예제 #1
0
void Fluid2DTextureApp::keyDown( KeyEvent event )
{
	switch( event.getCode() ) {
	case KeyEvent::KEY_r:
		mFluid2D.resetTexCoords();
		break;

	case KeyEvent::KEY_c:
		mFluid2D.clearAll();
		break;
	}
}
예제 #2
0
void Fluid2DBasicApp::touchesMoved( TouchEvent event )
{
	const std::vector<TouchEvent::Touch>& touches = event.getTouches();
	for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
		Vec2f prevPos = cit->getPrevPos();
		Vec2f pos = cit->getPos();
		float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
		float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();	
		Vec2f dv = pos - prevPos;
		mFluid2D.splatVelocity( x, y, mVelScale*dv );
		mFluid2D.splatDensity( x, y, mDenScale );
	}
}
예제 #3
0
void Fluid2DCamAppApp::mouseDrag( MouseEvent event )
{
	float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
	float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();	
	
	if( event.isLeftDown() ) {
		Vec2f dv = event.getPos() - mPrevPos;
		mFluid2D.splatVelocity( x, y, mVelScale*dv );
		mFluid2D.splatDensity( x, y, mDenScale );
	}

	mPrevPos = event.getPos();
}
예제 #4
0
void Fluid2DTextureApp::mouseDrag( MouseEvent event )
{
	float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
	float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();	
	
	if( event.isLeftDown() ) {
		vec2 dv = vec2( event.getPos() ) - mPrevPos;
		mFluid2D.splatVelocity( x, y, mVelScale*dv );
		if( mFluid2D.isBuoyancyEnabled() ) {
			mFluid2D.splatDensity( x, y, mDenScale );
		}
	}
	
	mPrevPos = event.getPos();
}
예제 #5
0
void Fluid2DBasicApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 

	Channel32f chan( mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(float), 1, const_cast<float*>( mFluid2D.density().data() ) );

	if( ! mTex ) {
		mTex = gl::Texture( chan );
	} else {
		mTex.update( chan );
	}
	gl::color( Color( 1, 1, 1 ) );
	gl::draw( mTex, getWindowBounds() );

	mParams.draw();
}
예제 #6
0
void Fluid2DParticlesApp::keyDown( KeyEvent event )
{
    switch( event.getCode() ) {
    case KeyEvent::KEY_r:
        mFluid2D.initSimData();
        break;
    }
}
예제 #7
0
void Fluid2DRGBApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 

	//RenderFluidRgb( mFluid2D, getWindowBounds() );
	float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() );
	Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB );
	
	if ( ! mTex ) {
		mTex = gl::Texture::create( surf );
	} else {
		mTex->update( surf );
	}
	gl::draw( mTex, getWindowBounds() );
	
	mParams.draw();
}
예제 #8
0
void Fluid2DParticlesApp::touchesMoved( TouchEvent event )
{
    float s = 10;

    const std::vector<TouchEvent::Touch>& touches = event.getTouches();
    for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
        if( mTouchColors.find( cit->getId() ) == mTouchColors.end() )
            continue;
        vec2 prevPos = cit->getPrevPos();
        vec2 pos = cit->getPos();
        float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
        float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();
        vec2 dv = pos - prevPos;
        mFluid2D.splatVelocity( x, y, mVelScale*dv );
        mFluid2D.splatRgb( x, y, mRgbScale*mTouchColors[cit->getId()] );
        if( mFluid2D.isBuoyancyEnabled() ) {
            mFluid2D.splatDensity( x, y, mDenScale );
        }
        for( int i = 0; i < 5; ++i ) {
            vec2 partPos = pos + vec2( Rand::randFloat( -s, s ), Rand::randFloat( -s, s ) );
            float life = Rand::randFloat( 3.0f, 6.0f );
            mParticles.append( Particle( partPos, life, mTouchColors[cit->getId()] ) );
        }

    }
}
예제 #9
0
void Fluid2DTextureApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 
	gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );

	// Update the positions and tex coords
	Rectf drawRect = getWindowBounds();
	int limX = mFluid2D.resX() - 1;
	int limY = mFluid2D.resY() - 1;
	float dx = drawRect.getWidth()/(float)limX;
	float dy = drawRect.getHeight()/(float)limY;
	
	for( int j = 0; j < mFluid2D.resY(); ++j ) {
		for( int i = 0; i < mFluid2D.resX(); ++i ) {
			vec2 P = vec2( i*dx, j*dy );
			vec2 uv = mFluid2D.texCoordAt( i, j );

			int idx = j*mFluid2D.resX() + i;
			mTriMesh->getPositions<2>()[idx] = P;
			mTriMesh->getTexCoords0<2>()[idx] = uv;
			
		}
	}

	mTex->bind();
	gl::bindStockShader( gl::ShaderDef().color().texture() );
	gl::draw( gl::VboMesh::create(*mTriMesh) );
	mTex->unbind();
	
	mParams.draw();	
}
예제 #10
0
void Fluid2DTextureApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 
	gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );

	// Update the positions and tex coords
	Rectf drawRect = getWindowBounds();
	int limX = mFluid2D.resX() - 1;
	int limY = mFluid2D.resY() - 1;
	float dx = drawRect.getWidth()/(float)limX;
	float dy = drawRect.getHeight()/(float)limY;
	
	for( int j = 0; j < mFluid2D.resY(); ++j ) {
		for( int i = 0; i < mFluid2D.resX(); ++i ) {
			Vec2f P = Vec2f( i*dx, j*dy );
			Vec2f uv = mFluid2D.texCoordAt( i, j );

			int idx = j*mFluid2D.resX() + i;
			mTriMesh.getVertices()[idx] = P;
			mTriMesh.getTexCoords()[idx] = uv;
			
		}
	}

	mTex.bind();
	gl::draw( mTriMesh ); 
	mTex.unbind();
	
	mParams.draw();	
}
예제 #11
0
void Fluid2DParticleSoupApp::touchesMoved( TouchEvent event )
{
	const std::vector<TouchEvent::Touch>& touches = event.getTouches();
	for( std::vector<TouchEvent::Touch>::const_iterator cit = touches.begin(); cit != touches.end(); ++cit ) {
		vec2 prevPos = cit->getPrevPos();
		vec2 pos = cit->getPos();
		float x = (pos.x/(float)getWindowWidth())*mFluid2D.resX();
		float y = (pos.y/(float)getWindowHeight())*mFluid2D.resY();	
		vec2 dv = pos - prevPos;
		mFluid2D.splatVelocity( x, y, mVelScale*dv );
		mFluid2D.splatRgb( x, y, mRgbScale*mColor );
		if( mFluid2D.isBuoyancyEnabled() ) {
			mFluid2D.splatDensity( x, y, mDenScale );
		}
	}
}
void Fluid2DParticleSoupApp::mouseDrag( MouseEvent event )
{
	float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
	float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();	
	
	if( event.isLeftDown() ) {
		Vec2f dv = event.getPos() - mPrevPos;
		mFluid2D.splatVelocity( x, y, mVelScale*dv );
		mFluid2D.splatRgb( x, y, mRgbScale*mColor );
		if( mFluid2D.isBuoyancyEnabled() ) {
			mFluid2D.splatDensity( x, y, mDenScale );
		}
	}
	
	mPrevPos = event.getPos();
}
예제 #13
0
void Fluid2DParticlesApp::mouseDrag( MouseEvent event )
{
    float x = (event.getX()/(float)getWindowWidth())*mFluid2D.resX();
    float y = (event.getY()/(float)getWindowHeight())*mFluid2D.resY();
    float s = 10;

    if( event.isLeftDown() ) {
        vec2 dv = vec2( event.getPos() ) - mPrevPos;
        mFluid2D.splatVelocity( x, y, mVelScale*dv );
        mFluid2D.splatRgb( x, y, mRgbScale*mColor );
        if( mFluid2D.isBuoyancyEnabled() ) {
            mFluid2D.splatDensity( x, y, mDenScale );
        }
        //
        for( int i = 0; i < 10; ++i ) {
            vec2 partPos = vec2( event.getPos() ) + vec2( Rand::randFloat( -s, s ), Rand::randFloat( -s, s ) );
            float life = Rand::randFloat( 2.0f, 4.0f );
            mParticles.append( Particle( partPos, life, mColor ) );
        }
    }

    mPrevPos = event.getPos();
}
예제 #14
0
void Fluid2DBasicApp::update()
{
	mFluid2D.step();
}
예제 #15
0
void Fluid2DTextureApp::setup()
{
	mFrameRate = 0.0f;

	mTex = gl::Texture::create( loadImage( loadResource( RES_IMAGE ) ) );

	mFluid2D.enableTexCoord();
	mFluid2D.setTexCoordViscosity( 1.0f );

	mDenScale = 50;

	mFluid2D.set( 192, 192 );
   	mFluid2D.setDensityDissipation( 0.99f );
	mVelScale = 0.50f*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.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( "TexCoord Dissipation", mFluid2D.texCoordDissipationAddr(), "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( "TexCoord Viscosity", mFluid2D.texCoordViscosityAddr(), "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" );
	
	mTriMesh = ci::TriMesh::create( TriMesh::Format().positions(2).texCoords0(2) );

	// Points and texture coordinates
	for( int j = 0; j < mFluid2D.resY(); ++j ) {
		for( int i = 0; i < mFluid2D.resX(); ++i ) {
			mTriMesh->appendPosition( vec2( 0.0f, 0.0f ) );
			mTriMesh->appendTexCoord0( vec2( 0.0f, 0.0f ) );
		}
	}
	// Triangles
	for( int j = 0; j < mFluid2D.resY() - 1; ++j ) {
		for( int i = 0; i < mFluid2D.resX() - 1; ++i ) {
			int idx0 = (j + 0)*mFluid2D.resX() + (i + 0 );
			int idx1 = (j + 1)*mFluid2D.resX() + (i + 0 );
			int idx2 = (j + 1)*mFluid2D.resX() + (i + 1 );
			int idx3 = (j + 0)*mFluid2D.resX() + (i + 1 );
			mTriMesh->appendTriangle( idx0, idx1, idx2 );
			mTriMesh->appendTriangle( idx0, idx2, idx3 );
		}
	}
	
	//console() << mFluid2D << std::endl;
}
예제 #16
0
void Fluid2DTextureApp::update()
{
	mFluid2D.step();
	mFrameRate = getAverageFps();
}
예제 #17
0
void Fluid2DRGBApp::update()
{
	mFluid2D.step();
}
예제 #18
0
void Fluid2DCamAppApp::setup()
{
	glEnable( GL_TEXTURE_2D );
	
	mVelThreshold = 0.75f;
	mNumActiveFlowVectors = 0;
#if defined( CINDER_MSW )
	mVelScale = 0.5f;
	mDenScale = 0.0025f;
#elif defined( CINDER_MAC )
	mVelScale = 2.0f;
	mDenScale = 0.007f;
#endif

	mFluid2D.set( mFluid2DResX, mFluid2DResY );
	mFluid2D.enableDensity();
	mFluid2D.enableVorticityConfinement();
	mFluid2D.setNumPressureIters( 24 );
	mFluid2D.initSimData();
	
	// Create these so we can create the textures ahead of time
	mSurfVel0		= Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
	mSurfVel1		= Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
	mChanDen0		= Channel32f( mFluid2DResX, mFluid2DResY );
	mChanDen1		= Channel32f( mFluid2DResX, mFluid2DResY );
	mChanDiv		= Channel32f( mFluid2DResX, mFluid2DResY );
	mChanPrs		= Channel32f( mFluid2DResX, mFluid2DResY );
	mChanCurl		= Channel32f( mFluid2DResX, mFluid2DResY );
	mChanCurlLen	= Channel32f( mFluid2DResX, mFluid2DResY );
	mTexVel0		= gl::Texture( mSurfVel0 );
	mTexVel1		= gl::Texture( mSurfVel1 );
	mTexDen0		= gl::Texture( mChanDen0 );
	mTexDen1		= gl::Texture( mChanDen1 );
	mTexDiv			= gl::Texture( mChanDiv );
	mTexPrs			= gl::Texture( mChanPrs );
	mTexCurl		= gl::Texture( mChanCurl );
	mTexCurlLen		= gl::Texture( mChanCurlLen );
	
	mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) );
	mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
	mParams.addSeparator();
	mParams.addParam( "Velocity Threshold", &mVelThreshold, "min=0 max=2 step=0.001" );
	mParams.addSeparator();
	mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10 step=0.001" );
	mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1 step=0.0001" );
	mParams.addSeparator();
	mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0 max=1 step=0.0001" );
	mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0 max=1 step=0.0001" );
	mParams.addSeparator();
	mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0 max=10 step=0.000001" );
	mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0 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" );
	
	// Camera
	try {
		mCapture = Capture( 640, 480 );
		mCapture.start();
	}
	catch( ... ) {
		console() << "Failed to initialize capture" << std::endl;
	}
}
예제 #19
0
void Fluid2DParticlesApp::update()
{
    mFluid2D.step();
    mParticles.update();
}
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 Fluid2DParticleSoupApp::update()
{
	mFluid2D.step();
	mParticleSoup.setColor( mColor );
	mParticleSoup.update();
}
예제 #22
0
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 );
}
예제 #23
0
void Fluid2DCamAppApp::update()
{
	
	if( mCapture && mCapture.checkNewFrame() ) {
		if( ! mTexCam ) {
			mTexCam = gl::Texture( mCapture.getSurface() );
		}

		// Flip the image
		if( ! mFlipped ) {
			Surface8u srcImg = mCapture.getSurface();
			mFlipped = Surface8u( srcImg.getWidth(), srcImg.getHeight(), srcImg.hasAlpha(), srcImg.getChannelOrder() );
		}
		Surface8u srcImg = mCapture.getSurface();
		mFlipped = Surface8u( srcImg.getWidth(), srcImg.getHeight(), srcImg.hasAlpha(), srcImg.getChannelOrder() );
		for( int y = 0; y < mCapture.getHeight(); ++y ) {
			const Color8u* src = (const Color8u*)(srcImg.getData() + (y + 1)*srcImg.getRowBytes() - srcImg.getPixelInc());
			Color8u* dst = (Color8u*)(mFlipped.getData() + y*mFlipped.getRowBytes());
			for( int x = 0; x < mCapture.getWidth(); ++x ) {
				*dst = *src;
				++dst;
				--src;
			} 
		}
		
		// Create scaled image
		if( ! mCurScaled  ) {
			mCurScaled = Surface8u( mFlipped.getWidth()/kFlowScale, mFlipped.getHeight()/kFlowScale, mFlipped.hasAlpha(), mFlipped.getChannelOrder() );
		}		
		ip::resize( mFlipped, &mCurScaled );

		// Optical flow 
		if( mCurScaled && mPrvScaled ) {
			mPrvCvData = mCurCvData;
			mCurCvData = cv::Mat( toOcv( Channel( mCurScaled ) ) );

			if( mPrvCvData.data && mCurCvData.data ) {
				int pyrLvels		= 3;
				int winSize			= 3;
				int iters			= 5;
				int poly_n			= 7;
				double poly_sigma	= 1.5;
				cv::calcOpticalFlowFarneback( mPrvCvData, mCurCvData, mFlow, 0.5, pyrLvels, 2*winSize + 1, iters, poly_n, poly_sigma, cv::OPTFLOW_FARNEBACK_GAUSSIAN );

				if( mFlow.data ) {
					if( mFlowVectors.empty() ) {
						mFlowVectors.resize( mCurScaled.getWidth()*mCurScaled.getHeight() );
					}
					
					//memset( &mFlowVectors[0], 0, mCurScaled.getWidth()*mCurScaled.getHeight()*sizeof( Vec2f ) );
					mNumActiveFlowVectors = 0;
					for( int j = 0; j < mCurScaled.getHeight(); ++j ) {
						for( int i = 0; i < mCurScaled.getWidth(); ++i ) {
							const float* fptr = reinterpret_cast<float*>(mFlow.data + j*mFlow.step + i*sizeof(float)*2);
							//
							Vec2f v = Vec2f( fptr[0], fptr[1] ); 
							if( v.lengthSquared() >= mVelThreshold ) {
								if( mNumActiveFlowVectors >= (int)mFlowVectors.size() ) {
									mFlowVectors.push_back( std::make_pair( Vec2i( i, j ), v ) );
								}
								else {
									mFlowVectors[mNumActiveFlowVectors] = std::make_pair( Vec2i( i, j ), v );
								}
								++mNumActiveFlowVectors;
							}
						}
					}
				}
			}
		}

		// Update texture
		mTexCam.update( mFlipped );

		// Save previous frame
		if( ! mPrvScaled ) {
			mPrvScaled = Surface8u( mCurScaled.getWidth(), mCurScaled.getHeight(), mCurScaled.hasAlpha(), mCurScaled.getChannelOrder() );
		}
		memcpy( mPrvScaled.getData(), mCurScaled.getData(), mCurScaled.getHeight()*mCurScaled.getRowBytes() );
	}

	// Update fluid
	float dx = (mFluid2DResX - 2)/(float)(640/kFlowScale);
	float dy = (mFluid2DResY - 2)/(float)(480/kFlowScale);
	for( int i = 0; i < mNumActiveFlowVectors; ++i ) {
		Vec2f P = mFlowVectors[i].first;
		const Vec2f& v = mFlowVectors[i].second;
		mFluid2D.splatDensity( P.x*dx + 1, P.y*dy + 1, mDenScale*v.lengthSquared() );
		mFluid2D.splatVelocity( P.x*dx + 1, P.y*dy + 1, v*mVelScale );
	}
	mFluid2D.step();

	// Update velocity
	const Vec2f* srcVel0 = mFluid2D.dbgVel0().data();
	const Vec2f* srcVel1 = mFluid2D.dbgVel1().data();
	Colorf* dstVel0 = (Colorf*)mSurfVel0.getData();
	Colorf* dstVel1 = (Colorf*)mSurfVel1.getData();
	for( int j = 0; j < mFluid2DResY; ++j ) {
		for( int i = 0; i < mFluid2DResX; ++i ) {
			*dstVel0 = Colorf( srcVel0->x, srcVel0->y, 0.0f );
			*dstVel1 = Colorf( srcVel1->x, srcVel1->y, 0.0f );
			++srcVel0;
			++srcVel1;
			++dstVel0;
			++dstVel1;
		}
	}
	
	// Update Density
	mChanDen0 = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgDen0().data() );
	mChanDen1 = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgDen1().data() );
	
	mTexDen0.update( mChanDen0 );
	mTexDen1.update( mChanDen1 );
	
	// Update velocity textures
	mTexVel0.update( mSurfVel0 );
	mTexVel1.update( mSurfVel1 );
	
	// Update Divergence
	mChanDiv = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgDivergence().data() );
	mTexDiv.update( mChanDiv );

	// Update Divergence
	mChanPrs = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgPressure().data() );
	mTexPrs.update( mChanPrs );

	// Update Curl, Curl Length
	mChanCurl = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgCurl().data() );
	mTexCurl.update( mChanCurl );
	mChanCurlLen = Channel32f( mFluid2DResX, mFluid2DResY, mFluid2DResX*sizeof(float), 1, mFluid2D.dbgCurlLength().data() );
	mTexCurlLen.update( mChanCurlLen );
}