X-Git-Url: http://git.treefish.org/~alex/seamulator.git/blobdiff_plain/94e405360849659ff951816a13cf510f11a7eee7..444591b1b4dcd7ea0fa37b6db29ac20d4722a72c:/seamulator.cpp diff --git a/seamulator.cpp b/seamulator.cpp index 6bb51c9..92567f8 100644 --- a/seamulator.cpp +++ b/seamulator.cpp @@ -1,4 +1,5 @@ #include +#include #include @@ -6,66 +7,124 @@ #include "watersurface.h" const int LATTICE_SIZE = 10; -const int LATTICE_UNIT = 1; +const double LATTICE_UNIT = 1; -WaterSurface surface(LATTICE_SIZE); -Sea sea(surface); +SeaPtr sea; +WaterSurfacePtr surface; -void drawSingleTile(int x, int y) +struct { - glBegin(GL_TRIANGLES); + float lookRadius = LATTICE_SIZE*LATTICE_UNIT*1.5; + float lookAz = 0; + float lookAlt = M_PI/4; + float fstMouseAngle[2], oldLookAz, oldLookAlt; +} view; - 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()); +void glDisplayFunc(); +void glReshapeFunc(int width, int height); +void glMouseFunc(int button, int state, int x, int y); +void glMotionFunc(int x, int y); - 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()); +int main(int argc, char** argv) +{ + std::srand(std::time(0)); + + surface = std::make_shared(LATTICE_SIZE, LATTICE_UNIT); + sea = std::make_shared(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); - 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); - } - } + sea->update(); + surface->draw(); - glFlush(); + glutSwapBuffers(); glutPostRedisplay(); } -int main(int argc, char** argv) +void updateView(int width, int height) { - std::srand(std::time(0)); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); - glutInit(&argc, argv); - glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); - glEnable(GL_DEPTH_TEST); - glutInitWindowSize(300, 300); - glutInitWindowPosition(100, 100); - glutCreateWindow("seamulator"); + gluPerspective(50.0, ((float)width/(float)height), 0, 1000.0); + glViewport(0, 0, width, height); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + 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); - glutDisplayFunc(displayMe); - glutMainLoop(); - return 0; + 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(); }