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AgeCommit message (Collapse)Author
2019-02-24Extract interaction logic into separate shaderAdrian Kummerlaender
The collide shader became to crowded for my taste. As a nice side benefit we can now execute interaction processing only when actual interaction is taking place.
2019-02-24Smoothen mouse interactionAdrian Kummerlaender
2019-02-23Store material in fluid buffer and improve visualizationAdrian Kummerlaender
Replaces the density value which is actually not that useful for visualization. Encoding integer values as floats by casting and comparing them using exact floating point comparison is not very safe but works out for now.
2019-02-22Tidy up wall drawing and geometry initializationAdrian Kummerlaender
2019-02-22Improvise interactive wall drawingAdrian Kummerlaender
Internal wall cells need to be disabled to prevent delayed propagation of the reflected populations. This is just quickly thrown together - both the visual drawing and the backend's material handling remain to be improved.
2018-12-19Use GLSL's mix function for color scalingAdrian Kummerlaender
2018-12-19Tidy up external influence implementationAdrian Kummerlaender
2018-12-18Hacky mouse-based fluid interactionAdrian Kummerlaender
2018-12-18Purify collide shaderAdrian Kummerlaender
i.e. move fluid vertex placement to appropriate vertex shader. Do not amplify or shift fluid moments in any way prior to passing it to the display pipeline.
2018-12-17Keep track of window size in its wrapper classAdrian Kummerlaender
2018-12-16Generate fluid display using geometry shadersAdrian Kummerlaender
This should provide much more flexibility. For our purpose it would be useful if the vertex shader was executed after the geometry shader (to apply the projection matrix) but alas this is not the case. Thus the MVP matrix is applied during geometry construction and the vertex shader only provides density extraction.
2018-12-16Regeneralize ComputeShader wrapperAdrian Kummerlaender
2018-12-16Parametrize lattice resolutionAdrian Kummerlaender
2018-12-15Hacky D2Q9 BGK LBM on GPU using GLSL compute shadersAdrian Kummerlaender
Improvised on top of computicles's scaffolding. Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".