31 .modelview = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }
71 float q[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0,
74 for (
int i = 0;
i < 16;
i++)
82 for (
int i = 0;
i < 16;
i++)
148 for (
int j = 1;
j <= 2;
j++) {
215 float v[4] = {
x,
y,
z, 1.};
229 float v[4] = {
x,
y, 0, 1.};
242#define glBegin vertex_buffer_glBegin
243#define glEnd vertex_buffer_glEnd
244#define glVertex2d vertex_buffer_glVertex2d
245#define glVertex2f vertex_buffer_glVertex2d
246#define glVertex3d vertex_buffer_glVertex3d
247#define glColor3f vertex_buffer_glColor3f
248#define glNormal3d vertex_buffer_glNormal3d
vector g[]
We store the combined pressure gradient and acceleration field in g*.
vector q[]
The primitive variables are the momentum , pressure , density , (face) specific volume ,...
void array_free(Array *a)
void * array_append(Array *a, void *elem, size_t size)
void view(float tx=0., float ty=0., float fov=0., float quat[4]={0}, float sx=1., float sy=1., float sz=1., unsigned width=800, unsigned height=800, unsigned samples=4, float bg[3]={0}, float theta=0., float phi=0., float psi=0., bool relative=false, float tz=0., float near=0., float far=0., float res=0., char *camera=NULL, MapFunc map=NULL, int cache=0, float p1x=0., float p1y=0., float p2x=0., float p2y=0., bview *view1=NULL)
*cs[i, 0, 0] a *[i -1, 0, 0] j
#define GL_MODELVIEW_MATRIX
#define glBegin
Here we overload the default OpenGL commands, in order to call the corresponding vertex buffer operat...
static void vertex_buffer_glVertex2d(double x, double y)
void vertex_buffer_free()
void vertex_buffer_setup()
static void vertex_buffer_glEnd()
static void vertex_buffer_glColor3f(float r, float g, float b)
static void vertex_buffer_glNormal3d(double nx, double ny, double nz)
static void vertex_buffer_push_index(unsigned int i)
static void vertex_buffer_glVertex3d(double x, double y, double z)
static void vertex_buffer_glBegin(unsigned int state)