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main.py
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main.py
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from controller import controller
from renderer import renderer
from sbd_simulator import sbd
from sph_simulator import sph
#Run this to test demo
def main():
rend = renderer()
vshader = """#version 330
attribute vec2 inVertex;
attribute vec4 inCol;
uniform mat4 matrix;
uniform vec3 lightPos;
varying vec4 outCol;
void main(){
gl_Position = matrix*vec4(inVertex.xy, 1.0, 1.0);
gl_PointSize = 15.0;
outCol = inCol;
}"""
fshader = """#version 330
varying vec4 outCol;
void main(){
gl_FragColor = outCol;
}"""
rend.buildShader(vshader, fshader, ['inVertex','inCol'], ['matrix','lightPos'],
'default')
cR = controller()
sim = sbd()
cR.addSim(sim)
cR.addRenderer(rend)
cR.addCallback(sim.stepSimulation)
cR.createControls()
cR.rend.addRenderCall(lambda rend: sim.renderParticles(rend))
cR.loop()
main()