170 lines
4.4 KiB
C++
170 lines
4.4 KiB
C++
#include <GLUT/glut.h>
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#include <iostream>
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#include <stdio.h>
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#include <vector>
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#include <math.h>
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#include <string>
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#include "DLASystem.h"
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#include "Window.h"
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using namespace std;
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// functions which are needed for openGL go into a namespace so that we can identify them
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namespace drawFuncs {
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void handleKeypress(unsigned char key, int x, int y);
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void display(void);
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void update(int val);
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void introMessage();
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}
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// this is a global pointer, which is how we access the system itself
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DLASystem *sys;
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int main(int argc, char **argv) {
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// turn on glut
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glutInit(&argc, argv);
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int window_size[] = { 480,480 };
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string window_title("simple DLA simulation");
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// create a window
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Window *win = new Window(window_size,window_title);
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// create the system
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sys = new DLASystem(win);
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// this is the seed for the random numbers
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int seed = 6;
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cout << "setting seed " << seed << endl;
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sys->setSeed(seed);
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// print the "help" message to the console
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drawFuncs::introMessage();
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// tell openGL how to redraw the screen and respond to the keyboard
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glutDisplayFunc( drawFuncs::display );
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glutKeyboardFunc( drawFuncs::handleKeypress );
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// tell openGL to do its first update after waiting 10ms
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int wait = 10;
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int val = 0;
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glutTimerFunc(wait, drawFuncs::update, val);
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// start the openGL stuff
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glutMainLoop();
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return 0;
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}
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// this is just a help message
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void drawFuncs::introMessage() {
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cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
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cout << " h to print this message (help)" << endl;
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cout << " u for a single update" << endl;
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cout << " g to start running (go)" << endl;
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cout << " p to pause running" << endl;
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cout << " s to run in slow-mode" << endl;
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cout << " f to run in fast-mode" << endl;
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cout << " r to clear everything (reset)" << endl;
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cout << " z to pause and zoom in" << endl;
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cout << " w or b to change background colour to white or black" << endl;
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}
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// openGL function deals with the keyboard
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void drawFuncs::handleKeypress(unsigned char key, int x, int y) {
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switch (key) {
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case 'h':
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drawFuncs::introMessage();
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break;
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case 'q':
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case 'e':
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cout << "Exiting..." << endl;
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// delete the system
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delete sys;
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exit(0);
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break;
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case 'p':
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cout << "pause" << endl;
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sys->pauseRunning();
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break;
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case 'g':
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cout << "go" << endl;
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sys->setRunning();
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glutTimerFunc(0, drawFuncs::update, 0);
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break;
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case 's':
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cout << "slow" << endl;
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sys->setSlow();
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break;
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case 'w':
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cout << "white" << endl;
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sys->setWinBackgroundWhite();
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break;
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case 'b':
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cout << "black" << endl;
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sys->setWinBackgroundBlack();
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break;
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case 'f':
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cout << "fast" << endl;
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sys->setFast();
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break;
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case 'r':
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cout << "reset" << endl;
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sys->Reset();
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break;
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case 'z':
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cout << "zoom" << endl;
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sys->pauseRunning();
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sys->viewAddCircle();
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break;
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case 'u':
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cout << "upd" << endl;
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sys->Update();
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break;
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}
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// tell openGL to redraw the window
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glutPostRedisplay();
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}
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// this function gets called whenever the algorithm should do its update
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void drawFuncs::update(int val) {
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int wait; // time to wait between updates (milliseconds)
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if ( sys->running ) {
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if ( sys->slowNotFast == 1)
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wait = 10;
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else
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wait = 0;
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sys->Update();
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// tell openGL to call this funtion again after "wait" milliseconds
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glutTimerFunc(wait, drawFuncs::update, 0);
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}
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}
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// this function redraws the window when necessary
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void drawFuncs::display() {
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// Clear the window or more specifically the frame buffer...
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// This happens by replacing all the contents of the frame
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// buffer by the clear color (black in our case)
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glClear(GL_COLOR_BUFFER_BIT);
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// this puts the camera at the origin (not sure why) with (I think) z axis out of page and y axis up
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// there is also the question of the GL perspective which is not set up in any clear way at the moment
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0, 0.0, 1.0, /* camera position */
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0.0, 0.0, -1.0, /* point to look at */
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0.0, 1.0, 0.0); /* up direction */
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//sys->DrawSpheres();
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sys->DrawSquares();
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// Swap contents of backward and forward frame buffers
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glutSwapBuffers();
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}
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