#include <ctime>
+#include <cmath>
+#include <memory>
#include <GL/glut.h>
#include "sea.h"
+#include "seaview.h"
#include "watersurface.h"
-const int LATTICE_SIZE = 10;
-const double LATTICE_UNIT = 1;
+const int LATTICE_SIZE{128};
+const double LATTICE_EXTEND{10};
+const int INIT_WINDOW_POS_X{50};
+const int INIT_WINDOW_POS_Y{50};
+const int INIT_WINDOW_WIDTH{800};
+const int INIT_WINDOW_HEIGHT{600};
+const double INIT_VIEW_DISTANCE{LATTICE_EXTEND * 1.5};
+const double INIT_VIEW_AZIMUTH{0};
+const double INIT_VIEW_ALTITUDE{M_PI / 4};
+const char WINDOW_TITLE[]{"seamulator"};
SeaPtr sea;
WaterSurfacePtr surface;
+std::unique_ptr<SeaView> seaView;
-void setupView()
-{
- 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);
-}
+void glDisplayFunc();
+void glReshapeFunc(int width, int height);
+void glMouseFunc(int button, int state, int x, int y);
+void glMotionFunc(int x, int y);
-void displayMe(void)
+int main(int argc, char** argv)
{
- setupView();
+ std::srand(std::time(0));
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_EXTEND);
+ sea = std::make_shared<Sea>(surface);
+ seaView = std::make_unique<SeaView>(INIT_VIEW_DISTANCE, INIT_VIEW_AZIMUTH,
+ INIT_VIEW_ALTITUDE);
- glClear(GL_COLOR_BUFFER_BIT);
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_DOUBLE);
+ glutInitWindowSize(INIT_WINDOW_WIDTH, INIT_WINDOW_HEIGHT);
+ glutInitWindowPosition(INIT_WINDOW_POS_X, INIT_WINDOW_POS_Y);
+ glutCreateWindow(WINDOW_TITLE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- sea->update();
- surface->draw();
+ glutDisplayFunc(glDisplayFunc);
+ glutReshapeFunc(glReshapeFunc);
+ glutMouseFunc(glMouseFunc);
+ glutMotionFunc(glMotionFunc);
- glFlush();
+ glutMainLoop();
- glutPostRedisplay();
+ return 0;
}
-int main(int argc, char** argv)
+void glDisplayFunc()
{
- std::srand(std::time(0));
-
- surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
- sea = std::make_shared<Sea>(surface);
+ glClear(GL_COLOR_BUFFER_BIT);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
- glutInitWindowSize(300, 300);
- glutInitWindowPosition(100, 100);
- glutCreateWindow("seamulator");
+ seaView->setupView();
+ sea->update();
+ surface->draw();
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glutSwapBuffers();
+ glutPostRedisplay();
+}
- glutDisplayFunc(displayMe);
+void glReshapeFunc(int width, int height)
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50.0, ((float)width/(float)height), 0, 1000.0);
+ glViewport(0, 0, width, height);
+}
- glutMainLoop();
+void glMouseFunc(int button, int state, int x, int y)
+{
+ seaView->onMouseEvent(button, state, x, y);
+}
- return 0;
+void glMotionFunc(int x, int y)
+{
+ seaView->onMouseMove(x, y);
}