#include <ctime>
#include <cmath>
+#include <memory>
#include <GL/glut.h>
#include "sea.h"
+#include "seaview.h"
#include "watersurface.h"
const int LATTICE_SIZE = 10;
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;
+std::unique_ptr<SeaView> seaView;
void glDisplayFunc();
void glReshapeFunc(int width, int height);
surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
sea = std::make_shared<Sea>(surface);
+ seaView = std::make_unique<SeaView>(LATTICE_SIZE * LATTICE_UNIT * 1.5,
+ 0, M_PI/4);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow("seamulator");
-
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glutDisplayFunc(glDisplayFunc);
void glDisplayFunc()
{
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
glClear(GL_COLOR_BUFFER_BIT);
+ seaView->setupView();
sea->update();
surface->draw();
glutSwapBuffers();
-
glutPostRedisplay();
}
-void updateView(int width, int height)
+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);
-
- 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;
- }
-
+ seaView->onMouseEvent(button, state, x, y);
}
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();
+ seaView->onMouseMove(x, y);
}
--- /dev/null
+#include "seaview.h"
+
+#include <cmath>
+
+#include <GL/glut.h>
+
+SeaView::SeaView(double distance, double azimuth, double altitude) :
+ m_distance{distance},
+ m_azimuth{azimuth},
+ m_altitude{altitude}
+{
+}
+
+void SeaView::onMouseEvent(int button, int state, int x, int y)
+{
+ if (button == 3 && state == 0) {
+ m_distance += m_distance*DISTANCE_MULTIPLIER;
+ glutPostRedisplay();
+ }
+ else if (button == 4 && state == 0) {
+ m_distance -= m_distance*DISTANCE_MULTIPLIER;
+ glutPostRedisplay();
+ }
+ else if (button == 0 && state == 0) {
+ m_mouseDownPos[0] = x;
+ m_mouseDownPos[1] = y;
+ m_mouseDownAzimuth = m_azimuth;
+ m_mouseDownAltitude = m_altitude;
+ }
+}
+
+void SeaView::onMouseMove(int x, int y)
+{
+ m_altitude =
+ fmod(m_mouseDownAltitude +
+ (double)((y - m_mouseDownPos[1]) *
+ 2*M_PI / glutGet(GLUT_WINDOW_HEIGHT)),
+ (double)(2*M_PI));
+
+ m_azimuth =
+ fmod(m_mouseDownAzimuth +
+ (double)((x - m_mouseDownPos[0]) *
+ 2*M_PI / glutGet(GLUT_WINDOW_WIDTH)),
+ (double)(2*M_PI));
+
+ glutPostRedisplay();
+}
+
+void SeaView::setupView() const
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ const double eyePos[3] =
+ {m_distance * cos(m_altitude) * sin(m_azimuth),
+ m_distance * cos(m_altitude) * cos(m_azimuth),
+ m_distance * sin(m_altitude)};
+
+ gluLookAt(eyePos[0], eyePos[1], eyePos[2],
+ 0, 0, 0,
+ 0, 0, 1);
+}