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由 Juan Jose Luna Espinosa 提交于
* Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial * Water shader works with texture heightmap * Added GPUComputationRenderer, I'm about to test it * GPUComputationRenderer works with water simulation * Interaction with mouse * Added water viscosity, simple geometry for mouse picking * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring. * Code revisison, added comments and explanations. Inverted mouse Y coord. * Added GUI controls for some water parameters. * Commencing conversion of birds gpu demo to GPUComputationRenderer * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it. * Solved mouse bug. * Optimized smoothWater(), renamed some GPUComputationRenderer methods. * Substituted old bird gpu implementation. Preparing for new demo. * Removing old SimulationRenderer * GPU protoplanets demo started. Minor tweaks in the other demos * Starting to implement the particle demo * $th component of texture now is usable. It was the GPUComputationRenderer pass-through fragment shader. Next thing to do is use a texture that contains (vx, vy, vz, mass). * Particles already move. Next is gravity interaction. * Gravity interaction done. Next is particle collision and aggregation. * Particle collision works * Added gui * Some minor adjustments * Added the two new demos to the list of examples
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