perlin noise

This commit is contained in:
onezplpl 2024-07-13 11:18:12 -04:00
parent 48ecd8d9e8
commit 186ea5f204
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GPG key ID: 7EC026A136F9EEC3
7 changed files with 279 additions and 61 deletions

39
main.c
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@ -1,6 +1,3 @@
// adapted from
// https://github.com/glfw/glfw/blob/master/examples/triangle-opengl.c
#define GLAD_GL_IMPLEMENTATION
#include "gl.h"
#define GLFW_INCLUDE_NONE
@ -17,26 +14,26 @@
static const char *vertex_shader_text =
"#version 330\n"
"layout (location = 0) in vec3 vPos;"
"layout (location = 1) in vec3 vOff;"
"uniform mat4 MVP;\n"
"out vec2 vTex;\n"
"layout (location = 0) in vec3 v_pos;"
"layout (location = 1) in vec3 v_off;"
"uniform mat4 mvp;\n"
"out vec2 v_tex;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 1.0);\n"
" vTex=vec2(vOff);\n"
" gl_Position = mvp * vec4(v_pos, 1.0);\n"
" v_tex=vec2(v_off);\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"out vec4 color;\n"
"in vec2 vTex;\n"
"uniform sampler2D texSampler;\n"
"in vec2 v_tex;\n"
"uniform sampler2D sampler_tex;\n"
"void main()\n"
"{\n"
//" color=vec4(vTex.rg,0.5,0.5);\n"
" if (vTex.x < 0.0 || vTex.y < 0.0) { discard; }\n"
" color=vec4(texture(texSampler, vTex).rgb,0.5);\n"
//" color=vec4(v_tex.rg,0.5,0.5);\n"
" if (v_tex.x < 0.0 || v_tex.y < 0.0) { discard; }\n"
" color=vec4(texture(sampler_tex, v_tex).rgb,0.5);\n"
"}\n";
int isCursor = 0;
@ -87,9 +84,8 @@ int main(void) {
Vertex *cube = malloc(CTRI_ALL);
Vertex *text = malloc(CTRI_ALL);
gen_cubes(cube, 0, 0, 0, 0);
gen_cubes(text, 0, 0, 0, 1);
gen_cubes(cube, 1024,0,1024, 0);
gen_cubes(text, 1024,0,1024, 1);
GLuint vertex_buffer[2];
GLuint vertex_array;
@ -121,8 +117,8 @@ int main(void) {
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint tex_location = glGetUniformLocation(program, "texSampler");
GLint mvp_location = glGetUniformLocation(program, "MVP");
GLint tex_location = glGetUniformLocation(program, "sampler_tex");
GLint mvp_location = glGetUniformLocation(program, "mvp");
unsigned char *pixels;
@ -136,7 +132,7 @@ int main(void) {
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
vec3 pos = {0, 0, 0};
vec3 pos = {1024*CHUNK_LENGTH, 0, 1024*CHUNK_LENGTH};
int x = 0, y = 25, z = 0;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
@ -195,13 +191,14 @@ int main(void) {
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, BLOCK_ALL * 18);
glDrawArrays(GL_TRIANGLES, 0, CBLOCK_ALL * 18);
glfwSwapBuffers(window);
glfwPollEvents();
}
free(cube);
free(text);
glfwDestroyWindow(window);