Waterflow
Visualize water in terrain
|
addProgram | HeightField | [private] |
clip(int n, int lower, int upper) | HeightField | [private] |
clipf(GLfloat n, GLfloat lower, GLfloat upper) | HeightField | [private] |
drawBuffers | HeightField | [private] |
drawVoxels(glm::mat4 projectionMatrix, glm::mat4 viewMatrix) | HeightField | [private] |
fieldBuffers | HeightField | |
fieldProgram | HeightField | [private] |
flood | HeightField | [private] |
floodFill(float *u, int x, int z, float height) | HeightField | |
getHeight(int i, int j, GLfloat ourHeight) | HeightField | |
getVoxelPositions() | HeightField | [private] |
height | HeightField | [private, static] |
HeightField(DataHandler *t, std::vector< Flood_Fill_data * > FFDataIn, std::vector< FlowSource * > FlowsourcesIN) | HeightField | |
initDraw() | HeightField | [private] |
initFloodFill(float *u) | HeightField | [private] |
initGPU(float **heightArray, float **velocityArray) | HeightField | |
initTest() | HeightField | [private] |
measureVolume() | HeightField | |
numVoxels | HeightField | [private] |
render() | HeightField | [private] |
runSimGPU(GLfloat dt=1.0f/30.0f) | HeightField | |
samp | HeightField | [private, static] |
saveData(float **heightArray, float **velocityArray) | HeightField | |
terr | HeightField | [private] |
texHeight | HeightField | [private] |
texWidth | HeightField | [private] |
totTime | HeightField | [private] |
u | HeightField | [private] |
unew | HeightField | [private] |
updateSim(GLfloat) | HeightField | [private] |
updateVoxelrender() | HeightField | [private] |
v | HeightField | [private] |
vol0 | HeightField | [private] |
voxelBuffer | HeightField | [private] |
voxelPositions | HeightField | [private] |
voxelShader | HeightField | [private] |
voxelVAO | HeightField | [private] |
width | HeightField | [private, static] |
xmlFlow | HeightField | [private] |