水波三

case WM_LBUTTONDOWN:
  {
   int x,z;
   float dx,dz;
   xpos = LOWORD(lParam);  // horizontal position of cursor
   ypos = HIWORD(lParam);  // vertical position of cursor
   dx=(float)fx/DIMX;
   dz=(float)fy/DIMZ;
   x=xpos/dx;
   z=ypos/dz;
   xmouse=x;
   zmouse=z;
   if( (x>=0) && (x<(DIMX-1)) && (z>=0) && (z<(DIMZ-1)) )
   {
    buf[x][z].y=8;
   }
   return 0;
  }


void ProcessWave()
{
 float temp;

 for (int i=1; i<MAPY-1; i++)
  for (int j=1; j<MAPX-1; j++)
  {
   temp = ((wavemap[cmap][i-1][j] +
     wavemap[cmap][i+1][j] +
        wavemap[cmap][i][j-1] +
        wavemap[cmap][i][j+1] +
       
     wavemap[cmap][i-1][j+1] +
     wavemap[cmap][i+1][j+1] +

     wavemap[cmap][i-1][j-1] +
     wavemap[cmap][i+1][j-1]) / 4) -
        wavemap[nmap][i][j];   
   temp = temp - (temp / damp);
   //if ((temp < 0.01) && (temp > -0.01)) temp = 0;
   if (temp < 0.01) temp = 0;
   wavemap[nmap][i][j] = temp;
  }
}

 

void InvertWaveMap()
{
 int temp = cmap;
 cmap = nmap;
 nmap = temp;
}

void DrawWave()
{
 int i, j;

 glDisable(GL_TEXTURE_2D); 
 glColor4f(1, 1, 1, 0.1);
 glBegin(GL_TRIANGLES);
 for (i=0; i<MAPY-1; i++)
 {
  for (j=0; j<MAPX-1; j++)
  {
   glVertex3f(j*2, wavemap[cmap][i][j], i*2);
   glVertex3f((j+1)*2, wavemap[cmap][i+1][j+1], (i+1)*2);
   glVertex3f(j*2, wavemap[cmap][i+1][j], (i+1)*2);

   glVertex3f(j*2, wavemap[cmap][i][j], i*2);
   glVertex3f((j+1)*2, wavemap[cmap][i][j+1], i*2);
   glVertex3f((j+1)*2, wavemap[cmap][i+1][j+1], (i+1)*2);
  }
 }
 glEnd();
 glEnable(GL_TEXTURE_2D); 
}

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