc/samples/terrain/main.c

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#include <stdio.h>
#include <stdlib.h>
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#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
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#define TERRAIN_SIZE 100
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#define TERRAIN_SCALE 1.0f
#define TERRAIN_HEIGHT_SCALE 1.0f
typedef struct {
float x, y, z;
} Vec3;
Vec3 vertices[TERRAIN_SIZE * TERRAIN_SIZE];
unsigned int indices[TERRAIN_SIZE * TERRAIN_SIZE * 2];
Vec3 normals[TERRAIN_SIZE * TERRAIN_SIZE];
void GenerateTerrain() {
const float OFFSET = (-TERRAIN_SIZE * TERRAIN_SCALE) / 2.0f;
unsigned int j = 0;
unsigned int z, x;
for(z = 0; z < TERRAIN_SIZE; ++z) {
for(x = 0; x < TERRAIN_SIZE; ++x) {
unsigned int i = (z * TERRAIN_SIZE) + x;
vertices[i].x = (x * TERRAIN_SCALE) + OFFSET;
vertices[i].z = (z * TERRAIN_SCALE) + OFFSET;
vertices[i].y = (float)rand() / (float)(RAND_MAX / TERRAIN_HEIGHT_SCALE);
normals[i].x = normals[i].z = 0.0f;
normals[i].y = 1.0f;
if(z > 0) {
indices[j++] = (i - TERRAIN_SIZE);
indices[j++] = i;
}
}
}
}
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
GenerateTerrain();
/* glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDisable(GL_BLEND);
GLfloat mat_diffuse[] = {0.0, 1.0, 0.0, 1.0};
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 1.0, -1.0, 0.0, 0.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position); */
fprintf(stderr, "Generated terrain\n");
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glDisable(GL_CULL_FACE);
glTranslatef(0.0f, -1.0f, 0.0f);
static float x = 0.0f;
x += 1.0f;
glRotatef(x, 0, 1.0f, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals);
glVertexPointer(3, GL_FLOAT, 0, &vertices[0].x);
unsigned int z;
for(z = 0; z < TERRAIN_SIZE; ++z) {
glDrawElements(
GL_TRIANGLE_STRIP,
TERRAIN_SIZE * 2,
GL_UNSIGNED_INT,
indices + (z * (TERRAIN_SIZE * 2))
);
}
// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
DrawGLScene();
}
return 0;
}