void Fluid2DParticleSoupApp::setup() { glEnable( GL_TEXTURE_2D ); mDenScale = 50; mRgbScale = 40; mFluid2D.set( 192, 192 ); mFluid2D.setDensityDissipation( 0.99f ); mFluid2D.setRgbDissipation( 0.99f ); mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() ); mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" ); mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addSeparator(); mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); mFluid2D.setRgbDissipation( 0.9930f ); mFluid2D.enableDensity(); mFluid2D.enableRgb(); mFluid2D.enableVorticityConfinement(); mFluid2D.initSimData(); mParticleSoup.setup( &mFluid2D ); mColor = Colorf( 0.98f, 0.7f, 0.4f ); }
void Fluid2DParticlesApp::setup() { glEnable( GL_TEXTURE_2D ); gl::enableAlphaBlending(); gl::enableAdditiveBlending(); mRgbScale = 50; mDenScale = 50; mFluid2D.set( 192, 192 ); mFluid2D.setDensityDissipation( 0.99f ); mFluid2D.setRgbDissipation( 0.99f ); mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() ); mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" ); mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addSeparator(); mParams.addSeparator(); mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); mFluid2D.setDt( 0.1f ); mFluid2D.enableDensity(); mFluid2D.enableRgb(); mFluid2D.enableVorticityConfinement(); mParticles.setup( getWindowBounds(), &mFluid2D ); }