OpenGL port of https://github.com/jeschke/water-wave-packets, presented at SIGGRAPH 2017.
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2021-03-29 21:12:58 +02:00
textures Initial commit 2017-11-25 16:18:26 -05:00
addPacketDisplacement.frag Big stupid bug fixed 2017-12-01 01:04:09 -05:00
addPacketDisplacement.geom Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
addPacketDisplacement.vert Nettoyage du code 2017-12-11 17:20:40 -05:00
constants.h Texture and shaders loading, add quad 2017-11-27 00:11:42 -05:00
displayMicroMesh.frag Add camera controls, delete dead code, squash a few bugs 2017-11-30 23:18:52 -05:00
displayMicroMesh.geom Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
displayMicroMesh.vert Nettoyage du code 2017-12-11 17:20:40 -05:00
displayPacketOutlined.frag Implement DisplayPacketOutlined & AddPacketDisplacement 2017-11-27 18:10:19 -05:00
displayPacketOutlined.geom Implement DisplayPacketOutlined & AddPacketDisplacement 2017-11-27 18:10:19 -05:00
displayPacketOutlined.vert Implement DisplayPacketOutlined & AddPacketDisplacement 2017-11-27 18:10:19 -05:00
displayTerrain.frag Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
displayTerrain.vert Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
FBO.cpp Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
FBO.h Add FBO and util implementation 2017-11-26 00:47:29 -05:00
inf2705.h Add camera controls, delete dead code, squash a few bugs 2017-11-30 23:18:52 -05:00
makefile Implement DisplayPacketOutlined & AddPacketDisplacement 2017-11-27 18:10:19 -05:00
Packets.cpp Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
Packets.h Add FBO & Fix microsoft induced compilation errors 2017-11-26 00:46:30 -05:00
rasterizeWaveMeshPosition.frag Working pipeline, waves WIP 2017-11-28 12:35:49 -05:00
rasterizeWaveMeshPosition.vert Nettoyage du code 2017-12-11 17:20:40 -05:00
README.md Add README 2021-03-29 21:12:58 +02:00
ripple.cpp Nettoyage du code 2017-12-11 17:20:40 -05:00
util.cpp Implement DisplayPacketOutlined & AddPacketDisplacement 2017-11-27 18:10:19 -05:00
util.h Add FBO and util implementation 2017-11-26 00:47:29 -05:00

Ripple

An OpenGL port of the SIGGRAPH 2017 Water Wave Packets paper's implementation.

Context and quirks

This port was written as the final for an Advanced Infographics class. Most of the work was focused on translating the HLSL shaders to GLSL, adapting existing OpenGL code to replace the DirectX 11 setup code.

Given the limited timeframe, some bugs and performance issues still linger. On the performance side of things, a bit of profiling seems to indicate the program is GPU-bound, the biggest culprit being the fragment shader.