#include "watersurface.h"
const int LATTICE_SIZE = 10;
-const int LATTICE_UNIT = 1;
+const double LATTICE_UNIT = 1;
SeaPtr sea;
WaterSurfacePtr surface;
-void drawSingleTile(int x, int y)
+void setupView()
{
- 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();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000);
+ gluLookAt(0,-10,10, 0,0,0, 0,1,0);
}
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);
+ setupView();
+
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT);
sea->update();
+ surface->draw();
- 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();
+ glutSwapBuffers();
glutPostRedisplay();
}
{
std::srand(std::time(0));
- surface = std::make_shared<WaterSurface>(LATTICE_SIZE);
+ surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
sea = std::make_shared<Sea>(surface);
glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
+ glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow("seamulator");
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glutDisplayFunc(displayMe);
+
glutMainLoop();
+
return 0;
}