static void display_func ( void ) { pre_display (); if ( dvel == 1 ) draw_velocity (); else if (dvel == 0) draw_density (); else if (dvel == 2) { draw_density (); draw_velocity (); } post_display (); }
static void display_func ( void ) { pre_display (); if ( dvel ) draw_velocity (); else draw_density (); post_display (); }
static void display_func(void) { pre_display(); if (dvel) draw_velocity(); else draw_density(); if (dpar) { draw_forces(); draw_constraints(); draw_particles(); } for(int i = 0; i < bodies.size(); i++){ bodies[i]->draw(); } post_display(); }
static void display_func ( void ) { pre_display (); if ( dvel ) { draw_pressure(); draw_velocity (); } else { draw_density (); } post_display (); }
static void display_func ( void ) { fps_time += timer.GetElapsedTime(); rot_time += timer.GetElapsedTime(); timer.Reset(); frames++; if(fps_time >= 10.0 && rate) { cout<<"Framerate:"<<(frames/fps_time)<<endl; frames = 0; fps_time = 0; } pre_display (); if ( dvel==0 ) draw_velocity (); else if ( dvel==1 ) draw_density (); else if ( dvel==2 ) draw_points (); else if ( dvel==3 ) draw_particles (); post_display (); }
void draw() { ofBackground(25); fbo.begin(); ofClear(0,0,0,0); ofEnableDepthTest(); camera.begin(); glPushMatrix(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0); if(dvel) draw_velocity(); if(dden){ draw_density(); } glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glPopMatrix(); if( drawAxis ){ ofDrawAxis(15); } camera.end(); ofDisableDepthTest(); fbo.end(); shader.begin(); shader.setUniformTexture("tex",fbo.getTextureReference(),0); shader.setUniform2f("resolution",dw,dh); shader.setUniform1f("timer",ofGetElapsedTimef()); fbo.draw(0,0); shader.end(); gui.draw(); }