]> git.treefish.org Git - seamulator.git/blobdiff - seamulator.cpp
Adapted magic constant
[seamulator.git] / seamulator.cpp
index 8f6b5d8971a94f8c5d2acd7b23ec4a397775e8af..c5f7936c652c9aed72afb23747476b15b6a9b457 100644 (file)
@@ -1,60 +1,85 @@
 #include <ctime>
 #include <ctime>
+#include <cmath>
+#include <memory>
 
 #include <GL/glut.h>
 
 #include "sea.h"
 
 #include <GL/glut.h>
 
 #include "sea.h"
+#include "seaview.h"
 #include "watersurface.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;
 
 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);
 }
 }