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 );
}
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 );
}
示例#3
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;
	}
}