static void open_glut_window(void) { glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutInitWindowPosition(0, 0); glutInitWindowSize(win_x, win_y); win_id = glutCreateWindow("Tinkertoys!"); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glutSwapBuffers(); glClear(GL_COLOR_BUFFER_BIT); glutSwapBuffers(); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); pre_display(); glutKeyboardFunc(key_func); glutMouseFunc(mouse_func); glutMotionFunc(motion_func); glutReshapeFunc(reshape_func); glutIdleFunc(idle_func); glutDisplayFunc(display_func); }
static void open_glut_window ( void ) { glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE ); glutInitWindowPosition ( 0, 0 ); glutInitWindowSize ( win_x, win_y ); win_id = glutCreateWindow ( "Fluids" ); glClearColor ( 0.0f, 0.0f, 0.0f, 1.0f ); glClear ( GL_COLOR_BUFFER_BIT ); glutSwapBuffers (); glClear ( GL_COLOR_BUFFER_BIT ); glutSwapBuffers (); pre_display (); glutKeyboardFunc ( key_func ); glutMouseFunc ( mouse_func ); glutMotionFunc ( motion_func ); #ifndef __EMSCRIPTEN__ glutReshapeFunc ( reshape_func ); #endif glutIdleFunc ( idle_func ); glutDisplayFunc ( display_func ); }
static void display_func ( void ) { pre_display (); if ( dvel ) draw_velocity (); else draw_density (); post_display (); }
static void display_func(void) { pre_display(); draw_forces(); draw_constraints(); draw_particles(); post_display(); }
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(); if (dpar) { draw_forces(); draw_constraints(); draw_particles(); } for(int i = 0; i < bodies.size(); i++){ bodies[i]->draw(); } post_display(); }
static void display_func ( void ) { pre_display (); if ( dvel ) { draw_pressure(); draw_velocity (); } else { draw_density (); } post_display (); }
static void open_glut_window ( void ) { glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE ); glutInitWindowPosition ( 0, 0 ); glutInitWindowSize ( win_x, win_y ); win_id = glutCreateWindow ( "2D Level Set Library" ); glClearColor ( 0.0f, 0.0f, 0.0f, 1.0f ); glClear ( GL_COLOR_BUFFER_BIT ); glutSwapBuffers (); glClear ( GL_COLOR_BUFFER_BIT ); glutSwapBuffers (); pre_display (); glutKeyboardFunc ( key_func ); glutReshapeFunc ( reshape_func ); glutIdleFunc ( idle_func ); glutDisplayFunc ( display_func ); }
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 (); }