X-Git-Url: http://git.treefish.org/~alex/seamulator.git/blobdiff_plain/31e7aa23c4e95b5e37f33938e9bb47ea82a3f4d9..3a3ad62faa958b07f2a91b4b21e6cfa92309ba80:/seamulator.cpp diff --git a/seamulator.cpp b/seamulator.cpp index b6739b5..8f6b5d8 100644 --- a/seamulator.cpp +++ b/seamulator.cpp @@ -6,46 +6,30 @@ #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) -{ - glBegin(GL_TRIANGLES); - - 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()); - - 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()); - - glEnd(); -} - -void displayMe(void) +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 displayMe(void) +{ + setupView(); + 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); - } - } + surface->draw(); glFlush(); @@ -56,7 +40,7 @@ int main(int argc, char** argv) { std::srand(std::time(0)); - surface = std::make_shared(LATTICE_SIZE); + surface = std::make_shared(LATTICE_SIZE, LATTICE_UNIT); sea = std::make_shared(surface); glutInit(&argc, argv); @@ -69,6 +53,8 @@ int main(int argc, char** argv) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glutDisplayFunc(displayMe); + glutMainLoop(); + return 0; }