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OglFluidModel.h
executable file
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OglFluidModel.h
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/******************************************************************************
* SOFA, Simulation Open-Framework Architecture *
* (c) 2006 INRIA, USTL, UJF, CNRS, MGH *
* *
* This program is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*******************************************************************************
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#pragma once
#include <SofaSphFluid/config.h>
#include <sofa/core/visual/VisualModel.h>
#include <sofa/gl/FrameBufferObject.h>
#include <sofa/gl/GLSLShader.h>
#include <sofa/defaulttype/VecTypes.h>
#include <sofa/type/RGBAColor.h>
namespace sofa::component::visualmodel
{
/**
* \brief Render volume using particles
*
*/
// http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf
template<class DataTypes>
class SOFA_SPH_FLUID_API OglFluidModel : public core::visual::VisualModel
{
public:
SOFA_CLASS(OglFluidModel, core::visual::VisualModel);
typedef typename DataTypes::Coord Coord;
typedef typename DataTypes::VecCoord VecCoord;
typedef typename DataTypes::Deriv Deriv;
typedef typename DataTypes::VecDeriv VecDeriv;
typedef typename DataTypes::Real Real;
private:
Data< VecCoord > m_positions; ///< Vertices coordinates
VecCoord m_previousPositions;
GLuint m_posVBO;
sofa::gl::FrameBufferObject* m_spriteDepthFBO;
sofa::gl::FrameBufferObject* m_spriteThicknessFBO;
sofa::gl::FrameBufferObject* m_spriteNormalFBO;
sofa::gl::FrameBufferObject* m_spriteBlurDepthHFBO;
sofa::gl::FrameBufferObject* m_spriteBlurDepthVFBO;
sofa::gl::FrameBufferObject* m_spriteBlurThicknessHFBO;
sofa::gl::FrameBufferObject* m_spriteBlurThicknessVFBO;
sofa::gl::FrameBufferObject* m_spriteShadeFBO;
sofa::gl::GLSLShader m_spriteShader;
sofa::gl::GLSLShader m_spriteNormalShader;
sofa::gl::GLSLShader m_spriteBlurDepthShader;
sofa::gl::GLSLShader m_spriteBlurThicknessShader;
sofa::gl::GLSLShader m_spriteShadeShader;
sofa::gl::GLSLShader m_spriteFinalPassShader;
void drawSprites(const core::visual::VisualParams* vparams);
void updateVertexBuffer();
protected:
OglFluidModel();
virtual ~OglFluidModel();
public:
Data<unsigned int> d_debugFBO; ///< DEBUG FBO
Data<float> d_spriteRadius; ///< Radius of sprites
Data<float> d_spriteThickness; ///< Thickness of sprites
Data<float> d_spriteBlurRadius; ///< Blur radius (in pixels)
Data<float> d_spriteBlurScale; ///< Blur scale
Data<float> d_spriteBlurDepthFalloff; ///< Blur Depth Falloff
Data<sofa::type::RGBAColor> d_spriteDiffuseColor; ///< Diffuse Color
void init() override;
void initVisual() override;
void fwdDraw(core::visual::VisualParams*) override;
void bwdDraw(core::visual::VisualParams*) override;
void doDrawVisual(const core::visual::VisualParams* vparams) override;
void drawTransparent(const core::visual::VisualParams* vparams) override;
void computeBBox(const core::ExecParams* params, bool onlyVisible = false) override;
virtual void updateVisual() override;
};
}