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FluidSurfaceRenderer.h
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162 [[nodiscard]] Result<void> renderVolumeWithoutSurface(const VolumeFluid& sim, float absorption = 5.f);
186 [[nodiscard]] Result<void> copyToTexture(graphics::Graphics* graphics, graphics::Texture* texture);
196 [[nodiscard]] Result<void> renderVolumeColorToTexture(const VolumeFluid& sim, graphics::Graphics* graphics,
210 [[nodiscard]] Result<void> compositeDiffuse(const VolumeFluidDiffuse& pool, float radius, float opacity,
231 [[nodiscard]] Result<void> occludeWithSceneDepth(std::span<const float> sceneDepth, float depthBias = 0.001f);
242 [[nodiscard]] Result<void> compositeSceneRefraction(std::span<const uint8_t> sceneColor, float distortion = 8.f,
251 [[nodiscard]] Result<void> configureRefraction(float transparency, float absorption, float coefficient,
264 [[nodiscard]] Result<void> compositeConfiguredSceneRefraction(std::span<const uint8_t> sceneColor);
286 [[nodiscard]] Result<void> compositeConfiguredSurfaceBlend(std::span<const uint8_t> sceneColor);
298 [[nodiscard]] Result<void> configureParticleBlend(int source, int destination, bool depthWrite);
307 [[nodiscard]] Result<void> configureSurface(float thicknessScale, float thicknessCutoff, float depthFalloff,
353 [[nodiscard]] Result<void> configureColors(const glm::vec3& baseColor, const glm::vec3& reflectionColor);
388 [[nodiscard]] Result<void> configureProjection(bool orthographic, float verticalHalfSize = 1.f);
426 void setCamera(const glm::vec3& eye, const glm::vec3& target, const glm::vec3& up, float fovYDeg);
434 [[nodiscard]] Result<void> renderVolumeCloud(const VolumeFluid& sim, float absorption, bool gasOnly);
450 static glm::vec4 blendFluidColor(FluidBlendFactor factor, const glm::vec4& source, const glm::vec4& destination);
Move-only, checked operation results for the common layer.
GPU-backed surface fluid simulator (falls back to the CPU solver).
Definition Fluids.h:44
Buffer-level screen-space fluid renderer.
Definition FluidSurfaceRenderer.h:103
const std::vector< uint8_t > & color() const
RGBA8 shaded output.
Definition FluidSurfaceRenderer.h:412
const std::vector< float > & thickness() const
Accumulated thickness per pixel.
Definition FluidSurfaceRenderer.h:409
const std::vector< glm::vec3 > & normals() const
View-space normals (0 where no fluid).
Definition FluidSurfaceRenderer.h:406
FluidSurfaceRenderer(const FluidSurfaceRenderer &)=delete
FluidSurfaceRenderer & operator=(const FluidSurfaceRenderer &)=delete
const std::vector< float > & depth() const
Linear view depth per pixel (FLT_MAX where no fluid).
Definition FluidSurfaceRenderer.h:403
Bounded, one-way fluid-advected secondary particle pool. @ownership Owns particles and capacity; no f...
Definition VolumeFluidDiffuse.h:38
CPU position-based free-volume fluid with a bounded spatial grid. @ownership Owns all particle state;...
Definition VolumeFluid.h:517
Backend-agnostic compute program. Bind storage buffers then dispatch via Gpgpu::dispatch....
Definition ComputeShader.h:15
GPGPU module — compute shaders + storage buffers via the active Graphics backend. Uses the graphics q...
Definition Gpgpu.h:23
Backend-agnostic GPU buffer for compute (storage) or CPU staging transfers. Squirrel-owned; derived c...
Definition GpuBuffer.h:18
Definition Graphics.h:125
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:18
FluidBlendFactor
Unity/Fluid3D blend factors used by fluid render settings.
Definition FluidSurfaceRenderer.h:46
@ DestinationAlpha
@ SourceColor
@ SourceAlpha
@ OneMinusDestinationColor
@ OneMinusSourceColor
@ SourceAlphaSaturate
@ OneMinusSourceAlpha
@ DestinationColor
@ OneMinusDestinationAlpha
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Definition Animation.h:25
@ Graphics
Definition Container.h:602
Complete owning mirror of Fluid3DRendererSettings with package defaults.
Definition FluidSurfaceRenderer.h:82
int particleBlendDestination
Definition FluidSurfaceRenderer.h:84
int blendDestination
Definition FluidSurfaceRenderer.h:83
bool generateSurface
Definition FluidSurfaceRenderer.h:88
int refractionDownsample
Definition FluidSurfaceRenderer.h:97
bool generateRefraction
Definition FluidSurfaceRenderer.h:95
float ambientMultiplier
Definition FluidSurfaceRenderer.h:92
bool generateReflection
Definition FluidSurfaceRenderer.h:93
bool particleZWrite
Definition FluidSurfaceRenderer.h:85
bool generateFoam
Definition FluidSurfaceRenderer.h:98
int surfaceDownsample
Definition FluidSurfaceRenderer.h:90
float thicknessCutoff
Definition FluidSurfaceRenderer.h:86
int thicknessDownsample
Definition FluidSurfaceRenderer.h:87
int particleBlendSource
Definition FluidSurfaceRenderer.h:84
int foamDownsample
Definition FluidSurfaceRenderer.h:99
float transparency
Definition FluidSurfaceRenderer.h:96
Camera + reconstruction tuning for the SSF pipeline.
Definition FluidSurfaceRenderer.h:61
float particleRadius
Definition FluidSurfaceRenderer.h:73
int smoothIterations
Definition FluidSurfaceRenderer.h:74
float thicknessScale
Definition FluidSurfaceRenderer.h:76
float orthographicSize
Definition FluidSurfaceRenderer.h:67