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https://github.com/stanfortonski/ocean-opengl
Simple ocean/sea/water simulation | C++ OpenGL 4.1
https://github.com/stanfortonski/ocean-opengl
3d 3d-graphics 3d-models graphics graphics-3d graphics-programming graphics-rendering heightmaps normal-mapping ocean-opengl ocean-shader ocean-simulation opengl tesselation water water-shader water-simulation water-surface
Last synced: 3 months ago
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Simple ocean/sea/water simulation | C++ OpenGL 4.1
- Host: GitHub
- URL: https://github.com/stanfortonski/ocean-opengl
- Owner: stanfortonski
- License: mit
- Created: 2020-03-08T15:34:02.000Z (almost 5 years ago)
- Default Branch: master
- Last Pushed: 2020-05-16T13:36:13.000Z (over 4 years ago)
- Last Synced: 2024-01-29T08:41:41.766Z (about 1 year ago)
- Topics: 3d, 3d-graphics, 3d-models, graphics, graphics-3d, graphics-programming, graphics-rendering, heightmaps, normal-mapping, ocean-opengl, ocean-shader, ocean-simulation, opengl, tesselation, water, water-shader, water-simulation, water-surface
- Language: C++
- Homepage: https://www.youtube.com/watch?v=H5PJNWV3I7M
- Size: 18.7 MB
- Stars: 37
- Watchers: 3
- Forks: 6
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Ocean-OpenGL
#### Simple Ocean OpenGL 4.1 C++![Ocean surface](ss/ocean.png)
YouTube video: https://www.youtube.com/watch?v=H5PJNWV3I7M
### How it works?
This example do not calculate physics but do only simple interpolations between normalmaps, heightmaps. Tessellation allow us to divide plane and apply the heightmaps. Fragment allow us to calculate light so material color.
For this project I used 14 normalmaps, 14 heightmaps and one texture with color.### Input/Control:
```
R - start rotate camera
T - stop rotate camera
ESC - exit
```### Libraries:
- GLEW library - http://glew.sourceforge.net
- GLFW library - https://www.glfw.org
- GLM library - https://glm.g-truc.net
- STB_IMAGE library - https://github.com/nothings/stb### Requirements:
- Graphics card that support OpenGL in version 4.1