// Update renderer and check for Qt events void Update() { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera.Update(); fluid.Update(); CopyToFile(); // glEnable(GL_DEPTH_TEST); // GLuint shaderProgramID = shaderManager.UseShader(SmokeShader); // raycaster.Raycast(shaderProgramID, camera, fluid.hostDensities, fluid.hostTemperatures); // // glutSwapBuffers(); }
int main() { Fluid simulation; remove( "position_data.txt" ); //InitializeParticles(); simulation.InitializeParticles(); for (int i = currentTime; i <= endTime; i = i+deltaT) { simulation.FindNeighbours(); simulation.ComputeDensity(); simulation.ComputePressure(); simulation.ComputeAllForces(i); simulation.Update(); simulation.HandleCollisions(); cout << "timestep: " << i << endl; simulation.Output(i); } cout << "End" << endl; return 0; }