For live rendering.
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@@ -359,6 +359,10 @@ run_renderer(void)
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AcMesh* mesh = acmesh_create(mesh_info);
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acmesh_init_to(InitType(init_type), mesh);
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#if LSINK
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vertex_buffer_set(VTXBUF_ACCRETION, 0.0, mesh);
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#endif
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acInit(mesh_info);
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acLoad(*mesh);
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@@ -375,6 +379,9 @@ run_renderer(void)
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int steps = 0;
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k_slice = mesh->info.int_params[AC_mz] / 2;
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k_slice_max = mesh->info.int_params[AC_mz];
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#if LSINK
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AcReal accreted_mass = 0.0;
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#endif
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while (running(mesh)) {
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/* Input */
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@@ -386,6 +393,16 @@ run_renderer(void)
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const AcReal umax = acReduceVec(RTYPE_MAX, VTXBUF_UUX, VTXBUF_UUY, VTXBUF_UUZ);
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const AcReal dt = host_timestep(umax, mesh_info);
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#if LSINK
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const AcReal sum_mass = acReduceScal(RTYPE_MAX, VTXBUF_ACCRETION);
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accreted_mass = accreted_mass + sum_mass;
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AcReal sink_mass = AC_M_sink_init + accreted_mass;
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printf("sink mass is: %e \n", sink_mass);
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printf("accreted mass is: %e \n", accreted_mass);
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acLoadDeviceConstant(AC_M_sink, sink_mass);
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vertex_buffer_set(VTXBUF_ACCRETION, 0.0, mesh);
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#endif
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#if LFORCING
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const ForcingParams forcing_params = generateForcingParams(mesh->info);
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loadForcingParamsToDevice(forcing_params);
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