CelticCraft/Plugins/VoxelFree/Source/VoxelGraph/Private/Examples/VoxelExample_Ravines.cpp

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2023-07-03 16:17:13 +00:00
// Copyright 2020 Phyronnaz
#include "VoxelExample_Ravines.h"
PRAGMA_GENERATED_VOXEL_GRAPH_START
using FVoxelGraphSeed = int32;
#if VOXEL_GRAPH_GENERATED_VERSION == 1
class FVoxelExample_RavinesInstance : public TVoxelGraphGeneratorInstanceHelper<FVoxelExample_RavinesInstance, UVoxelExample_Ravines>
{
public:
struct FParams
{
const float _3D_Noise_Frequency;
const int32 _3D_Noise_Seed;
const float Bottom_Transition_Smoothness;
const float Height;
const float Top_Transition_Smoothness;
};
class FLocalComputeStruct_LocalValue
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt Value;
};
struct FBufferConstant
{
FBufferConstant() {}
v_flt Variable_9; // Top Transition Smoothness = 5.0 output 0
v_flt Variable_10; // Bottom Transition Smoothness = 5.0 output 0
v_flt Variable_11; // 3D Noise Frequency = 0.02 output 0
v_flt Variable_5; // Height = 50.0 output 0
};
struct FBufferX
{
FBufferX() {}
v_flt Variable_0; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
v_flt Variable_1; // Y output 0
};
FLocalComputeStruct_LocalValue(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
// Init of 3D Noise Seed = 1443
FVoxelGraphSeed Variable_12; // 3D Noise Seed = 1443 output 0
Variable_12 = Params._3D_Noise_Seed;
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Top Transition Smoothness = 5.0
BufferConstant.Variable_9 = Params.Top_Transition_Smoothness;
// Bottom Transition Smoothness = 5.0
BufferConstant.Variable_10 = Params.Bottom_Transition_Smoothness;
// 3D Noise Frequency = 0.02
BufferConstant.Variable_11 = Params._3D_Noise_Frequency;
// Height = 50.0
BufferConstant.Variable_5 = Params.Height;
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _3D_Perlin_Noise_Fractal_0_Noise;
TStaticArray<uint8, 32> _3D_Perlin_Noise_Fractal_0_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
// Init of 3D Noise Seed = 1443
FVoxelGraphSeed Variable_12; // 3D Noise Seed = 1443 output 0
Variable_12 = Params._3D_Noise_Seed;
// Init of 3D Perlin Noise Fractal
_3D_Perlin_Noise_Fractal_0_Noise.SetSeed(Variable_12);
_3D_Perlin_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(1, 0.5);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalLacunarity(2.0);
_3D_Perlin_Noise_Fractal_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_Perlin_Noise_Fractal_0_LODToOctaves[0] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[1] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[2] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[3] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[4] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[5] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[6] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[7] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[8] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[9] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[10] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[11] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[12] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[13] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[14] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[15] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[16] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[17] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[18] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[19] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[20] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[21] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[22] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[23] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[24] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[25] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[26] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[27] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[28] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[29] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[30] = 1;
_3D_Perlin_Noise_Fractal_0_LODToOctaves[31] = 1;
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
// X
BufferX.Variable_0 = Context.GetLocalX();
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_1 = Context.GetLocalY();
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_1 = Context.GetLocalY();
// X
BufferX.Variable_0 = Context.GetLocalX();
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
// Z
v_flt Variable_6; // Z output 0
Variable_6 = Context.GetLocalZ();
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// +
v_flt Variable_7; // + output 0
Variable_7 = Variable_8 + BufferConstant.Variable_5;
// 3D Perlin Noise Fractal
v_flt Variable_3; // 3D Perlin Noise Fractal output 0
Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(BufferX.Variable_0, BufferXY.Variable_1, Variable_2, BufferConstant.Variable_11, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_3 = FMath::Clamp<v_flt>(Variable_3, -0.852398, 0.865098);
// *
v_flt Variable_4; // * output 0
Variable_4 = Variable_3 * v_flt(5.0f);
// Smooth Intersection.-
v_flt Variable_20; // Smooth Intersection.- output 0
Variable_20 = Variable_6 - Variable_4;
// Smooth Intersection./
v_flt Variable_13; // Smooth Intersection./ output 0
Variable_13 = Variable_20 / BufferConstant.Variable_9;
// Smooth Intersection.*
v_flt Variable_14; // Smooth Intersection.* output 0
Variable_14 = Variable_13 * v_flt(0.5f);
// Smooth Intersection.-
v_flt Variable_21; // Smooth Intersection.- output 0
Variable_21 = v_flt(0.5f) - Variable_14;
// Smooth Intersection.Clamp
v_flt Variable_15; // Smooth Intersection.Clamp output 0
Variable_15 = FVoxelNodeFunctions::Clamp(Variable_21, v_flt(0.0f), v_flt(1.0f));
// Smooth Intersection.Lerp
v_flt Variable_16; // Smooth Intersection.Lerp output 0
Variable_16 = FVoxelNodeFunctions::Lerp(Variable_6, Variable_4, Variable_15);
// Smooth Intersection.1 - X
v_flt Variable_18; // Smooth Intersection.1 - X output 0
Variable_18 = 1 - Variable_15;
// Smooth Intersection.*
v_flt Variable_17; // Smooth Intersection.* output 0
Variable_17 = BufferConstant.Variable_9 * Variable_15 * Variable_18;
// Smooth Intersection.+
v_flt Variable_19; // Smooth Intersection.+ output 0
Variable_19 = Variable_16 + Variable_17;
// Smooth Union.-
v_flt Variable_22; // Smooth Union.- output 0
Variable_22 = Variable_7 - Variable_19;
// Smooth Union./
v_flt Variable_23; // Smooth Union./ output 0
Variable_23 = Variable_22 / BufferConstant.Variable_10;
// Smooth Union.*
v_flt Variable_24; // Smooth Union.* output 0
Variable_24 = Variable_23 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_25; // Smooth Union.+ output 0
Variable_25 = Variable_24 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_26; // Smooth Union.Clamp output 0
Variable_26 = FVoxelNodeFunctions::Clamp(Variable_25, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.Lerp
v_flt Variable_27; // Smooth Union.Lerp output 0
Variable_27 = FVoxelNodeFunctions::Lerp(Variable_7, Variable_19, Variable_26);
// Smooth Union.1 - X
v_flt Variable_30; // Smooth Union.1 - X output 0
Variable_30 = 1 - Variable_26;
// Smooth Union.*
v_flt Variable_29; // Smooth Union.* output 0
Variable_29 = BufferConstant.Variable_10 * Variable_26 * Variable_30;
// Smooth Union.-
v_flt Variable_28; // Smooth Union.- output 0
Variable_28 = Variable_27 - Variable_29;
Outputs.Value = Variable_28;
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
// Z
v_flt Variable_6; // Z output 0
Variable_6 = Context.GetLocalZ();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// X
v_flt Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// +
v_flt Variable_7; // + output 0
Variable_7 = Variable_8 + BufferConstant.Variable_5;
// 3D Perlin Noise Fractal
v_flt Variable_3; // 3D Perlin Noise Fractal output 0
Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(Variable_0, Variable_1, Variable_2, BufferConstant.Variable_11, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_3 = FMath::Clamp<v_flt>(Variable_3, -0.852398, 0.865098);
// *
v_flt Variable_4; // * output 0
Variable_4 = Variable_3 * v_flt(5.0f);
// Smooth Intersection.-
v_flt Variable_20; // Smooth Intersection.- output 0
Variable_20 = Variable_6 - Variable_4;
// Smooth Intersection./
v_flt Variable_13; // Smooth Intersection./ output 0
Variable_13 = Variable_20 / BufferConstant.Variable_9;
// Smooth Intersection.*
v_flt Variable_14; // Smooth Intersection.* output 0
Variable_14 = Variable_13 * v_flt(0.5f);
// Smooth Intersection.-
v_flt Variable_21; // Smooth Intersection.- output 0
Variable_21 = v_flt(0.5f) - Variable_14;
// Smooth Intersection.Clamp
v_flt Variable_15; // Smooth Intersection.Clamp output 0
Variable_15 = FVoxelNodeFunctions::Clamp(Variable_21, v_flt(0.0f), v_flt(1.0f));
// Smooth Intersection.Lerp
v_flt Variable_16; // Smooth Intersection.Lerp output 0
Variable_16 = FVoxelNodeFunctions::Lerp(Variable_6, Variable_4, Variable_15);
// Smooth Intersection.1 - X
v_flt Variable_18; // Smooth Intersection.1 - X output 0
Variable_18 = 1 - Variable_15;
// Smooth Intersection.*
v_flt Variable_17; // Smooth Intersection.* output 0
Variable_17 = BufferConstant.Variable_9 * Variable_15 * Variable_18;
// Smooth Intersection.+
v_flt Variable_19; // Smooth Intersection.+ output 0
Variable_19 = Variable_16 + Variable_17;
// Smooth Union.-
v_flt Variable_22; // Smooth Union.- output 0
Variable_22 = Variable_7 - Variable_19;
// Smooth Union./
v_flt Variable_23; // Smooth Union./ output 0
Variable_23 = Variable_22 / BufferConstant.Variable_10;
// Smooth Union.*
v_flt Variable_24; // Smooth Union.* output 0
Variable_24 = Variable_23 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_25; // Smooth Union.+ output 0
Variable_25 = Variable_24 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_26; // Smooth Union.Clamp output 0
Variable_26 = FVoxelNodeFunctions::Clamp(Variable_25, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.Lerp
v_flt Variable_27; // Smooth Union.Lerp output 0
Variable_27 = FVoxelNodeFunctions::Lerp(Variable_7, Variable_19, Variable_26);
// Smooth Union.1 - X
v_flt Variable_30; // Smooth Union.1 - X output 0
Variable_30 = 1 - Variable_26;
// Smooth Union.*
v_flt Variable_29; // Smooth Union.* output 0
Variable_29 = BufferConstant.Variable_10 * Variable_26 * Variable_30;
// Smooth Union.-
v_flt Variable_28; // Smooth Union.- output 0
Variable_28 = Variable_27 - Variable_29;
Outputs.Value = Variable_28;
}
};
class FLocalComputeStruct_LocalMaterial
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
MaterialBuilder.SetMaterialConfig(Init.MaterialConfig);
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
FVoxelMaterialBuilder MaterialBuilder;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalMaterial(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt UpVectorX;
v_flt UpVectorY;
v_flt UpVectorZ;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalValueRangeAnalysis
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
TVoxelRange<T> Get() const;
template<typename T, uint32 Index>
void Set(TVoxelRange<T> Value);
TVoxelRange<v_flt> Value;
};
struct FBufferConstant
{
FBufferConstant() {}
TVoxelRange<v_flt> Variable_7; // Bottom Transition Smoothness = 5.0 output 0
TVoxelRange<v_flt> Variable_2; // Height = 50.0 output 0
TVoxelRange<v_flt> Variable_6; // Top Transition Smoothness = 5.0 output 0
TVoxelRange<v_flt> Variable_1; // * output 0
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalValueRangeAnalysis(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
// Init of 3D Perlin Noise Fractal
_3D_Perlin_Noise_Fractal_1_Noise.SetSeed(FVoxelGraphSeed(1337));
_3D_Perlin_Noise_Fractal_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalOctavesAndGain(1, 0.5);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalLacunarity(2.0);
_3D_Perlin_Noise_Fractal_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_3D_Perlin_Noise_Fractal_1_LODToOctaves[0] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[1] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[2] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[3] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[4] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[5] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[6] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[7] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[8] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[9] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[10] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[11] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[12] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[13] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[14] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[15] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[16] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[17] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[18] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[19] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[20] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[21] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[22] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[23] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[24] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[25] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[26] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[27] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[28] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[29] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[30] = 1;
_3D_Perlin_Noise_Fractal_1_LODToOctaves[31] = 1;
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Bottom Transition Smoothness = 5.0
BufferConstant.Variable_7 = Params.Bottom_Transition_Smoothness;
// Height = 50.0
BufferConstant.Variable_2 = Params.Height;
// Top Transition Smoothness = 5.0
BufferConstant.Variable_6 = Params.Top_Transition_Smoothness;
// 3D Perlin Noise Fractal
TVoxelRange<v_flt> Variable_0; // 3D Perlin Noise Fractal output 0
Variable_0 = { -0.852398f, 0.865098f };
// *
BufferConstant.Variable_1 = Variable_0 * TVoxelRange<v_flt>(5.0f);
}
}
void ComputeXYZWithoutCache(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _3D_Perlin_Noise_Fractal_1_Noise;
TStaticArray<uint8, 32> _3D_Perlin_Noise_Fractal_1_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
// Z
TVoxelRange<v_flt> Variable_5; // Z output 0
Variable_5 = Context.GetLocalZ();
// Z
TVoxelRange<v_flt> Variable_3; // Z output 0
Variable_3 = Context.GetLocalZ();
// +
TVoxelRange<v_flt> Variable_4; // + output 0
Variable_4 = Variable_5 + BufferConstant.Variable_2;
// Smooth Intersection.-
TVoxelRange<v_flt> Variable_15; // Smooth Intersection.- output 0
Variable_15 = Variable_3 - BufferConstant.Variable_1;
// Smooth Intersection./
TVoxelRange<v_flt> Variable_8; // Smooth Intersection./ output 0
Variable_8 = Variable_15 / BufferConstant.Variable_6;
// Smooth Intersection.*
TVoxelRange<v_flt> Variable_9; // Smooth Intersection.* output 0
Variable_9 = Variable_8 * TVoxelRange<v_flt>(0.5f);
// Smooth Intersection.-
TVoxelRange<v_flt> Variable_16; // Smooth Intersection.- output 0
Variable_16 = TVoxelRange<v_flt>(0.5f) - Variable_9;
// Smooth Intersection.Clamp
TVoxelRange<v_flt> Variable_10; // Smooth Intersection.Clamp output 0
Variable_10 = FVoxelNodeFunctions::Clamp(Variable_16, TVoxelRange<v_flt>(0.0f), TVoxelRange<v_flt>(1.0f));
// Smooth Intersection.1 - X
TVoxelRange<v_flt> Variable_13; // Smooth Intersection.1 - X output 0
Variable_13 = 1 - Variable_10;
// Smooth Intersection.Lerp
TVoxelRange<v_flt> Variable_11; // Smooth Intersection.Lerp output 0
Variable_11 = FVoxelNodeFunctions::Lerp(Variable_3, BufferConstant.Variable_1, Variable_10);
// Smooth Intersection.*
TVoxelRange<v_flt> Variable_12; // Smooth Intersection.* output 0
Variable_12 = BufferConstant.Variable_6 * Variable_10 * Variable_13;
// Smooth Intersection.+
TVoxelRange<v_flt> Variable_14; // Smooth Intersection.+ output 0
Variable_14 = Variable_11 + Variable_12;
// Smooth Union.-
TVoxelRange<v_flt> Variable_17; // Smooth Union.- output 0
Variable_17 = Variable_4 - Variable_14;
// Smooth Union./
TVoxelRange<v_flt> Variable_18; // Smooth Union./ output 0
Variable_18 = Variable_17 / BufferConstant.Variable_7;
// Smooth Union.*
TVoxelRange<v_flt> Variable_19; // Smooth Union.* output 0
Variable_19 = Variable_18 * TVoxelRange<v_flt>(0.5f);
// Smooth Union.+
TVoxelRange<v_flt> Variable_20; // Smooth Union.+ output 0
Variable_20 = Variable_19 + TVoxelRange<v_flt>(0.5f);
// Smooth Union.Clamp
TVoxelRange<v_flt> Variable_21; // Smooth Union.Clamp output 0
Variable_21 = FVoxelNodeFunctions::Clamp(Variable_20, TVoxelRange<v_flt>(0.0f), TVoxelRange<v_flt>(1.0f));
// Smooth Union.1 - X
TVoxelRange<v_flt> Variable_25; // Smooth Union.1 - X output 0
Variable_25 = 1 - Variable_21;
// Smooth Union.Lerp
TVoxelRange<v_flt> Variable_22; // Smooth Union.Lerp output 0
Variable_22 = FVoxelNodeFunctions::Lerp(Variable_4, Variable_14, Variable_21);
// Smooth Union.*
TVoxelRange<v_flt> Variable_24; // Smooth Union.* output 0
Variable_24 = BufferConstant.Variable_7 * Variable_21 * Variable_25;
// Smooth Union.-
TVoxelRange<v_flt> Variable_23; // Smooth Union.- output 0
Variable_23 = Variable_22 - Variable_24;
Outputs.Value = Variable_23;
}
};
FVoxelExample_RavinesInstance(UVoxelExample_Ravines& Object)
: TVoxelGraphGeneratorInstanceHelper(
{
{ "Value", 1 },
},
{
},
{
},
{
{
{ "Value", NoTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr<v_flt>>() },
},
{
},
{
},
{
{ "Value", NoTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr<v_flt>>() },
}
},
{
{
{ "Value", WithTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr_Transform<v_flt>>() },
},
{
},
{
},
{
{ "Value", WithTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr_Transform<v_flt>>() },
}
},
Object)
, Params(FParams
{
Object._3D_Noise_Frequency,
Object._3D_Noise_Seed,
Object.Bottom_Transition_Smoothness,
Object.Height,
Object.Top_Transition_Smoothness
})
, LocalValue(Params)
, LocalMaterial(Params)
, LocalUpVectorXUpVectorYUpVectorZ(Params)
, LocalValueRangeAnalysis(Params)
{
}
virtual void InitGraph(const FVoxelGeneratorInit& InitStruct) override final
{
LocalValue.Init(InitStruct);
LocalMaterial.Init(InitStruct);
LocalUpVectorXUpVectorYUpVectorZ.Init(InitStruct);
LocalValueRangeAnalysis.Init(InitStruct);
}
template<uint32... Permutation>
auto& GetTarget() const;
template<uint32... Permutation>
auto& GetRangeTarget() const;
private:
FParams Params;
FLocalComputeStruct_LocalValue LocalValue;
FLocalComputeStruct_LocalMaterial LocalMaterial;
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ LocalUpVectorXUpVectorYUpVectorZ;
FLocalComputeStruct_LocalValueRangeAnalysis LocalValueRangeAnalysis;
};
template<>
inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValue::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValue::FOutputs::Set<v_flt, 1>(v_flt InValue)
{
Value = InValue;
}
template<>
inline FVoxelMaterial FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get<FVoxelMaterial, 2>() const
{
return MaterialBuilder.Build();
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set<FVoxelMaterial, 2>(FVoxelMaterial Material)
{
}
template<>
inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 3>() const
{
return UpVectorX;
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 3>(v_flt InValue)
{
UpVectorX = InValue;
}
template<>
inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 4>() const
{
return UpVectorY;
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 4>(v_flt InValue)
{
UpVectorY = InValue;
}
template<>
inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 5>() const
{
return UpVectorZ;
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 5>(v_flt InValue)
{
UpVectorZ = InValue;
}
template<>
inline TVoxelRange<v_flt> FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set<v_flt, 1>(TVoxelRange<v_flt> InValue)
{
Value = InValue;
}
template<>
inline auto& FVoxelExample_RavinesInstance::GetTarget<1>() const
{
return LocalValue;
}
template<>
inline auto& FVoxelExample_RavinesInstance::GetTarget<2>() const
{
return LocalMaterial;
}
template<>
inline auto& FVoxelExample_RavinesInstance::GetRangeTarget<0, 1>() const
{
return LocalValueRangeAnalysis;
}
template<>
inline auto& FVoxelExample_RavinesInstance::GetTarget<3, 4, 5>() const
{
return LocalUpVectorXUpVectorYUpVectorZ;
}
#endif
////////////////////////////////////////////////////////////
////////////////////////// UCLASS //////////////////////////
////////////////////////////////////////////////////////////
UVoxelExample_Ravines::UVoxelExample_Ravines()
{
bEnableRangeAnalysis = true;
}
TVoxelSharedRef<FVoxelTransformableGeneratorInstance> UVoxelExample_Ravines::GetTransformableInstance()
{
#if VOXEL_GRAPH_GENERATED_VERSION == 1
return MakeVoxelShared<FVoxelExample_RavinesInstance>(*this);
#else
#if VOXEL_GRAPH_GENERATED_VERSION > 1
EMIT_CUSTOM_WARNING("Outdated generated voxel graph: VoxelExample_Ravines. You need to regenerate it.");
FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_Ravines. You need to regenerate it.");
#else
EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Ravines. You need to update the plugin.");
FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Ravines. You need to update the plugin.");
#endif
return MakeVoxelShared<FVoxelTransformableEmptyGeneratorInstance>();
#endif
}
PRAGMA_GENERATED_VOXEL_GRAPH_END