+++ /dev/null
-#include <ctime>
-
-#include <GL/glut.h>
-
-#include "sea.h"
-#include "watersurface.h"
-
-const int LATTICE_SIZE = 10;
-const int LATTICE_UNIT = 1;
-
-SeaPtr sea;
-WaterSurfacePtr surface;
-
-void drawSingleTile(int x, int y)
-{
- glBegin(GL_TRIANGLES);
-
- glVertex3f(x, y, surface->at(x, y).getHeight());
- glVertex3f(x+1, y, surface->at(x+1, y).getHeight());
- glVertex3f(x+1, y+1, surface->at(x+1, y+1).getHeight());
-
- glVertex3f(x, y, surface->at(x, y).getHeight());
- glVertex3f(x, y+1, surface->at(x, y+1).getHeight());
- glVertex3f(x+1, y+1, surface->at(x+1, y+1).getHeight());
-
- glEnd();
-}
-
-void displayMe(void)
-{
- glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
- glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
- gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
- gluLookAt(0,-10,10, 0,0,0, 0,1,0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- sea->update();
-
- glScalef(LATTICE_UNIT, LATTICE_UNIT, 1.0f);
- glTranslatef(-(float)(LATTICE_SIZE-1)/2, -(float)(LATTICE_SIZE-1)/2, 0);
- for (int y = 0; y < LATTICE_SIZE-1; ++y) {
- for (int x = 0; x < LATTICE_SIZE-1; ++x) {
- drawSingleTile(x, y);
- }
- }
-
- glFlush();
-
- glutPostRedisplay();
-}
-
-int main(int argc, char** argv)
-{
- std::srand(std::time(0));
-
- surface = std::make_shared<WaterSurface>(LATTICE_SIZE);
- sea = std::make_shared<Sea>(surface);
-
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
- glutInitWindowSize(300, 300);
- glutInitWindowPosition(100, 100);
- glutCreateWindow("seamulator");
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-
- glutDisplayFunc(displayMe);
- glutMainLoop();
- return 0;
-}