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OpenGL demo showcasing dynamic water simulation with falling boulders, realistic particle splashes, and adjustable camera controls

OpenGL demo showcasing dynamic water simulation with falling boulders, realistic particle splashes, and adjustable camera controls

Vote: (20 votes)

Developer: MASMO

Created: 2003-05-20

MD5: f6183227c86d0501f1603e391509edf8

Size: 349 KB

Vote

(20 votes)

Developer

MASMO

Created

2003-05-20

MD5

f6183227c86d0501f1603e391509edf8

Size

349 KB

AquaDemo takes back the effect of the water, it adds a model for the rock and it adds some boulders that fall in water. The demo occupies 349Kbytes.

AquaDemo takes back the effect of the water, it adds a model for the rock and it adds some boulders that fall in water. The demo occupies 349Kbytes.

Routine Description

AUX_RGBImageRec *LoadBMP(char *Filename) Loads a bitmap image (called by LoadGLTextures)

int LoadGLTextures() Load Bitmaps And Convert To Textures (Not used)

Vector .... Vector Functions (used by Luce)

void Luce(double x, double y, double z,double dimensione,float r,float g,float b,float iox,float ioy,float ioz,int Tex) Adds a particle with:

x,y,z => Position

dimensione => Size

r,g,b => Color

iox,ioy,ioz => Camera Position

Tex => Texture Number

void Pressione(int x,int y,int fgocce) Create a pression in the mouse' position. It modify the array VID

void Traccia(void) It is the advancement of the automatic trace.

void LoadIni(void) Loads the file "Water.ini"

void CreaGrid(void) Sets the matrix BUF eand VID zero

void Gocce(void) Generate the drop on the water

void muovi(void) the water's movement

void Camera(void) Camera position

void CalcolaParticella(void) Calculates the position of the squirts

void DisegnaParticella(void) Draws the squirts

void InitSasso(void) Init the rock position

void MuoviSasso(void) Moves the rock

void DisegnaSasso(void) Draws the rock

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)

int InitGL(GLvoid)

int DrawGLScene(GLvoid)

GLvoid KillGLWindow(GLvoid)

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)

LRESULT CALLBACK WndProc(..)

int WINAPI WinMain(..)

These routines have been taken by the examples of NeHe