

The code is quite old and was ready something like 2 years ago. As usually I wanted to polish it and thanks to that it was blocked for too long period of time. This post only introduces the project features and gives general description. Finally I have managed to publish my awesome water simulation! I know that I wrote about my intentions to publish the project some time ago but as usually there was no enough time :)The code is quite old and was ready something like 2 years ago. As usually I wanted to polish it and thanks to that it was blocked for too long period of time. This post only introduces the project features and gives general description.

Features

Water simulation done on the GPU - shaders

Height map based

Normal mapping with Phong Shading

Uses GPU timer queries

OpenGL 4.2 Core

FreeGLUT + SOIL + AntTweakBar + my framework Basic flow of the animation is below:





As you can see the whole process consists of updating the height map data (using double buffering) then calculating the normal map. The result is applied onto a quad (only four vertex) using normal mapping and Phong shading.

Code and Repo

Application is based on my simple framework, and whole thing can be found at

Screens

Video

This is actually my first video on YouTube! :)

Todo & Ideas

Improve camera and add more controls/view options.

Add environment!

Reflection and refraction.

Surface rendering with tessellation

Links and Resources