void init ()
{
	
	glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);	
	glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);	

	srand ( time ( 0x0 ) );

	glClearColor( 0.49, 0.49, 0.49, 1.0 );
	glShadeModel( GL_SMOOTH );

	glEnable ( GL_COLOR_MATERIAL );
	glEnable (GL_DEPTH_TEST);  
	glEnable (GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
	glDepthMask ( 1 );
	glEnable ( GL_TEXTURE_2D );

	// callbacks
	glutDisplayFunc( display );
	glutReshapeFunc( reshape );
	glutKeyboardFunc( keyboard_func );
	glutMouseFunc( mouse_click_func );  
	glutMotionFunc( mouse_move_func );
	glutIdleFunc( idle_func );
	glutSetCursor ( GLUT_CURSOR_NONE );

	cam_angs.x = 29;		cam_angs.y = 75;		cam_angs.z = 80.0;
	cam_to.x = 0;		cam_to.y = 0;		cam_to.z = 5;
	cam_fov = 35.0;

	light[0].x = 39;		light[0].y = -60;	light[0].z = 43;
	light_to[0].x = 0;	light_to[0].y = 0;	light_to[0].z = 0;

	light[1].x = 15;		light[1].y = -5;	light[1].z = 145;	
	light_to[1].x = 0;	light_to[1].y = 0;	light_to[1].z = 0;  

	light_fov = 45;

	#ifdef USE_SHADOWS
		createShadowTextures();
		createFrameBuffer ();
		setShadowLight ( light[0].x, light[0].y, light[0].z, light_to[0].x, light_to[0].y, light_to[0].z, light_fov );
		setShadowLightColor ( .7, .7, .7, 0.2, 0.2, 0.2 );		
	#endif

	obj_from.x = 0;		obj_from.y = 0;		obj_from.z = 20;		// emitter
	obj_angs.x = 118.7;	obj_angs.y = 200;	obj_angs.z = 1.0;
	obj_dang.x = 1;	obj_dang.y = 1;		obj_dang.z = 0;

	psys.Initialize ( BFLUID, psys_nmax );
	psys.SPH_CreateExample ( 0, psys_nmax );
	psys.SetVec ( EMIT_ANG, Vector3DF ( obj_angs.x, obj_angs.y, obj_angs.z ) );
	psys.SetVec ( EMIT_POS, Vector3DF ( obj_from.x, obj_from.y, obj_from.z ) );

	psys.SetParam ( PNT_DRAWMODE, int(bPntDraw ? 1:0) );
	psys.SetParam ( CLR_MODE, iClrMode );	
}
Exemplo n.º 2
0
void init ()
{
	srand ( time ( 0x0 ) );
	
  obj_from.x = 0;		obj_from.y = 0;		obj_from.z = 20;		// emitter
	obj_angs.x = 118.7;	obj_angs.y = 200;	obj_angs.z = 1.0;

	psys.Initialize ( BFLUID, psys_nmax );
	psys.SPH_CreateExample ( 0, psys_nmax );
	psys.SetVec ( EMIT_ANG, Vector3DF ( obj_angs.x, obj_angs.y, obj_angs.z ) );
	psys.SetVec ( EMIT_POS, Vector3DF ( obj_from.x, obj_from.y, obj_from.z ) );

	psys.SetParam ( PNT_DRAWMODE, int(bPntDraw ? 1:0) );
	psys.SetParam ( CLR_MODE, iClrMode );	
}