Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-24 | Add flag to select initial geometrypattern/trivial | Adrian Kummerlaender | |
2019-02-24 | Play around with open boundaries | Adrian Kummerlaender | |
2019-02-24 | Further abstract mouse handling | Adrian Kummerlaender | |
2019-02-24 | Move geometry initialization into named function | Adrian Kummerlaender | |
2019-02-24 | Extract interaction logic into separate shader | Adrian 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. | |||
2019-02-24 | Smoothen mouse interaction | Adrian Kummerlaender | |
2019-02-23 | Store material in fluid buffer and improve visualization | Adrian 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. | |||
2019-02-22 | Tidy up wall drawing and geometry initialization | Adrian Kummerlaender | |
2019-02-22 | Improvise interactive wall drawing | Adrian 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. | |||
2018-12-19 | Use GLSL's mix function for color scaling | Adrian Kummerlaender | |
2018-12-19 | Tidy up external influence implementation | Adrian Kummerlaender | |
2018-12-18 | Hacky mouse-based fluid interaction | Adrian Kummerlaender | |
2018-12-18 | Purify collide shader | Adrian 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. | |||
2018-12-17 | Keep track of window size in its wrapper class | Adrian Kummerlaender | |
2018-12-16 | Generate fluid display using geometry shaders | Adrian 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. | |||
2018-12-16 | Regeneralize ComputeShader wrapper | Adrian Kummerlaender | |
2018-12-16 | Parametrize lattice resolution | Adrian Kummerlaender | |
2018-12-15 | Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders | Adrian 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". |