#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 int LATTICE_UNIT = 1;
+const int LATTICE_SIZE{10};
+const double LATTICE_UNIT{1};
+const int INIT_WINDOW_POS_X{100};
+const int INIT_WINDOW_POS_Y{100};
+const int INIT_WINDOW_WIDTH{300};
+const int INIT_WINDOW_HEIGHT{300};
+const double INIT_VIEW_DISTANCE{LATTICE_SIZE * LATTICE_UNIT * 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 glDisplayFunc();
+void glReshapeFunc(int width, int height);
+void glMouseFunc(int button, int state, int x, int y);
+void glMotionFunc(int x, int y);
-WaterSurface surface(LATTICE_SIZE);
-Sea sea(surface);
-
-void drawSingleTile(int x, int y)
+int main(int argc, char** argv)
{
- glBegin(GL_TRIANGLES);
+ std::srand(std::time(0));
- 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());
+ surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
+ sea = std::make_shared<Sea>(surface);
+ seaView = std::make_unique<SeaView>(INIT_VIEW_DISTANCE, INIT_VIEW_AZIMUTH,
+ INIT_VIEW_ALTITUDE);
- 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());
+ 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);
+
+ 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();
-
- 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();
+ seaView->setupView();
+ sea->update();
+ surface->draw();
+ glutSwapBuffers();
glutPostRedisplay();
}
-int main(int argc, char** argv)
+void glReshapeFunc(int width, int height)
{
- std::srand(std::time(0));
-
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
- glutInitWindowSize(300, 300);
- glutInitWindowPosition(100, 100);
- glutCreateWindow("seamulator");
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50.0, ((float)width/(float)height), 0, 1000.0);
+ glViewport(0, 0, width, height);
+}
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+void glMouseFunc(int button, int state, int x, int y)
+{
+ seaView->onMouseEvent(button, state, x, y);
+}
- glutDisplayFunc(displayMe);
- glutMainLoop();
- return 0;
+void glMotionFunc(int x, int y)
+{
+ seaView->onMouseMove(x, y);
}