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Waterflow
Visualize water in terrain
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| 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] |