-#include <ctime>
-#include <cmath>
-
-#include <GL/glut.h>
-
-#include "sea.h"
-#include "watersurface.h"
-
-const int LATTICE_SIZE = 10;
-const double LATTICE_UNIT = 1;
-
-SeaPtr sea;
-WaterSurfacePtr surface;
-
-struct
-{
- float lookRadius = LATTICE_SIZE*LATTICE_UNIT*1.5;
- float lookAz = 0;
- float lookAlt = M_PI/4;
- float fstMouseAngle[2], oldLookAz, oldLookAlt;
-} view;
-
-void glDisplayFunc();
-void glReshapeFunc(int width, int height);
-void glMouseFunc(int button, int state, int x, int y);
-void glMotionFunc(int x, int y);
-
-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);
-
- glutMainLoop();
-
- return 0;
-}
-
-void glDisplayFunc()
-{
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- sea->update();
- surface->draw();
-
- glutSwapBuffers();
-
- glutPostRedisplay();
-}
-
-void updateView(int width, int height)
-{
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- gluPerspective(50.0, ((float)width/(float)height), 0, 1000.0);
- glViewport(0, 0, width, height);
-
- 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);
-
- gluLookAt(eyePos[0], eyePos[1], eyePos[2],
- 0, 0, 0,
- 0, 0, 1);
-}
-
-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();
-}