Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
#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;
}