本文整理汇总了C++中cinderfx::Fluid2D::setRgbDissipation方法的典型用法代码示例。如果您正苦于以下问题:C++ Fluid2D::setRgbDissipation方法的具体用法?C++ Fluid2D::setRgbDissipation怎么用?C++ Fluid2D::setRgbDissipation使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cinderfx::Fluid2D
的用法示例。
在下文中一共展示了Fluid2D::setRgbDissipation方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Colorf
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2: glEnable
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 );
}