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