mirror of
https://github.com/nothings/stb
synced 2024-12-15 20:32:33 +03:00
125 lines
3.1 KiB
C
125 lines
3.1 KiB
C
#define STB_DEFINE
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#include "stb.h"
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#define STB_PG_IMPLEMENTATION
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#include "stb_pg.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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static float *hf;
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static int hf_width = 10001;
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static int hf_height = 10001;
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static float get_height(float x, float y)
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{
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float h00,h01,h10,h11,h0,h1;
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int ix,iy;
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if (x < 0) x = 0;
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if (x > hf_width-1) x = (float) hf_width-1;
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if (y < 0) y = 0;
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if (y > hf_height-1) y = (float) hf_height-1;
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ix = (int) x; x -= ix;
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iy = (int) y; y -= iy;
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h00 = hf[(iy+0)*hf_height+(ix+0)];
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h10 = hf[(iy+0)*hf_height+(ix+1)];
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h01 = hf[(iy+1)*hf_height+(ix+0)];
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h11 = hf[(iy+1)*hf_height+(ix+1)];
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h0 = stb_lerp(y, h00, h01);
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h1 = stb_lerp(y, h10, h11);
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return stb_lerp(x, h0, h1);
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}
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void stbpg_tick(float dt)
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{
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int i=0,j=0;
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int step = 1;
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glUseProgram(0);
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glClearColor(0.6f,0.7f,1.0f,1.0f);
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glClearDepth(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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#if 1
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glEnable(GL_CULL_FACE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, 1920/1080.0f, 0.02f, 8000.0f);
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//glOrtho(-8,8,-6,6, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(-90, 1,0,0); // z-up
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{
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float x,y;
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stbpg_get_mouselook(&x,&y);
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glRotatef(-y, 1,0,0);
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glRotatef(-x, 0,0,1);
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}
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{
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static float cam_x = 1000;
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static float cam_y = 1000;
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static float cam_z = 700;
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float x=0,y=0;
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stbpg_get_keymove(&x,&y);
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cam_x += x*dt*5.0f;
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cam_y += y*dt*5.0f;
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glTranslatef(-cam_x, -cam_y, -cam_z);
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if (cam_x >= 0 && cam_x < hf_width && cam_y >= 0 && cam_y < hf_height)
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cam_z = get_height(cam_x, cam_y) + 1.65f; // average eye height in meters
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}
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for (j=501; j+1 < 1500+0*hf_height; j += step) {
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glBegin(GL_QUAD_STRIP);
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for (i=501; i < 1500+0*hf_width; i += step) {
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static int flip=0;
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if (flip)
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glColor3f(0.5,0.5,0.5);
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else
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glColor3f(0.4f,0.4f,0.4f);
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flip = !flip;
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glVertex3f((float) i, (float) j+step,hf[(j+step)*hf_width+i]);
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glVertex3f((float) i, (float) j ,hf[ j *hf_width+i]);
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}
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glEnd();
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}
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glBegin(GL_LINES);
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glColor3f(1,0,0); glVertex3f(10,0,0); glVertex3f(0,0,0);
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glColor3f(0,1,0); glVertex3f(0,10,0); glVertex3f(0,0,0);
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glColor3f(0,0,1); glVertex3f(0,0,10); glVertex3f(0,0,0);
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glEnd();
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#endif
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}
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void stbpg_main(int argc, char **argv)
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{
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int i,j;
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#if 0
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int w,h,c;
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unsigned short *data = stbi_load_16("c:/x/ned_1m/test2.png", &w, &h, &c, 1);
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stb_filewrite("c:/x/ned_1m/x73_y428_10012_10012.bin", data, w*h*2);
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#else
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unsigned short *data = stb_file("c:/x/ned_1m/x73_y428_10012_10012.bin", NULL);
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int w=10012, h = 10012;
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#endif
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hf = malloc(hf_width * hf_height * 4);
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for (j=0; j < hf_height; ++j)
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for (i=0; i < hf_width; ++i)
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hf[j*hf_width+i] = data[j*w+i] / 32.0f;
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stbpg_gl_compat_version(1,1);
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stbpg_windowed("terrain_edit", 1920, 1080);
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stbpg_run();
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return;
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}
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