1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448
| #ifndef BUFFER_OFFSET
#define BUFFER_OFFSET(offset) ((char*)NULL+(offset))
#endif // BUFFER_OFFSET
#include <glad/glad.h>
#include <SDL2/SDL.h>
#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <fstream>
#include <sstream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/transform.hpp>
using namespace glm;
void addVec3(std::vector<GLfloat> &vect,GLfloat v1,GLfloat v2,GLfloat v3){
vect.push_back(v1);
vect.push_back(v2);
vect.push_back(v3);
}
void addUv(std::vector<GLfloat> &vect,GLfloat v1,GLfloat v2){
vect.push_back(v1);
vect.push_back(v2);
}
GLuint load_texture(const char* path){
SDL_Surface *imageSDL = SDL_LoadBMP(path);
if(imageSDL == 0)
{
std::cout << "Erreur : " << SDL_GetError() << std::endl;
return 0;
}
GLuint m_id;
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
GLenum formatInterne=0;
GLenum format=0;
if(imageSDL->format->BytesPerPixel == 3)
{
// Format interne
formatInterne = GL_RGB;
// Format
if(imageSDL->format->Rmask == 0xff)
format = GL_RGB;
else
format = GL_BGR;
}
// Détermination du format et du format interne pour les images à 4 composantes
else if(imageSDL->format->BytesPerPixel == 4)
{
// Format interne
formatInterne = GL_RGBA;
// Format
if(imageSDL->format->Rmask == 0xff)
format = GL_RGBA;
else
format = GL_BGRA;
}
// Dans les autres cas, on arrête le chargement
else
{
std::cout << "Erreur, format interne de l'image inconnu" << std::endl;
SDL_FreeSurface(imageSDL);
return 0;
}
// Copie des pixels
glTexImage2D(GL_TEXTURE_2D, 0, formatInterne, imageSDL->w, imageSDL->h, 0, format, GL_UNSIGNED_BYTE, imageSDL->pixels);
// Application des filtre
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
// Déverrouillage
glBindTexture(GL_TEXTURE_2D, 0);
// Fin de la méthode
SDL_FreeSurface(imageSDL);
return m_id;
};
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}else{
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
getchar();
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
void updateVBO(GLuint vbo,void* donnees,int taille,int offset)
{
glBindBuffer(GL_ARRAY_BUFFER,vbo);
void* adresseVbo=glMapBuffer(GL_ARRAY_BUFFER,GL_WRITE_ONLY);
memcpy((char*)adresseVbo+offset,donnees,taille);
glUnmapBuffer(GL_ARRAY_BUFFER);
adresseVbo=0;
glBindBuffer(GL_ARRAY_BUFFER,0);
}
int main(int argc, char **argv)
{
// Notre fenêtre
SDL_Window* fenetre=0;
SDL_GLContext contexteOpenGL=0;
SDL_Event evenements;
bool terminer(false);
// Initialisation de la SDL
if(SDL_Init(SDL_INIT_VIDEO) < 0)
{
std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
SDL_Quit();
return -1;
}
// Version d'OpenGL
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE);
// Double Buffer
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// Création de la fenêtre
fenetre = SDL_CreateWindow("Test SDL 2.0", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if(fenetre == 0)
{
std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
SDL_Quit();
return -1;
}
// Création du contexte OpenGL
contexteOpenGL = SDL_GL_CreateContext(fenetre);
if(contexteOpenGL == 0)
{
std::cout << SDL_GetError() << std::endl;
SDL_DestroyWindow(fenetre);
SDL_Quit();
return -1;
}
gladLoadGLLoader(SDL_GL_GetProcAddress);
GLuint texID=load_texture("textures\\img.bmp");
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// Vertices et coordonnées
double px=0,py=0,a1,a2,speed=0.5,height=0.5;
Uint32 temps1,temps2;SDL_GetTicks();
int xm,ym;
unsigned int i,j,k,random;
srand(4654325);
char world[20][20][20],w1,w2;
for(i=0;i<20;i++){
for(j=0;j<20;j++){
random=rand()%2+3;
for(k=0;k<20;k++){
if(k<random)
world[i][k][j]=1;
else world[i][k][j]=0;
}
}
}
world[15][15][15]=1;
std::vector <GLfloat> vertices;
std::vector <GLfloat> coordTexture;
size_t fsize=sizeof(GLfloat);
for(i=0;i<20;i++){
for(j=0;j<20;j++){
for(k=0;k<20;k++){
w1=world[i][j][k];
if(i<19){
w2=world[i+1][j][k];
if(w1!=w2){
if(w1==1){
addVec3(vertices,i+1,j,k);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i+1,j+1,k+1);
addVec3(vertices,i+1,j,k+1);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,1.0,1.0);
addUv(coordTexture,0.0,1.0);
}
else{
addVec3(vertices,i+1,j,k);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i+1,j+1,k+1);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,1.0);
}
}
}
if(j<19){
w2=world[i][j+1][k];
if(w1!=w2){
if(w1==1){
addVec3(vertices,i,j+1,k);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j+1,k+1);
addVec3(vertices,i+1,j+1,k);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,1.0);
addUv(coordTexture,1.0,0.0);
}
else{
addVec3(vertices,i,j+1,k);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j+1,k);
addVec3(vertices,i+1,j+1,k+1);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,1.0,1.0);
}
}
}
if(k<19){
w2=world[i][j][k+1];
if(w1!=w2){
if(w1==1){
addVec3(vertices,i,j,k+1);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i+1,j+1,k+1);
addVec3(vertices,i,j+1,k+1);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,1.0,1.0);
addUv(coordTexture,0.0,1.0);
}
else{
addVec3(vertices,i,j,k+1);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i+1,j,k+1);
addVec3(vertices,i,j+1,k+1);
addVec3(vertices,i+1,j+1,k+1);
addUv(coordTexture,0.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,1.0,0.0);
addUv(coordTexture,0.0,1.0);
addUv(coordTexture,1.0,1.0);
}
}
}
}
}
}
GLuint vaoID=0;
GLuint vboID;
mat4 projection;
mat4 modelview;
projection = perspective(70.0, (double)800 / 600, 0.01, 1000.0);
GLuint programID = LoadShaders( "Shaders\\vertex.glsl", "Shaders\\fragment.glsl" );
glGenBuffers(1,&vboID);
glBindBuffer(GL_ARRAY_BUFFER,vboID);
glBufferData(GL_ARRAY_BUFFER,vertices.size()*fsize+coordTexture.size()*fsize,0,GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER,0,vertices.size()*fsize,vertices.data());
glBufferSubData(GL_ARRAY_BUFFER,vertices.size()*fsize,coordTexture.size()*fsize,coordTexture.data());
glBindBuffer(GL_ARRAY_BUFFER,0);
glGenVertexArrays(1,&vaoID);
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER,vboID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,BUFFER_OFFSET(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,BUFFER_OFFSET(vertices.size()*fsize));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
while(!terminer)
{
// Gestion des évènements
temps1=temps2;
SDL_PollEvent(&evenements);
switch(evenements.type)
{
case SDL_WINDOWEVENT: // Événement de la fenêtre
if ( evenements.window.event == SDL_WINDOWEVENT_CLOSE ) // Fermeture de la fenêtre
{
terminer = true;
}
break;
case SDL_KEYDOWN:
switch(evenements.key.keysym.sym)
{
case SDLK_z:
px+=speed*cos(a1);
py+=speed*sin(a1);
break;
case SDLK_s:
px-=speed*cos(a1);
py-=speed*sin(a1);
break;
case SDLK_q:
px+=speed*sin(a1);
py-=speed*cos(a1);
break;
case SDLK_d:
px-=speed*sin(a1);
py+=speed*cos(a1);
break;
case SDLK_SPACE:
height+=1;
break;
case SDLK_r:
height-=1;
break;
}
break;
case SDL_MOUSEMOTION :
SDL_GetMouseState(&xm, &ym);
break;
}
a1=(double)(xm-400)/100;
a2=(double)(ym-300)/300+1.55;
modelview = lookAt(vec3(px,height, py), vec3(px+sin(a2)*cos(a1),cos(a2)+height,py+sin(a2)*sin(a1)), vec3(0, 1, 0));
// Nettoyage de l'écran
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glUniformMatrix4fv(glGetUniformLocation(programID, "projection"), 1, GL_FALSE, value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(programID, "modelview"), 1, GL_FALSE, value_ptr(modelview));
glBindVertexArray(vaoID);
glBindTexture(GL_TEXTURE_2D,texID);
glDrawArrays(GL_TRIANGLES, 0,vertices.size()/3);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glUseProgram(0);
// Actualisation de la fenêtre
SDL_GL_SwapWindow(fenetre);
temps2=SDL_GetTicks();
if(temps2-temps1<16)
SDL_Delay(16-temps2+temps1);
}
// On quitte la SDL
glDeleteBuffers(1,&vboID);
glDeleteVertexArrays(1,&vaoID);modelview=translate(modelview,vec3(0.0f,-40.0f,0.0f));
SDL_GL_DeleteContext(contexteOpenGL);
SDL_DestroyWindow(fenetre);
SDL_Quit();
return 0;
} |
Partager