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Wumpf edited this page Dec 1, 2013
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Some experiments with realtime water & erosion simulation on heightfield terrains, using OpenGL 4.3.
- C++11 (using mainly Visual Studio 2013
- OpenGL 4.3
- trunk version of ezEngine - I also taking a minor part in its development (File IO, Memory Management, Basic Math, Window creation, Input, ...)
- GLEW (OpenGL function wrangler)
- AntTweakBar (DropIn solution for tweak variables)
- The most of the sources were already GPU orientated, but almost none of them used the features of modern hardware. I rearranged nearly everything and make very often use of Compute Shader, Indirect Draw and other modern features.
- Simulation in fixed timesteps - each frame the simulation steps n times, number of steps per second is constant.
- Much FP32 :( - everything else limits the simulation or makes it explode
Heightfield water: "Column base Water simulation" Water in column, each column connected to 4 neighbors with "virtual pipes". Outgoing flow in each of the 4 directions is saved per heightfield-pixel.
Idea relatively good explained and why the outgoing-flow thing is so important can be found here. While being not very detailed Theses slides can give a very good overview what this is all about.
- Outgoing flow RGBA32F
- Two passes atm: Compute outgoing flow, Apply flow
- Output flow map on the fly in second pass (RG16f)
(todo: Short explanation, give some references)
- Simple Forward renderer
- Gamma correct Rendering - it is really simple, try it if you haven't already!
- The definite Fog
- One directional light atm
- Texture Blending
- Fresnel is great everywhere!
- Screenspace Tesselation inspired by this. Solved crack problem with triangle patches instead, no fine displacement map as described in the paper. Uses instancing, only 3 draw calls (one per Patch - full, one transition, two transisions)
- Reuses grid from terrain. Almost the same geometry setup, but cull patches under terrain in Control shader
- tossed informations mainly from this article and from (this thread)[http://www.gamedev.net/topic/527145-rendering-natural-waters-coefficients-conversion/] around until I something came out I was confident with
- Flow from flowmap
- Some Foam for fast water (also influenced by flow map)
Cheap gradient rendered with fullscreen triangle after everything else (todo)
- Using some fancy C++11 feature
- Renderer is based on some gl wrapper classes that are not meant to abstract OpenGL but just to make things easier
(List not complete, mostly a memory aid to my self)
- Add/Remove water with mouse
- Athmospheric Scattering
- Compute Irradiance Spherical Harmonic from Skybox to light water and terrain
- Vegetation
- Fancy erosion stuff
- Water Spray?
- Moar sliders
- Moar sliders - make more stuff tweakable, still many magic numbers in code
- Less sliders - make parameters more interdependant, compute stuff; make things tweakable the EASY way
- More OpenGL wrapper stuff - especially these Samplers are annoying!