#include <ctime>
+#include <cmath>
#include <GL/glut.h>
#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)
+struct
{
- glBegin(GL_TRIANGLES);
+ float lookRadius = LATTICE_SIZE*LATTICE_UNIT*1.5;
+ float lookAz = 0;
+ float lookAlt = M_PI/4;
+ float fstMouseAngle[2], oldLookAz, oldLookAlt;
+} view;
- 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());
+void glDisplayFunc();
+void glReshapeFunc(int width, int height);
+void glMouseFunc(int button, int state, int x, int y);
+void glMotionFunc(int x, int y);
- 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());
+int main(int argc, char** argv)
+{
+ std::srand(std::time(0));
+
+ surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
+ sea = std::make_shared<Sea>(surface);
+
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_DOUBLE);
+ glutInitWindowSize(300, 300);
+ glutInitWindowPosition(100, 100);
+ glutCreateWindow("seamulator");
+
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ glutDisplayFunc(glDisplayFunc);
+ glutReshapeFunc(glReshapeFunc);
+ glutMouseFunc(glMouseFunc);
+ glutMotionFunc(glMotionFunc);
- glEnd();
+ glutMainLoop();
+
+ return 0;
}
-void displayMe(void)
+void glDisplayFunc()
{
- 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();
+ 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();
}
-int main(int argc, char** argv)
+void updateView(int width, int height)
{
- std::srand(std::time(0));
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
- surface = std::make_shared<WaterSurface>(LATTICE_SIZE);
- sea = std::make_shared<Sea>(surface);
+ gluPerspective(50.0, ((float)width/(float)height), 0, 1000.0);
+ glViewport(0, 0, width, height);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
- glutInitWindowSize(300, 300);
- glutInitWindowPosition(100, 100);
- glutCreateWindow("seamulator");
+ float eyePos[3];
+ eyePos[0] = view.lookRadius*cos(view.lookAlt)*sin(view.lookAz);
+ eyePos[1] = view.lookRadius*cos(view.lookAlt)*cos(view.lookAz);
+ eyePos[2] = view.lookRadius*sin(view.lookAlt);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ gluLookAt(eyePos[0], eyePos[1], eyePos[2],
+ 0, 0, 0,
+ 0, 0, 1);
+}
- glutDisplayFunc(displayMe);
- glutMainLoop();
- return 0;
+void updateView()
+{
+ updateView(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
+}
+
+void glReshapeFunc(int width, int height)
+{
+ updateView(width, height);
+}
+
+void glMouseFunc(int button, int state, int x, int y)
+{
+ if (button == 3 && state == 0)
+ {
+ view.lookRadius += view.lookRadius*0.1;
+ updateView();
+ }
+
+ else if (button == 4 && state == 0)
+ {
+ view.lookRadius -= view.lookRadius*0.1;
+ updateView();
+ }
+
+ else if (button == 0 && state == 0) {
+ view.fstMouseAngle[0] = x;
+ view.fstMouseAngle[1] = y;
+ view.oldLookAz = view.lookAz;
+ view.oldLookAlt = view.lookAlt;
+ }
+
+}
+
+void glMotionFunc(int x, int y)
+{
+ view.lookAlt =
+ fmod(view.oldLookAlt +
+ (float)((y-view.fstMouseAngle[1])*2*M_PI/glutGet(GLUT_WINDOW_HEIGHT)),
+ (float)(2*M_PI));
+
+ view.lookAz =
+ fmod(view.oldLookAz +
+ (float)((x-view.fstMouseAngle[0])*2*M_PI/glutGet(GLUT_WINDOW_WIDTH)),
+ (float)(2*M_PI));
+
+ updateView();
}