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81 lines (60 loc) · 1.71 KB
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#include "fluid.h"
struct Timer
{
double start_time;
double stop_time;
void start()
{
start_time = glfwGetTime();
}
double restart()
{
stop_time = glfwGetTime();
double elapsed = stop_time - start_time;
start_time = stop_time;
return elapsed;
}
};
int main(int argc, char **argv)
{
Window* window = Alloc(Window, 1);
Renderer* renderer = Alloc(Renderer, 1);
Fluid* fluid = Alloc(Fluid , 1);
init(window);
init(renderer, fluid->_density);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float x_angle = 10;
float y_angle = -20;
glTranslatef(0, 0, -3.8);
glRotatef(x_angle, 1, 0, 0);
glRotatef(y_angle, 0, 1, 0);
float dt = 1.f / 20;
vec3 light_pos = vec3{ -1.2f, .2f, 1.2f };
Timer timer = {};
timer.start();
while (!glfwWindowShouldClose(window->handle))
{
set_light_position(renderer, light_pos);
snprintf(window->window_title, 64, "Smoke | FPS: %4f", 1.f / timer.restart());
glfwSetWindowTitle(window->handle, window->window_title);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.f, (GLfloat)window->width / window->height, 0.1f, 100.f);
glViewport(0, 0, window->width, window->height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GenerateSmoke(fluid, vec3(0, 1, 0));
VelocityStep (fluid, dt);
DensityStep (fluid, dt);
FillTexture(renderer->texture_data, renderer->volume_data, -light_pos, renderer->_rayTemplate);
GLdouble mvMatrix[16];
glGetDoublev(GL_MODELVIEW_MATRIX, mvMatrix);
glDisable(GL_DEPTH_TEST);
draw_cube(renderer->_cubeVertices);
draw_smoke(mvMatrix, renderer->_cubeVertices, renderer->_cubeEdges, false, vec3(1));
glEnable(GL_DEPTH_TEST);
glfwSwapBuffers(window->handle);
glfwPollEvents();
}
return 0;
}