#include <ctime>
+#include <cmath>
#include <GL/glut.h>
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);
glutPostRedisplay();
}
-void glReshapeFunc(int width, int height)
+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);
- gluLookAt(0,-10,10, 0,0,0, 0,1,0);
+
+ 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);
}
-int main(int argc, char** argv)
+void updateView()
{
- std::srand(std::time(0));
+ updateView(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
+}
- surface = std::make_shared<WaterSurface>(LATTICE_SIZE, LATTICE_UNIT);
- sea = std::make_shared<Sea>(surface);
+void glReshapeFunc(int width, int height)
+{
+ updateView(width, height);
+}
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DOUBLE);
- glutInitWindowSize(300, 300);
- glutInitWindowPosition(100, 100);
- glutCreateWindow("seamulator");
+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;
+ }
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+}
- glutDisplayFunc(glDisplayFunc);
- glutReshapeFunc(glReshapeFunc);
+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));
- glutMainLoop();
+ view.lookAz = fmod(view.oldLookAz +
+ (float)((x-view.fstMouseAngle[0])*2*M_PI/glutGet(GLUT_WINDOW_WIDTH)),
+ (float)(2*M_PI));
- return 0;
+ updateView();
}