X-Git-Url: http://git.treefish.org/~alex/seamulator.git/blobdiff_plain/3a3ad62faa958b07f2a91b4b21e6cfa92309ba80..ddf55f4232002ee06d7ae4af670ce80f1ec37eb3:/seamulator.cpp diff --git a/seamulator.cpp b/seamulator.cpp index 8f6b5d8..565b99a 100644 --- a/seamulator.cpp +++ b/seamulator.cpp @@ -1,40 +1,32 @@ #include +#include +#include #include #include "sea.h" +#include "seaview.h" #include "watersurface.h" -const int LATTICE_SIZE = 10; -const double 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; -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(); - surface->draw(); - - glFlush(); - - glutPostRedisplay(); -} +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) { @@ -42,19 +34,52 @@ int main(int argc, char** argv) surface = std::make_shared(LATTICE_SIZE, LATTICE_UNIT); sea = std::make_shared(surface); + seaView = std::make_unique(INIT_VIEW_DISTANCE, INIT_VIEW_AZIMUTH, + INIT_VIEW_ALTITUDE); glutInit(&argc, argv); - glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); - glEnable(GL_DEPTH_TEST); - glutInitWindowSize(300, 300); - glutInitWindowPosition(100, 100); - glutCreateWindow("seamulator"); - + 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(displayMe); + glutDisplayFunc(glDisplayFunc); + glutReshapeFunc(glReshapeFunc); + glutMouseFunc(glMouseFunc); + glutMotionFunc(glMotionFunc); glutMainLoop(); return 0; } + +void glDisplayFunc() +{ + glClear(GL_COLOR_BUFFER_BIT); + + seaView->setupView(); + sea->update(); + surface->draw(); + + glutSwapBuffers(); + glutPostRedisplay(); +} + +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); +} + +void glMouseFunc(int button, int state, int x, int y) +{ + seaView->onMouseEvent(button, state, x, y); +} + +void glMotionFunc(int x, int y) +{ + seaView->onMouseMove(x, y); +}