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#include <GL/glew.h> // must come before glfw3
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <stdbool.h>
#include "map/node.h"
#include "map/square.h"
#define MAP_HEIGHT 10
#define MAP_WIDTH 10
float camera_pos_x = 0.0f;
float camera_pos_y = 0.0f;
float camera_pos_z = 0.0f;
float camera_yaw = 50.0f; // rotation around y-axis
float camera_pitch = -50.0f; // rotation aroudn x-axis
float camera_speed = 0.1f;
float yaw_speed = 0.5f;
float pitch_speed = 0.5f;
bool draw_grid = true;
bool debug_spin = false;
bool DEBUG = false;
void logger(const char* msg) {
if (DEBUG) {
printf("%s\n", msg);
}
}
// Renderer
void renderHeightMap(Square **squares) {
logger("Init colors...");
float colors[4][3] = {
{0.0f, 0.0f, 0.0f}, // init
{0.2f, 0.7f, 0.2f}, // fairway green
{0.0f, 0.5f, 0.0f}, // rough green
{0.3f, 0.8f, 0.3f}, // green green
};
float scale_factor = 1.0f;
logger("Init perspective...");
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-camera_pos_x, -camera_pos_y, -camera_pos_z);
glRotatef(-camera_pitch, 1.0f, 0.0f, 0.0f);
glRotatef(-camera_yaw, 0.0f, 1.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10.0, 10.0, -10.0, 10.0, -20.0, 20.0);
logger("Init rendering...");
for (int x = 0; x < MAP_WIDTH - 1; x++) {
for (int y = 0; y < MAP_HEIGHT - 1; y++) {
// TODO: Fix color to fill full square as opposed to line
float* color = colors[0];
if (squares[x][y].terrain == TERRAIN_FAIRWAY) { color = colors[1]; }
if (squares[x][y].terrain == TERRAIN_ROUGH) { color = colors[2]; }
if (squares[x][y].terrain == TERRAIN_GREEN) { color = colors[3]; }
glColor3fv(color);
glBegin(GL_QUADS);
glVertex3f(x, squares[x][y].node_tl->elevation * scale_factor, y);
glVertex3f(x + 1, squares[x][y].node_tr->elevation * scale_factor, y);
glVertex3f(x + 1, squares[x][y].node_br->elevation * scale_factor, y + 1);
glVertex3f(x, squares[x][y].node_bl->elevation * scale_factor, y + 1);
glEnd();
}
}
// draw grid
logger("Init grid...");
if (draw_grid) {
glColor3f(0.0f, 0.0f, 0.0f);
glLineWidth(3.0f);
glBegin(GL_LINES);
for (int x = 0; x <= MAP_WIDTH - 2; x++) {
for (int y = 0; y < MAP_HEIGHT - 2; y++) {
glVertex3f(x, squares[x][y].node_tl->elevation * scale_factor, y);
glVertex3f(x, squares[x][y + 1].node_tl->elevation * scale_factor, y + 1);
}
}
for (int y = 0; y <= MAP_HEIGHT - 2; y++) {
for (int x = 0; x < MAP_WIDTH - 2; x++) {
glVertex3f(x, squares[x][y].node_tl->elevation * scale_factor, y);
glVertex3f(x + 1, squares[x + 1][y].node_tl->elevation * scale_factor, y);
}
}
// TODO: Draw final column of grid manually
}
logger("Init end...");
glEnd();
}
// Function to initialize nodes
Node*** initialize_nodes(int X, int Y) {
Node ***nodes = (Node ***)malloc(X * sizeof(Node **));
for (int i = 0; i < X; i++) {
nodes[i] = (Node **)malloc(Y * sizeof(Node *));
for (int j = 0; j < Y; j++) {
// Allocate memory for each Node
nodes[i][j] = (Node *)malloc(sizeof(Node));
nodes[i][j]->x = i;
nodes[i][j]->y = j;
nodes[i][j]->elevation = 0.0f;
}
}
return nodes;
}
// Function to initialize squares
Square** initialize_squares(Node ***nodes, int X, int Y) {
Square **squares = (Square **)malloc((X - 1) * sizeof(Square *));
for (int i = 0; i < X - 1; i++) {
squares[i] = (Square *)malloc((Y - 1) * sizeof(Square));
for (int j = 0; j < Y - 1; j++) {
// Assign pointers to nodes to create the Square
squares[i][j].node_tl = nodes[i][j];
squares[i][j].node_tr = nodes[i+1][j];
squares[i][j].node_bl = nodes[i][j+1];
squares[i][j].node_br = nodes[i+1][j+1];
squares[i][j].terrain = TERRAIN_ROUGH;
}
}
return squares;
}
// TODO: Move into dedicated cleaner header
// Function to free memory allocated for nodes
void free_nodes(Node ***nodes, int X, int Y) {
for (int i = 0; i < X; i++) {
for (int j = 0; j < Y; j++) {
free(nodes[i][j]);
}
free(nodes[i]);
}
free(nodes);
}
// TODO: Move into dedicated cleaner header
// Function to free memory allocated for squares
void free_squares(Square **squares, int X) {
for (int i = 0; i < X - 1; i++) {
free(squares[i]);
}
free(squares);
}
// TODO: Move into controller struct, avoid key rollover
void process_input(GLFWwindow* window, Square* square) {
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera_pos_y -= camera_speed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera_pos_y += camera_speed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera_pos_x -= camera_speed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera_pos_x += camera_speed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
debug_spin = !debug_spin;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
draw_grid = !draw_grid;
if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS)
square->terrain = TERRAIN_GREEN;
if (glfwGetKey(window, GLFW_KEY_H) == GLFW_PRESS)
square->terrain = TERRAIN_FAIRWAY;
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS)
square->terrain = TERRAIN_ROUGH;
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
camera_pitch += pitch_speed;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
camera_pitch -= pitch_speed;
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
camera_yaw -= yaw_speed;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
camera_yaw += yaw_speed;
}
int main(int argc, char *argv[]) {
logger("Initializing window...");
GLFWwindow* window;
// initiate glfw library
if (!glfwInit()){
logger("Failed to initiate GLFW.");
return -1;
}
// create glfw window
logger("Creating window...");
GLFWmonitor* primary = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(primary);
window = glfwCreateWindow(mode->width, mode->height, "raycaster", primary, NULL);
if (!window){
logger("Failed to create GLFW window.");
glfwTerminate();
return -1;
}
// make window current
logger("Making window current...");
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (err != GLEW_OK) {
logger("GLEW init error");
return -1;
}
glEnable(GL_DEPTH_TEST);
// init grid and squares
logger("Initializing nodes...");
Node ***nodes = initialize_nodes(MAP_WIDTH, MAP_HEIGHT);
logger("Initializing squares...");
Square **squares = initialize_squares(nodes, MAP_WIDTH, MAP_HEIGHT);
// Debug stuff
squares[1][1].node_tl->elevation = 5.0f;
change_square_height(&squares[3][3], 5.0f);
change_square_height(&squares[5][5], -5.0f);
change_square_terrain(&squares[1][6], TERRAIN_FAIRWAY);
change_square_terrain(&squares[1][5], TERRAIN_FAIRWAY);
change_square_terrain(&squares[1][4], TERRAIN_FAIRWAY);
change_square_terrain(&squares[1][3], TERRAIN_GREEN);
while (!glfwWindowShouldClose(window)) {
logger("Processing input...");
process_input(window, &squares[3][3]);
logger("Entering main loop...");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
logger("Rendering...");
renderHeightMap(squares);
glfwSwapBuffers(window); // Swap buffers to display the rendered image
if (debug_spin) {
camera_yaw = camera_yaw + 0.1f;
}
// Poll for and process events, wait for events if none are pending
glfwWaitEventsTimeout(0.01); // Add a slight delay to reduce CPU usage
}
logger("Terminating GLFW...");
glfwTerminate();
free_nodes(nodes, MAP_WIDTH, MAP_HEIGHT);
free_squares(squares, MAP_WIDTH);
return 0;
}
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