void SlingshotSmokeApp::setup()
{
	mVolumeMult = 5.0;

	mLastTime = 0;

	getWindowIndex(0)->getSignalDraw().connect([=]() { drawRender(); });

	mAudioSource = AudioSource();
	mAudioSource.setup();

	vec2 fluidResolution = vec2(512);
	vec2 smokeResolution = app::getWindowSize();

	mFluid = Fluid(fluidResolution);
	mSmokers.reserve(2);
	mSmokers.push_back(shared_ptr<FakeSmoker>(new FakeSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<PositionSmoker>(new PositionSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<TransitionSmoker>(new TransitionSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<BottomSmoker>(new BottomSmoker(fluidResolution, smokeResolution)));
	mCurrentSmoker = 0;

	mSmokers[mCurrentSmoker]->light(vec2(0.5, 0.2), mParams);


	gl::GlslProg::Format renderFormat;
	renderFormat.vertex(app::loadAsset("passthru.vert"));
	renderFormat.fragment(app::loadAsset("Smokers/smoke_draw.frag"));
	mRenderProg = gl::GlslProg::create(renderFormat);
	mRenderProg->uniform("i_resolution", smokeResolution);

	gl::Texture2d::Format texFmt;
	texFmt.setInternalFormat(GL_RGBA32F);
	texFmt.setDataType(GL_FLOAT);
	texFmt.setTarget(GL_TEXTURE_2D);
	texFmt.setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
	gl::Fbo::Format fmt;
	fmt.disableDepth()
		.setColorTextureFormat(texFmt);
	mSmokeField = PingPongFBO(fmt, smokeResolution, 4);


	// Do params last so that all the FBOs are in the right context
	vec2 paramsSize = vec2(255, 512);
	auto format = Window::Format();
	format.setSize(paramsSize + vec2(40, 20));
	format.setPos(ivec2(100));
	WindowRef paramsWindow = createWindow(format);
	paramsWindow->getSignalDraw().connect([=]() { drawParams(); });
	mParams = params::InterfaceGl::create(paramsWindow, "Options", paramsSize);

	mParams->addParam("Volume", &mVolumeMult)
		.max(10.0)
		.min(0.0)
		.step(0.1);
}