89 lines
2.6 KiB
C
89 lines
2.6 KiB
C
/*
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FLUIDS v.1 - SPH Fluid Simulator for CPU and GPU
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Copyright (C) 2009. Rama Hoetzlein, http://www.rchoetzlein.com
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ZLib license
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef GL_HELPER
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#define GL_HELPER
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#include "common_defs.h"
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#include <glee.h>
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#include <gl/glext.h>
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#ifdef _MSC_VER // Windows
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#ifdef USE_SHADOWS
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#include <gl/glee.h>
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#include <gl/glext.h>
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#endif
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#include <gl/glut.h>
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#else // Linux
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#ifdef USE_SHADOWS
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#include "GLee.h"
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#endif
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#include <GL/glext.h>
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#include <GL/glut.h>
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#endif
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#include "image.h"
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#include "mtime.h"
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extern void checkOpenGL ();
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extern void drawText ( int x, int y, char* msg);
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extern void drawGrid ();
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extern void measureFPS ();
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extern mint::Time tm_last;
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extern int tm_cnt;
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extern float tm_fps;
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extern void disableShadows ();
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extern void checkFrameBuffers ();
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extern GLuint glSphere;
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extern float glRadius;
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extern void setSphereRadius ( float f );
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extern void drawSphere ();
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#ifdef USE_SHADOWS
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extern void setShadowLight ( float fx, float fy, float fz, float tx, float ty, float tz, float fov );
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extern void setShadowLightColor ( float dr, float dg, float db, float sr, float sg, float sb );
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extern void createFrameBuffer ();
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extern void createShadowTextures ();
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extern void computeLightMatrix ( int n, int tx, int ty );
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extern void renderDepthMap_Clear ( float wx, float wy );
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extern void renderDepthMap_FrameBuffer ( int n, float wx, float wy );
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extern void renderShadowStage ( int n, float* vmat );
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extern void renderShadows ( float* vmat );
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extern void drawScene ( float* view_mat, bool bShaders ); // provided by user
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extern float light_proj[16];
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extern float light_x, light_y, light_z;
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extern float light_tox, light_toy, light_toz;
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extern float light_mfov;
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extern GLuint shadow1_id;
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extern GLuint shadow2_id;
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#endif
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#endif |