예제 #1
0
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 ();
}
예제 #3
0
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();
}
예제 #4
0
static void display_func ( void )
{
	pre_display ();



		if ( dvel )
    {
      draw_pressure();
      draw_velocity ();
    }
		else
    {
      draw_density ();
    }

	post_display ();
}
예제 #5
0
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 ();
}
예제 #6
0
		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();
		}